Armor includes items that are equipped in the "Body" slot. The player can only equip one piece of armor at a time.
Most armor pieces and some other items ([], [], [of Protection], [of Wonder] and [of Protection]) add to the player's armor rating. Any damage taken by the player is reduced by the armor rating to a minimum of 0.5.
Picking up armor with higher rating overwrites the lower one. Picking up Karate Gi, Glass Armor or Obsidian Armor drops the current equipped armor piece.
|Cloth||0||Because no one wants to fight naked.|
|Template:Equipment||2||The player does not trigger movement [] and becomes immune to knockback/pull effects (like recoil from the [] or the "Wind Spell!" of [Mages]). The player will still slide on [] while wearing this.|
|Template:Equipment||0||Doubles the damage dealt to the player but their [] base damage is also doubled.|
|Template:Equipment||∞||[Prevention|Prevents all damage] from one hit, then breaks. Other glass items will not break when the player is hit.|
|Template:Equipment||0.5/1/1.5||Increases armor rating depending on the level of the [Chain|Groove Chain] multiplier. Bug: ignores the first non-armor defense item (like a helm).|
|Template:Equipment||1.5||Functions identically to regular Plate Armor. [] starts with this item; it can not be found any other way.|
File:Amplified dlc.png Amplified
|Template:Equipment||Special||The maximum damage you can take from a single attack is 1. Damage reduction from Quartz Armor is applied after damage reduction from armor rating. Attacks that normally deal 0.5 damage are not affected.|
|Template:Equipment||∞|| [Prevention|Prevents all damage] from three hits, then breaks. Other glass items will not break when the player is hit. As the armor is damaged, it loses its arms.
The player does not trigger movement [] and becomes immune to knockback/pull effects (like recoil from the [] or the "Wind Spell!" of [Mages]). The player will still slide on [] while wearing this.