Armor

This page focuses upon optimal equipment selection strategies for each class.

See the Equipment page for stat breakdown of all equipment, and the Progression thread for strategy in moving forward in the game. See the Weapon page for tips on finding equipment; which may then be upgraded at the Blacksmith in the camp. The Enchantments page has optimal enchantment selection strategies.

## Optimal Equipment for Each Class

In general, the primary goal should be to hit the 450 point armor cap - creating 90 percent damage reduction. There is no advantage to going beyond 450 armor.

In the early game, this will entail using the heaviest armor and helm available, to get as close to 450 armor points as possible - and then using armor boosting Artifacts like multiple petrified carapaces to make up the rest - the weaker armadillo shells may also be used; however the petrified carapace may be crafted by merging two armadillo shells at the Blacksmith. The “heavy armor” or “graceful armor” with a “topF helm” have the highest base armor stats of the body and head armor, making them popular early game choices, although the heavy armor is relatively rare so many players will use the iron armor initially. It may also be advantageous in the early game to use a weapon-damage-boosting custom crafted helm from the Blacksmith. The warrior can hit the cap very easily when using a steel shield or tower shield, allowing substantial flexibility in equipment selection, making the warrior a popular early game choice.

In the middle game, where the player has gotten their fortress significantly upgraded (carrying a ~150-200% boost to health and damage), and carrying crosses of life, the equipment is upgraded to legendary quality to hit the 450 armor cap. The graceful armor combines very high armor (2nd highest) with relatively decent movement speed, making it a popular middle game choice to upgrade to legendary quality, along with either the topF helm or skull helm - depending on whether vision is needed.

As the player approaches the Endgame and attains a maxed fortress and stats, there is much more flexibility, as hitting the 450 armor cap becomes a simple matter. The skull helm is a strong choice, with its long vision and relatively high armor, as well as its “terror” bonus effect that reduces monster armor. Combined with a legendary skull helm, a legendary fetid breastplate will hit the cap for any maxed hero and give another enemy armor reduction inherent effect, as well as enemy speed reduction (stench) - however it has a high movement speed penalty and does not trigger against undead. It may be most useful for a maxed necromancer using breath of death, who is not dependent upon movement for defense.

Using a half-mask as a “second helm” to switch to and use the invisibility skill before entering the stairs to the next floor may provide increased safety against being swarmed - particularly in the crypt. At the time the fight begins, the skull helm could be equipped again.

For a maxed wizard or necromancer, when using a skull helm, the quilted vest will hit the 450 armor cap and minimize movement penalty. The archer, hunter and berserker will hit the cap with orc chainmail when using a skull helm, making the orc chainmail a logical endgame choice. Warriors have the most flexibility due to the huge armor boost of their shield - some warriors in fact will run about in their enchanted skivvies (loincloth) with its 5% speed BOOST…to hit the armor cap you will likely need a thieves’ outfit with an iron shield plus skull helm - although use of either the topF helm + steel shield or a tower shield + skull helm, will let you still hit the armor cap while using only a loincloth as a maxed warrior - all of which are somewhat rare to drop with the battle march enchantment.

If using a “spiritual strength” ring (of unity) in the endgame with unused skill points, the 450 armor cap may be reached without ANY equipment - permitting use of the loincloth with its movement speed BOOST for any hero. However, most players will prefer use of two chaos rings in the endgame.

The highest quality off-hand (Second hand) item should be used for each character class: Warrior, Archer, Wizard, Hunter, Berserker, Necromancer. The strongest item is sometimes clear, as with Archer in deadly arrows, which simply are the best, and the same is the case for the hunter and warrior. The Wizard will usually use a lost tome, as the %reduction is usually more useful than the flat boost of a forbidden book. The Necromancer best off-hand will depend on each player’s goal, although summons become less important in the endgame, so it often matters less than the Enchantment on the book, often selecting the book solely based upon the presence of a rare drop-only enchantment like battle march (if mobility is the goal), otherwise going for an extra summon. An endgame berserker will often choose an offhand (and main weapon ) enchant like reaping, pogrom, range, or battering ram, since vampirism or searing will already be on the main weapon (and vampirism/searing don’t typically benefit from duplication in the endgame, unlike bounty hunter) - allowing flexibility with the 3rd and 4th enchantment. The “best” offhand therefore is very often to be one containing a unique drop-only enchantment - for example, if you are a wizard, you may have trouble finding a lost tome that ALSO has a rare drop-only enchant like BATTLE MARCH - so you may use a lesser book with battle march, until you can find a lost tome of battle march… the highest tier offhand may be exceedingly hard to find with your desired drop-only enchantment…(as of ~500 hours with a wizard, I have found…uhm, two.)

Good luck hero, and may no arrow pierce your defenses!! ~sb413197