Difference between revisions of "User:Jdavis/Armor"

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This armor guide is a work in progress. Many features need to be added, refined, removed, etc.
 
This armor guide is a work in progress. Many features need to be added, refined, removed, etc.
  
==Basic Concepts==
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This guide helps you plan [[armor]] loadouts for play in the [[Clockworks]]. The advice here applies equally well to free-to-play and pay-to-play players.
  
Perhaps the single most important rule of ''Spiral Knights'' is [[damage]]. Damage is what lowers your health and eventually kills you. There are four damage types: normal, piercing, elemental, and shadow. In shallow strata of the Clockworks, monsters deal primarily normal damage. As you descend deeper into the Clockworks, monsters increasingly deal their preferred non-normal damage type. However, even in Stratum 6, there is a great deal of normal damage being dealt.
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==What Does Armor Do?==
  
There are seven kinds of [[status effect]]: fire, freeze, shock, poison, stun, curse, and sleep (which is not currently in the game). New players often confuse status with damage. For example, when a [[Gun Puppy|gun puppy]] shoots an ice ball at you, that ice ball inflicts elemental damage (which lowers your health) and freeze status (which locks your feet). But freeze is not inherently elemental in any sense. In the [[Shadow Lair|Shadow Royal Jelly Palace]], the [[polyp]]s inflict piercing and freeze. So keep the concepts of damage and status distinct in your mind.
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Armor does four things: It gives you [[health]], protects you from [[damage]], resists [[status effect]]s, and grants you [[abilities]]. The contributions from your helmet and suit add to produce your total health, damage protection, status resistance, and abilities. Note well that your [[shield]] does not contribute in the same way. A shield's defenses protect only the shield itself. (For more detail, see the [[Shieldbearer Guide]].)
  
Here is a condensed list of the main damage and status threats that knights face in the Clockworks. Each family is listed with all of the possible damage types and status effects that it might inflict. That is, not every member of a family inflicts every damage type and status effect listed for that family. The list omits any hazard that appears only in a particular scenario (e.g. [[Ironclaw Munitions Factory]]).
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===Health===
 +
 
 +
Armor gives you health, which greatly improves your survivability. A suit or helmet gains one extra health when it reaches heat level 5. Except for [[Ancient Plate Mail]]/[[Ancient Plate Helm|Helm]], all 5-star armor grants the same amount of health. Therefore health is rarely a consideration in choosing armor.
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 +
===Damage===
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 +
There are four kinds of damage: normal, piercing, elemental, and shadow. Each kind of monster attack contains a specific mixture of these types. Roughly speaking, beasts and slimes inflict piercing, gremlins and constructs inflict elemental, and fiends and undead inflict shadow. However, in shallow levels monsters inflict mostly normal damage, and even in Tier 3 there is a fair amount of normal. For example, in [[Firestorm Citadel]] normal damage is inflicted by [[Lord Vanaduke]], [[slag guard]]s, and [[trojan]]s.
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 +
Almost all armor protects against normal damage and one other damage type. The exceptions are [[Ancient Plate Mail]]/[[Ancient Plate Helm|Helm]], [[Dragon Scale Mail]]/[[Dragon Scale Helm|Helm]], [[Radiant Silvermail]], and [[Divine Veil]]/[[Divine Mantle|Mantle]]. When an attack hits you, your armor's protections are subtracted from the attack's gross damage to yield the net damage that you incur. (For more detail, see [[Defense]].)
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 +
The overall importance of damage protection is not as big as you might think. Highly protective armor might let you survive one or two more hits than weakly protective armor. Consequently heat and damage [[unique variant]]s have only a slight effect.
 +
 
 +
===Status===
 +
 
 +
Shock, freeze, and fire can absolutely wreck you, regardless of your damage protection. Stun, poison, and curse are less threatening. Sleep is almost absent from the game, and should not be considered.
 +
 
 +
thresholds
 +
 
 +
===Abilities===
 +
 
 +
Armor can grant four kinds of [[abilities]]: movement speed increase, attack speed increase, charge time reduction, and damage bonus.  
 +
 
 +
four kinds of damage bonus granted by armor: one weapon type against one monster family, one monster family, one weapon type, or blanket
 +
 
 +
==Armor by Class==
 +
 
 +
Because offensive bonuses are a crucial consideration in choosing armor, I group armors into four categories: Swords, Handguns, for Bombs, and Other. Some of the Other armors, particularly Black Kat and Chaos, offer offensive bonuses to all weapons.
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 +
Overall, there are 72 5-star armors. In almost all cases the suit and helmet are obtained identically and enjoy identical statistics. The seven exceptions, marked with * below, are: [[Radiant Silvermail]] has no matching helmet, [[Perfect Mask of Seerus]] has no matching suit, [[Divine Veil]] has a fiend bonus while [[Divine Mantle]] does not, and the four Kat armor lines have unusual and asymmetric alchemy paths.
 +
 
 +
===Swords===
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 +
Wolver; see also Black Kat and Chaos
  
 
{{User:Jdavis/start}}
 
{{User:Jdavis/start}}
  
{{User:Jdavis/header|Family}}
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{{User:Jdavis/header|Name}}
{{User:Jdavis/header|Genera}}
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{{User:Jdavis/header|Damage}}
{{User:Jdavis/header|Norm}}
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{{User:Jdavis/header|Bonuses}}
{{User:Jdavis/header|Pier}}
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{{User:Jdavis/header|Elem}}
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{{User:Jdavis/header|Shad}}
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{{User:Jdavis/header|Fi}}
 
{{User:Jdavis/header|Fi}}
 
{{User:Jdavis/header|Fr}}
 
{{User:Jdavis/header|Fr}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Slime]]s}}
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{{User:Jdavis/cell|[[Heavenly Iron Armor|Heavenly Iron]]}}
{{User:Jdavis/cell|[[Jelly|jellies]], [[lichen]]s, [[polyp]]s}}
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{{User:Jdavis/cell|norm+shad}}
{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|sword dam+1, fiend dam+1}}
{{User:Jdavis/cell|pier}}
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{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|sh-4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|cu+4}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Skolver Coat|Skolver]]}}
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{{User:Jdavis/cell|norm+pier}}
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{{User:Jdavis/cell|sword dam+2}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|fr+4}}
 
