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Warrior’s gear

Armor

From the rags of the Meadows to the heavy gear of the Deep North. Put together the set for your stage, add a cape against the cold, and make sure your armor does not slow you down more than it has to.

How does armor work? How armor reduces damage, what set bonuses do, why heavy armor slows you down and what the cape is for: a short explanation at the bottom of the page. How armor works ↓

Sets by stage

Clothing and decor

Armor by slot

How armor works

Armor and damage

Armor is the sum of the values of every piece you wear. It reduces physical and elemental damage. While a hit is weaker than twice your armor, it is cut by about half or more; very strong hits are reduced much less, which is why old armor has to be replaced at each new stage.

Sets

Some sets give a bonus when you wear every piece: Bear armor gives Berserk, troll leather gives stealth, root armor gives improved archery, Fenris armor boosts unarmed combat. The other sets have no bonus, but it is still better to wear their pieces together for the armor.

Weight and speed

Heavy armor (iron, padded, flametal) slows your movement: the penalty is shown on every piece and adds up. Light and magic sets give less armor, but do not get in the way of running, dodging or casting.

Resistances and capes

Some armor gives a resistance to an element or to a certain damage type. Capes give little armor, but they are what protect you from the cold in the Mountains and the Deep North, and some give a slow fall or a tailwind.

Quality levels

Each level adds armor and durability and needs a station one level higher. Beyond the maximum, armor can be raised further with a protection idol at the Forge of Potential.

Clothing and decor

Dresses, tunics and hats give almost no protection, but they make building with the hammer, hoe and cultivator easier. Tunics take the cape slot, dresses take the chest slot.