Armors

Armors help protect a player from damage. The armor attribute is shown on the status bar, expressed as a percentage of the protective value of the green armor item. It starts at zero and may go as high as 200 percent (or, in Doom v1.2 and earlier versions, a much larger value).

The armor percentage is reduced when the player absorbs damage due to enemy attacks or environmental hazards (damaging floors, exploding barrels, pods, or crushing ceilings).

In the Doom games, the standard green armor absorbs one third (1/3) of the damage from each hit, thus lessening the decrease in health. The blue megaarmor and the megasphere are more protective, and absorb one half (1/2) of the damage until fully depleted. Beneath 100 points, the megaarmor and the megasphere still absorb one half of damage, so it is therefore good practice to avoid regular armors until the superior type has been depleted significantly beneath 100 percent. Picking up armor bonuses simply increments the armor value by one percent, and does not otherwise affect the protectiveness of the suit or powerup most recently gained.

In cases where neither the armor, megaarmor or megasphere have been picked up, acquiring armor bonuses will assume a protection of only one third. If, on the other hand, a megaarmor has been picked up and depletes to zero percent, the protectiveness likewise reverts to one third.

Examples
A player is hit by a bullet that does 15 hit points of damage. If the player has picked up normal armor or a few armor bonuses, the armor percentage is reduced by 5 and health by 10. If the player instead acquired a megaarmor or megasphere, the armor percentage is reduced by 7 and health by 8.

Without any armor, health is reduced by the full 15. If armor is less than the calculated amount to absorb, then it absorbs whatever its value is (reducing it to zero) and the balance is subtracted from the health percentage. Had the player picked up only 3 armor bonuses, he would lose their value along with 6 points of health, and also an additional 6 points of health (losing 3% armor and 12% health, in total).

Doom game armors

 * The armor bonus (glowing helmet) increases armor by 1%, up to 200%.
 * The armor (green vest) sets armor to 100%, if it is less. It absorbs one-third of damage.
 * The megaarmor (blue vest) maxes out armor to 200%, if it is less. It absorbs one-half of damage.
 * The megasphere (gray sphere) acts like the megaarmor, in addition to maxing out health.

Heretic armors

 * The Silver Shield sets armor to 100%, if it is less. It absorbs one-half of damage.
 * The Enchanted Shield sets armor to 200%, if it is less. It absorbs three-fourths of damage.

Hexen armors

 * The Amulet of Warding increases your character's armor class. The Mage receives the most armor from this and the Fighter the least.
 * The Falcon Shield increases your character's armor class. The Cleric benefits most from this armor.
 * The Mesh Armor increases your character's armor class. This armor is most useful to the Fighter and least useful to the Mage.
 * The Platinum Helm increases your character's armor class. This gives an equal amount to all three characters.
 * The Dragonskin Bracers are technically an artifact rather than armor, temporarily boosting your character's armor class.

Strife armors
Armor in Strife may be both bought from shops and found in levels.


 * Leather Armor is the cheapest armor available from shops and has protection characteristics identical to Doom's green armor.
 * Metal Armor is more expensive, but is found more often in levels as well. It has protection characteristics identical to Doom's blue armor.
 * Shadow Armor, despite its in-game treatment and name, is not armor but is similar to Doom's invisibility sphere. It makes the player harder to see and aim at.