This spoiler describes the behaviour of the various armours found in Martin's Dungeon Bash version 1.4.
Ignore all references to pure-agility defence; I still haven't implemented it and haven't decided what things should require it either. However, these are the intended figures.
Mundane robes provide two points of defence, and a -5% modifier to pure-agility defence.
Leather armour provides three points of defence, and a -10% modifier to pure-agility defence.
Chainmail provides six points of defence, and a -25% modifier to pure-agility defence.
Plate armour provides ten points of defence, and a -40% modifier to pure-agility defence.
Mage armour provides fifteen points of defence, and is counted as equivalent to plate armour for pure-agility defence.
Allows the player to move every tick, instead of three ticks in every four, and is counted as no armour at all for pure-agility defence.
The robe of shadows is nearly as good as a suit of mage armour against normal attacks, but also gives the player a positive modifier of 15% for pure-agility defence.
Dragonhide armour provides twelve points of defence, and gives the player fire resistance. In addition, it counts as leather armour for pure-agility defence.
Meteoric plate armour provides eighteen points of defence, and gives the player fire resistance. It counts as plate armour for pure-agility defence.
Sacred chainmail provides fifteen points of defence, and makes the player resistance to necromantic damage. It counts as chainmail for pure-agility defence.