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Minecraft:Armor

From SAS Gaming Wiki
(Redirected from Minecraft:Chainmail Armor)

Template:For Template:Splitting

File:All Armor Displayed.png
Armor tiers. From left (weakest) to right (strongest): no armor, leather, Minecraft:copper, Minecraft:golden, chainmail, Minecraft:iron, Minecraft:diamond, and Minecraft:netherite.Template:Note

Armor is a category of items that provide Minecraft:players and Minecraft:mobs with some amount of protection from common types of Minecraft:damage. These items include Minecraft:helmets, Minecraft:chestplates, Minecraft:leggings, and Minecraft:boots, which can be placed in designated slots in a player's inventory.

List of armor items

Template:ItemLink Template:Columns-list Template:ItemLink Template:Columns-list Template:ItemLink Template:Columns-list Template:ItemLink Template:Columns-list Template:ItemLink Template:Columns-list Template:ItemLink Template:Columns-list Template:ItemLink

These items can be worn in armor slots, but do not provide protection against damage:

Armor materials

Template:Main There are eight different types of materials of armor, including Minecraft:turtle shells. The seven full sets are shown below in order from weakest to strongest.

Obtaining

Crafting

Crafting/Armor

A full set of leather, copper, iron, golden, or diamond armor requires 24 units of a given material to craft. Netherite armor cannot be crafted directly, and is obtained by upgrading diamond armor in a smithing table. A turtle shell is a type of helmet, but no other armor items can be crafted from turtle scutes. Chainmail armor is uncraftable, and can be obtained only from Minecraft:mob drops, Minecraft:trading, and Minecraft:generated loot.

Upgrading

Netherite armor is obtained by upgrading diamond armor in a Minecraft:smithing table. Each piece of netherite armor requires a Minecraft:netherite ingot and a Minecraft:netherite upgrade smithing template. A full set of netherite armor requires 4 netherite ingots and 4 netherite upgrade smithing templates.

Netherite armor retains the Minecraft:enchantments, prior work penalty, and number of Minecraft:durability points lost (instead of the remaining durability) from the Minecraft:diamond armor.

Template:Smithing Template:Smithing Template:Smithing Template:Smithing

Natural generation

Template:Exclusive Two Minecraft:armor stands are found in each taiga Minecraft:village outdoor armory, one equipped with an Minecraft:iron helmet, the other with an Minecraft:iron chestplate.

Generated loot

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Mob loot

Minecraft:Zombies, Minecraft:husks, Minecraft:zombie villagers, Minecraft:skeletons, Minecraft:strays, Minecraft:bogged, and Minecraft:piglins that spawn with armor have an 8.5% chance of dropping their armor when killed by the Minecraft:player. The dropped armor has a random Minecraft:durability and retains any enchantments it has. All of the mentioned mobs except piglins can only spawn with armor in Minecraft:Normal and Minecraft:Hard difficulties. None of the mobs can naturally spawn with netherite armor.

Template:IN, Minecraft:pillagers and Minecraft:vindicators that spawn in Minecraft:raids have a small chance to drop an Minecraft:iron helmet, Minecraft:iron chestplate, Minecraft:iron leggings, or Minecraft:iron boots, in a badly damaged state, with a possibility of having a random enchantment.

Template:IN, armorer Minecraft:villagers throw chainmail armor to Minecraft:players who have the Minecraft:Hero of the Village status effect.

Trading

Template:Main Leather armor can be bought from leatherworker Minecraft:villagers. These armor pieces have randomly determined color.

Iron armor, chainmail armor and enchanted diamond armor can be bought from armorer villagers.

Bartering

Minecraft:Piglins may Minecraft:barter Minecraft:iron boots enchanted with a random level of Minecraft:Soul Speed when given a Minecraft:gold ingot.

Fishing

Minecraft:Leather boots, often badly damaged, can be obtained as a junk item from fishing.

Usage

Armor can be worn by a player or mob in order to protect them. See Template:Slink for more details.

Equipping

A Minecraft:player can equip a piece of armor by placing it in the correct slot in the Minecraft:inventory, by Template:Control it while it's in the main hand or offhand, or by dispensing it from a dispenser onto themself. When Template:Control the armor piece, any equipped armor corresponding to the same slot is swapped out. Each armor piece fills one inventory slot, and armor pieces cannot be stacked.

