Armors

Before starting a new journey, players have to select an armor to create a new character. Each armor has different effects and stats.

Blueprints are required to unlock new armors and mostly found in Ancient Ruins of each level, but some can be bought in the Vending Machines located in caves or by beating certain enemies. If the player unlocked an armor but has not unlocked the ability limited to that armor, one can view the armor but cannot use it.

Players can change their armor mid-run at the Shelter by stepping into the "Armor Capsule", costing 10 emeralds each time, or can keep the current armor but choose a different ability, costing 5 emeralds each time.

### Armor Blueprints

Blueprints are the source of most armor types, they are usually found behind cracked walls in the Ancient Ruins, but they can also be found at the Vending Machine and by Enemy Drop.

 Superior 2.0

 Red Sentinel

## Abilities in Selection

### 5

Energy Impulse

This is the first available Armor of each new game save. A basic armor that offers a big advantage for early game run, with +30 to maximum Health, +10 to maximum Energy and identification of Healing potion.

The purpose of this Armor is to increase the survivability of new players, letting them reach further location and learn more about how to play as the game progress.

Surely enough nearly all players have to use this Armor at least once.

Surprisingly, Dev usually uses this armor when streaming on Discord or making a gameplay video on Youtube.

### Recommended Stats Build

Being able to choose any basic ability give this Armor a versatility to use any builds.

* Melee focus build: 5/2/1 or 5/1/2 or 4/1/3.
* Ranged focus build: 2/5/1 or 1/5/2 or 1/4/3.
* Hybrid build: 3/4/1 or 4/3/1.
* Luck-based build: 2/1/5 or 3/1/4 or 1/3/4 or 1/2/5 (not recommended).

### Tips

With the health modifier from this Armor, a melee build can become even tougher than usual. A 5/1/2 or 5/2/1 build can have up to 105 health points at start.

You can use this Armor as a way to try out new build, test out how well a build and ability synergizes. But ultimately this armor will become redundant as player unlock more Armor.

## Prospector 2.0

Support Dev to earn this without much effort

## Effects

Automatic recognition of healing potion

35% more crafting resources drop from robots

## Mobile Workbench

Thermite Bomb

Tactical Bomb

Simple Landmine

Teleporter, Map Scanner

Teleport Module (exclusive)

A second version of the classic Prospector Armor. This Armor can be unlocked either by purchasing remove-ads option or by finding it from chest in Ancient Ruins or even special chest in cave. If you purchased the remove-ads, this Armor would be available in any game save you have or newly creating game save.

This will be the first time player encounter "Mobile Workbench" - Allowing player to craft a items anytime outside of Home Shelter. With "Mobile Workbench T-1" player can even craft a very rare crating material call Teleport Module - can be rarely obtained by recycling Energy Sword 'Jumper' - an important material to craft Teleporter.

Again, this Armor has purpose to help new player get used to the game through managing crafting resources and the ability to craft outside of Home Shelter.

Many player may think it's an improved version because of the "2.0" in its name.

### Recommended Stats Build

Being able to choose any basic ability give this Armor a versatility to use any builds.

### Tips

Can be used to farm crafting materials from robotic enemies, especially in the Laboratory Ancient Ruins.

The benefit from stat modified can be handy in early run to increase survivability.

Recommend crafting Thermite Bomb to make short cut in Ancient Ruins or to destroy Hard Stone in early run. Tactical Bomb can be used to harvest materials from a large group of robotic enemies or for additional damage when fighting with elite enemy.

## Effects

+10% ranged damage

Increased accuracy of all weapons

Bonus to evasion

## Abilities in Selection

### 5

Energy Impulse

Basic Armor that can be found fairly early. Another Armor with the intention to teach new players by encouraging them to try out ranged build. With a decent damage modifier for ranged weapon and an approximately x1.1 to x1.25 of current weapon accuracy, make Scout Armor a viable choice even for veteran player. The bonus to evasion seems to be a modifier of x1.1 current evasion which is a pinch of salt to spice up a little bit.

Think outside the box this Armor was made for ranged but it can also be used for melee build too.

### Recommended Stats Build

Ranged focus build (2/5/1 or 1/5/2 or 1/4/3) is what reap most from Scout. Recommend using Super Speed, Invisibility, Shadow Copy and Energy Impulse.