{{User:Jdavis/cell|}}
 
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Gremlin]]s}}
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{{User:Jdavis/cell|[[Snarbolax Coat|Snarbolax]]}}
{{User:Jdavis/cell|[[mender]]s, [[thwacker]]s, [[scorcher]]s, etc.}}
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{{User:Jdavis/cell|norm+shad}}
{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|sword dam+2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|elem}}
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{{User:Jdavis/cell|fr+3}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|po+3}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Vog Cub Coat|Vog Cub]]}}
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{{User:Jdavis/cell|norm+elem}}
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{{User:Jdavis/cell|sword ASI+2}}
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{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
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{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Beast]]s}}
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{{User:Jdavis/cell|[[Kat Claw Raiment|Kat Claw]]*}}
{{User:Jdavis/cell|[[wolver]]s, [[chromalisk]]s}}
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{{User:Jdavis/cell|norm+shad}}
{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|sword ASI+1, sword dam+1}}
{{User:Jdavis/cell|pier}}
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{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|fr+4}}
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{{User:Jdavis/cell|sh-2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|cu-1}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/end}}
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===Handguns===
 +
 +
Gunslinger, Padded; see also Black Kat and Chaos
 +
 +
Then there are 36 Padded armor lines, organized as nine variants in four status flavors: Falcon (sh+4, fr-3), Firefly (fi+4, sh-3), Grizzly (fr+4, po-3), and Snakebite (po+4, fi-3). These armors are marked with ? in the status columns below. Each armor's official name begins with "Sacred", which simply means "5-star".
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{{User:Jdavis/start}}
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{{User:Jdavis/header|Name}}
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{{User:Jdavis/header|Damage}}
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{{User:Jdavis/header|Bonuses}}
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{{User:Jdavis/header|Fi}}
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{{User:Jdavis/header|Fr}}
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{{User:Jdavis/header|Sh}}
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{{User:Jdavis/header|Po}}
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{{User:Jdavis/header|St}}
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{{User:Jdavis/header|Cu}}
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{{User:Jdavis/header|Sl}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Deadshot Mantle|Deadshot]]}}
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{{User:Jdavis/cell|norm+shad}}
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{{User:Jdavis/cell|gun ASI+1, undead dam+2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|cu+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Fiend]]s}}
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{{User:Jdavis/cell|[[Justifier Jacket|Justifier]]}}
{{User:Jdavis/cell|[[devilite]]s, [[greaver]]s, [[trojan]]s, [[silkwing]]s}}
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{{User:Jdavis/cell|norm+pier}}
{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|gun ASI+2}}
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|shad}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
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{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|st+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Undead]]}}
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{{User:Jdavis/cell|[[Nameless Poncho|Nameless]]}}
{{User:Jdavis/cell|[[zombie]]s, [[kat]]s, [[howlitzer]]s, etc.}}
+
{{User:Jdavis/cell|norm+elem}}
{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|gun ASI+2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|fr+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|shad}}
 
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Perfect Mask of Seerus|Seerus]]*}}
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{{User:Jdavis/cell|norm+elem}}
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{{User:Jdavis/cell|gun CTR+2, gun ASI+1}}
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{{User:Jdavis/cell|fi+4}}
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{{User:Jdavis/cell|fr-2}}
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{{User:Jdavis/cell|sh+4}}
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{{User:Jdavis/cell|po-2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Construct]]s}}
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{{User:Jdavis/cell|[[Shadowsun Slicker|Shadowsun]]}}
{{User:Jdavis/cell|[[Gun Puppy|gun puppies]], [[lumber]]s, [[Mecha Knight|mecha knights]], etc.}}
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{{User:Jdavis/cell|norm+shad}}
{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|gun dam+2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|elem}}
 
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|po+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Kat Eye Raiment|Kat Eye]]*}}
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{{User:Jdavis/cell|norm+shad}}
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{{User:Jdavis/cell|gun ASI+1, gun dam+1}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|fr+4}}
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{{User:Jdavis/cell|sh-2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
{{User:Jdavis/cell|cu-1}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Exploration#Map Hazards|Hazards]]}}
+
{{User:Jdavis/cell|[[Sacred Falcon Pathfinder Armor|Fa]][[Sacred Firefly Pathfinder Armor|Fi]][[Sacred Grizzly Pathfinder Armor|Gr]][[Sacred Snakebite Pathfinder Armor|Sn]] Pathfinder}}
{{User:Jdavis/cell|explosive blocks}}
+
{{User:Jdavis/cell|norm+pier}}
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{{User:Jdavis/cell|gun ASI+1, gun CTR+1, gun dam+1}}
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{{User:Jdavis/cell|fi?}}
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{{User:Jdavis/cell|fr?}}
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{{User:Jdavis/cell|sh?}}
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{{User:Jdavis/cell|po?}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
 +
{{User:Jdavis/row}}
 +
 +
{{User:Jdavis/cell|[[Sacred Falcon Guerrilla Armor|Fa]][[Sacred Firefly Guerrilla Armor|Fi]][[Sacred Grizzly Guerrilla Armor|Gr]][[Sacred Snakebite Guerrilla Armor|Sn]] Guerrilla}}
 +
{{User:Jdavis/cell|norm+pier}}
 +
{{User:Jdavis/cell|gun ASI+1, gun CTR+1, gun bst dam+2}}
 +
{{User:Jdavis/cell|fi?}}
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{{User:Jdavis/cell|fr?}}
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{{User:Jdavis/cell|sh?}}
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{{User:Jdavis/cell|po?}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
 +
{{User:Jdavis/row}}
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 +
{{User:Jdavis/cell|[[Sacred Falcon Hazard Armor|Fa]][[Sacred Firefly Hazard Armor|Fi]][[Sacred Grizzly Hazard Armor|Gr]][[Sacred Snakebite Hazard Armor|Sn]] Hazard}}
 +
{{User:Jdavis/cell|norm+pier}}
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{{User:Jdavis/cell|gun ASI+1, gun CTR+1, gun slm dam+2}}
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{{User:Jdavis/cell|fi?}}
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{{User:Jdavis/cell|fr?}}
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{{User:Jdavis/cell|sh?}}
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{{User:Jdavis/cell|po?}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
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 +
{{User:Jdavis/cell|[[Sacred Falcon Sentinel Armor|Fa]][[Sacred Firefly Sentinel Armor|Fi]][[Sacred Grizzly Sentinel Armor|Gr]][[Sacred Snakebite Sentinel Armor|Sn]] Sentinel}}
 +
{{User:Jdavis/cell|norm+elem}}
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{{User:Jdavis/cell|gun ASI+1, gun CTR+1, gun dam+1}}
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{{User:Jdavis/cell|fi?}}
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{{User:Jdavis/cell|fr?}}
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{{User:Jdavis/cell|sh?}}
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{{User:Jdavis/cell|po?}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
 +
{{User:Jdavis/cell|[[Sacred Falcon Keeper Armor|Fa]][[Sacred Firefly Keeper Armor|Fi]][[Sacred Grizzly Keeper Armor|Gr]][[Sacred Snakebite Keeper Armor|Sn]] Keeper}}
 +
{{User:Jdavis/cell|norm+elem}}
 +
{{User:Jdavis/cell|gun ASI+1, gun CTR+1, gun cnst dam+2}}
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{{User:Jdavis/cell|fi?}}
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{{User:Jdavis/cell|fr?}}
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{{User:Jdavis/cell|sh?}}
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{{User:Jdavis/cell|po?}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|spikes}}
 
