Armor

Armor (or Armour) adds extra protection via a separate health bar that reaches 10 "cuirasses", corresponding to 20 defense points. Armor can be made with leather, gold, iron and diamonds (and fire too, but it's unavailable without the use of an inventory editor) and consists of chestplates, helmets, boots and leggings. On the armor meter, each "full cuirass" gives 8% damage reduction, with a maximum of 80% damage reduction with 10 "full cuirasses". Each "half cuirass" contributes 4% damage reduction, and corresponds to 1 defense point (see Defense Points, below).

Player armor


Helmets, chestplates, leggings, and boots can be crafted out of leather, gold, iron, diamond or fire*. Chain armor also exists but is only obtainable in Creative Mode, or can only be obtained through trading with the villagers in survival mode, as of snapshot 12w21a.

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, any armor they are wearing does not take damage. See the effects section below for more information.

Players can also wear a pumpkin as their helmet. Although this will block the player's view and not provide protection from attacks, it will prevent Endermen from attacking the player when the player stops looking at them. The player will still be attacked if they physically attack the Enderman.

Effects
The following types of damage are reduced by armor and, consequently, damage 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

The following types of damage are not reduced by armor and have no effect on the armor itself:


 * Ongoing damage from being on fire
 * Suffocating inside a block
 * Drowning in water
 * Starvation
 * Fall damage
 * 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

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.

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 stack (up to a cap). The type of protection enchantment determines whether the protection enchantment comes into effect, according to the following table:

This means that "Protection" is always at least as good as for example "Fire protection", even against fire damage (with the exception of "Feather falling", see below).

The enchantment damage reduction is applied to the damage left after the armor's basic effect, and the base "enchantment protection factor" (EPF) of an enchanted item is   floor ( (6 + level * level) / 2 ) Which gives the following EPF for enchantments of level I-IV: For Feather falling, the EPF of the specific piece is doubled.

The total EPF is the sum for all armor pieces, and capped at 25. An EPF of 25 can be reached by two level III pieces and one level IV piece (2*7+11=25). This also means that Feather Falling is unnecessary to reduce fall damage if you can reach an EPF of 25 without Feather falling boots.

The actual EPF applied is randomized to between 50% and 100% of the EPF calculated above, rounded up, and capped at 20. Each level of the actual EPF reduces damage by 4%, for a maximum damage reduction of 80% from enchantments. Since this is applied after the base armor damage reduction (80% for diamond), you get a total 89.6% to 96% damage reduction for a diamond armor set with an EPF of 25, for damage which is mitigated by unenchanted armor (fx fall damage is not mitigated by unenchanted armor).

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

Any "hit" dealt by a mob (including creeper explosions) will remove 2 durability points to the armor. Other damage sources usually remove 3 durability points to the armor, except cacti (only one point). Damage taken that armor doesn't protect (such as falling or drowning) will not damage the armor. The following chart displays how many hits each piece of armor can endure. The numbers on this chart are subject to change by enchantments.

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.

Enchantability
Armor can be enchanted, and the material it's made of determines how enchantable it is, according to the following factors.

Notice that golden armor is highly enchantable, compensating somewhat for its poor defensive properties. See the enchanting page for the exact details of how this works.

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 provide the most protection per unit of material, followed by leggings, followed by boots, followed by helmets. 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.

Armor is not stackable.

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

Leather Set: 298-301 Chain Set: 302-305 Iron Set: 306-309 Diamond Set: 310-313 Gold Set: 314-317

These go from helmet(lowest in the range) to boots(highest in the range)

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.

However in 12w32a, mob armor was reintroduced. Zombies and skeletons will sometimes wear armor in Normal or Hard, increased likelihood in Hard. It is always in a full set, and can be any tier of armor, including chain.

Leather-Chain armor


The leather-chain armor is just a sprite from Indev 0.31's items.png file. Diamond and gold armor are missing.

Dyed Armor
Dyed armor has been added by Dinnerbone in 12w34a. it is made 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's impossible to get a color darker than #191919, leaving 12326391 (231 x 231 x 231) colors available.

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.
 * 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).
 * 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, along with other Minecraft sprites, comes from a 21st Ludum Dare game by Notch called "Legend of the Chambered".
 * If you are sitting in a 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 reduce visibility.