Rogue Legacy 2 Wiki
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There are 13 Armor Sets in Rogue Legacy 2, each one unique and providing stats and bonuses favorable to a variety of playstyles. Wearing multiple pieces of an armor set can provide Unity Bonuses, and the total weight affects your Resolve.

Armor sets are unlocked via Blueprints, and bought from the Blacksmith.

Armor Sets
Icons GEAR BONUS WEIGHT Chest

Leather

Icons GEAR MAGIC CRIT Chest

Scholar

Icons GEAR STRENGTH CRIT Chest

Warden

Icons GEAR LIFE STEAL Chest

Sanguine

Icons GEAR ARMOR Chest

Ammonite

Icons GEAR MAGIC DMG Chest

Crescent

Icons GEAR MOBILITY Chest

Drowned

Icons GEAR GOLD Chest

Gilded

Icons GEAR RETURN DMG Chest

Obsidian

Icons GEAR MAG ON HIT Chest

Leviathan

Icons GEAR LIFE STEAL 2 Chest

Kin

Icons GEAR REVIVE Chest

White Wood

Icons GEAR FINAL BOSS Chest

Black Root

Stats Overview[]

The table below shows total stats and Unity Bonuses for the initial Armor Set pieces, before finding upgraded versions (via the Embroidered Investments upgrade in The Soul Shop).

The stats shown in VIT/ARM/STR/etc are for all pieces combined, excluding any Unity Bonuses.

Note: You can expand the page width for easier reading.

Set VIT ARM STR INT DEX FOC Weight Unity 1 Unity 2 Unity 3 NG
Icons GEAR BONUS WEIGHT Chest Leather 2 10 2 2 2 - 75 20% Resolve 30% Resolve 30% Minimum Resolve [1] -
Icons GEAR MAGIC CRIT Chest Scholar 3 9 4 5 - 3 120 10 FOC 20 FOC +20% Crit Chance (Magic)
Icons GEAR STRENGTH CRIT Chest Warden 5 13 7 4 2 2 160 10 DEX 20 DEX +20% Crit Chance (Weapon) -
Icons GEAR LIFE STEAL Chest Sanguine 3 5 6 3 - - 200 +2 Tiny Rune Icon Lifesteal Lifesteal Runes +3 Tiny Rune Icon Lifesteal Lifesteal Runes +5 Return Damage (VITx)[2] -
Icons GEAR ARMOR Chest Ammonite 5 41 5 5 - - 250 30 ARM 60 ARM +40% ARM -
Icons GEAR MAGIC DMG Chest Crescent 11 9 11 17 - 7 300 15 INT 30 INT +20% INT -
Icons GEAR MOBILITY Chest Drowned 12 20 16 13 4 4 360 15 STR 30 STR +20% STR NG+1 [3]
Icons GEAR GOLD Chest Gilded 10 7 6 6 - - 400 +10% Ore/Aether +20% Ore/Aether +50% Gold NG+1
Icons GEAR RETURN DMG Chest Obsidian 51 19 9 9 - - 460 15 VIT 30 VIT +20% VIT NG+1
Icons GEAR MAG ON HIT Chest Leviathan 10 25 10 44 - 10 515 +10% Siphon [4] +15% Siphon +5 Tiny Rune Icon Soulsteal Soulsteal Runes NG+1
Icons GEAR LIFE STEAL 2 Chest Kin 40 16 24 - 21 20 635 +2 Return Damage (VITx) +50 Max Mana +1 Tiny Relic Icon Ancestral Soul Revive NG+2[5]
Icons GEAR REVIVE Chest White Wood -38 -46 52 33 - 155 700 +5% Crit Chance (Magic) +20% Crit Damage (Magic) +20% DEX ?
Icons GEAR FINAL BOSS Chest Black Root -38 -46 33 27 155 - 700 +5% Crit Chance (Weapon) +20% Crit Damage (Weapon) +20% FOC ?
  1. Minimum Resolve means your Resolve will not drop below 30% under any circumstance. This only affects your HP, which means that your HP will never go below 30% (normally your min resolve is 0%, which would give you just 1HP). Relics can still be collected if your resolve is less than their cost. This effectively means that, no matter how many Relics you collect, your HP will never go below 30%!
  2. Equivalent to 5 Tiny Rune Icon Retaliation Retaliation Runes.
  3. Indicates that this item is guaranteed to drop in NG+1. Pieces may drop sooner, e.g., the Drowned Set can drop in NG+0 in high-level rooms in Pishon Dry Lake, but from (one user's) limited testing this seems to be rare.
  4. Siphon increases the amount of Mana restored when hitting enemies with your weapon. Scales off the Mana restored per hit, and not the weapon's damage.
  5. Indicates that this item is guaranteed to drop in NG+2. Pieces may drop sooner within high-leveled rooms within Pishon Dry Lake, albeit rarely.

Gear Scaling[]

Gear scaling values are what determines the higher stat values for +1/+2/etc gear pieces, which are found after buying the Embroidered Investments upgrade from The Soul Shop. They are totally separate from the scaling mentioned in-game (such as "Bonus INT Scaling").

Gear scaling values are added to base values per each + level for the equipment. Generally, gear scaling values are half the base values, though there are exceptions, and halved numbers are rounded.

For example, the Leather Chest has a base ARM value of 7, and an ARM gear scaling value of 5. At +0 (i.e. before finding Leather Chest +1), it uses its base ARM value of 7. At +1, the ARM value is 7 + 5 (12 ARM). At +2, it's 7 + 5 + 5 (17 ARM), etc. So the formula is BASE + (SCALING * LEVEL).

Price Scaling[]

Price scaling for each set works as follows: take the base costs of each piece, then add a multiplier to both gold and ore costs for each tier.

The table below shows every multiplier. They're the same for both Gold and Ore.

Price scaling multipliers
Level Multiplier
+0 1
+1 3
+2 6
+3 10
+4 15
+5 21
+6 28
+7 36
+8 45
+9 55


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