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|pier}}
 
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
 +
{{User:Jdavis/row}}
 +
 +
{{User:Jdavis/cell|[[Sacred Falcon Wraith Armor|Fa]][[Sacred Firefly Wraith Armor|Fi]][[Sacred Grizzly Wraith Armor|Gr]][[Sacred Snakebite Wraith Armor|Sn]] Wraith}}
 +
{{User:Jdavis/cell|norm+elem}}
 +
{{User:Jdavis/cell|gun ASI+1, gun CTR+1, gun grm dam+2}}
 +
{{User:Jdavis/cell|fi?}}
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{{User:Jdavis/cell|fr?}}
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{{User:Jdavis/cell|sh?}}
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{{User:Jdavis/cell|po?}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
 +
{{User:Jdavis/row}}
 +
 +
{{User:Jdavis/cell|[[Sacred Falcon Shade Armor|Fa]][[Sacred Firefly Shade Armor|Fi]][[Sacred Grizzly Shade Armor|Gr]][[Sacred Snakebite Shade Armor|Sn]] Shade}}
 +
{{User:Jdavis/cell|norm+shad}}
 +
{{User:Jdavis/cell|gun ASI+1, gun CTR+1, gun dam+1}}
 +
{{User:Jdavis/cell|fi?}}
 +
{{User:Jdavis/cell|fr?}}
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{{User:Jdavis/cell|sh?}}
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{{User:Jdavis/cell|po?}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
{{User:Jdavis/cell|}}
 +
 +
{{User:Jdavis/row}}
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 +
{{User:Jdavis/cell|[[Sacred Falcon Ghost Armor|Fa]][[Sacred Firefly Ghost Armor|Fi]][[Sacred Grizzly Ghost Armor|Gr]][[Sacred Snakebite Ghost Armor|Sn]] Ghost}}
 +
{{User:Jdavis/cell|norm+shad}}
 +
{{User:Jdavis/cell|gun ASI+1, gun CTR+1, gun und dam+2}}
 +
{{User:Jdavis/cell|fi?}}
 +
{{User:Jdavis/cell|fr?}}
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{{User:Jdavis/cell|sh?}}
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{{User:Jdavis/cell|po?}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
 +
{{User:Jdavis/cell|[[Sacred Falcon Hex Armor|Fa]][[Sacred Firefly Hex Armor|Fi]][[Sacred Grizzly Hex Armor|Gr]][[Sacred Snakebite Hex Armor|Sn]] Hex}}
 +
{{User:Jdavis/cell|norm+shad}}
 +
{{User:Jdavis/cell|gun ASI+1, gun CTR+1, gun fnd dam+2}}
 +
{{User:Jdavis/cell|fi?}}
 +
{{User:Jdavis/cell|fr?}}
 +
{{User:Jdavis/cell|sh?}}
 +
{{User:Jdavis/cell|po?}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|grates}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|elem}}
 
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
 +
{{User:Jdavis/end}}
 +
 +
===Bombs===
 +
 +
Demo; see also Black Kat and Chaos; ignore Mad Bomber
 +
 +
{{User:Jdavis/start}}
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 +
{{User:Jdavis/header|Name}}
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{{User:Jdavis/header|Damage}}
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{{User:Jdavis/header|Bonuses}}
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{{User:Jdavis/header|Fi}}
 +
{{User:Jdavis/header|Fr}}
 +
{{User:Jdavis/header|Sh}}
 +
{{User:Jdavis/header|Po}}
 +
{{User:Jdavis/header|St}}
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{{User:Jdavis/header|Cu}}
 +
{{User:Jdavis/header|Sl}}
 +
 +
{{User:Jdavis/row}}
 +
 +
{{User:Jdavis/cell|[[Bombastic Demo Suit|Bombastic Demo]]}}
 +
{{User:Jdavis/cell|norm+elem}}
 +
{{User:Jdavis/cell|bomb dam+2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
{{User:Jdavis/cell|fr+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|[[Mad Bomber Suit|Mad Bomber]]}}
{{User:Jdavis/cell|brambles, barbed wire}}
+
{{User:Jdavis/cell|norm+elem}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|bomb dam+2, bomb CTR+2}}
{{User:Jdavis/cell|pier}}
+
{{User:Jdavis/cell|fi-2}}
 +
{{User:Jdavis/cell|fr-2}}
 +
{{User:Jdavis/cell|sh-2}}
 +
{{User:Jdavis/cell|po-2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
 +
{{User:Jdavis/row}}
 +
 +
{{User:Jdavis/cell|[[Mercurial Demo Suit|Mercurial Demo]]}}
 +
{{User:Jdavis/cell|norm+elem}}
 +
{{User:Jdavis/cell|bomb dam+1, MSI+1}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
{{User:Jdavis/cell|sh+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|[[Volcanic Demo Suit|Volcanic Demo]]}}
{{User:Jdavis/cell|respawners}}
+
{{User:Jdavis/cell|norm+elem}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|bomb CTR+2}}
 +
{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
 +
{{User:Jdavis/row}}
 +
 +
{{User:Jdavis/cell|[[Kat Hiss Raiment|Kat Hiss]]*}}
 +
{{User:Jdavis/cell|norm+shad}}
 +
{{User:Jdavis/cell|bomb CTR+1, bomb dam+1}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
{{User:Jdavis/cell|fr+4}}
 +
{{User:Jdavis/cell|sh-2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
{{User:Jdavis/cell|cu-1}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
  
