Cotton Set
- Total armor
- 42.5
- Damage reduction
- 29.8%
Compare armor, melee weapons, firearms, bows, and throwables.
Armor from your equipped items adds together. More armor means less damage taken, with diminishing returns. The percentages for separate pieces do not add together.
42.5 damage taken · 50% reduction
Damage taken = incoming damage × 100 ÷ (100 + total armor). This calculation excludes blocking.
Armor reduces melee, projectile, and explosion damage. Bleeding, drowning, hunger, and thirst damage bypass armor.
Head, chest, legs, and feet together. Totals exclude overcoats.
Cotton and leather can be paired with an overcoat for extra armor. Metal Chestplate cannot be worn with an overcoat.
Reduction below is for wearing that item alone. Click an item for its crafting recipe.
| Item | Slot | Armor | Reduction alone |
|---|---|---|---|
| Head | 15 | 13% | |
| Head | 15 | 13% | |
| Head | 10 | 9.1% | |
| Head | 7.5 | 7% | |
| Head | 7.5 | 7% | |
| Head | 5 | 4.8% | |
| Head | 5 | 4.8% | |
| Head | 5 | 4.8% | |
| Chest | 50 | 33.3% | |
| Chest | 30 | 23.1% | |
| Chest | 17.5 | 14.9% | |
| Legs | 25 | 20% | |
| Legs | 17.5 | 14.9% | |
| Legs | 12.5 | 11.1% | |
| Feet | 10 | 9.1% | |
| Feet | 7.5 | 7% | |
| Feet | 5 | 4.8% | |
| Back | 15 | 13% | |
| Back | 12.5 | 11.1% | |
| Back | 12.5 | 11.1% | |
| Back | 10 | 9.1% |
Metal Chestplate cannot be worn with any overcoat. A full metal set gives 100 armor and 50% damage reduction.
Damage below is before armor. Primary, secondary, and alternate values are separate attacks, not a combined hit.
| Weapon / tool | Primary | Secondary | Alternate | Melee blocked |
|---|---|---|---|---|
| 75 | — | — | — | |
| 65 | 60 | 65 | 80% | |
| 85 | — | — | — | |
| 70 | — | — | — | |
| 50 | — | — | — | |
| 70 | 75 | 70 | 80% | |
| 55 | 65 | 55 | 80% | |
| 40 | — | — | — | |
| 40 | 45 | 40 | 80% | |
| 60 | 60 | 60 | 80% | |
| 40 | — | — | — | |
| 55 | — | — | — | |
| 40 | — | — | — | |
| 50 | 55 | 50 | 80% | |
| 30 | — | — | — | |
| 40 | — | — | — | |
| 42.5 | — | — | — |
The listed swords block 80% of an incoming melee hit while you are blocking and facing the attacker. Armor then reduces the remaining damage. A 100-damage melee hit becomes 20 after a successful sword block, then 10 with 100 armor.
Melee reach follows the weapon’s animated swing. The hammer is a repair tool.
Damage comes from the ammunition. Weapon differences include reload time, projectile speed, and pellet count.
| Weapon | Ammunition | Base damage | Reload | Projectile speed |
|---|---|---|---|---|
| 5 × 40200 if all pellets hit | 4 s | 300 m/s | ||
| 30 | Draw & release | 120 m/s | ||
| 85 | 5 s | 700 m/s | ||
| 85 | 5 s | 400 m/s | ||
| 85 | 5 s | 200 m/s | ||
| 30 | Draw & release | 70 m/s |
Blunderbuss damage depends on how many pellets connect. Bows use a draw-and-release action, with no firearm reload. Values are before armor.
Damage is highest at the blast center and falls to zero at the edge. Cover can block the blast; armor reduces damage that reaches you.
Compare cannon ammunition, hits to sink each ship, powderkegs, and damage effects in Ships & Sailing.
Ships & Sailing →