Armor [

See also: Armor Erosion and Enchantment | Magic Cancellation

Shirts | Suits | Dragon Suits | Cloaks | Helmets | Gloves | Boots
SHIRTS COST WGT PR AC M EFFECT APPEARANCE
Hawaiian shirt 3580C Shops [
T-shirt 2520C Shops [
SUITS COST WGT PR AC M EFFECT APPEARANCE
leather jacket 1030121L- [
leather armor 5150822L- [
orcish ring mail80 250202I# crude ring mail [
studded leather armor 15200723L# [
ring mail 100250723I- [
scale mail 45250724I- [
orcish chain mail 75300204I# crude chain mail [
chain mail 75300725I# [
elven mithril coat 240150155M### [
splint mail 80400626I# [
banded mail 90350726I- [
dwarvish mithril coat 240150106M### [
bronze plate mail 400450256B- [
plate mail (tanko)/td> 600450447I## [
crystal plate mail 820450107G## [
DRAGON SUITS COST WGT PR AC M EFFECT APPEARANCE
red dragon scales 5004003D Fire [
white dragon scales 5004003D Cold [
orange dragon scales 5004003D Sleep [
blue dragon scales 500 4003D Elec [
green dragon scales 5004003D Poison [
yellow dragon scales 5004003D- [
black dragon scales 7004003D Disint [
silver dragon scales 7004003D Reflect [
gray dragon scales 7004003D Magic [
red dragon scale mail 9004009D Fire [
white dragon scale mail 9004009D Cold [
orange dragon scale mail 9004009D Sleep [
blue dragon scale mail 9004009D Elec [
green dragon scale mail 9004009D Poison [
yellow dragon scale mail 9004009D- [
black dragon scale mail 12004009D Disint [
silver dragon scale mail 12004009D Reflect [
gray dragon scale mail 12004009D Magic [
CLOAKS COST WGT PR AC M EFFECT APPEARANCE
mummy wrapping 2300C #Vis [
orcish cloak 4010100C## coarse mantelet [
dwarvish cloak 5010100C## hooded cloak [
cloak of displacement 5010111C ##Displ *
oilskin cloak 5010101C ###Water slippery cloak [
alchemy smock 501091C #Poi+Acd apron [
cloak of invisibility 6010111C ##Invis *
cloak of magic resistance 601021C ###Magic *
elven cloak 6010101C ###Stlth faded pall [
robe 501502C ###Spell [
cloak of protection 5010103C ###Prot *
*** *** * piece of cloth
opera cloak
ornamental cope
tattered cape
HELMETS COST WGT PR AC M EFFECT APPEARANCE
fedora 1300C- [
dunce cap 1430C Stupid conical hat [
cornuthaum 80430C ##Clair conical hat [
dented pot 81021I- [
elven leather helm 8361L- leather hat [
helmet (kabuto) 1030101I- * [
orcish helm 103061I- iron skull cap [
helm of brilliance 505061I Int+Wis * [
helm of opposite alignment 50506c1I Align * [
helm of telepathy 505021I ESP * [
dwarvish iron helm 204062I- hard hat [
*** *** * plumed helmet [
etched helmet [
crested helmet [
visored helmet [
GLOVES COST WGT PR AC M EFFECT APPEARANCE
leather gloves (yugake) 810161L- * [
gauntlets of dexterity 501081L Dex * [
gauntlets of fumbling 50108c1L Fumble * [
gauntlets of power 503081I Str * [
*** *** * old gloves [
padded gloves [
fencing gloves [
Ride riding gloves [
SHIELDS COST WGT PR AC M EFFECT APPEARANCE
small shield 33061W- [
orcish shield 75021I- red-eyed shield [
Uruk-hai shield 75021I- white-handed shield [
elven shield 75022I- blue & green shield [
dwarvish roundshield 1010042I- large round shield [
large shield 1010072I- [
shield of reflection 505032S Reflect polished silver shield [
BOOTS COST WGT PR AC M EFFECT APPEARANCE
low boots 810251L- walking shoes [
elven boots 815121L Stlth *
kicking boots 815121I Kick *
fumble boots 302012c1L Fumble *
levitation boots 301512c1L Lev *
jumping boots 5020121L Jump *
speed boots5020121L Speed *
water walking boots 5020121L WWalk *
high boots1220152L - jackboots [
iron shoes165072I - hard shoes [
*** *** * mud boots [
hiking boots [
combat boots [
jungle boots [
Buckled buckled boots [
Ride riding boots [
Snow snow boots [

Armor is listed above by category, then by increasing armor class, and finally by increasing price. Alternative Japanese names for items are given in parentheses (...). The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1).