Melee focus build (5/2/1 or 5/1/2 or 4/1/3) can also benefit with bonus accuracy and evasion, recommend using Super Speed and Teleportation.

Hybrid build: 3/4/1 or 4/3/1.

Luck-based build (2/1/5 or 3/1/4 or 1/3/4 or 1/2/5), can maximize evasion with Luck and Blocking stats, good for messing around, very bad for reaching very late location. Recommend using Super Speed.

### Tips

For ranged build:

* Super Speed can help playing as ranged more easily. Using Super Speed to help reload, keeping distance with melee enemy or spamming attacks. With fully upgraded Super Speed, play can kite enemy with hit-and-run tactic, shoot twice and then step back.
* If you have unlocked Tactical Belt, craft it. If you find Ammo Bag, Teleport Shield 'Gunner' or Energy Shield 'Gunner' artifact, equip it. I think i don't need to explain why, right?
* The Decoy from Invisibility ability can be very helpful to distract enemy attention. The same go to Shadow Copy
* Energy Impulse ability can be used to push enemy away, buying time for reloading or just for creating some distance.

For melee build:

* With the additional accuracy, attack will miss less which can potentially lessen the health loss in combat.
* Bonus evasion pairing with high Luck and Blocking stats could create a defensive focus build that is relying heavily on critical hit to kill enemy. Recommend using critical chance buffing artifact (e.g. Elite Slayer Medallion, Slayer Energy Shield) or Tactical weapon (for +20 critical chance) or Jagged Sword (for bonus Blocking). Scimitars are less effective due to higher chance to proc Evading than Blocking.

## Effects

+5% ranged damage

-40% melee damage

Increasing accuracy of all weapons

40% more crafting resources drop from robots

## Mobile Workbench

Tactical Bomb

Sniper Rifle ammo

All types of Sniper Rifle

An Armor that is specialized in using ranged weapons. Has a slight bonus damage for ranged weapons and a huge damage penalty for melee weapons. It's a second version of Scout Armor and has a few similar effects and appearance. Its available abilities are limited to Super Speed (versatile) and Invisibility (work well with ranged weapons).

Scout 2.0 also has accessed to "Mobile Workbench T-3", which allows player to craft items anywhere and anytime even outside of Shelter. The available crafting recipes are: All kinds of Sniper Rifle, Sniper Rifle Ammo, Tactical Bomb. You can only craft these items if you unlock the recipe via finding blueprint.

### Recommended Stats Build

Can only used ranged build due to the massive damage penalty when using melee weapons. Recommend builds such as 2/5/1 or 1/5/2 or 1/4/3.

### Tips

Due to the massive damage penalty when using melee weapons (-40%), this Armor is incredibly hard to use. New player may have a hard time to get used with it.

Playing as pure ranged is not an easy task and playing this Armor will make player know the important of melee attack even when play as ranged build. Ammo is the first issue that every player notices, even with build-for-ranged weapons like daggers and claws have near to harmless damage output forcing player to spend ammo to a skeleton. Fighting against minion-summoning enemy (Mutant Shaman, Necromancer Skeleton, ect.) is something should be avoid most of the time.

Require player to aware and keep an eye for ammo stock. Keep each type of ranged weapon and ammo in your inventory. If you are out of ammo, you lose, that's all.

You can buy extra ammo from Vending Machine, make sure you have lot of ammo. Try to buy from Shelter's Vending Machine, its price is relatively cheap and doesn't change even in further location.

Equipping an Elite Ranger Medallion to gain +20% more ammo drop.

## Storm Trooper

For the Empire! For the Emperor! \*Star Wars music\*

## Effects

Absorption of 15-20% taken damage

10% chance of resisting long-ranged attacks

## Abilities in Selection

### 5

Energy Impulse

The Armor with the highest damage absorption. With a 10% chance to proc a dodge or block against ranged attacks (all kinds of explosive, lightning and energy impulse aren't considered as ranged attacks). This chance isn't stacked with dodge/block chance so it wouldn't directly increase your dodge/block chance but it more likes a treat every now and then for player if the RNG allows it to proc.

The mechanism of this resist chance will be explained in a simplified way as: Storm Trooper -> Being attacked by ranged weapons -> check dodge/block chance -> if it fails -> check this resist chance -> if it fails -> take damage. If any of the check above succeed, then it would proc a check to determine whether this successful defending be "dodging" or "blocking".

