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. Wearing armor is the simples way to improve one's [[armor class]].
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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. Wearing armor is the simplest way to improve one's [[armor class]].
  
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 [[scroll of enchant armor|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-weapon|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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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 [[scroll of enchant armor|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-weapon|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

Revision as of 11:33, 27 July 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 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