Item Equippable slot
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:BlockSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Template:SlotSprite Head
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Template:SlotSprite Chest
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Template:SlotSprite Legs
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Template:SlotSprite Feet

Statistics

The following tables represent the statistics of the different armor types, including the following values: armor, armor toughness, Minecraft:durability, Minecraft:enchantability, and Minecraft:knockback resistance.

Full sets
Type Armor Armor toughness Knockback resistance
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Leather Armor Template:Armor Template:Armor 0
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Copper Armor Template:Armor Template:Armor 0
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Golden Armor Template:Armor Template:Armor 0
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Chainmail Armor Template:Armor Template:Armor 0
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Iron Armor Template:Armor Template:Armor 0
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Diamond Armor Template:Armor Template:Armor 0
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Netherite Armor Template:Armor Template:Armor 4 (40%)
Helmets
Type Armor Armor toughness Durability Enchantability Knockback resistance
Template:ItemLink Template:Armor Template:Armor 55 15 0
Template:ItemLink Template:Armor Template:Armor 77 25 0
Template:ItemLink Template:Armor Template:Armor 121 8 0
Template:ItemLink Template:Armor Template:Armor 165 9 0
Template:ItemLink Template:Armor Template:Armor 165 12 0
Template:ItemLink Template:Armor Template:Armor 275 9 0
Template:ItemLink Template:Armor Template:Armor 363 10 0
Template:ItemLink Template:Armor Template:Armor 407 15 1 (10%)
Chestplates
Type Armor Armor toughness Durability Enchantability Knockback resistance
Template:ItemLink Template:Armor Template:Armor 80 15 0
Template:ItemLink Template:Armor Template:Armor 176 8 0
Template:ItemLink Template:Armor Template:Armor 112 25 0
Template:ItemLink Template:Armor Template:Armor 240 12 0
Template:ItemLink Template:Armor Template:Armor 240 9 0
Template:ItemLink Template:Armor Template:Armor 528 10 0
Template:ItemLink Template:Armor Template:Armor 592 15 1 (10%)
Leggings
Type Armor Armor toughness Durability Enchantability Knockback resistance
Template:ItemLink Template:Armor Template:Armor 75 15 0
Template:ItemLink Template:Armor Template:Armor 105 25 0
Template:ItemLink Template:Armor Template:Armor 165 8 0
Template:ItemLink Template:Armor Template:Armor 225 12 0
Template:ItemLink Template:Armor Template:Armor 225 9 0
Template:ItemLink Template:Armor Template:Armor 495 10 0
Template:ItemLink Template:Armor Template:Armor 555 15 1 (10%)
Boots
Type Armor Armor toughness Durability Enchantability Knockback resistance
Template:ItemLink Template:Armor Template:Armor 65 15 0
Template:ItemLink Template:Armor Template:Armor 91 25 0
Template:ItemLink Template:Armor Template:Armor 143 8 0
Template:ItemLink Template:Armor Template:Armor 195 12 0
Template:ItemLink Template:Armor Template:Armor 195 9 0
Template:ItemLink Template:Armor Template:Armor 429 10 0
Template:ItemLink Template:Armor Template:Armor 481 15 1 (10%)

Damage reduction

Wearing armor reduces incoming damage according to two values: armor, and armor toughness. Each piece of armor provides a given armor and armor toughness value, and the values from each armor piece are added together when calculating damage reduction.

The strength of incoming damage also determines the damage reduction of worn armor, as armor does not protect in a linear fashion, and instead drops off more and more as incoming damage increases. For example, a full set of diamond armor reduces the damage of a zombie's attack by 77%, but reduces the damage of a piglin brute's attack by only 67%. The total damage reduction of armor cannot drop off below 20% of its maximum.

