Armor

There are six different types of armor, out of which one can be equipped twice. Contrary to Weapons, the effects and properties of armor are mostly random, with the exception of Artifacts with unique appearances.

Every piece of armor found in Vagante has a chance to be cursed.

They are considered equipment.

Armor Attributes
Equipment in Vagante can have different effects, some of which can drastically change how you can approach a situation.

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Torso Effects
Picking up gold has a chance to heal the player. ''Spirits spawn when attacked. ''Spirits do 1-2 damage and home in on enemies. Reflects a fraction (~20%) of the damage taken back to the attacker. ''Break spikes upon contact with them when they would normally kill you. Knife Traps will only do 5 damage.'' Your HP is reduced to 1HP, but your damage is increased tenfold.
 * Coins seem to heal injuries
 * Coins seem to heal injuries
 * Spirit Emitter
 * Spirit Emitter
 * Damage Reflection
 * Damage Reflection
 * Spike Protection
 * Spike Protection
 * Attackers will sometimes get burned
 * Attackers will sometimes get frozen
 * Attackers will sometimes get shocked
 * Attackers will sometimes get poisoned
 * Attackers will sometimes get pushed back
 * Death becomes easier to encounter
 * Attackers will sometimes get poisoned
 * Attackers will sometimes get pushed back
 * Death becomes easier to encounter
 * Attackers will sometimes get pushed back
 * Death becomes easier to encounter
 * Death becomes easier to encounter

Required to unlock the Death's Acolyte Background. Just as the name suggests, you can infinitely jump mid-air if you properly time it.
 * Timing jumps allows for unlimited mid-air jumps.
 * Timing jumps allows for unlimited mid-air jumps.

It is advisable to also wear boots with the Featherfall attribute so you can use this item without having to worry about mistiming your jumps. This property will surround the player with tiles that push away nearby projectiles and enemies.
 * Force Shield
 * Force Shield

Enchanting or godcursing an chestplate with this attribute currently multiplies the amount of tiles. This is probably an unintended consquence of the way enchant scrolls and godcursing work. !

Head Effects
You are able to breathe underwater. Boulders and stomp attacks only deal 1 damage to you. When wearing this item, there is a chance not to consume a spell charge when casting a spell. !
 * Flame Aura
 * Freezing Aura
 * Slow Aura
 * Underwater Breathing
 * Slow Aura
 * Underwater Breathing
 * Underwater Breathing
 * Underwater Breathing
 * Boulder Protection
 * Boulder Protection
 * Spell cost reduction
 * Spell cost reduction

Hands Effects
Increases attack reach of all melee weapons. ''Slowly slide off of walls if walking towards a wall while no floor is beneath you. Can jump up higher onto the wall.'' +3 Melee Damage (MEL) for fist weapons +3 Ranged Damage (RNG) for bows. ''Walk toward a wall to phase through it. Hitting map boundaries causes death.'' Can be combined with the Floor Phasing attribute. Greatly increases damage and range of thrown objects. Chickens instantly die if you throw them against a wall while wearing an item with the Throw Hard attribute. Doubles explosion damage to enemies, reduces explosion damage to yourself to 5 !
 * Subtly increases weapon reach
 * Subtly increases weapon reach
 * Grab Walls
 * Grab Walls
 * Heavy Punches
 * Heavy Punches
 * Improved Archery
 * Improved Archery
 * Wall Phasing
 * Wall Phasing
 * Throw Hard
 * Throw Hard
 * Explosion Master
 * Explosion Master

