Armour
Armour changes your speed and hull, and some pieces add a special rule. Change it at the Loadout or any Lantern Dock. Your hit area is the same in all of them.
| Armour | Hull | Speed | Rule | How you get it |
|---|---|---|---|---|
| Lantern Plate | Standard | Standard | None | Free from the start |
| Pilgrim Weave | −1 plate | +15% | None | Free from the start |
| Bastion Plate | +2 plates | −15% | None | Free from the start |
| Warden Mail | −1 plate | −5% | Parries an ordinary bullet about to hit by itself, every 4 s | From Hesk, at the end of their story |
| Vigil Shroud | Standard | Standard | Half a second more safety after a hit | From Sorrel, at the end of their story |
| Horologe Harness | Standard | Standard | Slow-mo lasts 0.6 s longer and recharges a quarter faster | From Ambrel, at the end of their story |
| Wright-Forged Plate | +1 plate | −10% | Wards off the first hit in each room entered | From Corwin, at the end of their story |
| Starlight Plate | Standard | Standard | A look only: the Lantern Plate's numbers | Cosmetic pack |
| Verdant Weave | −1 plate | +15% | A look only: the Pilgrim Weave's numbers | Cosmetic pack |
| Royal Bastion | +2 plates | −15% | A look only: the Bastion Plate's numbers | Cosmetic pack |
Which one first? Stay in the Lantern Plate until you know a sector. Then try the Pilgrim Weave if you keep running out of room to dodge, or the Bastion Plate if you keep dying with no time to read what hit you.
Paid armours are looks only: each has the same numbers as a free one. No armour you can buy is stronger than one you can earn.