Armor

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Armor items typically give substantial amount of Block at the start of the battle. Some armors also trigger beneficial effects during the battle. All armors take 6 backpack slots (2x3).

List of Armors

Name Effect Class Rarity Cost
CorruptedArmor.png
Corrupted Armor
  • Star Holy items are also Dark.
  • 10% chance for each Star Dark item to protect debuffs on your opponent from being cleansed.
  • Start of battle: Gain 70 Block.
  • Every 3s: Cleanse 2 debuffs and inflict them on your opponent.
Godly 20 Gold
DragonscaleArmor.png
Dragonscale Armor Berserker Epic 7 Gold
HolyArmor.png
Holy Armor
  • Start of battle: Gain 55 Block. Gain 2 Regeneration for each Star Holy item.
  • Every 3s: Cleanse 2 Poison.
Legendary 13 Gold
IceArmor.png
Ice Armor
  • Start of battle: Gain 45 Block and inflict 4 Cold.
  • Every 5s: Use 1 Heat to inflict 2 Cold and gain 10 Block.
Pyromancer Epic 11 Gold
LeatherArmor.png
Leather Armor

Start of battle: Gain 45 Block. Resist 3 debuffs.

Rare 7 Gold
MoonArmor.png
Moon Armor Godly 19 Gold
StoneArmor.png
Stone Armor
  • Stamina usage increased by 20%.
  • Start of battle: Gain 80 Block.
  • On attacked (Melee): 30% chance to remove 1 Spikes from opponent.
  • Health drops below 50%: Gain Block equal to 35% of your missing health (once).
Legendary 13 Gold
SunArmor.png
Sun Armor
  • Star Fire items are also Holy.
  • Start of battle: Gain 70 Block. Gain 1 Heat for each Star Holy item.
  • Every 3s: Use 1 Heat to heal for 12 and remove 2 debuffs.
Pyromancer Godly 15 Gold
VampiricArmor.png
Vampiric Armor
  • Start of battle: Convert 30 health into 60 Block and gain 2 Vampirism.
  • Every 3s: Convert 10 health into 20 Block.
Legendary 16 Gold