Armor

Armor (or Armour) adds extra protection via a separate health bar that reaches 10 armor points. Armor can be made with leather, gold, iron, diamonds and fire (fire is unavailable without the use of an inventory editor) and consists of chestplates, helmets, boots and leggings. Each armor point gives 8% damage reduction, with a maximum of 80% damage reduction with 10 armor points.

History
Before Alpha 1.0.8, wool was used instead of leather as the lowest tier of armor.

Before 1.9 Prerelease 1, all helmets gave (0.30 efficiency), all chest armor gave  (0.50 efficiency), all leg armor gave  (0.43 efficiency), and all boots gave  (0.38 efficiency). Armor's effectiveness was linked to durability, with lower tier materials less durable than higher tier materials. Leather armor was as protective as diamond armor when undamaged, but leather armor quickly lost durability to attacks, thus its defense power would more rapidly diminish. Likewise, if you put on almost fully decreased boots when you had other armor on, it lowered your armor protection.

Also before 1.9 Prerelease 1, specific types of damage were reduced by a certain amount based upon the effective armor points of the player. Each point of armor reduced the damage you took by 8%, up to the maximum reduction of 80%.

Minecraft 1.0 had a bug that caused all armor to be twice as effective at reducing damage as intended. This was fixed in Minecraft 1.1, and as of 1.1, iron armor naturally generates in NPC village Furnaces.

As of Minecraft 1.2, Zombies can drop iron helmets on rare occasions, and Zombie Pigmen can drop golden helmets.

On April 5th, 2012, Jeb mentioned that shift-clicking armor into armor slots was "on the list of things to do." , and it was later added in weekly snapshot 12w15a.

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, although it is possible that it was a planned feature to increase hostile mob difficulty.

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.

Player armor


Helmets, chestplates, leggings, and boots can be crafted out of leather, gold, iron, or diamond. Chainmail armor also exists but is only obtainable in Creative mode.

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 bite 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 amount of defense points per units of material (i.e. the cost efficiency), compared with the chestplate of each material.

This means for example that for the same amount of iron ingots, a helmet gives approximately half the number of defense points that a chestplate gives. This table does not, however, compare materials.

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 better than 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    (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 unneccesary 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 90.4% to 96% damage reduction for a diamond armor set with an EPF of 25.

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 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/chaimail/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:

Bugs

 * The armor breaking animation and sounds only play in singleplayer.

Trivia

 * Helmets, chestplates and leggings have different names when they are made of leather than when they are made of other materials. Helmets are named caps, chestplates are called tunics, and leggings are termed pants. Boots are still called boots.
 * If you look in the armor folder inside Minecraft.jar, leather armor is still called cloth armor. This is because, as listed above, before the addition of Cows this armor was made from cloth (later renamed Wool).
 * There is a texture file for armor labeled "Power", a indiscernible blue energy used by Creepers when struck by lightning (becoming a charged creeper).
 * The chainmail chestplate has slightly longer sleeves than all other chestplates.
 * The Leather Armor design comes from an old game Notch never finished "Legend of the Chambered".
 * If you are sitting in a minecart with armor leggings on, and press (for your Inventory), or pressing  (for third person view), your legs will be in a sitting position, but your armor will be a standing position. However this can be fixed by removing any bottom piece of armor and then replacing them.
 * There was a popular rumor that stated chain mail armor absorbs all damage done (so instead of losing .5 armor and .5 hearts you lose 1.0 armor), but this is not true.
 * It takes 24 units of the chosen material to make a full set of armor.