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What winners are wearing

Nearly 10,000 streak wins since 0.30, slot by slot: the shield almost everyone carries, the armour each species ends up in, and the resistances winners finished with.

Every morgue records what the character was wearing when the game ended. Across the 9,787 streak wins on 0.30 or later, that is a large enough sample to ask a practical question: what does a winning character look like at the finish line, and how far does it vary by species and background?

Everything below comes from the new Equipment tab on Streak Analytics. Each link opens it with the filters already set, and every view can be narrowed to any species or background. All wins since 0.30

I checked every figure against later cutoffs too. Restricting to 0.32 or 0.33 barely moves any number, so nothing here depends on the choice of version; where 0.34 alone starts to look different, I say so.

Almost everyone carries a shield

At the end of a winning game, 73% of characters have a shield in their off-hand, 4% an orb, and only 23% nothing. Tower shields are the most common single item (28%), ahead of kite shields (25%) and bucklers (11%).

That is as true for spellcasters as for fighters. Across the 4,147 wins by caster backgrounds, 75% finish with a shield and 8% with an orb, leaving 17% with an empty off-hand. The melee backgrounds (Fighter, Gladiator, Berserker and Monk) are at 76% shields and 23% empty, so casters are, if anything, less likely to go without. Winning casters train Shields to a median of 14. Caster kit Caster skills Melee kit

What differs is the shield. Melee winners carry a tower shield 47% of the time. Casters favour kite shields (29%) and bucklers (19%), with tower shields third at 18%.

Off-hand at the end of winning games: casters and melee
Share of 4,147 caster and 2,575 melee wins on 0.30+.
CastersMelee
Tower shield
18%47%
Kite shield
29%18%
Buckler
19%3%
Orb
8%1%
Empty
17%23%
Show as table
CastersMelee
Tower shield18%47%
Kite shield29%18%
Buckler19%3%
Orb8%1%
Empty17%23%

"Casters" here means Conjurer, Hedge Wizard, the four elementalists, Necromancer, Summoner, Enchanter, Alchemist, Hexslinger, Forgewright, Venom Mage and Transmuter. Hybrids such as Warper and Reaver are left out. By background, Fighters are the high point at 90% shields:

Off-hand at the end of winning games, by background
Share of wins on 0.30+, sorted by shield use. Hover a segment for its value.
ShieldOrbEmpty
Fighter
90%
Gladiator
79%
Conjurer
79%
Earth Elementalist
79%
Fire Elementalist
78%
Ice Elementalist
77%
Necromancer
73%
Warper
70%
Enchanter
66%
Monk
65%
Berserker
58%
Hunter
45%
Show as table
ShieldOrbEmpty
Fighter90%1%9%
Gladiator79%1%20%
Conjurer79%10%11%
Earth Elementalist79%9%12%
Fire Elementalist78%10%12%
Ice Elementalist77%6%17%
Necromancer73%5%22%
Warper70%4%27%
Enchanter66%19%15%
Monk65%2%33%
Berserker58%0%41%
Hunter45%1%54%

The backgrounds that skip it are the ones whose weapon wants both hands. Hunters finish shieldless 54% of the time, Berserkers 41%, and Monks, who are often fighting unarmed, 33%. Species matters at least as much: Formicids finish with a shield 99% of the time, Minotaurs 91%, Gnolls 88%, Deep Elves 74% plus 13% orbs, and only Spriggans fall below 70%. Formicid kit Hunter kit

Orbs are the one thing moving. On 0.34 alone they are in 9% of winning off-hands overall and about a fifth of caster and Deep Elf ones, and Berserkers go shieldless 65% of the time. The trend is towards "something in the off-hand", not towards nothing.

Body armour: gold dragon scales if you can, robe if you can't

Across all wins, gold dragon scales are the most common body armour (13%), followed by the robe (10%). That split is really two populations.

