Armor

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Revision as of 22:10, 25 May 2006 by ZeroOne (talk | contribs) (lowercased some words)
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Armor is a number one concern for the hero entering the dungeon. It is the only thing between you and instadeath by sheer melee.

At the outside, there are 7 slots for armor: helm, cloak, body armor, shirt, shield, gloves/gauntlets, and boots. Excepting elven armor and a wizard's cornuthaum, armor may only be enchanted up to +5; elven equipment and cornuthaums may be enchanted to +7. Thus, by using armor alone, the maximum protection is -44, or 54 points of protection. In practice, it is often somewhat below this, as characters give up a better AC for other protections and advantages. For example, a +5 shield of reflection will give 7 AC and reflection, but SDSM will give 14 and reflection, and allow two-weaponing. Likewise, high boots and iron shoes will give 2 AC, but speed boots will give 1 and "very fast" speed.

The typical combination of armor in an ascension kit is

  • Helm of telepathy/brilliance or elven leather helm.
  • Cloak of magic resistance or displacement; oilskin cloak in sack. CoD is if and only if you already have magic resistance.
  • Either gray or silver dragon scale mail.
  • Either shirt; no great difference.
  • Shield of reflection, possibly, if you don't wish to two-weapon.
  • Gauntlets of power for combat; gloves of dexterity for spellcaster.
  • Speed boots or jumping boots; water walking boots in a bag.