The following tables represent the damage reduction of the different armor types depending on the incoming damage, accounting for armor toughness:

Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Leather Armor
Minimum 25% 50% 75% Maximum
Damage reduction 5.6% 11.2% 16.8% 22.4% 28%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Copper Armor
Minimum 25% 50% 75% Maximum
Damage reduction 8% 16% 24% 32% 40%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Golden Armor
Minimum 25% 50% 75% Maximum
Damage reduction 8.8% 17.6% 26.4% 35.2% 44%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Chainmail Armor
Minimum 25% 50% 75% Maximum
Damage reduction 9.6% 19.2% 28.8% 38.4% 48%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Iron Armor
Minimum 25% 50% 75% Maximum
Damage reduction 12% 24% 36% 48% 60%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Diamond Armor
Minimum 25% 50% 75% Maximum
Damage reduction 16% 32% 48% 64% 80%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp
Template:ItemSpriteTemplate:ItemSpriteTemplate:ItemSpriteTemplate:ItemSprite Netherite Armor
Minimum 25% 50% 75% Maximum
Damage reduction 16% 32% 48% 64% 80%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp

Calculators/Armor protection

Armor points

Template:FakeImage

Armor, also known as armor points, represents the base defensive value of worn armor. The total number of armor points that the player has is the sum of the armor points of the individual pieces of armor worn, and is visually represented by the armor bar. The armor increases the player's Template:Cd attribute while worn. Armor points determine the minimum amount of damage armor reduces. See Damage formulas below to see how damage reduction is calculated.

The Template:Cd attribute is capped at 30. If commands are used to give the player armor with more than 30 armor points, or to set the player's Template:Cd attribute above 30, damage is calculated as if the player had 30 armor points. The armor bar does not show armor points above 20.

Armor toughness

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Armor becomes less effective for higher damage values, reducing the damage by smaller and smaller percentages until it reaches the minimum percentage. Armor toughness mitigates this behavior to a degree. The amount of damage reduced still decreases for higher damage values, but not as much. The total number of armor toughness the player has is the sum of the armor toughness of the individual pieces of armor worn. Armor toughness does not have a visual indicator like armor points. Armor increases the player's Template:Cd attribute while worn. See Damage reduction below to see how armor toughness affects damage calculation.

Only Minecraft:diamond and Minecraft:netherite armor have armor toughness.

The Template:Cd attribute is capped at 20. If commands are used to give the player armor with more than 20 armor toughness, or to set the player's Template:Cd attribute above 20, damage is calculated as if the player has 20 armor toughness.

The following table shows the amount of armor toughness given by armor that can be worn by the player.

Damage formulas

Percent damage reduction
<math> \mathsf{Percent\ damage\ reduction} = \frac{\min\left( 20, \max\left(\frac{\mathsf{armorPoints}}{5},\ \mathsf{armorPoints} - \frac{4 \times \mathsf{damage}}{\min\left(\mathsf{toughness}, 20 \right)+8} \right) \right)}{25} \times 100</math>

Since without Minecraft:commands, the toughness of 20 is impossible, this can be simplified to:

<math> Damage\ reduction\ % = \min\left( 80, \max\left(\frac{4}{5}\times\mathsf{armorPoints},\ 4\times\mathsf{armorPoints} - \frac{16 \times \mathsf{damage}}{\mathsf{toughness}+8} \right) \right)</math>

We can define from this equation a meaningful representation for total armor:

<math> \mathsf{TotalArmor} = \frac{\mathsf{armorPoints}\times(\mathsf{toughness}+8)}{5}</math>

This value of total armor represents the amount of damage of an attack required to "break through" the toughness of the armor (so that only regular armor points are used to mitigate the damage). Therefore, the formula above can be rewritten as:

<math> Damage\ reduction\ % = \begin{cases} \frac{4}{5}\times\mathsf{armorPoints}, & \text{if }\mathsf{damage} \geq \mathsf{TotalArmor} \\ 4\times\mathsf{armorPoints}-\frac{16\times\mathsf{damage}}{\mathsf{toughness}+8}, & \text{if }\mathsf{damage} < \mathsf{TotalArmor} \end{cases}</math> capped at maximum 80%.

Note that even without toughness, there is still a "breakthrough" point of damage where the armor just starts being less effective. For armor sets that do not include any armor with toughness (no diamond or netherite), it is simpler to understand as:

<math> Damage\ reduction\ % = \begin{cases} \frac{4}{5}\times\mathsf{armorPoints}, & \text{if }\frac{\mathsf{damage}}{\mathsf{armorPoints}} \geq \frac{8}{5} \\ 4\times\mathsf{armorPoints}-2\times\mathsf{damage}, & \text{if }\frac{\mathsf{damage}}{\mathsf{armorPoints}} < \frac{8}{5} \end{cases}</math> capped at maximum 80%.

Therefore, another way to describe toughness is: A value that decreases the amount of reduction to the reduction of damage caused by higher amounts of damage.

