Caves (roguelike) Wiki
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Before starting a new journey, players have to select an armor to create a new character. Each armor has different effects and stats.
Armors are necessary for creating a new character each time players start a new journey. Each armor gives  different effects. Players can change their armor mid-run at Base by stepping into "Armory", costing 10 emeralds each time. Blueprints are required to unlock new armors and mostly found in Ancient Ruins of each Level, but some are sold on Vending(Trading) Machines.
 
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Blueprints are required to unlock new armors and mostly found in Ancient Ruins of each level, but some can be bought in the Vending Machines located in caves or by beating certain enemies. If the player unlocked an armor but has not unlocked the ability limited to that armor, one can view the armor but cannot use it.
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[[File:Armory location.jpeg|right|180px]]
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Players can change their armor mid-run at the [[Shelter]] by stepping into the "Armor Capsule", costing 10 emeralds each time, or can keep the current armor but choose a different ability, costing 5 emeralds each time.
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<br><br>
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<br><br>
 
{| class="article-table"
 
{| class="article-table"
 
!
 
!
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Armor
Name
 
 
!
 
!
 
Effects
 
Effects
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* Energy +10
 
* Energy +10
 
* Health +30
 
* Health +30
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|-
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|Prospector 2.0
  +
|
  +
* Automatic recognition of healing potion
  +
* +35% crafting resources dropped from robots
 
* Energy +5
  +
* Health +10
  +
* Mobile Workbench T-1. Able to craft some items outside the shelter:
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** [[Grenade Guns and explosives|Thermite]] [[Grenade Guns and explosives|Bomb]]
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** [[Consumables|Teleporter]]
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** [[Consumables|Map]] [[Consumables|Scanner]]
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** ([[Grenade Guns and explosives|Basic]]) [[Grenade Guns and explosives|Landmine]]
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** [[Grenade Guns and explosives|Tactical]] [[Grenade Guns and explosives|Bomb]]
 
|-
 
|-
 
|Scout
 
|Scout
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* Ranged weapon damage from character +10%
 
* Ranged weapon damage from character +10%
 
* Increased accuracy of all weapons
 
* Increased accuracy of all weapons
* Increased evasion rate
+
* Increased evasion rate by 5-10%
  +
|-
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|Scout 2.0
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|
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* Abilities limited to Super Speed and Invisibility
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* Ranged weapon damage from character +4%
  +
* Melee weapon damage from character -40%
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* +40% crafting resources dropped from robots
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* Mobile Workbench T-3. Able to craft some items outside the shelter:
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** [[Grenade Guns and explosives|Tactical]] [[Grenade Guns and explosives|Bomb]]
  +
** [[Rifles|Sniper]] [[Rifles]]
  +
** Sniper Ammo
 
|-
 
|-
 
|Storm Trooper
 
|Storm Trooper
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|
 
|
 
* Health regenerates when under 18%
 
* Health regenerates when under 18%
* Effect of healing potion lasts 20% longer
+
* Effect of healing potion lasts 25% longer
  +
* Immunity to fire and poison damage if health <5%
  +
* Health +15
 
|-
 
|-
 
|Paladin
 
|Paladin
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* Energy +20
 
* Energy +20
 
* 10% chance to trigger Vampirism upon killing an enemy. Lasts for ~1-2 turns.
 
* 10% chance to trigger Vampirism upon killing an enemy. Lasts for ~1-2 turns.
  +
* Mobile Workbench T-7. Able to [[Crafting|craft]] some items outside the shelter:
  +
  +
* [[Grenade Guns and explosives|Devournament]] [[Grenade Guns and explosives|Bomb]].
 
|-
 
|-
 
|Rapid
 
|Rapid
 
|
 
|
 
* Ability limited to Super Speed
 
* Ability limited to Super Speed
* +10% damage from character while Super Speed activated
+
* +5% attack damage while Super Speed activated
  +
* +5-10% to damage received
 
* Speed Force +3
 
* Speed Force +3
* Energy +40
+
* Energy +30
  +
* Super Speed after 4th turns activates Spatial Dash, which allows dashing with speed clone(s) left behind. The clones can attack.
 
|-
 
|-
 
|Haze
 
|Haze
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* Energy +20
 
* Energy +20
 
* 10% chance to trigger Vampirism upon killing an enemy. Lasts for ~1-2 turns.
 
