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 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.

Armory location

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
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