Most common body armour at the end, by species or background
Share of wins on 0.30+ ending in each armour. Three panels on one scale.
Minotaur
Gold dragon scales
52%
Plate armour
13%
Crystal plate
9%
Fighter (any species)
Gold dragon scales
41%
Plate armour
10%
Crystal plate
9%
Deep Elf
Robe
34%
Leather armour
11%
Troll leather
9%
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Minotaur: Gold dragon scales52%
Minotaur: Plate armour13%
Minotaur: Crystal plate9%
Fighter (any species): Gold dragon scales41%
Fighter (any species): Plate armour10%
Fighter (any species): Crystal plate9%
Deep Elf: Robe34%
Deep Elf: Leather armour11%
Deep Elf: Troll leather9%
Minotaur kit Fighter kit Deep Elf kit

Weapons: the broad axe is the Minotaur's whole personality

Half of winning Minotaurs (51%) are holding a broad axe at the end; for Minotaur Berserkers it is 66%, with a tower shield in the other hand 72% of the time. Fighters across every species pick the broad axe 32% of the time, with the demon trident and eveningstar next at 7% each. Hunters have moved to the hand cannon (28%) ahead of the triple crossbow and longbow (15% each). Casters finish with a staff, usually an enhancer staff for their school. Minotaur Berserker kit

The resistances winners actually have

The parser records the character's resistance totals at the end of the game. For the 7,876 wins that stopped at three or four runes, this is what the finished character had. 3- and 4-rune wins

What 3- and 4-rune winners finished with
Share of 7,876 wins on 0.30+ at or above each level. Electric, corrosion and see invisible have a single level.
At least +At least ++
Willpower
100% · 97%
Fire resistance
97% · 68%
Cold resistance
91% · 52%
Negative energy
78% · 43%
Electric resistance
86%
See invisible
70%
Corrosion resistance
63%
Show as table
At least +At least ++
Willpower100%97%
Fire resistance97%68%
Cold resistance91%52%
Negative energy78%43%
Electric resistance86%—
See invisible70%—
Corrosion resistance63%—

Nearly every winner finished with rF+, rC+, rElec and Will++, and most had pushed fire to rF++. Corrosion resistance and see invisible sit at about two thirds.

Extended changes the list. Among 15-rune wins, 75% finished with rN+++ and about three quarters had rF++, with as many at rC++. 15-rune wins

Where extended raises the bar
Share of wins on 0.30+ at or above each level: 7,876 wins with 3 or 4 runes against 912 with all 15.
3 or 4 runes15 runes
rF++
68%78%
rC++
52%75%
rN++
43%87%
rN+++
22%75%
Show as table
3 or 4 runes15 runes
rF++68%78%
rC++52%75%
rN++43%87%
rN+++22%75%

Melee winners mostly don't cast

Of the winning Fighters, Gladiators, Berserkers and Monks on 0.30+, 57% had no spell memorised at the end of the game. Those who did mostly learned movement and reach spells. Melee winners' spells

Spells memorised by melee winners
Share of 2,575 Fighter, Gladiator, Berserker and Monk wins on 0.30+ with the spell known at the end.
Blink
28%
Apportation
21%
Lesser Beckoning
16%
Vhi's Electric Charge
15%
Passage of Golubria
14%
Manifold Assault
11%
Gell's Gavotte
9%
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Blink28%
Apportation21%
Lesser Beckoning16%
Vhi's Electric Charge15%
Passage of Golubria14%
Manifold Assault11%
Gell's Gavotte9%

Manifold Assault, a multiplier on melee attacks, is the only attack spell in the top seven.

For extended, winners change gods

On 0.30+, 33% of 15-rune wins switched god at least once, against 10% of other wins, and the destination is usually the same: the Shining One takes 62% of all second gods, most often from Trog, then Okawaru. That is why TSO tops the god table for 15-rune wins even though almost nobody starts there. Gods of 15-rune wins

Every number above is one filter away from your own species and background: open any link, change the filters, and the URL in the address bar is the new view.