* 10% chance to trigger Vampirism upon killing an enemy. Lasts for ~1-2 turns.
  +
* Mobile Workbench T-7. Able to [[Crafting|craft]] some items outside the shelter:
  +
  +
* [[Grenade Guns and explosives|Devournament]] [[Grenade Guns and explosives|Bomb]].
 
|-
 
|-
 
|Warp
 
|Warp
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|
 
|
 
* Claws damage from character +10%
 
* Claws damage from character +10%
* Chance to damage enemies on adjacent tiles when attacking with claws
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* First and third hits have chance to damage enemies on left and right tiles when attacking with claws
 
* 15% Chance to trigger Adrenaline effect when attacking with claws (Lasts 4-6 turns each triggering)
 
* 15% Chance to trigger Adrenaline effect when attacking with claws (Lasts 4-6 turns each triggering)
 
* Under Adrenaline effect, health regenerates slowly and claws damage from character +10-40%
 
* Under Adrenaline effect, health regenerates slowly and claws damage from character +10-40%
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* Other weapons damage from character +5%
 
* Other weapons damage from character +5%
 
* Teleport Strike times +2
 
* Teleport Strike times +2
* Attacking does not reveal character while Scroll of Invisibility in effect
+
* Attacking under effect of scroll of invisibility does no cancel the effect
  +
* Comes with a Katana by default when creating the character on new run
 
|-
 
|-
 
|Goliath
 
|Goliath
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* Ability limited to Super Speed, Teleportation and Invisibility
 
* Ability limited to Super Speed, Teleportation and Invisibility
 
* Creates an illusion-decoy every 5-6 turns
 
* Creates an illusion-decoy every 5-6 turns
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* Teleport Strike times +1
  +
* Teleportation leaves an illusion decoy on last tile
 
* Energy +10
 
* Energy +10
* Attacking does not reveal character while Scroll of Invisibility in effect
+
* Attacking under effect of scroll of invisibility does no cancel the effect
 
|-
 
|-
 
|Summoner
 
|Summoner
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* Summoned creatures have an unlimited lifetime
 
* Summoned creatures have an unlimited lifetime
 
* Reduced energy consumption for Shadow Copy
 
* Reduced energy consumption for Shadow Copy
* Weapon damage from character -15%
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* Weapon damage from character -10%
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* 10% chance to summon 2 weak shadow copies upon damaged
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* Instant movement among all shadow copies
 
|-
 
|-
 
|Sentinel
 
|Sentinel
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* Instant Movement activates when health < 20%
 
* Instant Movement activates when health < 20%
 
* Immunes to fire damage when health < 10%
 
* Immunes to fire damage when health < 10%
* Advice: Not suitable for mining
 
 
|-
 
|-
 
|Red Sentinel
 
|Red Sentinel
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|Berserker 2.0
 
|Berserker 2.0
 
|
 
|
* In each turn, one successful attack triggers an effect that increases character’s damage by ~7-15%, for 2-4 turns, both the multiplier and turn count are stackable. Claws, dagger, etc can trigger the effect multiple times in one turn(tap) but with a lower increase in multiplier per attack, possibly meaning a higher chance to sustain the effect but a lower increasing scale. Being dodged or blocked greatly reduces the multiplier. When the turn count of the effect goes to 0, the multiplier resets.
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* In each turn, one successful weapon attack triggers an effect that increases character’s damage by 4-15%, for 2-4 turns, only the multiplier is stackable. The increase of the multiplier becomes less and less when it is >100%. If a higher turn count is triggered, it replaces the lower one, but does not stack, i.e. always 4 turns.
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* The multiplier can be stacked to a maximum of 200%. Using Berserker's Amulet provides the same effect with 250% max. multiplier.
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* Weapons like claws, dagger, [[rifles]], etc can trigger the effect multiple times in one turn but with a lower increase in multiplier per hit. Attacks being dodged or blocked greatly reduces the multiplier. When the turn count of the effect goes to 0, the multiplier resets.
 
