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Gas Mask

Gas Mask

Epic
Gain Armor and Overheal for every enemy infected with poison.
Scaling Type:
Linear scaling for maximum caps Fixed per-stack bonuses Fixed 1s update interval

Detailed Explanation

Gas Mask gives you bonus Armor and Overheal based on how many enemies are currently poisoned. The game tracks the total number of enemies with the Poison debuff and grants you stats accordingly.
 
How it works:
 
- Gas Mask checks the number of poisoned enemies every 1 second
- For each poisoned enemy, you gain +0.5% Armor and +0.5% Overheal (note armor uses hyperbolic scaling. so +0.5% armor is the raw input number)
- These bonuses are capped at maximum values that scale with the number of Gas Masks you have
- The stats update automatically as enemies get poisoned or lose their poison debuff
 
These values do not change with more copies. Each poisoned enemy always gives the same amount.
 
Maximum bonuses:
 
With $ n $ copies of Gas Mask:
 
- Maximum Armor: +40% per copy (this scales using hyperbolic scaling so it's not really 40% but the raw input into the hyperbolic scaling formula is 0.4.)
- Maximum Overheal: +25% per copy
 
Examples with 1 copy:
 
- 10 poisoned enemies → +5% Armor, +5% Overheal
- 50 poisoned enemies → +25% Armor, +25% Overheal (overheal capped)
- 80 poisoned enemies → +40% Armor (capped), +25% Overheal (capped)
 
Important notes:
 
- Stats update every 1 second, so there's a slight delay when enemies get poisoned or lose poison
- The count resets to 0 when you start a new stage
- Note that Armor uses hyperbolic scaling, so the actual damage reduction you get from armor may differ from the raw percentage shown in this article

How it Stacks

Gas Mask scales linearly with the number of copies, but only affects the maximum caps, not the per-stack bonuses.
 

1. Per-Stack Bonuses (Fixed)

 
Each poisoned enemy gives:
 
- +0.5% Armor
- +0.5% Overheal
 
These values do not change with more copies. Whether you have 1 or 10 Gas Masks, each poisoned enemy still gives +0.5% of each stat.
 

2. Maximum Caps (Linear Scaling)

 
Each copy increases the maximum caps:
 
Maximum Armor:
 
 
$$ \text{MaxArmor}(n) = 0.4n $$
 
 
Maximum Overheal:
 
 
$$ \text{MaxOverheal}(n) = 0.25n $$
 
 
Where $ n $ = number of Gas Mask copies
 
Examples:
 
 
CopiesMax ArmorMax OverhealPoisoned Enemies Needed for Max ArmorPoisoned Enemies Needed for Max Overheal
140%25%8050
280%50%160100
3120%75%240150
5200%125%400250

NOTE YOU CANNOT GET 200% ARMOR

200% is the raw input number you'd get in this theoretical example. But its passed through a hyperbolic scaling formula before it is applied to how much armor you actually get

3. Update Interval (Fixed)

 
The stats update every 1 second. This does not change with more copies.
 
Key notes:
 
- More copies = higher maximum caps, but the same per-enemy bonus
- You need more poisoned enemies to reach the higher caps
- The count resets when starting a new stage