Percent damage reduction with Minecraft:Breach
The percent damage reduction when attacked with a Minecraft:mace enchanted with Breach:
<math>Damage\ reduction\ % = \max\left(0,\left(\frac{\min\left(20,\max\left(\frac{\mathsf{armor\ points}}{5},\mathsf{armor\ points}-\frac{4\times\mathsf{weapon\ damage}}{\mathsf{\min\left(\mathsf{toughness}, 20 \right)}+8}\right)\right)}{25}\right)-\mathsf{Breach\ level}\times 15\% \right)\times100

</math>


Damage taken
<math>\mathsf{Damage\ taken}=\mathsf{damage}\times \left(1-\frac{\min \left( 20, \max\left(\frac{\mathsf{armor\ points}}{5},\ \mathsf{armor\ points} - \frac{4\times\mathsf{damage}}{\mathsf{\min\left(\mathsf{toughness}, 20 \right)}+8} \right) \right)}{25} \right)</math>


Damage taken with Minecraft:Breach
The damage taken when attacked with a Minecraft:mace enchanted with Breach:
<math>

\mathsf{Damage\ taken}=\mathsf{weapon\ damage}\times\left(1-\left(\max\left(0,\left(\frac{\min\left(20,\max\left(\frac{\mathsf{armor\ points}}{5},\mathsf{armor\ points}-\frac{4\times\mathsf{weapon\ damage}}{\mathsf{\min\left(\mathsf{toughness}, 20 \right)}+8}\right)\right)}{25}\right)-\mathsf{Breach\ level}\times 15\% \right)\right)\right) </math>

File:Damage reduction v3.png File:Damage dealt v4.png

In tabular form (with a toughness of 0), damages are:

Script error: No such module "Armor info".

These Minecraft:damage values are lower if a Minecraft:player wears pieces of diamond or netherite armor or has toughness added to the armor through Minecraft:commands.

Damage sources

The following types of Minecraft: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:

All the types of damage that are not italicized can be reduced by the Minecraft:protection enchantments.

Knockback resistance

Template:Main Each Minecraft:netherite armor piece gives a Minecraft:knockback resistance of 1 (10%), which results in a knockback reduction of 40% with a full set. The Minecraft:Blast Protection enchantment can be applied to armor to increase the user's Minecraft:explosion knockback resistance.

Enchantments

Template:See also

Armor can be enchanted to provide various benefits. Enchantments can provide more protection or allow armor to resist certain types of Minecraft:damage that armor doesn't normally protect against, such as fall damage or Minecraft:fire. Damage reduction from enchantments does not decrease the armor's durability. Armor enchantments do not appear on the armor bar. The strength of enchantments received through an enchanting table is dependent on the armor piece's Minecraft:enchantability.

As with several enchantments, several different levels of protection are possible. The maximum level of a protection enchantment is IV (4). Protection enchantments from multiple pieces of armor stack together.

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

Enchantment Damage reduced for Type Modifier EPF
Level I
EPF
Level II
EPF
Level III
EPF
Level IV
Protection All except Minecraft:warden's ranged attack, Minecraft:starvation, Minecraft:void and Template:Cmd 1 1 2 3 4
Fire Protection Minecraft:Fire, Minecraft:lava, and Minecraft:blaze fireballs 2 2 4 6 8
Blast Protection Minecraft:Explosions 2 2 4 6 8
Projectile Protection Arrows, thrown Minecraft:tridents, Minecraft:ghast and Minecraft:blaze fireballs 2 2 4 6 8
Feather Falling Fall damage (including Minecraft:ender pearls) 3 3 6 9 12

When a Minecraft:player or Minecraft:mob wearing armor is subjected to Minecraft:damage, the EPFs of all applicable enchantments are added together, having a maximum of 20, and a minimum of 0 (when the game is calculating the reduced damage). The damage reduction is Template:Cd, giving a minimum reduction of 0 and a maximum reduction of Template:Frac or 80%. This means the Minecraft:player cannot be immune to Minecraft:damage from Minecraft:projectile or Minecraft:explosion in a Minecraft:world without cheating, even they wear armors with the maximum level of relative enchantments applied on every part of them.

