Armors are a type of equippable gear that reduces the amount of melee damage taken. Currently, there is only one armor for each tier plus the class armor. Each armor provides level to (2 + level) * tier
damage reduction, although it can be modified by the Stone of Augmentation. Just like weapons, armors require 8 + 2*tier
strength to be used without a penalty. Strength can be reduced by upgrading the armor (at level +1/3/6/10/...).
Strength Deficit | 1 | 2 | 3 | 4 | 5 | 6 | N
|
---|---|---|---|---|---|---|---|
Movement Speed | 5∕6 | ~69% | ~58% | 48% | 40% | 33.5% | 5∕6N
|
Evasion | 2∕3 | ~45% | ~30% | 20% | 13% | ~9% | 2∕3N
|
Generation[]
Armor generates in the dungeon as a random loot (1-2 items in every 35 items) using standard tier distribution. It can be also found specifically in the following rooms:
- Armory
- Room of traps (never cursed, 1/3 extra upgrade chance)
- Flooded vault (never cursed, 1/3 extra upgrade chance)
- Crypt (always cursed, 7/10 extra upgrade chance, uses tier distribution of the region above)
- Maze (never cursed, 1/3 extra upgrade chance, uses tier distribution of the region above)
It's also dropped by the following enemies:
- Prison Guard
- DM-200 (uses tier distribution of the next region)
- Stone Golem (uses tier distribution of the next region)
- Armored Brute (always scale (3/4) or plate (1/4))
- Armored Statue (always has a glyph, never cursed)
Furthermore, armor is also sold in shops and can be chosen as a reward from the Sad Ghost's quest. In most cases armor has a 20% chance to be upgraded to +1 and a 5% chance to be upgraded to +2. It also has a 15% chance for a random glyph and a 30% chance for a random curse; it never has both.
Regular armor[]
Each armor corresponds to a tier. Armor blocks 0-2*tier
damage at +0, based on a triangular distribution, scaling by +1/+tier
.
Cloth armor[]
Cloth Armor | ||
This lightweight armor offers basic protection. Typically this tier-1 armor blocks 0-2 damage and requires 10 strength to use properly. |
||
Has weak +1/+1 scaling; is essentially completely useless for damage blocking after Sewers regardless of upgrades.
Leather armor[]
Leather Armor | ||
Armor made from tanned monster hide. Not as light as cloth armor but provides better protection.
Typically this tier-2 armor blocks 0-4 damage and requires 12 strength to use properly. |
||
Has +1/+2 scaling; well upgraded leather armor is good in Sewers and Prison but is very useless in Caves.
Mail armor[]
Mail Armor | ||
Interlocking metal links make for a tough but flexible suit of armor.
Typically this tier-3 armor blocks 0-6 damage and requires 14 strength to use properly. |
||
Does +1/+3 scaling; although a higher tier than leather armor, its damage blocking is weak against the enemies in Caves, well upgraded ones may be usable.
Scale armor[]
Scale Armor | ||
The metal scales sewn onto a leather vest create a flexible, yet protective armor.
Typically this tier-4 armor blocks 0-8 damage and requires 16 strength to use properly. |
||
Has +1/+4 scaling; well upgraded scale armors can carry until Dwarven Metropolis, and only then should one switch to plate armor since enemies in the last stage deal tons of damage.
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.
Typically this tier-5 armor blocks 0-10 damage and requires 18 strength to use properly. |
||
Gives the highest scaling with it being +1/+5; being the most powerful armor, it can block a decent amount of damage when well upgraded, if using it possible that is.
Class armor[]
Also known as hero armor, this type can only be obtained once per run by using the dwarf king's crown while wearing armor, or by giving it to the Rat King on floor 5. Class armors have a special design and abilities dictated by the Hero class, the player has to choose one of three abilities when using the crown. The armor has energy which is consumed when an ability is used, the energy starts at 50% and takes 500 turns to fully replenish. Energy cost varies by ability and can be reduced with talents
Dwarf King's Crown | ||
The crown of the last dwarven king, it glows with tremendous magical energy.When worn, the crown's magic will flow into the armor you're currently wearing, transforming it into a unique epic armor with special abilities. The new armor will keep all the properties of the original armor. | ||
While the armor may look different, the stats are unchanged from the base armor. It also retains augments and glyphs. It is possible to transfer the effect of the crown onto another armor, but the original armor is destroyed in the process.
Warrior suit of armor[]
Hero's Armor | ||
While this armor looks heavy, it allows the Warrior to perform a special ability: Your armor currently has no ability, you should choose one! |
||
See Warrior page for ability info.
Mage robe[]
Hero's Robe | ||
While wearing this gorgeous robe, the Mage can perform a special ability: Your armor currently has no ability, you should choose one! |
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See Mage page for ability info.
Rogue garb[]
Hero's Garb | ||
When wearing this dark garb, the Rogue can perform a special ability: Your armor currently has no ability, you should choose one! |
||
See Rogue page for ability info.
Huntress cloak[]
Hero's cloak | ||
While wearing this cloak, the Huntress can perform a special ability: Your armor currently has no ability, you should choose one! |
||
See Huntress page for ability info.
Related badges[]
Icon | Name | Description | Rarity |
---|---|---|---|
Armor researcher | Identify all armors in your journal | Gold | |
Master researcher | Identify all items in your journal | Platinum |
History[]
Update | Change |
v0.7.4 | Class Armor abilities no longer affect allies |
v0.6.5 |
|