Before starting a new journey, players have to select an armor to create a new character. Each armor gives different effects. Players can change their armor mid-run at the Shelter by stepping into the "Armor Capsule", costing 10 emeralds each time. Blueprints are required to unlock new armors and mostly found in Ancient Ruins of each level, but some can be found sold in the Vending Machines located in caves.
Name
Effects
Prospector
Default armor
Automatic recognition of healing potion
Energy +10
Health +30
Scout
Ranged weapon damage from character +10%
Increased accuracy of all weapons
Increased evasion rate
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 20% longer
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.
Rapid
Ability limited to Super Speed
+10% damage from character while Super Speed activated
Speed Force +3
Energy +40
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.
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 does not reveal character while Scroll of Invisibility in effect
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
Energy +10
Attacking does not reveal character while Scroll of Invisibility in effect
Summoner
Ability limited to Shadow Copy
Summoned creatures have an unlimited lifetime
Reduced energy consumption for Shadow Copy
Weapon damage from character -15%
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%
Advice: Not suitable for mining
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 as it is >100%. If a higher turn count is triggered, it replaces the lower one, but does not stack, i.e. always ≤ 4 turns. Weapons like claws, dagger, rifle, etc can trigger the effect multiple times in one turn but with a lower increase in multiplier per attack. 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
40% chance to redirect damage received to a decoy
Instant movement between decoys
Damage received +10-15%
Attacking do not reveal character while Scroll of Invisibility in 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
Health +5
10% 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 (Necromancer!!!)
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