Armor

Armor refers to a set of items which increase the player's defensive abilities when worn. Armor can be made with leather, gold, iron and diamonds (and fire too, but fire is unavailable without the use of an inventory editor, or using the option of cheats in 1.3.1) and consists of chestplates, helmets, boots and leggings. The player's current protection is visually reflected by the armor meter, containing 10 total bars, with each armor bar giving 8% damage reduction for a total of 80% wearing the best armor.

Player armor


Helmets, chestplates, leggings, and boots can be crafted out of leather, gold, iron, diamond or fire*. Chain armor can not be crafted legitimately, but can be obtained through trading with villagers or as rare drops from mobs that can be found wearing them.

While worn, each piece of armor adds to the player's total defense points, which serve to reduce certain kinds of damage to the player. Whenever a piece of armor absorbs damage for the player, the armor itself is damaged. After taking enough damage, the armor piece is destroyed. Each individual combination of armor type and material gives a different amount of defense points and has a different level of durability. Diamond gives the highest defense along with the most durability, and leather gives the least defense and least durability.

When the player takes damage of a sort that is not affected by armor (see Effects below), any armor that he or she is wearing does not take damage.

A player can wear a pumpkin as a helmet. Although this will (partially) block the player's view and not provide protection from attacks, it will prevent enderman from becoming aggressive towards the player when the player looks at them. The player will still be attacked if he or she physically attacks the enderman, even if they are wearing a pumpkin. Pumpkins do not help to reduce damage.

A player can wear a head as a helmet, changing their appearance. Heads do not help to reduce damage.

Effects
The following types of damage are reduced by armor and, consequently, damage the armor itself: The following types of damage are not reduced by armor and have no effect on the armor itself:
 * Direct attacks from mobs
 * Direct attacks from other players
 * Getting hit with an arrow
 * Getting hit with a fireball from a Ghast or Blaze
 * Touching a block of fire or lava
 * Touching a cactus
 * Explosions
 * Drowning in water (Xbox 360 Edition)


 * Ongoing damage from being on fire
 * Suffocating inside a block
 * Drowning in water (PC)
 * Starvation
 * Falling into the Void
 * Poisoning; e.g., from a cave spider attack or a Potion of Poison
 * Instant damage from a Potion of Harming
 * /kill command
 * Wither potion effects
 * Fall Damage.(including ender pearls)
 * Getting struck by lightning.

Protection enchantments protect from types of damage that armor doesn't protect against without an enchantment, like falling damage. Armor durability still doesn't decrease when protection-enchanted armor takes environmental damage.

Defense points
The following table shows the amount of defense points added by each individual piece of armor, as well as the total points added by a full set of armor for each material.

The following table shows the number of defense points per unit of material. Thus, a pair of iron boots provides 50% efficiency-4 ingots to 2 points of armor, whereas a diamond chestplate  provides 100% efficiency-8 diamonds to 8 points of armor.

Thus, a full set of diamond armor gives .833 defense points per diamond, whereas a full set of leather armor gives .292 (65% less) defense points.

Enchantments
Enchantments can improve armor's capability to reduce damage, or add other capabilities.

Enchantability
An armor's material determines how enchantable it is. The higher a material's enchantability, the greater the chances of getting multiple and high-level enchantments (see enchantment mechanics for details).

Armor enchantment effect calculation
Armor can get protection enchantments such as "Protection III" or "Fire protection IV". The maximum level of a protection enchantment is IV (4). Protection enchantments from multiple pieces of armor stack (up to a calculated maximum).

Each protection enchantment protects against specific types of damage. The amount of damage reduction depends on the Enchantment Protection Factor (EPF) provided by that enchantment.

The EPFs for each enchantment and level are the result of the following formula:.

When the player (or a mob in armor) is subjected to damage, the EPFs of all applicable enchantments are added together, capped at 25, multiplied by a random value between 50% and 100%, rounded up, and capped again at 20. The damage is then reduced by 4% per point of total effective EPF (for example, a total effective EPF of 20 reduces damage by 80%).

Because of the caps in the calculation, it's possible to max out protection against specific types of damage with only three pieces of armor. For example, two pieces of armor with Blast Protection IV (EPF 11 each) and a single piece with Protection III (EPF 3) would give a total EPF of 25 versus explosions (before the remainder of the calculation). Any additional EPF would be wasted against explosions (but might be useful against other types of damage, if applicable).

If the damage is of a type that armor protects against normally, this reduction applies only to the damage that got through the armor. For example, a full suit of diamond armor reduces damage from melee attacks by 80% -- if each piece of armor also had a Protection IV enchantment (EPF 5 each), the enchantments would further reduce damage by 40% to 80% each time, for a total damage reduction of 88% to 96% (i.e., 80%, plus 40%-80% of the remaining 20%).

