Difference between revisions of "Armor"

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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.
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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|Gloves/Gauntlets]], and [[Boots]]. Excepting [[elven armor]] and a wizard's [[Helm|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.
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At the outside, there are 7 slots for armor: [[helm]], [[cloak]], [[body armor]], [[shirt]], [[shield]], [[gloves|gloves/gauntlets]], and [[boots]]. Excepting [[elven armor]] and a [[wizard]]'s [[Helm|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
 
The typical combination of armor in an ascension kit is
*Helm of Telepathy/Brilliance or Elven Leather Helm.
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*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.
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*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.
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*Either gray or silver dragon scale mail.
 
*Either shirt; no great difference.
 
*Either shirt; no great difference.
*Shield of Reflection, possibly, if you don't wish to two-weapon.
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*Shield of reflection, possibly, if you don't wish to two-weapon.
*Gauntlets of Power for combat; Gloves of Dexterity for spellcaster.
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*Gauntlets of power for combat; gloves of dexterity for spellcaster.
*Boots of Speed or Jumping; Water-walking in bag.
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*Speed boots or jumping boots; water walking boots in a bag.
  
 
[[Category:Armor| ]]
 
[[Category:Armor| ]]

Revision as of 22:10, 25 May 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.

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.