Weapons, lifesteal, altars, and perks.

Fell & Sell Armor & Build Comparison

Compare two armor setups below using the official 1.7.0 formula, on the same selected difficulty. Easy and Medium use 100% furniture combat bonuses; Hard uses 50%, according to the official September 21 update. Start with gear you own and one problem to solve. This page does not supply a verified item-by-item best build.

Armor calculator: compare the gear you own

Enter the raw armor value, not the damage-reduction percentage. This tool applies the developer's 1.7.0 formula: damage × 60 / (armor + 60). It excludes other effects and rounding.

Example: against a hypothetical 100-damage hit, 60 armor gives 50.0 damage and 120 armor gives 33.3 damage before other effects.

Formula examples for a hypothetical 100-damage hit, not tested enemy damage
Raw armorReductionDamage taken
00.0%100.0
3033.3%66.7
6050.0%50.0
12066.7%33.3
18075.0%25.0

The table works without JavaScript. Interactive comparison needs JavaScript. Source: September 22 QoL Update, version 1.7.0; re-read October 10, 2026. Compare with your installed version and displayed stats.

01

Build around a job

Choose a primary objective before comparing items: survive an unfamiliar biome, control groups, defeat a zone boss, collect resources, or maximize a sales-linked expedition. A build that excels at one job may waste bonuses on another.

02

Compare armor with the dated formula

The site's September 26 source review records version 1.7.0's damage multiplier as 60 / (armor + 60). Under that formula, 0 armor means a multiplier of 1, 60 armor means 0.5, and 120 armor means about 0.333. For a hypothetical 100-damage hit, those are 100, 50 and about 33.3 damage before other effects.

These are arithmetic examples, not measured enemy hits or a guarantee that later builds use the same formula. Check your installed version before applying the comparison.

03

Choose a weapon for the failed encounter

If enemies reach you before you finish an attack, compare a weapon whose displayed timing or reach better fits that encounter instead of buying solely for damage. The recorded 1.7.0 note added weapon hot-swapping; check your current input prompts before using it in combat. Change only the weapon for the first comparison, keeping armor, difficulty and route as consistent as possible.

No weapon name, binding or numerical winner has been independently tested here.

04

Demo hammer-lifesteal observation

One third-party demo review found a high-stun hammer paired with a flat per-hit lifesteal effect unusually strong against groups. Wide swings reportedly triggered healing for multiple enemies hit. This is a demo observation and may have been rebalanced for launch.

05

Add altar and furniture effects without guessing

First record the weapon and armor you own, their displayed values, and the furniture effects shown in your client. Then record any altar choice separately, because a run with a different altar is not a clean equipment comparison. Match an effect to the problem you observed; do not assume bonuses stack additively or multiply unless the current interface or a controlled test establishes that behavior.

Acquisition routes and exact values for a complete loadout are not verified here.

06

Run a repeatable comparison on one difficulty

For setup A and setup B, record game version, selected difficulty, biome or floor, weapon, armor, furniture, altar, damage taken, healing observed and loot successfully banked. Easy and Medium use 100% furniture combat bonuses; Hard uses 50%. Difficulty changes only apply after returning to the Village.

Run several comparable encounters and keep any changed conditions in the notes. A practical improvement is solving the original failure without losing the haul, not merely showing a larger damage number.

07

What is still missing from a complete build recipe

A verified recipe needs exact equipment names, acquisition conditions, altar and furniture choices, a combat sequence, substitutes and situations where it fails. This page does not yet supply those client-tested details. The October 10 targeted review re-read the September 22 armor formula and added a calculator, not a gameplay test.

Full weapon statistics, stacking rules, altar pools and boss resistances remain unverified; the wider source log retains its September 26 review date.

First-party update references

4 relevant developer announcements are linked below. Full summaries and the UTC+8 publication-date policy are maintained in the source log.

Evidence status

4 first-party developer updates currently map to this guide. Version-specific demo or third-party observations are explicitly labeled and are not treated as current official statistics. Unknown numeric values remain unclaimed until they can be verified in the current build.

Official Steam page ↗Developer news ↗Full source log →

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