Armor comprises 10% of all randomly-generated items in the main dungeon, 0% in containers, 12% on the Rogue level, and 20% in hell. PR is the relative probability of each subtype; the suffix specifies the chance of blessed/cursed:
cRoughly 90% cursed, 9% uncursed, 1% blessed
otherwise13.18% cursed, 78.18% uncursed, 8.64% blessed

Initial enchantment depends on whether the item was blessed or cursed, and is exponentially distributed. Armor is never generated erodeproof except for splint mail on a Samurai's first turn or on the Samurai Quest, as equipment for certain monsters, or possibly in Roguelike bones piles. Dragon armor is sometimes randomly generated for player-like monsters on the Astral Plane, but is otherwise never randomly generated.

The base amount that your armor class is reduced (disregarding enchantment or damage) is shown in the AC field. The material of each piece of armor, described by M, affects whether the item can be damaged. In addition, metallic armor increases your spell failure rate, and iron helmets protect from falling rock traps. The materials are as follows:
MDESCRIPTIONERODES?HINDERS SPELLCASTING?
BBronze or copperCorrodesYes
CClothBurns/RotsNo
DDragon hideNoNo
GGlassNoNo
IIronRusts/CorrodesYes
LLeatherBurns/RotsNo
MMithrilNoYes
SSilverNoYes
WWoodBurns/RotsNo

Some armors have EFFECTS. The number of hash signs (#) in this column describes the degree of magic cancellation (see Magic Cancellation). Other effects are also possible:

AcdGives acid resistance
AlignChanges your alignment, removes protection, and auto-curses.
*BuckledWill always be coloured as if it were iron.
ClairWizards get clairvoyance and +1 charisma, others block clairvoyance and get -1 charisma.
ColdGives cold resistance.
DexAdds armor's enchantment to your dexterity.
DisintGives disintegration resistance.
DisplGives displacement.
ElecGives electric shock resistance.
ESPGives telepathy.
FireGives fire resistance.
FumbleYou will occasionally fumble.
Int+WisAdds armor's enchantment to your intelligence and wisdom.
InvisGives invisibility.
JumpGives jumping at will. The special restrictions for Knights do not apply while this item is worn. In the figures below, you (@) can jump to the places marked 'X':
Knights without bootsAnyone with boots
.X.X.
X...X
..@..
X...X
.X.X.
...X...
.XXXXX.
XXX@XXX
.XXXXX.
...X...
KickKicking does additional damage, and grants martial arts bonuses.
LevCauses levitation. Does NOT prevent drowning.
MagicGives magic resistance. Does NOT affect magic cancellation.
PoisonGives poison resistance.
ProtAn armor with good AC adjustment and magic cancellation. In theory, it also grants the protection intrinsic ("You are protected"), which does not seem to have any effects at all - not even on getting more protection from priests.
ReflectGives reflection.
*RideGives a (non-cumulative) bonus to the chance of successfully saddling a steed.
ShopsIf not covered by body armor or cloak, shopkeepers buy and sell at the same rate as inexperienced (level < 15) Tourists: buy at 1/3 of and sell at 4/3 of the normal price.
SleepGives sleep resistance.
*SnowMakes ice act like normal terrain (but the Fumble armor property still happens at its normal rate).
SpeedMakes you very fast, the same as a potion of speed or spell of haste self. This is better than a wand of speed or eating a quantum mechanic.
SpellSpellcasting is more likely to succeed, and reduces the penalty for metallic armour.
StlthGives stealth.
StrIncreases your strength to 25.
StupidYour intelligence and wisdom are fixed at 6; auto-curses; shopkeepers buy and sell at the inexperienced Tourist rate.
VisOverrides invisibility so you are again visible.
WaterProtects metal body armor from rusting/corroding (1/3 chance of protection if cursed) and prevents grabbing attacks.
WWalkAllows you to walk on water. Does NOT prevent drowning.

Finally, some types of armor have a difference APPEARANCE when unidentified. Those listed with an asterisk (*) are randomized within their armor category (listed below the category). Boots with the appearance "snow boots" make ice act like normal terrain (but the Fumble armor property still happens at its normal rate). Boots with the appearance "buckled boots" will always be coloured as if they were iron, and kicking boots may be coloured brown despite their material if they are assigned a different appearance. Gloves and boots with the appearance "riding gloves" and "riding boots" give a (non-cumulative) bonus to the chance of successfully saddling a steed. Helmets with the appearance "visored helmet" provide defence against the blinding attack of ravens and the spitting attack of cobras.