Durability
The following table shows the amount of damage each piece of armor can absorb before being destroyed.

Any "hit" from a damage source that can be blocked by armor will remove one point of durability from each piece of armor worn. Damage taken that armor doesn't protect (such as falling or drowning) will not damage the armor, even if it is enchanted to protect against that type of damage. The following chart displays how many hits each piece of armor can endure.

The following tables shows the durability per unit of material of each piece of armor, compared to that of the boots. Note that the durability per unit does not depend on the material.

This means that for the same number of leather/iron ingots/gold ingots/chain/diamond, boots can take 1.5 more damage than leggings.

Thus, chestplate and leggings offer more defense points per unit, but have a lesser durability per unit.

Cada vez es mas común encotrar en casas particulares de todo el mundo, debido a la compra venta animales, criaturas de las mas variadas especies de todo el planeta, no estamos hablando de venta de perros. Muchas veces, animales procedentes de compra ventas ilegales de personas que buscan alojamiento en lugares éxoticos por unos días con el fin de traficar e importar a sus paises de origen estos lucrativos animales que les suponen y garantizan una riqueza economica muy suculenta que no quieren despreciar.Pero, ¿que podemos decir de la diferencia del habitat en que viven, al que una vez cautivos los llevan?.

Una mirada cautelosa a la selva amazónica

EL PEQUEÑO reactor vuela sobre los Andes sudamericanos en dirección al este, rumbo a la vasta selva amazónica. Dejando atrás los picos cubiertos de nieve, miramos por nuestra ventana. Debajo se extiende una vasta alfombra de color verde brumoso. Al examinar el paisaje más de cerca, se asemeja a una masa de florecillas de bróculi densamente apiñadas. Como en un bordado, el “lazo” de ríos serpenteantes y el “ojete” de verde más claro, formado por las puntas salientes de las palmeras, añaden una agradable variedad a la escena. Pronto el avión comienza a descender. La alfombra verde se transforma ante nuestros ojos en una asombrosa variedad de árboles que contrastan en tamaño y descripción.

La selva del Amazonas se conoce como la más rica zona de plantas del globo terráqueo. Se han identificado decenas de miles de variedades. En casi cada milla cuadrada (2,6 km2) crecen mucho más de cien clases de árboles. Dependiendo de las diferencias geográficas de altitud, hay espesuras de árboles de mangle, ébano, caoba fina, cedros, aromáticos palos de rosa, castaños, altos palos del Brasil, varias clases de sauces y hermosos árboles de caucho. Esparcidas entre todos éstos hay numerosas variedades de palmas y árboles frutales tropicales. Las ramas rebosan de enredaderas y plantas trepadoras. Tan profusa es la verdura que las cimas de los árboles pugnan por alcanzar un cielo apenas visible. Al nivel del suelo la colección de vida vegetal sencillamente es espectacular. Hay una mezcla de hojas de formas insólitas y hierbas de toda clase y variedad. Ceñidas al suelo hay una variedad interminable de plantas, en cuyo follaje se combinan el verde, rojo, rosado, púrpura, amarillo y blanco. Otras plantas de poca altura sirven de cerco a hileras de espigas vigorosas del tipo de cacto y a palmeras bajas, arbustos y vegetación de hojas grandes. Los helechos sedosos y sueltos añaden un toque delicado de verde más pálido. Las enredaderas se aferran a cualquier espacio sobrante. En muchas zonas flores de intensos colores abrillantan la escena. Hay macizos de flores de colores rosados y rojos. Florecillas amarillas apenas asoman de entre raíces nudosas. De las ramas cuelgan racimos de flores de naranja brillante, carmesí intenso y blanco. También hay magníficos despliegues de delicadas orquídeas que anidan en los troncos de los árboles o parecen caer en cascadas de las ramas. Ni una hoja se mece en el aire húmedo. Señales de vida animal