* Health +10
 
* Health +10
 
|-
 
|-
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* Ability limited to Invisibility
 
* Ability limited to Invisibility
   
* 40% chance to redirect damage received to a decoy
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* 60% chance to redirect damage received to a decoy
* Instant movement between decoys
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* Instant movement among decoys
  +
* 30% chance to create an illusory decoy upon damaged
* Damage received +10-15%
 
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* +5% to damage received
* Attacking do not reveal character while Scroll of Invisibility in effect
 
  +
* Attacking under effect of scroll of invisibility does no cancel the effect
 
|-
 
|-
 
|Centurion
 
|Centurion
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|
 
|
 
* 20% chance to trigger Invincibility for 1-2 turns after receiving damage
 
* 20% chance to trigger Invincibility for 1-2 turns after receiving damage
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* Teleport Strike times +1
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* +5 Health
   
 
* 10% chance to produce an radial strike that set nearby tiles on fire and pushes foes within 2 tiles away (similar to attack from Fire Golem) upon receiving damage
* Health +5
 
* 5% chance to produce an radial strike that put nearby tiles on fire and pushes foes within 2 tiles away (similar to attack from Fire Golem) upon receiving damage
 
 
|-
 
|-
|Necro Armor <sub>(Necromancer!!!)</sub>
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|Necro Armor
 
|
 
|
 
* Ability limited to Energy Impulse
 
* Ability limited to Energy Impulse
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* Necro weapons damage from character +8%
 
* Necro weapons damage from character +8%
 
* 25% chance to deal necro damage with regular weapons
 
* 25% chance to deal necro damage with regular weapons
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* Can craft Necro Bomb, requires the blueprint unlocked
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* Immune to necrofire
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|-
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|Mechanist
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|
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* Ability limited to [[Abilities|Drone Station]]
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* +50% to the health of all allied Spider Mines
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* Landmines installation range +1, i.e. can be installed 2 tiles away
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* +50% crafting resource drop from robots
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* +5 Energy
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* Mobile Workbench T-2. Able to craft some items outside shelter:
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** All Robospheres
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** AI Module
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** [[Grenade Guns and explosives|Thermite]] [[Grenade Guns and explosives|Bomb]]
  +
** [[Grenade Guns and explosives|Tactical]] [[Grenade Guns and explosives|Bomb]]
  +
** [[Grenade Guns and explosives|Necro]] [[Grenade Guns and explosives|Bomb]]
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** [[Grenade Guns and explosives|Plasma]] [[Grenade Guns and explosives|Bomb]]
  +
** [[Grenade Guns and explosives|EMP]] [[Grenade Guns and explosives|Bomb]]
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** [[Grenade Guns and explosives|All]] [[Grenade Guns and explosives|Landmines]]
  +
|-
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|Grenadier
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|
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*+10% Grenade Gun damage
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*+40% crafting resource drop from robots
  +
*+5 Health
  +
*Mobile Workbench T-4. Able to craft some items outside shelter:
  +
**[[Grenade Guns and explosives|Tactical]] [[Grenade Guns and explosives|Bomb]]
  +
**[[Grenade Guns and explosives|Improved]] [[Grenade Guns and explosives|Grenade]] [[Grenade Guns and explosives|Gun]]
  +
**All types of ammo for Grenade Guns
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|-
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|Juggernaut
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|
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* Ability limited to Teleportation and Energy Impulse
  +
* 10% chance to cast an explosive energy shield after taking damage
  +
* Improved Teleport Strike +1
  +
* Energy Impulse damage +25%
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* Energy Impulse and Impulse hammers consume less energy. 20-70% depending on level.
  +
* Mobile Workbench T-5. Able to craft some items outside shelter:
  +
** [[Grenade Guns and explosives|Thermite]] [[Grenade Guns and explosives|Bomb]]
  +
** All types of Impulse Hammers
  +
|-
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|Hyperion
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|
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* Ability limited to Shock Wave Teleportation
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* 10% chance to cast Invincibility after taking damage for 1-2 turns
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* Energy +10
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* Health + 10
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|}
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== Armor Blueprints ==
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Blueprints are the source of most armor types, they are usually found behind cracked walls in the Ancient Ruins, but they can also be found at the Vending Machine and by Enemy Drop.
  +
{| class="article-table"
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!Vending Machine
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!
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!Enemy Drop
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|-
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|Survivor
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|
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|Sentinel
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|-
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|Haze
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|
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|Red Sentinel
 