### Recommended Stats Build

There are no visible disadvantage when using any types of build. Be it melee, ranged or luck.

### Tips

The damage absorption is extreme useful for melee build since that kind of build often has to soap up damage from enemies, especially ranged attacker using shotgun, bow and phase gun. It's also helpful when reaching further location (due to damage become more and more higher) or playing in Hard mode.

The resist chance might be insignificant but it can be improved with variants of Energy Sword and Energy Blade as most of them have "x% chance to block projectiles" effect.

Luck build can make use of all this effects to create a heavily defensive character. For a defensive run, you should use 2/1/5 or 3/1/4 build and equip Energy Sword or Energy Blade as main weapon, Gauss Rifle or Bow as sidearm, Protection Sigil or Energy Shield 'Aegis' as accessory, Mechanical Belt T-2 for its bonus heath points. You should keep each kind of the best elemental resistance Armor Plate (Electric, Fire, Acid) and change it for each location such as Lava Cave then equip fire resistance armor plate, Abandoned Lab ancient ruins then equip acid or electric resistance armor plate.

Energy Shield artifacts can be used to lower overall damage taken and disrupt burn effect from all kinds of fire.

Overall, this Armor offers a good survivability for player and may help veteran player reach further location.

## Survivor

One healing potion and everything will be fine

## Effects

Health regeneration when under 18%

Healing potion last 25% longer

Immunity to fire and poison if health is below 5%

## Abilities in Selection

### 5

Energy Impulse

As the name suggest, this Armor is the best when talk about survivability. It is one of the few Armors that has an effect directly affects a type of potion, more precisely it's the Healing Potion. Healing potion effect will last 25% longer leading to 25% more healing. Its health regeneration is rather slow and the threshold is also quite a low level so you shouldn't be relied on as it may be dangerous if got catch surprise by invisible enemy.

On top of that, the immunity to fire and poison damage can potentially save a life. All kinds of fire damage such as Fire, Necrofire, Cursed Fire, Disintegrating Combustion can be negated by this effect, unlike how Fire Immunity status effect works.

In Hunger mode, the health regeneration effect is disable if the hunger bar drop to 0. And you still die if "Starve to Death" is turn on.

### Recommended Stats Build

Can use any kinds of build without any significant disadvantage.

Builds with Luck higher than 2 can be more easier to player due to more healing potion drop.

### Tips

Any build will sure be able to use effectively. Never use Teleportation ability, there are other ways to teleport too (random teleport potion, teleport potion)

Recommend new players to use this Armor. It could teach them how importance and easy to waste a healing potion can be and how deadly DoT (damage over time) effect can be as they reach further location.

A melee build can regain even more health due to higher maximum heath points.

Luck build can help stock up lot of healing potions. With more consumables and less damage output from weapons, player might relied more on items to dealing with enemies.

If you want to make use of the health regeneration effect to save up healing potion, you should wait next to the exit entrance of Ancient Ruins, MUS (Mop Up Squad) never spawns in Ancient Ruins so it's safer to wait and regenerate health in there.

## Effects

The lower the health, the greater the damage done

## Abilities in Selection

### 5

Energy Impulse

Special Armor that has its damage increased as health level get lower and lower. Using this Armor mean player is willing to take risk in order to make use of its signature effect. The bonus of 15 health points can be useful in early run but it becomes insignificant in late location (30 and above).

The bonus weapon damage is calculated based on player health level, its effect is quickly amplified as health level get lower than 50%. The maximum of bonus weapon damage can go as far as 100% more damage and as low as 1% more damage.

Using this Armor in hard mode is extremely risky because of how much damage an enemy can deal and keeping your health near 50% to get a decent bonus damage can end your run at anytime if catch off guard.

### Recommended Stats Build

Melee builds has more health points so these can use this Armor more effective.

Ranged builds can also use this Armor fairly good. Builds like this can keep distance with enemy so they can maintain lower health level. But ranged build is fragile so lower health level might lead player being one-hit by elite enemies.

### Tips

Always keep an eye to your health level, you may get killed easily in hard mode.

Super Speed is the first go to ability that this Armor should utilize. Being able to move before enemy for 3 actions is priceless.

