Combat Expanded/Sandbox/Armour

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Revision as of 17:04, 29 July 2023 by Thanathor (talk | contribs) (1.20 update)
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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
Archery -0.5-2.0 Attack Damage No damage taken for 4 seconds Shooting an arrow will spawn 4 + 4*amount of Archery armour extra arrows.

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

Multishot arrows will spawn half the amount of extra arrows, and extra arrows

cannot be picked up

common
Shielded No damage taken for 4 seconds

Absorption I/II/III

Taking any damage removes the effect

common
Sly -1-3 Armor

No damage taken for 4 seconds

Invisibility

Jump Boost I/II

rare
Overwhelming +1-4 Attack Damage

+20-50% Attack Speed

+10-40% Movement Speed

No damage taken for 4 seconds Wither II (0:01) epic
Thorny Enchanted with Thorns III Health at/below 50% of max Thorns set to level XIV/XV/XVI/XVII

Has no effect if the armor does not have the Thorns enchantment

common

Rejuvenating

Health at/below 50% of max Regenerate half a heart, cooldown of

2.4/3.2/4.0/4.8 seconds

common

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
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
Fractal Resistance III Health above 50% of max Take Damage (deals 1 heart of damage every 0.5 seconds, this damage

cannot be avoided)

common
Solid -5-20% Movement Speed

- 1 Armor

Health above 50% of max +4-6 Armor

+1 Knockback Resist

common
Vigorous Health above 50% of max Mining Fatigue /Poison /Weakness immunity, and

Hunger /Blindness /Nausea /Wither immunity

rare
Custodians Health above 50% of max Players except the wearer within 24 blocks have Resistance III

Any damage reduced by this effect (up to 6 per player per 0.8 seconds)

is dealt to the wearer, ignoring armor and resistances

epic

Vampiric

-1-3 Armor After killing an entity Regenerate half a heart. Can only happen once every 0.8 seconds

Additional Vampiric pieces stack the effect

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 if all players leave its range

common
Chilling -10-25% Attack Speed After killing an entity Freeze mobs within 12 blocks for 2-4 seconds

Level II effect also applies 4/8 Freezing damage

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
Retaliatory Taken damage within 2.4 seconds +1-4 Attack Damage

+10-25% Attack Speed

common
Poisonous -1-3 Armor Taken damage within 2.4 seconds Apply Poison to attacker for 5/10/15 seconds

Additional pieces add their time to the total

common

Stalling

On taking damage Resistance I/II/III (0:02) to all entities within 3 blocks, Wearer gains

one level higher. Effect only triggers when attacked by an entity,

environmental damage does not count.

common

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
Vorpal +1 Knockback Resist On taking damage Teleport to a random location within 16 blocks epic
Expelling On taking damage Clear all effects and store them in a lingering potion that is dropped at

the wearers feet, has a cooldown of 1 minute per Expelling piece

epic
Lunar Night-time Depending on the moon phase add 1/5/15/25/50% to

Attack Damage, Attack Speed, Movement Speed and Armor

Full moon grants the highest level of effect, new moon the lowest

common
Gloomy Night-time Slowness I/II/III (0:02) to entities except the wearer within 12 blocks common
Nocturnal Night-time +0.5-2 Attack Damage

+10-25% Attack Speed +5-20% Movement Speed

common
Umbral -1-3 Armor Night-time Resistance III as long as the wearer has hunger haunches

Taking damage applies Hunger C (0:03)

rare
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
Bolstering -3/6 Attack Damage Equipped Strength I/II (0:02) to other players and tamed wolves within 18 blocks common

Radiant

Equipped A constant light will follow the wearer

Crouching will grant the Glowing effect and will pulse a light at the wearer

common
Canine -0.5-2 Attack Damage 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
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

rare
Challengers Enchanted with Curse of Vanishing Equipped Sets the wearers difficulty score to 11, this exceeds the normal cap of 10 epic
  1. Obtained by fully charging a Devouring armor piece