Because of the caps in the calculation, it is possible to achieve maximum protection against specific types of damage with just three pieces of armor. For example, two pieces of armor with Minecraft:Blast Protection IV (EPF 8 each) and a single piece with Minecraft:Protection IV (EPF 4) would give a total EPF of 20 versus explosions. Any additional EPF would be wasted against explosions (but might be useful against other types of damage, if applicable).

If the Minecraft:damage is of a type that armor protects against normally, this reduction applies only to the damage that got through the armor.

It is possible using Template:Cmd to obtain armor with an enchantment level higher than what is normally obtainable via normal Minecraft:survival. Using this method, a Minecraft:player could give themselves, for example, a full set of diamond armor with a Minecraft:Protection V enchantment on every piece. Following the algorithm above, we find that, because Protection V has an EPF of 5, the armor reaches the maximum EPF of 20 for all types of damage. Any higher Protection enchantments could be used to reach the cap with just one level XX (20) enchantment, rather than having a full set of enchanted armor, but would be wasted if all pieces shared the same level enchantment.

The table below shows all armor enchantments at their max levels:

Armor Enchantments at Max Levels
Armor Enchantment Max Level
Minecraft:Protection IV
Minecraft:Fire Protection
Minecraft:Blast Protection
Minecraft:Projectile Protection
Minecraft:Feather Falling
Minecraft:Respiration III
Minecraft:Thorns
Minecraft:Depth Strider
Minecraft:Unbreaking
Minecraft:Soul Speed
Minecraft:Swift Sneak
Minecraft:Frost Walker II
Minecraft:Aqua Affinity I
Minecraft:Mending
Minecraft:Curse of Binding
Minecraft:Curse of Vanishing

Only one form of protection can be applied to a piece of armor (i.e. a chestplate cannot have both Fire Protection and Blast Protection, unless using Minecraft:commands to get all protection enchants in one piece of armor). Feather Falling, Frost Walker, Depth Strider, and Soul Speed are enchantments applicable only to boots. Respiration and Aqua Affinity are enchantments applicable only to helmets. Swift Sneak is an enchantment applicable only to leggings.

Durability

Any hit from a Minecraft:damage source that can be blocked by armor removes one point of Minecraft:durability from each piece of armor worn for every Template:Hp of incoming damage (rounded down, but never below 1).

The chart below shows the Minecraft:durability per unit of material for each piece of armor, compared to that of the Minecraft:boots. The durability per unit does not depend on the tier of the armor.

Helmet Chestplate Leggings Boots
Durability/Unit 68% 61% 66% 100%

This means that for the same number of Minecraft:leather/Minecraft:iron ingots/Minecraft:gold ingots/chainmail/Minecraft:diamond, Minecraft:boots can take 1.5 more damage than leggings. Thus, Minecraft:chestplates and Minecraft:leggings offer more defense points per unit, but have less Minecraft:durability per unit.

This other chart shows the durability of each piece of armor in a set, as a percentage of the chestplate's durability. Additionally, the maximum durability of the chestplate is always a multiple of 16, leggings a multiple of 15, boots a multiple of 13, and helmets a multiple of 11.

Helmet Chestplate Leggings Boots
Durability percentage 68.75% 100% 93.75% 81.25%

Armor worn by a non-Minecraft:player mob does not lose durability when attacked by any means. Helmets that are worn by undead Minecraft:mobs lose durability when exposed to Minecraft:sunlight due to absorbing the mob's Minecraft:damage from sunlight. Every tick where the mob would normally be set on fire, the helmet has a 50% chance to lose 1 durability.

Netherite armor does not lose durability from Minecraft:lava or Minecraft:fire damage.

Mob interactions

General
Wearing a mob Minecraft:head in the helmet armor slot reduces the distance the corresponding mob detects the player by 50%, with the exceptions being the Minecraft:wither skeleton skull<ref>Template:Bug</ref>Template:Verify and Minecraft:dragon head.
Minecraft:Creakings
A player wearing a Minecraft:carved pumpkin in the helmet slot does not cause creakings to become immobile when looking at them.
Minecraft:Endermen
A player wearing a Minecraft:carved pumpkin in the helmet slot does not aggravate endermen by looking at them.
Minecraft:Piglins
While the player is wearing at least one piece of gold armor, Minecraft:piglins behave as neutral mobs instead of hostile. Minecraft:Piglin brutes do not become neutral and remain hostile.