 
{{User:Jdavis/end}}
 
{{User:Jdavis/end}}
  
A typical Clockworks level is focused on one monster family and one status. Frequently there is a secondary monster family. Sometimes there is no status. Your ideal armor would protect against normal damage, the primary monster family's non-normal damage, and the status. Depending on the armor you own, you may sometimes have to choose between damage and status defense. The most important statuses (shock, freeze, fire) are arguably more important than damage. For example, if you get shocked in a crowd of mecha knights, then you can easily go from full health to dead in a few seconds, even if you're wearing elemental armor.
+
===Other===
 
+
In addition to defense, many armor pieces offer [[abilities]] such as health bonus, movement speed increase (MSI), attack speed increase (ASI), charge time reduction (CTR), or damage bonus. Some damage bonuses are weapon-specific (e.g. swords only), others are monster-specific (e.g. slimes only), and a couple are blanket (all weapons and all monsters). Although armor pieces with offensive bonuses offer slightly less protection than armor pieces without them, most advanced players favor these offensive armors. The reason is that monsters deep in the Clockworks deal a lot of damage. Even highly protective armor can keep the knight alive for only a few hits. So players must simply avoid getting hit, by dodging, shielding, interrupting monsters, and killing quickly. At that point, one is usually happy to trade a little defense for more offense.
+
 
+
Keep in mind that there are also [[trinket]]s to enhance your damage protection (except normal), your status protection (except stun), your offense, and your health. It seems that most advanced players favor offensive trinkets in the Clockworks.
+
 
+
==Summary of Armor==
+
 
+
Here is a list of all five-star suits and helmets. Suits and helmets come in matched sets that enjoy identical statistics, with a few exceptions. [[Radiant Silvermail]] has no matching helmet, and [[Perfect Mask of Seerus]] has no matching suit. [[Divine Veil]] has a fiend bonus, while [[Divine Mantle]] does not. When planning your armor, keep in mind that some sets are boss/mission rewards (e.g. [[Ancient Plate Mail]]/[[Ancient Plate Helm|Helm]]) and others can be crafted only in the [[Shadow Lair]]s (e.g. [[Snarbolax Coat]]/[[Snarbolax Cap|Cap]]).
+
  
 
{{User:Jdavis/start}}
 
{{User:Jdavis/start}}
  
 
{{User:Jdavis/header|Name}}
 
{{User:Jdavis/header|Name}}
{{User:Jdavis/header|Norm}}
+
{{User:Jdavis/header|Damage}}
{{User:Jdavis/header|Pier}}
+
{{User:Jdavis/header|Elem}}
+
{{User:Jdavis/header|Shad}}
+
 
{{User:Jdavis/header|Bonuses}}
 
{{User:Jdavis/header|Bonuses}}
 
{{User:Jdavis/header|Fi}}
 
{{User:Jdavis/header|Fi}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Almirian Crusader Armor]]/[[Almirian Crusader Helm|Helm]]}}
+
{{User:Jdavis/cell|[[Almirian Crusader Armor|Almirian Crusader]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+shad}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|shad}}
+
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|fi-2}}
 
{{User:Jdavis/cell|fi-2}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Azure Guardian Armor]]/[[Azure Guardian Helm|Helm]]}}
+
{{User:Jdavis/cell|[[Azure Guardian Armor|Azure Guardian]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+pier}}
{{User:Jdavis/cell|pier}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
Line 263: Line 464:
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Dread Skelly Suit]]/[[Dread Skelly Mask|Mask]]}}
+
{{User:Jdavis/cell|[[Dread Skelly Suit|Dread Skelly]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+shad}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|shad}}
+
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Grey Feather Mantle]]/[[Grey Feather Cowl|Cowl]]}}
+
{{User:Jdavis/cell|[[Grey Feather Mantle|Grey Feather]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+elem}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|elem}}
+
{{User:Jdavis/cell|}}
+
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|fi+4}}
Line 295: Line 490:
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Ice Queen Mail]]/[[Ice Queen Crown|Crown]]}}
+
{{User:Jdavis/cell|[[Ice Queen Mail|Ice Queen]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+pier}}
{{User:Jdavis/cell|pier}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
Line 311: Line 503:
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Royal Jelly Mail]]/[[Royal Jelly Crown|Crown]]}}
+
{{User:Jdavis/cell|[[Royal Jelly Mail|Royal Jelly]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+pier}}
{{User:Jdavis/cell|pier}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
Line 327: Line 516:
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Arcane Salamander Suit]]/[[Arcane Salamander Mask|Mask]]}}
+
{{User:Jdavis/cell|[[Arcane Salamander Suit|Arcane Salamander]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+elem}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|slime dam+1, beast dam+1}}
{{User:Jdavis/cell|elem}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|slime+1, beast+1}}
+
 
{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
Line 343: Line 529:
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Deadly Virulisk Suit]]/[[Deadly Virulisk Mask|Mask]]}}
+
{{User:Jdavis/cell|[[Deadly Virulisk Suit|Deadly Virulisk]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+pier}}
{{User:Jdavis/cell|pier}}
+
{{User:Jdavis/cell|slime dam+2}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|slime+2}}
+
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
Line 359: Line 542:
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Divine Mantle]]/[[Divine Veil|Veil]]}}
+
{{User:Jdavis/cell|[[Dragon Scale Mail|Dragon Scale]]}}
 +
{{User:Jdavis/cell|pier+elem}}
 +
{{User:Jdavis/cell|beast dam+2}}
 +
{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|elem}}
+
{{User:Jdavis/cell|po+4}}
{{User:Jdavis/cell|shad}}
+
{{User:Jdavis/cell|fiend+2 on Veil only}}
+
{{User:Jdavis/cell|fi+4}}
+
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|sh+4}}
 
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|cu+4}}
 
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Dragon Scale Mail]]/[[Dragon Scale Helm|Helm]]}}
+
{{User:Jdavis/cell|[[Radiant Silvermail]]*}}
 +
{{User:Jdavis/cell|pier+shad}}
 +
{{User:Jdavis/cell|undead dam+2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|pier}}
 
{{User:Jdavis/cell|elem}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|beast+2}}
 
{{User:Jdavis/cell|fi+4}}
 
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|po+4}}
 
{{User:Jdavis/cell|po+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|cu+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Radiant Silvermail]]}}
+
{{User:Jdavis/cell|[[Divine Mantle|Divine]]*}}
 +
{{User:Jdavis/cell|elem+shad}}
 +
{{User:Jdavis/cell|fiend dam+2 (Veil only)}}
 +
{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|pier}}
+
{{User:Jdavis/cell|sh+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|shad}}
 