Artifacts such as Protection Sigil, Energy Shield and Berserker Amulet are the best to get. Protection Sigil can boost an insane amount of defense help you maintain low health level more easily without getting killed too fast. Energy Shield can soap up some damage and disrupt all kinds of fire burn effect. And finally Berserker Amulet can boost the bonus damage even more.

## Effects

Damage increases after each hit successful attack

The effect disappears after a few turns

## Abilities in Selection

### 5

Energy Impulse

The second version of Berserker Armor, its effect to increase weapon damage has been changed into something different. However, the bonus to health points doesn't change.

For each connected hit, Berserker 2.0 receives an effect that increased weapon damage and this effect will stack making the total bonus damage become higher and higher until it reaches the maximum of 100% bonus damage. It isn't easy to maintain this effect as it can only last for a maximum of 4 turns though repeated successful hit will reset this duration.

Remember any attack is being blocked or dodged will lead to heavy bonus damage reduction. Weapons that can make multiple attacks in one attack turn such as Dagger, Claws, Revolver, Rifle will improve the effect in a slower rate. So such weapons make it easily reset the effect.

Attacks always deal damage from shotguns, hammer still reset the bonus damage, even when those attacks are being blocked or dodged but still deal damage.

The effect of this armor stacks with Berserker amultet. In this case maximum damage bonus is 200%.

### Recommended Stats Build

Berserker 2.0 is pretty good both ranged and melee and luck is needed to place more attack which is his strength to shine, so you can either 4/1/2 or 3/1/3 for melee, you can also 1/4/3 or 1/3/3 for ranged or for a hybrid build you can use 3/3/2.

### Tips

Berserker 2.0 isn't like Berserker 1 which means you need to land all hits, that makes claws,daggers,revolvers and rifles not reccomendable because they can easily reset the amount of damage you deal, which is the strength of it, one hit weapons are highly reccomendable, any ability is good with it.

Super Speed: Super Speed can make you anticipate or change the weapon or just attack the enemy more but it won't change the damage level until the turn has passed.

Teleportation: Teleportation can be highly useful by the fact you can strike an enemy from afar with a teleport strike and later hit it again.

Invisibility: Invisibility is good because you can get near and enemy without it noticing and strike him many times while invisible(remember invisibilty gets interrupted for one turn when attacking).

Shadow Copy: Shadow Copy can be used like a decoy or just to heavily damage the enemy which will let you deal more damage even if the enemy blocks or dodges.

Energy Impulse: Energy Impulse can be used to push away the enemies and than attack them from afar with a ranged weapons which is also good as a melee.

Berserker 2.0 can also use all artifacts and benefits from all of them by the fact it is hybrid, with any berserker skull it can be deadly to the enemies but also you so when using it with berserker skull it is better to be ranged which still got high chances of always landing the attack.

## Effects

Accumulates "Plasma Kinetic Charge" while taking damage

Kinetic charge increases weapon damage and energy impulse damage (depends on accumulated charge)

Any kind of teleportation causes the plasma energy impulse if the kinetic charge is active

## Abilities in Selection

### 1

Energy Impulse

The latest version of Berserker Armor. It has unique effects that relying on the damage player take. Unlike it previous version, it only has a bonus of 5 health points - a small number'. Its ability is limited to Energy Impulse.

Each time Berserker 3.0 take damage, it will accumulate "Plasma Kinetic Charge" (damage from acid, fire). As this charge accumulate more and more it can be used:

* Increase weapon damage as much as the charge percentage but only for the first hit that land on target. Dealing increased damage and may also create a few plasma lightning redirection.
* Any forms of teleporting will discharge all the charge to the surroundings as a Plasma Energy Impulse. As i said all kind of teleport, i mean it. Actions being consider as teleporting are using (random) teletport potion, being teleport by Portal Guardian using Energy Sword 'Jumper', step in to a portal and hasn't kill the boss.
* Multi-hit weapons will deal plasma damage each.
* Note that Plasma Kinetic Charge will wear out after some turns.