¿Qué hay de la vida animal? Las hormigas barrigonas que se llaman Tangarana enjambran en el árbol palo de santo. A cambio de una morada permanente, estas hormigas protegen el árbol del menor toque de cualquier invasor. Abajo, en el suelo de la selva, las hormigas cortadoras de hojas marchan en fila india, cada una cargando un pedazo grande de hoja. Innumerables escarabajos se precipitan aquí y allá o velozmente emprenden el vuelo. Especialmente se puede notar el mayor de todos los escarabajos, titanus giganteus, que mide unos 15 centímetros de largo. De vez en cuando uno ve el destello de una luciérnaga que se hace visible en la penumbra permanente de la densa maleza. Brillantes mariposas y gigantescas polillas de extraña apariencia emprenden el vuelo. Cerca, las ranas croan. A nuestros pies, curiosas lagartijas verdes y grises salen cual flecha, mientras que pequeñas salamandras suben velozmente a los árboles. En alguna parte de la selva hay anacondas gigantes… se afirma que las más grandes de estas serpientes miden hasta 12 metros de largo y casi un metro de diámetro. De las 250 clases de reptiles que se dice que moran en la selva del Amazonas, pocas verdaderamente son venenosas. A menos que se les sorprenda o se les moleste, las variedades rapaces solamente matan para obtener alimento, y el hombre no es parte de su régimen. Contrario a la opinión popular, no todos los animales que viven en la selva son animales grandes y peligrosos. En la selva sudamericana, el mayor animal es el tapir, que es del tamaño del cerdo, y le siguen de cerca el puma y el jaguar. Comparten la maleza tigrillos semejantes a gatos, y el oso hormiguero de largo hocico, armadillos y ocelotes. Las zorras, mapaches, pequeños ciervos y muchos tipos de roedores tienen su nicho en el suelo de la selva. En condiciones ordinarias no se sabe que ninguno de éstos sea una amenaza a los seres humanos. Se dice que de las 14.712 variedades de animales que habitan en la zona del Amazonas, más de 8.000 existen únicamente en esta región.

Vida animal en los árboles

Con mucho la mayor concentración de fauna vive en los árboles. Los gritos y los roncos chillidos identifican mundos de loros, guacamayos, tucanes y numerosas otras clases de aves, algunas conocidas y otras poco conocidas. Añada a esto el chirrido de los periquitos, los arrullos y gorjeos de las palomas, de las chotacabras americanas y de otros, así como el ratatá ruidoso del pájaro carpintero, y usted empieza a percibir el afanoso mundo de las alturas. Varias clases de monos de cara curiosa y de libre movimiento se balancean fácilmente de rama en rama, mientras parlotean y riñen. Volando en círculo sobre las cimas de los árboles, hay buitres alertas que están a la espera de una comida. Sus apetitos voraces mantienen la zona limpia de carne putrefacta. Aquí y allá hay estanques en los cuales las hojas gigantescas de las ninfeas esconden brillantes peces tropicales. Por todas partes hay pequeños arroyos de agua que las hojas han teñido de color pardo. Al fin todo fluye al Amazonas, la carretera de la selva.

Vida en las aguas

En las aguas de la selva del Amazonas hay pastinacas, gimnotos, caimanes, tortugas y pirañas de dientes afilados que pueden despojar a un animal de su carne en tan solo unos pocos minutos de febril actividad. Uno tiene que indagar con los nativos de la localidad antes de nadar en cualquiera de estas aguas. ¡Las aguas de la selva no son necesariamente buenas piscinas de natación! Sin embargo, uno ve pequeños grupos de niños nativos chapoteando en algunos de los lentos ríos de la selva. Esto nos lleva a la gente que vive en la zona del “gran río,” la cual contribuye de manera interesante al temperamento de la selva. Su gente

Hace tres o cuatro siglos por lo menos 230 diferentes tribus de indios habitaban la región. Vivían en pequeñas comunidades aisladas, y por lo general se limitaban a ciertas zonas geográficas. Entre los dominios de tribus que todavía se reconocen hoy día se encuentran los de los jívaros, aucas, campas, chamas, machiguengas y shipibos. Quizás solo queden unas veinte tribus bien definidas. No tienen muchas necesidades… tal vez una casa de troncos, una o dos hamacas, una cerbatana y una lanza. Su régimen consiste principalmente de yuca, bananas, tortugas y pescado. La selva amazónica ciertamente es una zona fascinante… un lugar tranquilo. Este apacible y húmedo ambiente de vez en cuando se ve perturbado por tronadas tropicales. Sin embargo, estos sonidos y los exóticos ruidos de una gran variedad de animales en realidad no perturban la calma de la inmensa y apacible selva. Aunque muchas clases de criaturas se albergan en ella, la selva no es un ambiente lleno de tremendos peligros para los que respetan las señales que dicen “No moleste.”

Dyeing


As of 12w34a, dyeing armor is accomplished by crafting leather armor with any type of dye. Dyes can be mixed together (e.g., orange dye + bone meal + leather cap = beige leather cap) and armor can be dyed multiple times (e.g., blue leather shoes + rose red = purple leather shoes.) Zombies can wear dyed armor. It is impossible to get a color darker than #191919, leaving fewer than 12326391 (231 x 231 x 231) colors available. Current estimates put the realistic upper boundary of available colors at just over 4 million. Leather armor can be "washed" by right clicking a full cauldron to remove all the dye.