Block interactions

Minecraft:Powder snow
Players and mobs can't freeze in powder snow while wearing at least one piece of leather armor. They also do not sink in powder snow while wearing leather boots, and the player can move through the powder snow like Minecraft:scaffolding.
Minecraft:Magma blocks and Minecraft:campfires
A player wearing boots enchanted with Minecraft:Frost Walker does not take damage while standing on magma blocks or lit campfires.
Minecraft:Soul sand and Minecraft:soul soil
A player wearing boots enchanted with Minecraft:Soul Speed gains a speed boost when moving on soul sand and soul soil blocks.
Minecraft:Water
A player wearing boots enchanted with Minecraft:Frost Walker converts nearby water source blocks into Minecraft:frosted ice.

Locator bar

Wearing Minecraft:heads or Minecraft:carved pumpkins hides the player from the Minecraft:locator bar.

Repairing

Template:Main Armor, like tools and weapons, can be repaired by placing two pieces of the same type (e.g., iron helmets) in a grindstone or in the crafting grid.

Template:Crafting Template:Grinding

Unit repair

Template:Main A piece of armor can be repaired in an anvil by adding units of the armor Minecraft:material's repair material, with each repair material restoring 25% of the armor item's maximum durability, rounded down. Chainmail armor can be repaired in an anvil using Minecraft:iron ingots, and netherite armor can be repaired in an anvil using Minecraft:netherite ingots. Template:Collapse Template:Collapse Template:Collapse Template:Collapse

Dyeing leather armor

Template:Main

  • Template:IN, leather armor can be dyed by Minecraft:crafting it together with 1 or more dyes.
  • Template:IN, leather armor can be dyed by Template:Control it on a Minecraft:cauldron filled with dyed water. This consumes 1 layer of water but does not change the color of the water.
    • Dyed leather armor also be undyed by Template:Control it on a cauldron with undyed water. This changes the water's color to the color of the armor's dye, and changes the leather armor to have no dye color.

Default color hex code for leather armor is Template:Color. Template:Anchor Template:Calculator

Armor trims

Template:Main Armor can be given trims using an armor trim smithing template, a trim material and any armor piece. Trimmed armor has different patterns and different colors depending on the template and material used.

Template:Smithing

Template:Collapse

Smelting ingredient

Template:Smelting Template:Smelting Template:Smelting

Mob armor

Armor equipped on mobs

Template:Main Template:Anchor

Some mobs have a chance to spawn with armor equipped. When a mob spawns with armor, the number of pieces of armor, the type of armor pieces, and whether the armor is enchanted, depends on the Minecraft:difficulty; although, the tier of armor (leather, gold, etc.) has a fixed probability. Mobs can spawn with trimmed armor when spawned from an Minecraft:ominous trial spawner. Some mobs also have a chance to spawn with the ability to pick up armor on the ground and equip it. Template:More info

Chances of different armor types
Armor Type ChanceTemplate:Verify
Leather 23.60%
Copper 32.23%
Gold 33.29%
Chainmail 9.73%
Iron 1.10%
Diamond 0.04%

It is impossible for zombies, skeletons, and their variants to naturally spawn with Minecraft:turtle shells, netherite armor, or Minecraft:mob heads.

The protection provided by armor and armor enchantments works the same for Minecraft:mobs as it does with Minecraft:players.

The following mobs can spawn with armor:

The following Minecraft:mobs do not naturally spawn with armor, but they can pick up dropped armor (on Normal and Hard Minecraft:difficulty):

This mob can have armor equipped on it via a Minecraft:dispenser, and the armor does render, but this mob cannot pick up the armor:

These mobs can have armor equipped on them via a dispenserTemplate:Only<ref>Template:Bug</ref> or via commands, but the armor does not render, and these mobs cannot pick up the armor:

These mobs do not spawn with armor and it cannot be equipped in Minecraft:Survival mode, but if equipped with Minecraft:commands, their armor is visible:

All other mobs can be equipped with armor via commands, but the armor cannot be seen.

A Minecraft:helmet protects a mob that burns in Minecraft:sunlight (mainly Minecraft:undead mobs) from burning, but this depletes the helmet's Minecraft:durability as it absorbs the Minecraft:damage. Eventually, the helmet loses all of its durability and breaks, and then the mob burns in the sunlight. A Minecraft:carved pumpkin, Minecraft:mob head, or anything placed into the head slot using commands, can also protect the mob from burning in sunlight. These do not have a durability and as such cannot break.