## Effects

Applies the temporary "Overload" effect when using energy impulse

Energy Impulse Damage +10%

Overload increases weapons damage (depends on the overload charge)

Overload allows you to recover a small amount of energy

1-5% chance to summon an allied bot during the battle

## Mobile Workbench

Thermite Bomb

All types of Robosphere

AI Module

Advanced AI Module

## Effects

+10% damage from energy weapons

Increased accuracy of all weapons

## Mobile Workbench

Thermite Bomb

EMP Bomb

All types of Landmine

All types of Robosphere

AI Module, Advanced AI Module

## Effects

Black crystals restores health and energy

10% chance to cause "Vampirism" after killing an enemy

Speed Force +1

## Effects

Black crystals restore health and energy

10% chance to cause "Vampirism" after killing an enemy

Improved Teleport Strike +1

## Effects

+5% damage while using the Super Speed ability

Speed Force +3

+5-10% to the damage taken

Staying more than 4 turns in the super speed mode activates a "Spatial Dash"

Spatial Dash allows player to instantly move around and create high-speed relict copies

## Effects

Blue crystals give 50-100% more energy

Speed Force +2

## Effects

+10% Katana damage

+5% damage from other weapons

Improved Teleport Strikes +2

Attacks do not reset the duration of invisibility effect but unmask player for a turn.

## Effects

Killing an enemy restores a bit of energy

Improved Teleport Strike +3

## Effects

+10% Claws damage

Improved attack with claws

15% chance to cause "Adrenaline" with claws attacks

Adrenaline effect gives health regeneration and increases claws damage by 20-50% for 2-6 turns

## Effects

The lower the health level, the greater the defense

Received melee damage increases the chance of blocking the next hit

## Effects

Creates an illusion-decoy every 5-6 turns

Improve Teleport Strike +1

Attacks do not reset the duration of invisibility effect but unmask player for a turn

## Effects

60% chance to redirect the taken damage to decoy

Instant move between decoys

+5% to the damage taken

30% chance to create an illusion-decoy after taking damage

Attacks do not reset the duration of invisibility effect but unmask player for a turn.

## Effects

Summoned creatures have an unlimited lifetime

Reduced energy consumption for Shadow Copy

-5% to melee and ranged damage

10% chance to summon 2 weak shadow copies for a few turns after taking damage

Instant move between any shadow copies

## Effects

Necro damage by Energy Impulse

+8% damage from necro weapons

25% chance to deal necro damage with regular weapons

Immunity to necrofire

## Effects

70% chance to deal fire damage by Energy Impulse and cause "Fire Immunity"

Energy Impulse Damage +15%

Absorption of 5-10% taken damage

## Effects

40% chance to cast "Instant Movement" for 1-3 turns after taking damage

50% chance to cast "Instant Movement" for 1-3 turns if the enemy dodges the attacks

Speed Force +1

## Effects

20% chance to cast "Invincibility" after taking damage for 1-2 turns

10% chance to cast a powerful impulse strike that puts the area on fire and pushes opponent around the character after taking damage

Improved Teleport Strike +1

## Effects

Killing an enemy restores 2-20% of health and 1-15% of energy

-1% of health per turn

"Instant Movement" for an unlimited time if the health level is below 20%

Immunity to fire and poison if the health level is below 10%

Improved Teleport Strike +1

## Effects

15% chance to cause the Demon Rage effect for 4-6 turns.

## Effects

+50% to spider mines health

Landmines placing radius +1

50% more crating resources drop from robots

## Mobile Workbench

All types of Bomb

All type of Landmine

All types of Robosphere

AI Module

Advanced AI Module

## Effects

+10% Grenade Gun damage

Absorbs 15-25% damage from explosions

40% more crafting resources drop from robots

## Mobile Workbench

Improved Grenade Gun

All kinds of ammo for Grenade Gun

Tactical Bomb

Pneumatic Cylinder (exclusive)

## Effects

+15% Flamethrower damage

Absorbs 40-60% damage from fire

Fire potions deal extra damage

## Mobile Workbench

Tactical Bomb

Improved Flamethrower

Flamethrower Fuel

## Effects

10% chance to cast an explosive energy shield after taking damage

Impulse and Energy Hammer consume 20-70% less energy (depends on the level and type of hammer)

Improved Teleport Strike +1

Energy Impulse Damage +25%

## Mobile Workbench

Thermite Bomb

All kinds of Impulse Hammer

Impulse Module

## Effects

10% chance to cast "Invincibility" after taking damage for 1-2 turns

## Effects

Inventory saves after using the Resurrection Crystals

Scroll of Dash last 20% longer

## Effects

Inventory saves after using the Resurrection Crystals

Improved Teleport Strike +1