Although Leather Armor got a texture update in snapshot 12w36a, in the previous snapshot, 12w34a, it was possible to trick other players into thinking you had Diamond, Iron, or Gold armor instead of the Leather Armor you were actually wearing. You can very simply do this by experimenting with dyes to get a color matching that of the armor you want to emulate. Keep in mind that this does not work with chainmail, quite obviously because chainmail does not use a texture like regular armor.

Crafting
It takes 24 units of material to make a full set of armor. Although it is not necessary that all of your armor is the same material, each individual piece must consist of only one material. This means that you could wear a leather cap with an iron chestplate, but you cannot craft leggings out of both iron and gold.

Note that chestplates (tunics) provide the most protection per unit of material, followed by leggings (Pants), followed by boots, followed by helmets (caps). The exact ratio varies between different materials, however, and golden helmets are actually more cost-effective than golden boots.

As with other items with durability, armor can be repaired by placing two pieces of the same type (e.g., iron helmets) in a crafting grid. The resulting item will have slightly more durability left than the original items combined, but will be unenchanted. Armor can also be repaired on an anvil, which not only preserves enchantments, but can combine the enchantments from two different items.

Armor is not stackable.

Data values
The following are the data values for each armor piece:

Mob armor
In Survival Test, certain zombies and skeletons could be found wearing armor; a chestplate or a helmet. Zombies had the potential, although extremely unlikely, to wear both a chestplate and a helmet at the same time. Skeletons could also be found wearing armor, albeit extremely infrequently. Mob armor was purely cosmetic; however, it is possible that it was a planned feature to increase hostile mob difficulty. The armor was soon removed.

However in 12w32a, mob armor was reintroduced. Zombies and skeletons sometimes wear armor in Normal or Hard, increased likelihood in Hard. This can be any tier of armor, including chain armor. It Zombie Pigman can wear armor too. The armor can be dyed, or enchanted rarely.

Other mobs do have armor values built in. Sheep have wool unless they are sheared. Pigs can wear saddles, which is also "armor". When a creeper is struck by lightning, it will become a charged creeper. Charged creepers have an electric glow around them, which provides no health, but makes the creeper's explosion twice as big in diameter. The wither will develop a shield when it is about halfway defeated, which will make it immune to arrows. A tamed wolf's collar is considered armor, and will still be seen even with invisibility potions, like all armor.

The most armor a mob can have without using MCEdit or another external editing program is 88%, unless the armor is enchanted.

Leather-chain armor


The leather-chain armor is a sprite from Indev 0.31's items.png file. In this version, all of the armor seen are only sprites. Usable and craftable armor were added later.

Trivia

 * You need 24 of a material to make a full set of armor from it. Having 24 different potential materials does not mean you can have a full set, because you can't make armor from 2 iron and 2 leather.
 * Helmets, chestplates, and leggings have different names when they are made of leather. Helmets are called caps, chestplates are called tunics, and leggings are called pants. Boots do not change.
 * In the armor folder inside minecraft.jar, leather armor is called cloth armor. This is because leather armor was initially made from cloth (later renamed to Wool).
 * Mobs that burn when exposed to sunlight will be unaffected by day if they have a helmet of any type.
 * There is a texture file for armor labeled "Power", a faint blue energy used by Creepers when struck by lightning (becoming a charged creeper).
 * The chain chestplate has slightly longer sleeves than all other chestplates.
 * The leather armor design, armor 'mannequin' outlines, and apple and iron sword sprites, were also used Notch's RPG Legend of the Chambered.
 * If you are sitting in a boat or minecart with armor leggings on, and press (for your Inventory), or press  (for third person view), your legs will be in a sitting position, but your armor will be a standing position. This can be fixed by un-equipping any bottom piece of armor and then re-equipping them.
 * There was a popular rumor stating that chain armor absorbs all damage done (so instead of losing .5 armor and .5 hearts you lose 1.0 armor), but this is not true.
 * In the Xbox 360 Edition, drowning or falling will cause all equipped armor to take damage due to it being built off beta stages of the game.
 * A pumpkin can also be worn as a helmet, but provides no defensive protection. It does prevent Endermen from becoming angered by looking at them and reduces visibility for the player.
 * On Halloween, zombies, skeletons, zombie pigman, and wither skeletons have a relatively large chance of spawning wearing a pumpkin, and a smaller chance of spawning with a jack-o-lantern.