Legs Effects
Increases jump height by 3 tiles ''Jump when airborne to perform another jump. Can only be done once in one instance of being airborne.'' ''Jump when airborne to perform another jump. Can be done twice in one instance of being airborne.'' ''Grants the Featherfall status effect. Negates spike pits unless you hold down.'' Negates boulder traps, lurkers, magic traps and knife traps. Jumping on tangible enemies deals damage to them. This effect can deal a lot of damage in a short time to certain enemies such as the Chimera's Snake Tail. ''You leave a trail of fire behind you that deals minor damage to enemies that walk through it. You can also hurt enemies by jumping on them.'' ''Crouch and hold jump to go through the floor. Hitting map boundaries causes death.'' Can be combined with the Wall Phasing attribute. Grants 15 SPD.
 * High Jump
 * High Jump
 * Double Jump
 * Double Jump
 * Triple Jump
 * Triple Jump
 * Featherfall
 * Featherfall
 * Light Feet
 * Light Feet
 * Charge up extra damage by walking
 * Jumping on enemies deals damage
 * Jumping on enemies deals damage
 * Jumping on enemies deals damage
 * Trailblazer
 * Trailblazer
 * Floor Phasing
 * Floor Phasing
 * Super Speed
 * Super Speed

Does not affect the damage of the Sword Dance affinity. Jumping with this item will shoot out a fireball that deals around 10 damage. Not very useful without Timing jumps allows for unlimited mid-air jumps or other jump-enhancing gear. !
 * Fire Jump
 * Fire Jump

Neck Effects
When you die, the item disappears and resurrects you at half of your max health. Go into berserk after repeated melee strikes or after taking enough damage. Light radius ignores walls. The Familiar sometimes heals you for one third of the damage when you are attacked. ''The Familiar occasionally fires three small fireballs in a fixed spread. The fireballs deal 1-2 damage.'' ''The Familiar strikes back when you are damaged. When you are hit the Familiar will enter an aggressive state in which it will become non-transparent and will travel and hit enemies doing 2 damage. Will exit this state after a short amount of time.'' This property allows you to have all of the three familiars mentioned above at the same time. Opening a chest while wearing this item spawns 1-3 healing orbs. This attribute can spawn on both rings and amulets and is extremely rare. The ring version is currently bugged. Opening a chest while wearing this item releases a few spirits that home in on enemies and damage them. This attribute can spawn on both rings and amulets and is extremely rare. The ring version is currently bugged. !
 * Death Protection
 * Death Protection
 * Berserkitis
 * Berserkitis
 * Unbounded Sight
 * Unbounded Sight
 * Soul of a compassionate familiar.
 * Soul of a compassionate familiar.
 * Soul of a demonic familiar.
 * Soul of a demonic familiar.
 * Soul of a retaliatory familiar.
 * Soul of a retaliatory familiar.
 * Keeper of Familiars
 * Keeper of Familiars
 * Heal upon opening a chest
 * Heal upon opening a chest
 * Release spirits upon opening a chest
 * Release spirits upon opening a chest

Ring Effects
Gives you +1 Melee Damage (MEL) and +1 Ranged Damage (RNG). Gives you +2 Melee Damage (MEL) and +2 Ranged Damage (RNG). Gives you +3 Melee Damage (MEL) and +3 Ranged Damage (RNG). Gives you +1 Defense (DEF). Gives you +2 Defense (DEF). Gives you +3 Defense (DEF). You attract gold from any distance Increases light radius. Using this item allows you to reflect a single projectile, when the shield is recharged a blue sphere will surround your character for a moment and an audio cue will be played.
 * +1 damage
 * +1 damage
 * +2 damage
 * +2 damage
 * +3 damage
 * +3 damage
 * +1 defense
 * +1 defense
 * +2 defense
 * +2 defense
 * +3 defense
 * +3 defense
 * Gold Collector
 * Gold Collector
 * Luminous
 * Luminous
 * Reflects Projectiles
 * Reflects Projectiles

Wearing two rings with the Reflects Projectiles attribute only grants a single shield. Opening a chest while wearing this item spawns 1-3 healing orbs.
 * Heal upon opening a chest
 * Heal upon opening a chest

This attribute can spawn on both rings and amulets and is extremely rare. The ring version is currently bugged. ''Opening a chest while wearing this item releases a few spirits that home in on enemies and damage them. This attribute can spawn on both rings and amulets and is extremely rare.'' The ring version is currently bugged.
 * Release spirits upon opening a chest
 * Release spirits upon opening a chest
 * }

Armor Base Stats
These are the stats a piece of armor has before the random stat allocation takes place.