|}
 
|}

Revision as of 12:30, 24 July 2020

Before starting a new journey, players have to select an armor to create a new character. Each armor has different effects and stats.

Blueprints are required to unlock new armors and mostly found in Ancient Ruins of each level, but some can be bought in the Vending Machines located in caves or by beating certain enemies. If the player unlocked an armor but has not unlocked the ability limited to that armor, one can view the armor but cannot use it.

Armory location

Players can change their armor mid-run at the Shelter by stepping into the "Armor Capsule", costing 10 emeralds each time, or can keep the current armor but choose a different ability, costing 5 emeralds each time.






Armor

Effects

Prospector
  • Default armor
  • Automatic recognition of healing potion
  • Energy +10
  • Health +30
Prospector 2.0
Scout
  • Ranged weapon damage from character +10%
  • Increased accuracy of all weapons
  • Increased evasion rate by 5-10%
Scout 2.0
  • Abilities limited to Super Speed and Invisibility
  • Ranged weapon damage from character +4%
  • Melee weapon damage from character -40%
  • +40% crafting resources dropped from robots
  • Mobile Workbench T-3. Able to craft some items outside the shelter:
Storm Trooper
  • Absorption of 10-20% damage received
  • Low chance to resist damage from ranged weapon
Berserker
  • The lower the health level, the greater the damage dealt to enemies
Survivor
  • Health regenerates when under 18%
  • Effect of healing potion lasts 25% longer
  • Immunity to fire and poison damage if health <5%
  • Health +15
Paladin
  • Ability limited to Super Speed
  • Black crystals restore health and energy
  • Speed Force +1
  • Energy +20
  • 10% chance to trigger Vampirism upon killing an enemy. Lasts for ~1-2 turns.
  • Mobile Workbench T-7. Able to craft some items outside the shelter:
Rapid
  • Ability limited to Super Speed
  • +5% attack damage while Super Speed activated
  • +5-10% to damage received
  • Speed Force +3
  • Energy +30
  • Super Speed after 4th turns activates Spatial Dash, which allows dashing with speed clone(s) left behind. The clones can attack.
Haze
  • Ability limited to Super Speed
  • Blue crystals (Energy crystal shards) restore 50-100% more energy
  • Speed Force +2
  • Energy +20
Paladin 2.0
  • Ability limited to Teleportation
  • Black crystals restore health and energy
  • Teleport Strike times +1
  • Energy +20
  • 10% chance to trigger Vampirism upon killing an enemy. Lasts for ~1-2 turns.
  • Mobile Workbench T-7. Able to craft some items outside the shelter:
Warp
  • Ability limited to Teleportation
  • Killing an enemy restores a tiny amount of energy
  • Teleport Strike times +3
Prototype 10
  • Claws damage from character +10%
  • First and third hits have chance to damage enemies on left and right tiles when attacking with claws
  • 15% Chance to trigger Adrenaline effect when attacking with claws (Lasts 4-6 turns each triggering)
  • Under Adrenaline effect, health regenerates slowly and claws damage from character +10-40%
Hunter
  • Ability limited to Teleportation
  • Katana damage from character +10%
  • Other weapons damage from character +5%
  • Teleport Strike times +2
  • Attacking under effect of scroll of invisibility does no cancel the effect
  • Comes with a Katana by default when creating the character on new run
Goliath
  • The lower the health level, the greater the defense
  • Receiving melee damage increases the chance of blocking the next hit
Ghost
  • Ability limited to Super Speed, Teleportation and Invisibility
  • Creates an illusion-decoy every 5-6 turns
  • Teleport Strike times +1
  • Teleportation leaves an illusion decoy on last tile
  • Energy +10
