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All types of armor

Armor absorbs damage from melee attacks, up to a threshold, depending on the type and upgrade level.

Wearing armor that is too heavy for the current strength will decrease walking speed and dodge chance. Decreaase in mobility will, in turn, cause hunger to advance faster.

Rogue gets a bonus to their dodge ability when wearing light armor. The dodge bonus is increased with each point of strength beyond what is required to wear the armor (dodgeBonus = strength - baseArmorStrength + armorLevel).

Class-specific armor can be made by using the armor kit on a piece of armor. This will give the Hero a special ability through the armor.

Armor is identified after the Hero is successfully hit 10 times, whilst wearing the armor.

When generated, suits of armor have a 1/10 probability to have a glyph. Glyphs can also be applied with a scroll of enchantment.

Suits of Armor

The tables below show only armor levels from +0 to +4, but there is no limitation. It's possible to have a -3 or +50 (or more) armor; the progression pattern is linear.

Cloth armor

Main article: Cloth armor
Cloth armor This lightweight armor offers basic protection.

Typical Cloth armor provides damage absorption up to 2 points per attack and requires 9 points of strength.

Level Required strength Armor Effective absorption

+0 9 2 0 to 2 (1 ±0.82)
+1 8 3 0 to 3 (1.5 ±1.12)
+2 7 4 0 to 4 (2 ±1.41)
+3 6 5 0 to 5 (2.5 ±1.71)
+4 5 6 0 to 6 (3 ±2)

Leather armor

Main article: Leather armor
Leather armor Armor made from tanned monster hide. Not as light as cloth armor but provides better protection.

Typical Leather armor provides damage absorption up to 4 points per attack and requires 11 points of strength.

Level Required strength Armor Effective absorption

+0 11 4 0 to 4 (2 ±1.41)
+1 10 6 0 to 6 (3 ±2)
+2 9 8 0 to 8 (4 ±2.58)
+3 8 10 0 to 10 (5 ±3.16)
+4 7 12 0 to 12 (6 ±3.74)

Mail armor

Main article: Mail armor
Mail armor Interlocking metal links make for a tough but flexible suit of armor.

Typical Mail armor provides damage absorption up to 6 points per attack and requires 13 points of strength.

Level Required strength Armor Effective absorption

+0 13 6 0 to 6 (3 ±2)
+1 12 9 0 to 9 (4.5 ±2.87)
+2 11 12 0 to 12 (6 ±3.74)
+3 10 15 0 to 15 (7.5 ±4.61)
+4 9 18 0 to 18 (9 ±5.48)

Scale armor

Main article: Scale armor
Scale armor The metal scales sewn onto a leather vest create a flexible, yet protective armor.

Typical Scale armor provides damage absorption up to 8 points per attack and requires 15 points of strength.

Level Required strength Armor Effective absorption

+0 15 8 0 to 8 (4 ±2.58)
+1 14 12 0 to 12 (6 ±3.74)
+2 13 16 0 to 16 (8 ±4.9)
+3 12 20 0 to 20 (10 ±6.06)
+4 11 24 0 to 24 (12 ±7.21)

Plate armor

Main article: Plate armor
Plate armor Enormous plates of metal are joined together into a suit that provides unmatched protection to any adventurer strong enough to bear its staggering weight.

Typical Plate armor provides damage absorption up to 10 points per attack and requires 17 points of strength.

Level Required strength Armor Effective absorption

+0 17 10 0 to 10 (5 ±3.16)
+1 16 15 0 to 15 (7.5 ±4.61)
+2 15 20 0 to 20 (10 ±6.06)
+3 14 25 0 to 25 (12.5 ±7.5)
+4 13 30 0 to 30 (15 ±8.94)

Epic Armor

Main article: Armor kit

Using the armor kit, the Hero can transform the armor into Epic Armor which grants special abilities.

Armor Generation

See:

Main article: Armor Generation

Tips

  • Farming: You can find armor in armories, crypts, the Blacksmith's forge, in chests, or randomly on the floor.
  • Beware of degraded, cursed armor. When you equip it, you can't unequip it unless you use a scroll of remove curse or scroll of upgrade.
    Save scroll of identify, or scrolls of remove curse, in case you put on degraded, cursed armor.
  • The best armor found at a depth is Plate Armor +3 (very rare).
    Plate armor +2 is a bit more common.
    Save your scrolls of upgrade for that kind of armor, if you can.
  • Equipping too-heavy armor when in stationary combat is a good tactic, as it will protect the Hero despite the lost turns, so equip heavy armor that has been identified as not cursed, in case of sewer crabs, or skeletons; but remember to re-equip the lighter armor when the battle is over, or the Hero will be slowed down and become hungry faster.
  • Degradation:

History

Update Change
0.2.2 Changed: Now, enhanced* armor gains DR (Damage Reduction) depending on its tier (*upgraded)
1.6.1 Changed: Cloth, leather, & mail armor are slightly buffed; plate armor nerfed
1.6.2a Changed:
  • Armor now works against a Skeleton's explosion, but only absorbs half the explosion damage
  • Herbal Armor now applies before the worn armor absorption
1.6.3 Changed: Armor can now absorb half the bleeding damage inflicted by gripping traps.
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