Combat Expanded/Sandbox/Armour

Revision as of 13:57, 25 January 2024 by Thanathor (talk | contribs) (update armor modifiers for Difficulty Update)
Possible Armor Modifiers
Armour Passive Effects Activation Active Effects Rarity
Scouting -0.5-2.0 Attack Damage No damage taken for 4 seconds +10-25% Movement Speed common
Shielded No damage taken for 4 seconds

Absorption I/II/III, additional pieces add their level to the total

common
On taking damage Lose Absorption
Sly

No damage taken for 4 seconds

Invisibility while sneaking.

When no longer sneaking gain +25/50/75% Attack Speed for 4 seconds

common
Focused No damage taken for 4 seconds -1.5-5 Attack Damage common
Taken damage within 4 seconds -0.5-2 Attack Damage
Reactive -1-3 Armor On taking damage Absorption I/II/III (0:30), additional Reactive pieces stack the effects level

Effect does not trigger when taking damage to yellow Absorption hearts and

cannot trigger again during the 30 seconds duration

rare

Coated

-1-3 Armor On taking damage Apply one of:

Poison (0:06) Weakness (0:10)

Instant Health to the attacker. Additional pieces will add one level of their respective effect.

common

Rejuvenating

-1-4 Armor On taking damage Store 10/20/30% of damage taken common
No damage taken for 4 seconds Restore the stored health
Sparking On taking damage Apply a stack of "Charge". Stacks will fall off every 0.5 seconds

8 seconds after the last one was applied.

Applying a "Charge" to a target that already has 8 stacks will strike

them with lightning after a delay. The struck target takes 30 extra

lightning damage (10 for players)

common
Devouring +0.01-0.03 Attack Damage

Enchanted with Curse of Vanishing

After killing an entity Permanently increase this pieces Passive Effect by 0.01-0.03, up

to 2.5-5 Attack Damage

rare
Satiated[1] +2.5-5 Attack Damage

Loses Curse of Vanishing

rare

Vampiric

-1-3 Armor After killing an entity Regenerate half a heart common
Totemic After killing an entity Call a totem that gives players within 12 blocks one of the following effects:

Regeneration, Resistance, Speed, Strength

Effects last 6 seconds, reapplied to players that remain in the totems range.

Killing an entity within a totems range will add the effect to the totem instead,

or if the totem already has that effect will apply a level II version of the

effect for 6 seconds.

Totems vanish when all players leave its range

rare
Draining After killing an entity +1 Max Health (Capped at +6/8/10) common
On taking damage -1 Max Health
Soothing Health at/below 50% of max Instant Health I/II/III within 2.75/4.5/6.25 blocks respectively

Players receive one level lower instead

Players within 6.5 blocks gain Regeneration V (0:02)

Can only occur once per Minecraft day

rare
Berserkers Health at/below 50% of max +0.5-2 Attack Damage

+10-25% Attack Speed +5-20% Movement Speed +1 Knockback Resistance

common
Fluxed Positive and negative values will

always be the same

Health at/below 50% of max -0.5-2 Attack Damage, +1-3 Armor common
Health above 50% of max +0.5-2 Attack Damage, -1-3 Armor
Vigorous Health above 50% of max Mining Fatigue /Poison /Weakness immunity, and

Hunger /Blindness /Nausea /Wither immunity

rare
Fractal Resistance III Health above 50% of max Health gets set to half of Max Health common
Archery -10-25% Attack Speed Equipped Shooting an arrow will instead spawn arrows equal to the 2 * the combined level

of all Archery armour pieces. Multishot arrows will spawn half that each.

Extra arrows copy the main arrows stats, with a slightly randomized trajectory

and cannot be picked up.

common
Canine -10-25% Attack Speed Equipped Spawn an invulnerable wolf that deals 4 damage to aid the wearer.

Commanding the wolf to sit will cause it to lose aggro

Feeding the wolf will grant it strength for 60 seconds

Additional Canine pieces will spawn more wolves

if the wolf is named it will drop its nametag on despawning

rare

Radiant

Equipped A constant floating light will follow the wearer.

Crouching will cause the light to Glow and pulse with flashes of light.

common
Equestrian Equipped Mounts have Resistance and Speed I/II/III

Level of Speed stacks like enchantments, so two pieces with level III

will result in level IV

common
Dashing -5-20% Movement Speed Equipped Speed & Hunger ramping from level I to V every 5 seconds

as long as the wearer keeps sprinting. Swimming keeps the current speed

and hunger but doesn't ramp.

Every additional Dashing piece reduces the time between levels by 50%

common
Hearty Armor set to 0 Equipped + Max Health equal to the base armor of this piece common
Psychic -10-25% Attack Speed Equipped A sword will circle around you at 3.5 blocks distance, crouching will cause the

sword to close in and spin faster. The material and damage of the sword is dependent on the armour material:

  • Leather = Wooden Sword - 2 damage
  • Chainmail = Stone Sword - 3 damage
  • Iron / Gold = Iron / Gold Sword - 4 damage
  • Diamond / Netherite = Diamond / Netherite Sword - 5 damage
rare
Wild Magic On taking damage Apply a random potion effect with a random duration to self epic
Vorpal +1 Knockback Resist On taking damage Teleport to a random location within 8 blocks epic
Unlinked Linked Only works after the armour piece has been renamed

Link to any other player wearing an Unlinked armour piece that has the same name, Health of all players in a link will always be the same.

epic
  1. Obtained by fully charging a Devouring armor piece