Innate body armour
Normal body hit regions start without an innate armour layer. Before equipment and other modifiers, an unarmoured body uses a 1× incoming-damage multiplier.
FIRST EXPEDITION · BASELINE
Use this baseline to understand health, stamina, movement, recovery, and defence before equipment, skills, temporary effects, or the exact hit change the result.
QUICK ANSWER
Normal movement is 5 m/s. Base sprint speed before equipment and other modifiers is 10 m/s. When a hit is successfully registered as a parry, it takes 0.1× incoming damage—90% less. This is not permanent armour.
CORE
RECOVERY & COST
MOVEMENT
DEFENCE
Normal body hit regions start without an innate armour layer. Before equipment and other modifiers, an unarmoured body uses a 1× incoming-damage multiplier.
When this hit is successfully registered as a parry, it takes 0.1× incoming damage, or 90% less. This is not permanent armour.
This page does not list one fixed innate resistance for these damage types. Compare the resistance shown by equipment, skills and active effects instead.
TURN VALUES INTO DECISIONS
The base character starts with 300 health and no innate health regeneration per second. Healing items, equipment, skills and temporary effects can still restore health. When comparing defence, look at maximum health, healing, armour, resistance, blocking and the body area being hit separately.
At the listed baseline, 200 stamina divided by a 7.5-per-second sprint cost is about 26.7 seconds. Recovering 200 stamina at 7.5 per second also takes about 26.7 seconds. Treat both as rough planning numbers: equipment, encumbrance, skills, actions and recovery delay can change what you experience.
Normal speed is listed as 5 m/s and unmodified sprint speed as 10 m/s, so the sprint baseline is twice the normal baseline. This does not mean you will cross every room in exactly half the time: acceleration, turning, collision, slopes and actions all shorten the distance covered.
The 0.1× value applies when the hit is successfully registered by the parry hitbox. It describes that state, not a permanent 90% reduction on the whole character. Innate body armour health starts at zero, while equipped armour can protect particular body areas. Check an armour record for its covered regions and material result instead of applying one global defence number to every hit.
Example: if two loadouts both start from 300 health, compare the body areas their armour covers and the resistance each material actually shows. Do not invent a resistance for the piece whose page does not list one.
Example: sprint cost and stamina recovery are both listed as 7.5 per second, but sprinting for one second and resting for one second will not always cancel out. Recovery rules, actions, delay, encumbrance and modifiers can change the timing.
Example: a 10 m/s configured sprint baseline is useful for comparing it with the 5 m/s normal baseline, but multiplying 10 by the number of seconds does not create a reliable route distance. Starting acceleration, turns, collisions, slopes, doors, stamina state, and actions can all shorten the distance travelled. Use the ratio to understand the configuration, then use the map and the current game to judge an actual escape or search route.
A comparison only works when both choices show the stat you care about. If one armour page lacks a material result, compare coverage, weight, durability or another number that both pages provide instead.
These values describe the character before gear and other modifiers. Equipment, skills, temporary effects, encumbrance, the exact body area hit, armour, and blocking can change the result in a fight.