Armaduras

> “Rapaz, o Sol está quente! Eu tenho uma armadura com ventilação perfeita.
>
> — O Comerciante
>
>

Não deve ser confundido com a Defesa, uma estatística de redução de dano.
Veja também: Guia:Progressão de armaduras
As **Armaduras** são um conjunto de itens de defesa equipáveis que reduzem o dano levado de inimigos e da maioria das outras fontes de dano. Peças de armadura são equipadas colocando-as nas entradas de armadura do inventário do jogador. A armadura também pode ser colocada em entradas sociais para mudar a aparência do jogador sem afetar as suas estatísticas. Peças de armadura são criadas, compradas de NPCs, ou cai de inimigos.

Cada peça de armadura tem uma estatística de defesa que reduz o dano infligido pela metade / 3/4 / tudo do seu valor, arredondado. Por exemplo, um conjunto completo de Armadura de Cobre provicencia um total de 6 defesa, reduzindo o dano por 3 / 5 / 6 pontos. A armadura de Prata dá um total de 13 defesa, reduzindo o dano por 7 / 10 / 13 pontos, depois de ter sido arredondado. Um ataque não pode ser reduzido a zero; todos os ataques sempre darão pelo menos 1 de dano (ou 2 de dano em um acerto crítico), independentemente da armadura do jogador.

Em adição a defesa providenciada pelas peças de armadura individuais, a maioria dos tipos de armadura providenciam um **Bônus Definido** quando todas as três peças de uma armadura do mesmo tipo são vestidas simultaneamente. Para as armaduras de minério básicas do Pré-Modo Difícil (Cobre até Platina), isso é um bônus adicional de defesa. Armaduras mais avançadas ou únicas podem providenciar outros bônus definidos especializados (por exemplo, a armadura de Cogumelita providenciará invisibilidade quando parado).

Diante todas as plataformas, existem 34 conjuntos diferentes de armaduras dis pré-Hardmode; 33 conjuntos diferentes de armaduras disponíveis no Hardmode; 7 roupões e 2 chapéus de mago que dão efeitos adicionais; e 7 peças de armadura diversas.

## Conjuntos de Armadura

### Pré-Modo Difícil

1. ↑ 1,0 1,1 Although the Rain set and Ninja set are available on Console old-gen e 3DS, they only act as vanity and are not considered armor.

### Modo Difícil

1. ↑ 1,0 1,1 1,2 Although the Spectral armor, Titan armor, and Dragon armor are available on Console, Switch e tModLoader, they only act as vanity and are not considered armor.

### Wizard set

Though not a traditional armor set, these hats and robes confer a set bonus when worn together.

* +7% critical strike chance

## Miscellaneous Armor

A few pieces of armor aren't part of any particular set.

## Achievements

 **Roupas Combinando** • *“Equipe armaduras nos três espaços disponíveis: cabeça, peitoral e pés.”*Equipe peças de armadura em todos os slots de armadura (as peças não precisam ser do mesmo conjunto).
 **A Knight in Shining Armors** • *“Obtain every type of armor available.”*Equipe todos os conjuntos de armaduras disponíveis.
## Notes

* The chestplate on each armor set changes with the gender of the character, with the female breastplate often having an exposed cleavage, stomach or both. This is a purely visual change and does not decrease defense.
* In total, there are    /  /  armor sets. Out of these,    /  /  are available pre-Hardmode and    /  /  are Hardmode-exclusive.
* The ancient armor pieces are shown in the inventory to be facing to the left instead of the right.
* The default Hardmode ore armors (Cobalt, Mythril, and Adamantite) are often mistaken as direct downgrades to the others (Palladium, Orichalcum, and Titanium). Though it is true they all have lower armor value (except for Adamantite) and don't have fancy effects, they often give better, more class-specific bonuses (e.g. Cobalt Melee Set is still the second-best melee speed armor only bested by the Hallowed Melee Set). The default Hardmode ore armors also do not require as many bars to create, making swift progression easier.
* For most Hardmode armors with helmet variants, the helmets sell for more than other pieces of their respective sets, despite needing fewer bars to make. This is due to the helmet carrying class-specific bonuses or other special abilities. For example, the melee helmet of such sets will hold melee modifiers and a disproportionate share of Defense.
* If armor pieces are placed into accessory slots, they wont give their defense and stat buffs.

### Mixed Armor Sets

While set bonuses are a strong incentive to use a matched set, there are many cases where the powers of individual pieces can be combined usefully, especially late in the game. Particularly versatile pieces include the Valhalla Knight's Breastplate for its regeneration and the Forbidden Treads for the extra 2 minions (though the Forbidden Treads now provide only 1 extra minion in version 1.4, making them less ideal). Some examples include:

* The Turtle chest piece can be combined with the Hallowed or Chlorophyte Mask and Hallowed Greaves for massively increased melee damage, but at the cost of losing the Thorns effect, a bit of defense, and most of the "enemy magnet" effect. With the Hallowed Mask, this nets a defense of 62 (against 65 for the full Turtle set), +18% melee damage, +18% melee critical chance, and +10% melee speed.
	+ With the Chlorophyte Mask instead, the defense goes up a point to 63 and the melee damage bonus rises to +28%, but the melee critical chance bonus drops to +14% and the melee speed bonus is lost. Either way, the wearer gets another +7% for *all* damage and +8% movement speed.
	+ Doing this with the Valhalla Knight's Breastplate instead, gets another 3 points of defense, the regeneration, and a +30% bonus to summon damage, at the cost of some of the melee bonuses (leaving +10% or +20% damage, +10% or +6% critical chance).
* The combination of the Chlorophyte Helmet and Shroomite Breastplate (or in the endgame, Vortex Breastplate) provides more ammo reduction than any set bonus. (See Sandgun for further discussion.)
* A regenerative Melee/Summoner set consisting of the Chlorophyte Mask, Valhalla Knight's Breastplate, and Valhalla Knight's Greaves provides +16% melee damage, +26% melee critical strike chance, +30% movement speed, +50% minion damage, and +8 health/second regeneration.
* For rangers, if the set bonus for Shroomite armor is not needed, the chest piece can be swapped with the Valhalla Knight's Breastplate for the regeneration. Those who use this approach may also wish to swap out the Shroomite Leggings for Forbidden Treads; the extra two minions (in versions earlier than 1.4) can provide a larger total DPS increase despite losing some movement speed and ranged critical bonus.
* For magic users, Hallowed Headgear, Valhalla Knight's Breastplate, and Dark Artist's Leggings grants +100 mana capacity, +12% magic damage, +37% magic critical strike chance, +50% minion damage, and +8 health/second regeneration.
* Summoners can summon their minions while wearing the Shinobi Infiltrator's Helmet, Valhalla Knight's Breastplate, and Red Riding Leggings for maximum damage bonuses, swap to the Spooky Helmet to summon one more, swap to the full Spooky Armor set to summon two more, before re-equipping the Forbidden Treads and Valhalla Knight's Breastplate (in that order). This grants high survivability while retaining decent minion damage/capacity bonuses, and is the strongest possible pre-Moon Lord summoning loadout that uses the Breastplate.

vi:Armor/viit:Armor/itcs:Armor/cs