Combat Expanded/Armour: Difference between revisions

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m (update wild magic table)
m (Same as Weapons)
 
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{| class="wikitable sortable mw-collapsible mw-collapsed"
=== Armor ===
{| class="wikitable sortable mw-collapsible"
! colspan="6" | Possible Armor Modifiers
! colspan="6" | Possible Armor Modifiers
|-
|-
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| rowspan="2" |
| rowspan="2" |
|Natural Regeneration Active
|Natural Regeneration Active
| +1.5-5 Attack Damage
| +0.5-2 Attack Damage
Mobs within 16 blocks have {{Stack|effect:Glowing}} Glowing
Mobs within 24 blocks have {{Stack|effect:Glowing}} Glowing
| rowspan="2" data-sort-value="1" | common
| rowspan="2" data-sort-value="1" | common
| rowspan="2" |'''Mountainous'''
| rowspan="2" |'''Mountainous'''
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|-
|-
|Taken damage within 4 seconds
|Taken damage within 4 seconds
| -0.5-2 Attack Damage
| -0.5-1.5 Attack Damage
|-
|-
|{{Stack|Iron Chestplate|name=&eReactive Iron Chestplate|lore=/&7When Under Attack:/&9Absorption IV (0:30)//&7When on Body:/ &9+6 Armor/ &c-1 Armor}}Reactive
|{{Stack|Iron Chestplate|name=&eReactive Iron Chestplate|lore=/&7When Under Attack:/&9Absorption IV (0:30)//&7When on Body:/ &9+6 Armor/ &c-1 Armor}}Reactive
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|'''Mountainous'''
|'''Mountainous'''


'''Dark'''
'''[[#Dark|Dark]]'''
|-
|-
|
|
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Applying a "Charge" to a target that already has 6 stacks will strike
Applying a "Charge" to a target that already has 6 stacks will strike


them with lightning after a delay. The struck target takes 30 extra
them with lightning after a delay. The struck target takes 42 extra
 
lightning damage (16 for players), entities within 2.5 blocks take half


lightning damage (10 for players)
of the extra damage
| data-sort-value="1" |common
| data-sort-value="1" |common
|'''Mountainous'''
|'''Mountainous'''
|-
|-
|{{Stack|Iron Chestplate|name=&eDevouring Iron Chestplate|lore=&cCurse of Vanishing//&7When Killing:/&9+0.03 Attack Damage//&7When on Body:/ &9+0.03 Attack Damage/ &9+6 Armor|enchanted=true}}Devouring
|{{Stack|Iron Chestplate|name=&eReckless Iron Chestplate|lore=//&7When Killing:/&9+0.5 Attack Damage/&c-1 Armor/&8Cannot go below 0 Armor//&7When on Body:/ &9+6 Armor}}Reckless
| +0.01-0.03 Attack Damage
|
Enchanted with Curse of Vanishing
|After killing an entity
|After killing an entity
|Permanently increase this pieces Passive Effect by 0.01-0.03, up
|<nowiki>+ 0.5 Attack Damage, -1 Armor for 15 seconds</nowiki>
to 2.5-5 Attack Damage (addition and cap amounts are independent)
 
| rowspan="2" data-sort-value="2" | rare
Effect stacks until the armor piece grants 0 armor
| rowspan="2" |'''Burned'''
| data-sort-value="2" | rare
|'''Burned'''


'''Growth'''
'''Growth'''
|-
|{{Stack|Iron Chestplate|name=&eSatiated Iron Chestplate|lore=/&7When on Body:/ &9+5 Attack Damage/ &9+6 Armor}}Satiated<ref>Obtained by fully charging a Devouring armor piece</ref>
| +2.5-5 Attack Damage
Loses Curse of Vanishing
!
!
|-
|-
|
|
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|
|
|Health at/below 50% of max
|Health at/below 50% of max
|Regeneration Timer is 50% faster (stacks with more pieces)
|Regeneration Timer charges 3x faster (stacks with more pieces)