  • Attacking under effect of scroll of invisibility does no cancel the effect
Summoner
  • Ability limited to Shadow Copy
  • Summoned creatures have an unlimited lifetime
  • Reduced energy consumption for Shadow Copy
  • Weapon damage from character -10%
  • 10% chance to summon 2 weak shadow copies upon damaged
  • Instant movement among all shadow copies
Sentinel
  • Inventory remains upon respawning using resurrection crystal
  • Effect of Scroll of Dash last 20% longer
  • Energy +10
Reaper
  • Ability limited to Super Speed and Teleportation
  • Teleport Strike times +1
  • Killing an enemy restores 2-20% health and 1-15% energy
  • Losts 1% health per turn
  • Instant Movement activates when health < 20%
  • Immunes to fire damage when health < 10%
Red Sentinel
  • Inventory remains upon respawning using resurrection crystal
  • Teleportation Strike times +1
  • Energy +10
Berserker 2.0
  • In each turn, one successful weapon attack triggers an effect that increases character’s damage by 4-15%, for 2-4 turns, only the multiplier is stackable. The increase of the multiplier becomes less and less when it is >100%. If a higher turn count is triggered, it replaces the lower one, but does not stack, i.e. always ≤ 4 turns.
  • The multiplier can be stacked to a maximum of 200%. Using Berserker's Amulet provides the same effect with 250% max. multiplier.
  • Weapons like claws, dagger, rifles, etc can trigger the effect multiple times in one turn but with a lower increase in multiplier per hit. Attacks being dodged or blocked greatly reduces the multiplier. When the turn count of the effect goes to 0, the multiplier resets.
  • Health +10
Ghost 2.0
  • Ability limited to Invisibility
  • 60% chance to redirect damage received to a decoy
  • Instant movement among decoys
  • 30% chance to create an illusory decoy upon damaged
  • +5% to damage received
  • Attacking under effect of scroll of invisibility does no cancel the effect
Centurion
  • Ability limited to Energy Impulse
  • Energy Pulse has a 70% chance to ignite targeted foes and tiles in range
  • Absorption of 5-10% damage received
Trajectory
  • Ability limited to Super Speed
  • 30% chance to trigger Instant Movement for 1-3 turns after receiving damage
  • Speed Force +1
  • Energy +15
Crusader
  • 20% chance to trigger Invincibility for 1-2 turns after receiving damage
  • Teleport Strike times +1
  • +5 Health
  • 10% chance to produce an radial strike that set nearby tiles on fire and pushes foes within 2 tiles away (similar to attack from Fire Golem) upon receiving damage
Necro Armor
  • Ability limited to Energy Impulse
  • Energy Impulse deals necro damage
  • Necro weapons damage from character +8%
  • 25% chance to deal necro damage with regular weapons
  • Can craft Necro Bomb, requires the blueprint unlocked
  • Immune to necrofire
Mechanist
Grenadier
  • +10% Grenade Gun damage
  • +40% crafting resource drop from robots
  • +5 Health
  • Mobile Workbench T-4. Able to craft some items outside shelter:
Juggernaut
  • Ability limited to Teleportation and Energy Impulse
  • 10% chance to cast an explosive energy shield after taking damage
  • Improved Teleport Strike +1
  • Energy Impulse damage +25%
  • Energy Impulse and Impulse hammers consume less energy. 20-70% depending on level.
  • Mobile Workbench T-5. Able to craft some items outside shelter:
Hyperion
  • Ability limited to Shock Wave Teleportation
  • 10% chance to cast Invincibility after taking damage for 1-2 turns
  • Energy +10
  • Health + 10

Armor Blueprints

Blueprints are the source of most armor types, they are usually found behind cracked walls in the Ancient Ruins, but they can also be found at the Vending Machine and by Enemy Drop.

Vending Machine Enemy Drop
Survivor Sentinel
Haze Red Sentinel