{{User:Jdavis/cell|undead+2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|po+4}}
 
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|cu+4}}
 
{{User:Jdavis/cell|cu+4}}
Line 407: Line 581:
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Valkyrie Mail]]/[[Valkyrie Helm|Helm]]}}
+
{{User:Jdavis/cell|[[Valkyrie Mail|Valkyrie]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+shad}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|fiend dam+2}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|shad}}
+
{{User:Jdavis/cell|fiend+2}}
+
 
{{User:Jdavis/cell|fi-4}}
 
{{User:Jdavis/cell|fi-4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
Line 423: Line 594:
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Volcanic Salamander Suit]]/[[Volcanic Salamander Mask|Mask]]}}
+
{{User:Jdavis/cell|[[Volcanic Salamander Suit|Volcanic Salamander]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+elem}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|slime dam+2}}
{{User:Jdavis/cell|elem}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|slime+2}}
+
 
{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
Line 439: Line 607:
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Volcanic Plate Mail]]/[[Volcanic Plate Helm|Helm]]}}
+
{{User:Jdavis/cell|[[Volcanic Plate Mail|Volcanic Plate]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+elem}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|elem}}
+
{{User:Jdavis/cell|}}
+
 
{{User:Jdavis/cell|ASI-1}}
 
{{User:Jdavis/cell|ASI-1}}
 
{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|fi+4}}
Line 455: Line 620:
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Ironmight Plate Mail]]/[[Ironmight Plate Helm|Helm]]}}
+
{{User:Jdavis/cell|[[Ironmight Plate Mail|Ironmight Plate]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+pier}}
{{User:Jdavis/cell|pier}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
 
{{User:Jdavis/cell|ASI-1}}
 
{{User:Jdavis/cell|ASI-1}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
Line 471: Line 633:
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Ancient Plate Mail]]/[[Ancient Plate Helm|Helm]]}}
+
{{User:Jdavis/cell|[[Ancient Plate Mail|Ancient Plate]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|normal}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
 
{{User:Jdavis/cell|ASI-1, MSI-1, health+3}}
 
{{User:Jdavis/cell|ASI-1, MSI-1, health+3}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
Line 486: Line 645:
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
 
{{User:Jdavis/cell|[[Mercurial Mail]]/[[Mercurial Helm|Helm]]}}
 
{{User:Jdavis/cell|norm}}
 
{{User:Jdavis/cell|pier}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|MSI+1}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|sh+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
 
{{User:Jdavis/row}}
 
 
{{User:Jdavis/cell|[[Armor of the Fallen|Armor]]/[[Crown of the Fallen]]}}
 
{{User:Jdavis/cell|norm}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|shad}}
 
{{User:Jdavis/cell|ASI+1, fiend-2}}
 
{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|po+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|cu-4}}
 
{{User:Jdavis/cell|}}
 
 
{{User:Jdavis/row}}
 
 
{{User:Jdavis/cell|[[Chaos Cloak]]/[[Chaos Cowl]]}}
 
{{User:Jdavis/cell|norm}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|elem}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|damage+1, CTR+1}}
 
{{User:Jdavis/cell|fi-2}}
 
{{User:Jdavis/cell|fr-2}}
 
{{User:Jdavis/cell|sh-2}}
 
{{User:Jdavis/cell|po-2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|cu-2}}
 
{{User:Jdavis/cell|}}
 
 
{{User:Jdavis/end}}
 
 
{{User:Jdavis/start}}
 
  
 
{{User:Jdavis/header|Name}}
 
{{User:Jdavis/header|Name}}
{{User:Jdavis/header|Norm}}
+
{{User:Jdavis/header|Damage}}
{{User:Jdavis/header|Pier}}
+
{{User:Jdavis/header|Elem}}
+
{{User:Jdavis/header|Shad}}
+
 
{{User:Jdavis/header|Bonuses}}
 
{{User:Jdavis/header|Bonuses}}
 
{{User:Jdavis/header|Fi}}
 
{{User:Jdavis/header|Fi}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Heavenly Iron Armor]]/[[Heavenly Iron Helm|Helm]]}}
+
{{User:Jdavis/cell|[[Mercurial Mail|Mercurial]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+pier}}
 +
{{User:Jdavis/cell|MSI+1}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|shad}}
+
{{User:Jdavis/cell|sh+4}}
{{User:Jdavis/cell|sword+1, fiend+1}}
+
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|sh-4}}
 
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|cu+4}}
 
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Skolver Coat]]/[[Skolver Cap|Cap]]}}
+
{{User:Jdavis/cell|[[Armor of the Fallen|Fallen]]}}
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|norm+shad}}
{{User:Jdavis/cell|pier}}
+
{{User:Jdavis/cell|ASI+1, fiend dam-2}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|sword+2}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|fr+4}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
 
+
{{User:Jdavis/row}}
+
 
+
{{User:Jdavis/cell|[[Snarbolax Coat]]/[[Snarbolax Cap|Cap]]}}
+
{{User:Jdavis/cell|norm}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|shad}}
+
{{User:Jdavis/cell|sword+2}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|fr+3}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|po+3}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|}}
+
 
+
{{User:Jdavis/row}}
+
 
+
{{User:Jdavis/cell|[[Vog Cub Coat]]/[[Vog Cub Cap|Cap]]}}
+
{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|elem}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|sword ASI+2}}
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{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|fi+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 +
{{User:Jdavis/cell|po+4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|cu-4}}
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Deadshot Mantle]]/[[Deadshot Chapeau|Chapeau]]}}
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{{User:Jdavis/cell|[[Chaos Cloak|Chaos]]}}
{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|norm+elem}}
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|dam+2, CTR+2}}
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|fi-2}}
{{User:Jdavis/cell|shad}}
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{{User:Jdavis/cell|gun ASI+1, undead+2}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|cu+4}}
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{{User:Jdavis/cell|}}
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+
{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Justifier Jacket]]/[[Justifier Hat|Hat]]}}
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{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|pier}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|gun ASI+2}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|st+4}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Nameless Poncho]]/[[Nameless Hat|Hat]]}}
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{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|elem}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|gun ASI+2}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|fr+4}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Perfect Mask of Seerus]]}}
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{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|elem}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|gun CTR+2, gun ASI+1}}
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{{User:Jdavis/cell|fi+4}}
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{{User:Jdavis/cell|fr-2}}
 