Damage caused by any other source does not cause a mob's armor durability to decrease, unless the armor is Minecraft:wolf armor.

Natural armor

Some mobs have armor points even when they are not wearing armor. These "natural" armor points stack with any armor worn by the mob.

Mob Armor
Template:EntityLink
Template:EntityLink
Template:EntityLink
Template:EntityLink
Template:EntityLink
Template:EntityLinkTemplate:Only
Template:Armor
Template:EntityLink (small) Template:Armor
Template:EntityLink Template:Armor
Template:EntityLink (medium) Template:Armor
Template:EntityLink Template:Armor
Template:EntityLink (large) Template:Armor
Template:EntityLink (when closed) Template:Armor

Other types of armor

Horse armor

Template:Main

Minecraft:Horse armor can be equipped on a Minecraft:horse to protect it from most forms of Minecraft:damage similarly to player armor. Horse armor does not have a durability and does not break. Golden horse armor is more protective than iron horse armor.

Type Armor Minecraft:Armor toughness Minecraft:Knockback resistance
Template:ItemLink Template:Armor Template:Armor 0
Template:ItemLink Template:Armor Template:Armor 0
Template:ItemLink Template:Armor Template:Armor 0
Template:ItemLink Template:Armor Template:Armor 0
Template:ItemLink Template:Armor Template:Armor 0
Template:ItemLink Template:Armor Template:Armor 1

Wolf armor

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Minecraft:Wolf armor can be equipped on a tamed Minecraft:wolf to protect it from most forms of Minecraft:damage, including ones that normal armor does not protect against such as Minecraft:fall damage and burning. Wolf armor functions differently than player armor and horse armor. Instead, it absorbs all damage it protects against, and decreases its durability by the number of points of damage absorbed. The armor can be repaired using Minecraft:armadillo scutes.

Nautilus armor

Minecraft:Nautilus armor can be equipped on a tamed Minecraft:nautilus to protect it from most forms of damage. Like horse armor, nautilus armor does not have a durability and does not break. Golden nautilus armor is more protective than iron nautilus armor.

Type Armor Minecraft:Armor toughness Minecraft:Knockback resistance
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Template:ItemLink Template:Armor Template:Armor 1

Sounds

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Data values

ID

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Item data

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Material Template:Nbt
Template:ItemLink minecraft:amethyst
Template:ItemLink minecraft:copper
Template:ItemLink minecraft:diamond
Template:ItemLink minecraft:emerald
Template:ItemLink minecraft:gold
Template:ItemLink minecraft:iron
Template:ItemLink minecraft:lapis
Template:ItemLink minecraft:netherite
Template:ItemLink minecraft:quartz
Template:ItemLink minecraft:redstone
Pattern Template:Nbt
Template:ItemLink minecraft:bolt
Template:ItemLink minecraft:coast
Template:ItemLink minecraft:dune
Template:ItemLink minecraft:eye
Template:ItemLink minecraft:flow
Template:ItemLink minecraft:rib
Template:ItemLink minecraft:sentry
Template:ItemLink minecraft:snout
Template:ItemLink minecraft:spire
Template:ItemLink minecraft:tide
Template:ItemLink minecraft:vex
Template:ItemLink minecraft:ward
Template:ItemLink minecraft:wild

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Achievements

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Advancements

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History

Before Minecraft

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Java Edition

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Bedrock Edition

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Legacy Console Edition

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New Nintendo 3DS Edition

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Other

Armor durability from Indev until late Beta
Material Helmet Chestplate Leggings Boots
Leather 33 48 45 39
Golden 66 96 90 78
Chainmail 66 96 90 78

Iron

132 192 180 156
Diamond 264 384 360 312

Issues

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Trivia

  • Considering all 29 armor pieces, 16,777,216 colors of dyed leather armor, 18 armor trims, 11 trim materials, every durability level of each armor piece and every survival-obtainable combination of armor enchantments, the total number of armor pieces obtainable in survival is 40,139,103,939,010,560 or 40 quadrillion.
    • Helmets have 20,480 enchantment combinations, chestplates have 2,560, leggings have 10,240, and boots have 153,600.

Gallery

Entity overlay textures

Adult

Baby

Renders

Helmets

Chestplates

Leggings

Boots

Full armor sets

Screenshots

In other media

See also

Notes

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References

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Navigation

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