Armors (also spelled Armours) are equipable items that provide the hero stat increases (and/or decreases), including damage resistances.
There are four types of armor pieces (Helmet, Torso, Gloves and Boots) and five different materials (Leather, Mail, Chain, Plate and Pristine), for a total of 20 distinct armor items.
Armor Icons
| |||||
---|---|---|---|---|---|
Leather | Chain | Plate | Pristine | ||
Helmet | |||||
Torso | |||||
Gloves | |||||
Boots |
By equipping a full set of armor in which all four pieces are the same material, each one receives a 25-45% bonus to all positive stats, depending on its base quality. This is indicated by a light blue square boarder around the armor's inventory icon and its stats turning blue-green. Cursed-Godly armor is incompatible with Mythical and above; mixing these two quality ranges will NOT yield a set bonus.
Because armor is subject to set bonuses, their base stats, upgrade levels and qualities and are the main contributing factors to the equipped hero's final stats.
Quality[]
Main article: Quality
Armor items have 1-2 adjectives before the material in their name. The first word is always the base quality which determines its overall value and hero level requirement to equip and how high a single stat bonus can be upgraded to. The second adjective (if present) describes the number of resistances the armor piece has and how many of them are positive and negative, prior to upgrades. "Unlucky" is lowest, while "Enchanted" is the highest resistance quality.
PC
| |||
---|---|---|---|
Armor Quality | Level Requirement | Set Bonus | Stat Upgrade Cap
(w/ Set Bonus) |
Cursed | 0 | 25% | 360 (450) |
Torn | |||
Worn | 3 | ||
Stocky | 6 | ||
Solid | 8 | ||
Sturdy | 10 | ||
Polished | 12 | ||
Shining | 14 | ||
Powerful | 20 | ||
Amazing | 27 | ||
Epic | 34 | ||
Legendary | 45 | ||
Godly | 60 | ||
Mythical | 74 | 30% | 360 (468) |
Transcendent | 78 | ~33% | 420 (559) |
Supreme | 83 | ~36% | 500 (680) |
Ultimate | 90 | 40% | 600 (840) |
Ultimate93 | 93 | ||
Ultimate+ | 100 | 700 (980) | |
Ultimate++ | 999 (1398) | ||
Divine | 45% | 1099 (1593) | |
Void |
Console and Mobile
| |||||||
---|---|---|---|---|---|---|---|
Armor Quality | Level Requirements | Set Bonus | Stat Upgrade Cap
(w/ Set Bonus) | ||||
Leather | Chain | Plate | Pristine | ||||
Torn | 0 | 0 | 0 | 0 | 0 | 25% | 128 (160) |
Worn | 3 | 3 | 3 | 3 | 3 | ||
Stocky | 7 | 7 | 7 | 7 | 7 | ||
Solid | 9 | 9 | 9 | 10 | 10 | ||
Sturdy | 11 | 12 | 12 | 13 | 13 | ||
Polished | 14 | 15 | 16 | 16 | 16 | ||
Shining | 17 | 18 | 20 | 21 | 22 | ||
Powerful | 22 | 22 | 24 | 27 | 28 | ||
Amazing | 23 | 27 | 30 | 32 | 34 | ||
Epic | 26 | 31 | 34 | 38 | 40 | ||
Legendary | 29 | 35 | 38 | 44 | 50 | ||
Godly | 32 | 40 | 40 | 50 | 60 |
- Level 74 / 78 / 83 / 90 gear on console have randomized item quality names, each level requirement for armor has a max amount of upgrades it's able to spawn with, Level 78 --> 90 is unknown what their max upgrade level spawn cap is.
Resistance[]
Main Article: Damage Resistance
Resistances reduce (or increase if negative) damage taken from mobs and players in PvP. Heroes have four resistance stats, each corresponding to one of the four damage types: Physical/Generic, Fire, Lightning and Poison. These stats cap at 90% damage reduction.