{{User:Jdavis/cell|fr-2}}
{{User:Jdavis/cell|sh+4}}
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{{User:Jdavis/cell|sh-2}}
 
{{User:Jdavis/cell|po-2}}
 
{{User:Jdavis/cell|po-2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|cu-2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Shadowsun Slicker]]/[[Shadowsun Stetson|Stetson]]}}
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{{User:Jdavis/cell|[[Black Kat Raiment|Black Kat]]*}}
{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|norm+shad}}
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|dam+3, MSI+1}}
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|fi-2}}
{{User:Jdavis/cell|shad}}
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{{User:Jdavis/cell|gun+2}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|po+4}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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+
{{User:Jdavis/row}}
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+
{{User:Jdavis/cell|[[Bombastic Demo Suit]]/[[Bombastic Demo Helm|Helm]]}}
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{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|elem}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|bomb+2}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|fr+4}}
 
{{User:Jdavis/cell|fr+4}}
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
 
{{User:Jdavis/row}}
 
 
{{User:Jdavis/cell|[[Mad Bomber Suit]]/[[Mad Bomber Mask|Mask]]}}
 
{{User:Jdavis/cell|norm}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|elem}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|bomb+2, bomb CTR+2}}
 
{{User:Jdavis/cell|fi-2}}
 
{{User:Jdavis/cell|fr-2}}
 
 
{{User:Jdavis/cell|sh-2}}
 
{{User:Jdavis/cell|sh-2}}
 
{{User:Jdavis/cell|po-2}}
 
{{User:Jdavis/cell|po-2}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|cu-4}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
  
{{User:Jdavis/row}}
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{{User:Jdavis/end}}
  
{{User:Jdavis/cell|[[Mercurial Demo Suit]]/[[Mercurial Demo Helm|Helm]]}}
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==Specific Situations and Objectives==
{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|elem}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|bomb+1, MSI+1}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|sh+4}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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+
{{User:Jdavis/row}}
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+
{{User:Jdavis/cell|[[Volcanic Demo Suit]]/[[Volcanic Demo Helm|Helm]]}}
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{{User:Jdavis/cell|norm}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|elem}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|bomb CTR+2}}
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{{User:Jdavis/cell|fi+4}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/end}}
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==General-Purpose Armor Sets==
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===General-Purpose Armor Sets===
  
 
Advanced knights often own many suits and helmets, that they can assemble into an ideal armor set for any given situation. Frugal knights and less-experienced knights may prefer to build a single armor set for use throughout the Clockworks. Such a general-purpose set would ideally protect against all four damage types and a few of the most important statuses (shock, fire, and maybe freeze). There are exactly three options:
 
Advanced knights often own many suits and helmets, that they can assemble into an ideal armor set for any given situation. Frugal knights and less-experienced knights may prefer to build a single armor set for use throughout the Clockworks. Such a general-purpose set would ideally protect against all four damage types and a few of the most important statuses (shock, fire, and maybe freeze). There are exactly three options:
Line 769: Line 721:
 
An alternative strategy is to settle for three damage types instead of all four. For example, a sworder might wear [[Skolver Coat]]/[[Skolver Cap|Cap]] with [[Vog Cub Coat]]/[[Vog Cub Cap|Cap]] to achieve high offensive bonuses at the expense of shadow protection. My opinion is that slimes and beasts are the easiest monster families, so piercing protection is slightly less important than the other damage protections.
 
An alternative strategy is to settle for three damage types instead of all four. For example, a sworder might wear [[Skolver Coat]]/[[Skolver Cap|Cap]] with [[Vog Cub Coat]]/[[Vog Cub Cap|Cap]] to achieve high offensive bonuses at the expense of shadow protection. My opinion is that slimes and beasts are the easiest monster families, so piercing protection is slightly less important than the other damage protections.
  
==Bosses==
+
===Bosses===
  
 
The [[Gloaming Wildwoods]] are three levels of beasts, with some constructs. There is no status, other than lumber stun. Hazards include spikes, exploding blocks, and briars. You want normal and piercing armor. There may not actually be much piercing damage in there, as it's only Stratum 2.
 
The [[Gloaming Wildwoods]] are three levels of beasts, with some constructs. There is no status, other than lumber stun. Hazards include spikes, exploding blocks, and briars. You want normal and piercing armor. There may not actually be much piercing damage in there, as it's only Stratum 2.
Line 779: Line 731:
 
[[Firestorm Citadel]] is five levels of zombies and trojans, with some constructs and silkwings, and very few beasts and slimes. The theme is fire, but keep in mind that trojans can stun and shock. Hazards include wheel throwers, spikes, fire grates, shadow fire, exploding blocks, and revolving balls. You want normal, elemental, shadow, and fire armor. Of these, shadow is arguably the least important, because zombies are easy to dodge.
 
[[Firestorm Citadel]] is five levels of zombies and trojans, with some constructs and silkwings, and very few beasts and slimes. The theme is fire, but keep in mind that trojans can stun and shock. Hazards include wheel throwers, spikes, fire grates, shadow fire, exploding blocks, and revolving balls. You want normal, elemental, shadow, and fire armor. Of these, shadow is arguably the least important, because zombies are easy to dodge.
  
==Shadow Lairs==
+
===Shadow Lairs===
  
 
The [[Shadow Lair|Shadow Gloaming Wildwoods]] are similar to the regular Gloaming Wildwoods, but with many additional undead. The gun puppies have been replaced with howlitzers. There is a strong poison theme. You want normal, piercing, shadow, and poison armor.
 
The [[Shadow Lair|Shadow Gloaming Wildwoods]] are similar to the regular Gloaming Wildwoods, but with many additional undead. The gun puppies have been replaced with howlitzers. There is a strong poison theme. You want normal, piercing, shadow, and poison armor.
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The [[Unknown Passage]] is an extra level that comes after every Shadow Lair boss. It is the same for all Shadow Lairs; it has nothing to do with any of their themes. Normal damage is most prevalent, but piercing, elemental, and shadow damage are all present. Status is not a major consideration, but poison and stun can occur.
 
The [[Unknown Passage]] is an extra level that comes after every Shadow Lair boss. It is the same for all Shadow Lairs; it has nothing to do with any of their themes. Normal damage is most prevalent, but piercing, elemental, and shadow damage are all present. Status is not a major consideration, but poison and stun can occur.
  
