Difference between revisions of "Armor"

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[[Category:Armor| ]]
 
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Revision as of 19:47, 14 November 2006

Armor is a number one concern for the hero entering the dungeon. It is the only thing between you and instadeath by sheer melee. Wearing armor is the simplest way to improve one's armor class.

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 safely enchanted up to +5 provided that you start from +3 and use a blessed scroll; elven equipment and cornuthaums may be safely enchanted to +7 provided that you start from +5. 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

Items