A resistance on a piece of armor can be upgraded every level until its 23 or 24% soft cap (excluding the set bonus). That resistance is then only upgradable once every ten levels. On Nightmare and Ascension difficulty, all of the player's resistances are reduced by 0.55x. In order to counteract this nerf, the player needs to achieve a sum of at least 164% in every resistance from their equipment.
A guide is available for more information: Armor Resistance Guide
Names[]
*These armor names are purely cosmetic and have no relation to the item's strength.
Armor Location | Possible Names |
---|---|
Head | Helm, Helmet, Mask, Hood, Cap |
Chest | Vest, Shirt, Coat |
Hands | Gloves, Gauntlets, Mitts, Bracers, Grips, Handguards |
Feet | Boots, Shoes, Cleats, Greaves, Stompers, Sabatons, Savattes |
Zamira Armor[]
Main Article: Armor of Zamira
The Armor of Zamira is a special lime-green armor set acquired through the Warping Core Challenge Mission Pack. Its set bonus is always 33%, regardless of base quality, and it further increases the wearer's Hero Damage, Speed and Casting Rate. Qualities above Mythical are possible, but insanely rare.
Divine and Void Armor[]
Introduced in Dungeon Defenders Redux, Divine and Void armor have secondary stat bonuses and/or passive effects. Divine armor is health-oriented, while Void is more offense-oriented. These effects are subject to an armor set bonus which is 50%, instead of 45%.
Divine armor grants the wearer and their physical defenses (excluding minions) passive health regeneration by a factor of 2.5% and 0.25% respectively per piece equipped. For minions and other defenses, their health is increased by 2.5% instead. A full set provides a 15% health regeneration bonus to the hero, 1.5% to applicable defenses and +15% health to defenses unable to receive the regen.
Void armor increases the wearer's hero damage and their defenses' range by 2.5% per equipped piece, 15% with a full set.
Notes & Tips (PC)[]
- The armor set bonus indication border is toggled by pressing [Control + O].
- There are no inherit advantages or disadvantages to wearing one material armor set over another. However, it would be wise to not have all of your heroes wear the same material.
Upgrading[]
- Upgrading resistances on armor for a builder hero is generally unnecessary and a waste of upgrade levels, since they are not meant to fight in combat. Resistances are even less relevant to minion Summoners because they can use Phase Shift to turn themselves invincible as needed.
- When upgrading armor for Nightmare and Ascension, every piece should ideally have 41% in all four resistances when the set bonus is applied.
- With "Pro Mode" enabled, you can hold [Shift] to apply up to 10 upgrades at once to the stat you click on. The system will intelligently stop at every level a soft-capped resistance can be upgraded. Holding the [Control] key instead will apply 50 upgrades per click, ignoring any opportunities to raise a soft-capped resistance.
- If the given armor is going to be for a DPS or active support hero (Upgrade Jester, Tower Boost Monk, etc.) toggle "Pro Mode" on and start by shift-clicking on File:Generic Element Resistance.png Generic Resistance until it soft caps. Repeat this process for File:Fire Element Resistance.png Fire, File:Lightning Element Resistance.png Lighting and File:Poison Element Resistance.png Poison, upgrading a soft-capped resist whenever possible. Avoid control-clicking on any of your armor's stat bonuses until all four resistances are at 41% minimum (w/ set bonus applied). In case if your armor does not have enough upgrade levels to achieve 41% in everything, prioritize Generic and Fire.
- File:Fire Element Resistance.png Fire is the second most important resistance, because many boss monsters have powerful fire attacks: Demon Lord, Goblin Mech, Ancient Dragon, Old One, Phoenix, etc.
Tips (Console)[]
There are two methods to upgrade items on console versions:
Method 1:[]
1. Enter the Defender's Forge.
2. Click on Hero Info or press X
3. Click on an item.
4. Press A.
5. Hold down the right trigger to invest in it (cost is shown on lower right side), and press A to confirm.
Method 2:[]
1. Enter the Defender's Forge.
2. Click on Hero Info or press X.
3. Click on an item.
4. Press A.
5. Check the Pro Mode box.
6. Upgrade the desired stat.