==Missions==
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===Missions===
  
 
[[Operation Crimson Hammer]] is about five levels, filled with gremlins and constructs. Hazards include briars, exploding rockets, missiles, and shadow fire. You want normal and elemental armor. Do you also want fire? I don't remember.
 
[[Operation Crimson Hammer]] is about five levels, filled with gremlins and constructs. Hazards include briars, exploding rockets, missiles, and shadow fire. You want normal and elemental armor. Do you also want fire? I don't remember.
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[[List of missions#Danger Mission|Ghost in the Machine]] consists of two shock-filled levels filled with constructs and undead. Hazards include shock grates, revolving shock balls, and lots of drones. You want normal, elemental, shadow, and shock armor. Of these, shadow is arguably least important.
 
[[List of missions#Danger Mission|Ghost in the Machine]] consists of two shock-filled levels filled with constructs and undead. Hazards include shock grates, revolving shock balls, and lots of drones. You want normal, elemental, shadow, and shock armor. Of these, shadow is arguably least important.
 +
 +
==Final Thoughts==
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 +
?

Revision as of 20:36, 5 March 2015

This armor guide is a work in progress. Many features need to be added, refined, removed, etc.

This guide helps you plan armor loadouts for play in the Clockworks. The advice here applies equally well to free-to-play and pay-to-play players.

What Does Armor Do?

Armor does four things: It gives you health, protects you from damage, resists status effects, and grants you abilities. The contributions from your helmet and suit add to produce your total health, damage protection, status resistance, and abilities. Note well that your shield does not contribute in the same way. A shield's defenses protect only the shield itself. (For more detail, see the Shieldbearer Guide.)

Health

Armor gives you health, which greatly improves your survivability. A suit or helmet gains one extra health when it reaches heat level 5. Except for Ancient Plate Mail/Helm, all 5-star armor grants the same amount of health. Therefore health is rarely a consideration in choosing armor.

Damage

There are four kinds of damage: normal, piercing, elemental, and shadow. Each kind of monster attack contains a specific mixture of these types. Roughly speaking, beasts and slimes inflict piercing, gremlins and constructs inflict elemental, and fiends and undead inflict shadow. However, in shallow levels monsters inflict mostly normal damage, and even in Tier 3 there is a fair amount of normal. For example, in Firestorm Citadel normal damage is inflicted by Lord Vanaduke, slag guards, and trojans.

Almost all armor protects against normal damage and one other damage type. The exceptions are Ancient Plate Mail/Helm, Dragon Scale Mail/Helm, Radiant Silvermail, and Divine Veil/Mantle. When an attack hits you, your armor's protections are subtracted from the attack's gross damage to yield the net damage that you incur. (For more detail, see Defense.)

The overall importance of damage protection is not as big as you might think. Highly protective armor might let you survive one or two more hits than weakly protective armor. Consequently heat and damage unique variants have only a slight effect.

Status

Shock, freeze, and fire can absolutely wreck you, regardless of your damage protection. Stun, poison, and curse are less threatening. Sleep is almost absent from the game, and should not be considered.

thresholds

Abilities

Armor can grant four kinds of abilities: movement speed increase, attack speed increase, charge time reduction, and damage bonus.

four kinds of damage bonus granted by armor: one weapon type against one monster family, one monster family, one weapon type, or blanket

Armor by Class

Because offensive bonuses are a crucial consideration in choosing armor, I group armors into four categories: Swords, Handguns, for Bombs, and Other. Some of the Other armors, particularly Black Kat and Chaos, offer offensive bonuses to all weapons.

Overall, there are 72 5-star armors. In almost all cases the suit and helmet are obtained identically and enjoy identical statistics. The seven exceptions, marked with * below, are: Radiant Silvermail has no matching helmet, Perfect Mask of Seerus has no matching suit, Divine Veil has a fiend bonus while Divine Mantle does not, and the four Kat armor lines have unusual and asymmetric alchemy paths.

Swords

Wolver; see also Black Kat and Chaos

Name Damage Bonuses Fi Fr Sh Po St Cu Sl
Heavenly Iron norm+shad sword dam+1, fiend dam+1 sh-4 cu+4
Skolver norm+pier sword dam+2 fr+4
Snarbolax norm+shad sword dam+2 fr+3 po+3
Vog Cub norm+elem sword ASI+2 fi+4
Kat Claw* norm+shad sword ASI+1, sword dam+1 fr+4 sh-2 cu-1

Handguns

Gunslinger, Padded; see also Black Kat and Chaos

Then there are 36 Padded armor lines, organized as nine variants in four status flavors: Falcon (sh+4, fr-3), Firefly (fi+4, sh-3), Grizzly (fr+4, po-3), and Snakebite (po+4, fi-3). These armors are marked with ? in the status columns below. Each armor's official name begins with "Sacred", which simply means "5-star".

Name Damage Bonuses Fi Fr Sh Po St Cu Sl
Deadshot norm+shad gun ASI+1, undead dam+2 cu+4
Justifier norm+pier gun ASI+2 st+4
Nameless norm+elem gun ASI+2 fr+4
Seerus* norm+elem gun CTR+2, gun ASI+1 fi+4 fr-2 sh+4 po-2
Shadowsun norm+shad gun dam+2 po+4
Kat Eye* norm+shad gun ASI+1, gun dam+1 fr+4 sh-2 cu-1
FaFiGrSn Pathfinder norm+pier gun ASI+1, gun CTR+1, gun dam+1 fi? fr? sh? po?
FaFiGrSn Guerrilla norm+pier gun ASI+1, gun CTR+1, gun bst dam+2 fi? fr? sh? po?
FaFiGrSn Hazard norm+pier gun ASI+1, gun CTR+1, gun slm dam+2 fi? fr? sh? po?
FaFiGrSn Sentinel norm+elem gun ASI+1, gun CTR+1, gun dam+1 fi? fr? sh? po?
FaFiGrSn Keeper norm+elem gun ASI+1, gun CTR+1, gun cnst dam+2 fi? fr? sh? po?
FaFiGrSn Wraith norm+elem gun ASI+1, gun CTR+1, gun grm dam+2 fi? fr? sh? po?
FaFiGrSn Shade norm+shad gun ASI+1, gun CTR+1, gun dam+1 fi? fr? sh? po?
FaFiGrSn Ghost norm+shad gun ASI+1, gun CTR+1, gun und dam+2 fi? fr? sh? po?
FaFiGrSn Hex norm+shad gun ASI+1, gun CTR+1, gun fnd dam+2 fi? fr? sh? po?

Bombs

Demo; see also Black Kat and Chaos; ignore Mad Bomber

Name Damage Bonuses Fi Fr Sh Po St Cu Sl
Bombastic Demo norm+elem bomb dam+2 fr+4
Mad Bomber norm+elem bomb dam+2, bomb CTR+2 fi-2 fr-2 sh-2 po-2
Mercurial Demo norm+elem bomb dam+1, MSI+1 sh+4
Volcanic Demo norm+elem bomb CTR+2 fi+4
Kat Hiss* norm+shad bomb CTR+1, bomb dam+1 fr+4 sh-2 cu-1

Other

Name Damage Bonuses Fi Fr Sh Po St Cu Sl
Almirian Crusader norm+shad fi-2 cu+2
Azure Guardian norm+pier
Dread Skelly norm+shad fr+4 po+4
Grey Feather norm+elem fi+4 sh+4
Ice Queen norm+pier fr+4 st+4
Royal Jelly norm+pier st+4 sl+4
Arcane Salamander norm+elem slime dam+1, beast dam+1 fi+4
Deadly Virulisk norm+pier slime dam+2 po+4
Dragon Scale pier+elem beast dam+2 fi+4 po+4
Radiant Silvermail* pier+shad undead dam+2 po+4 cu+4
Divine* elem+shad fiend dam+2 (Veil only) fi+4 sh+4 cu+4
Valkyrie norm+shad fiend dam+2 fi-4 po+4 cu+4
Volcanic Salamander norm+elem slime dam+2 fi+4
Volcanic Plate norm+elem ASI-1 fi+4 st+4 sl-4
Ironmight Plate norm+pier ASI-1 st+4 sl-4
Ancient Plate normal ASI-1, MSI-1, health+3 st+4 sl-4
Name Damage Bonuses Fi Fr Sh Po St Cu Sl
Mercurial norm+pier MSI+1 sh+4
Fallen norm+shad ASI+1, fiend dam-2 fi+4 po+4 cu-4
Chaos norm+elem dam+2, CTR+2 fi-2 fr-2 sh-2 po-2 cu-2
Black Kat* norm+shad dam+3, MSI+1 fi-2 fr+4 sh-2 po-2 cu-4

Specific Situations and Objectives

General-Purpose Armor Sets

Advanced knights often own many suits and helmets, that they can assemble into an ideal armor set for any given situation. Frugal knights and less-experienced knights may prefer to build a single armor set for use throughout the Clockworks. Such a general-purpose set would ideally protect against all four damage types and a few of the most important statuses (shock, fire, and maybe freeze). There are exactly three options:

An alternative strategy is to settle for three damage types instead of all four. For example, a sworder might wear Skolver Coat/Cap with Vog Cub Coat/Cap to achieve high offensive bonuses at the expense of shadow protection. My opinion is that slimes and beasts are the easiest monster families, so piercing protection is slightly less important than the other damage protections.

Bosses

The Gloaming Wildwoods are three levels of beasts, with some constructs. There is no status, other than lumber stun. Hazards include spikes, exploding blocks, and briars. You want normal and piercing armor. There may not actually be much piercing damage in there, as it's only Stratum 2.

The Royal Jelly Palace is three levels of slimes, some constructs, and some silkwings. There is no status, other than lumber stun. The only hazards are spikes and exploding blocks. You want normal and piercing armor. Elemental and stun armor are slightly useful.

Ironclaw Munitions Factory is three levels of constructs and gremlins, with a shock theme. Hazards are plentiful, including missiles, shock grates, exploding rockets, exploding blocks, and lasers. You want normal, elemental, and shock armor.

Firestorm Citadel is five levels of zombies and trojans, with some constructs and silkwings, and very few beasts and slimes. The theme is fire, but keep in mind that trojans can stun and shock. Hazards include wheel throwers, spikes, fire grates, shadow fire, exploding blocks, and revolving balls. You want normal, elemental, shadow, and fire armor. Of these, shadow is arguably the least important, because zombies are easy to dodge.

Shadow Lairs

The Shadow Gloaming Wildwoods are similar to the regular Gloaming Wildwoods, but with many additional undead. The gun puppies have been replaced with howlitzers. There is a strong poison theme. You want normal, piercing, shadow, and poison armor.

The Shadow Royal Jelly Palace is much like the ordinary Royal jelly Palace, but with a freeze theme. Also, the gun puppies have been replaced with polyps. You want normal, piercing, and freeze armor.

The Shadow Ironclaw Munitions Factory is much like the usual Ironclaw Munitions Factory, but with a fire theme in addition to the regular shock theme. You want normal, elemental, shock, and fire armor.

The Shadow Firestorm Citadel resembles the Firestorm Citadel, but with a curse theme in addition to the usual fire theme. Also, the gun puppies have been replaced with howlitzers. You want normal, elemental, shadow, fire, and curse armor.

The Unknown Passage is an extra level that comes after every Shadow Lair boss. It is the same for all Shadow Lairs; it has nothing to do with any of their themes. Normal damage is most prevalent, but piercing, elemental, and shadow damage are all present. Status is not a major consideration, but poison and stun can occur.

Missions

Operation Crimson Hammer is about five levels, filled with gremlins and constructs. Hazards include briars, exploding rockets, missiles, and shadow fire. You want normal and elemental armor. Do you also want fire? I don't remember.

Legion of Almire is two undead-stuffed levels, like an amped-up graveyard where the phantoms have been replaced by worse monsters. There is no status, except for lumber stun. Hazards include exploding blocks, briars, and spikes. You want normal and shadow armor.

Compound 42 is two levels filled with slimes, gremlins, poison, and fire. Hazards include poison grates, fire grates, flamethrowers, and shadow fire. You want normal, piercing, elemental, fire, and poison armor.

Heart of Ice consists of two freeze-themed levels filled with fiends and beasts, and scattered howlitzers. Hazards include freeze grates, spikes, exploding blocks, and revolving balls. You want normal, piercing, shadow, and freeze armor. Of these, piercing is probably least important, because beasts are easy to dodge these days.

Ghost in the Machine consists of two shock-filled levels filled with constructs and undead. Hazards include shock grates, revolving shock balls, and lots of drones. You want normal, elemental, shadow, and shock armor. Of these, shadow is arguably least important.

Final Thoughts

?

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