Regeneration happens every 0.4 seconds
Regeneration happens every 0.4 seconds
Line 264: Line 261:
'''Growth'''
'''Growth'''
|-
|-
|{{Stack|Iron Chestplate|name=Fractal Iron Chestplate|lore=/&7When High on Health:/&cTake Damage//&7When Equipped:/&9Resistance III//&7When on Body:/ &9+6 Armor}}Fractal
|{{Stack|Iron Chestplate|name=Fractal Iron Chestplate|lore=/&7When High on Health:/&cTake Damage/&cRegeneration Immunity//&7When Equipped:/&9Resistance III//&7When on Body:/ &9+6 Armor}}Fractal
|{{Stack|effect:Resistance}}Resistance III
|{{Stack|effect:Resistance}}Resistance III
|Health above 50% of max
|Health above 50% of max
| Health gets set to half of Max Health
|Health gets set to half of Max Health
 
{{Stack|effect:Regeneration}} Immunity
| data-sort-value="1" | common
| data-sort-value="1" | common
|'''Flowering'''
|'''Flowering'''
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| -5-20% Movement Speed
| -5-20% Movement Speed
|Equipped
|Equipped
|{{Stack|effect:Speed}}Speed & {{Stack|effect:Hunger}}Hunger ramping from level I to V every 12.5 seconds
|{{Stack|effect:Speed}}Speed & {{Stack|effect:Hunger}}Hunger ramping from level I to V every 4 seconds as
as long as the wearer keeps sprinting. Swimming keeps the current speed
long as the wearer keeps sprinting. Swimming keeps the current speed


and hunger but doesn't ramp.
and hunger but doesn't ramp.
Line 358: Line 357:
|Armor set to 0
|Armor set to 0
|Equipped
|Equipped
| + Max Health equal to the base armor of this piece
| + Max Health equal to the armor of this piece
| data-sort-value="1" | common
| data-sort-value="1" | common
|'''Snowy'''
|'''Snowy'''
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| -1-3 Armor
| -1-3 Armor
|Equipped
|Equipped
| + 0.75 / 1 / 1.25 / 1.5 % Movement Speed & Attack Speed for every point of armor below 20.
| + 1.5 / 1.75 / 2 / 2.25% Movement Speed & Attack Speed for every point of armor below 20
|common
|common
|'''Flowering'''
|'''Flowering'''
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*Iron / Gold = Iron / Gold Sword - 4 damage
*Iron / Gold = Iron / Gold Sword - 4 damage
*Diamond / Netherite = Diamond / Netherite Sword - 5 damage
*Diamond / Netherite = Diamond / Netherite Sword - 5 damage
Dealing damage with a sword will reduce the armors durability by 1 (affected by unbreaking)
| data-sort-value="2" | rare
| data-sort-value="2" | rare
|'''Burned'''
|'''Burned'''
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|{{Stack|effect:Blindness}} Blindness
|{{Stack|effect:Blindness}} Blindness
|1
|1
|10 - 30s
|6 - 25s
|-
|-
|3-4
|3
|{{Stack|effect:Poison}} Poison
|{{Stack|effect:Poison}} Poison
|1 - 3
|1 - 3
|6 - 30s
|6 - 25s
|-
|-
|5-6
|4
|{{Stack|effect:Wither}} Wither
|{{Stack|effect:Wither}} Wither
|1 - 3
|1 - 3
|6 - 30s
|6 - 20s
|-
|-
|7-9
|5-6
|{{Stack|effect:Darkness}} Darkness
|1
|15 - 45s
|-
|7-8
|{{Stack|effect:Weakness}} Weakness
|{{Stack|effect:Weakness}} Weakness
|1 - 5
|1 - 5
|15 - 90s
|15 - 45s
|-
|-
|10-13
|9-10
|{{Stack|effect:Slow Falling}} Slow Falling
|{{Stack|effect:Slow Falling}} Slow Falling
|1
|1
|15 - 90s
|15 - 60s
|-
|-
|14-17
|11-12
|{{Stack|effect:Levitation}} Levitation
|{{Stack|effect:Levitation}} Levitation
|1 - 10
|1 - 10
|1 - 5s
|1 - 5s
|-
|-
|18-23
|17-22
|{{Stack|effect:Slowness}} Slowness
|{{Stack|effect:Slowness}} Slowness
|1 - 10
|1 - 5
|15 - 90s
|15 - 60s
|-
|-
|24-29
|23-27
|{{Stack|effect:Nausea}} Nausea
|{{Stack|effect:Nausea}} Nausea
|1
|1
|15 - 90s
|15 - 45s
|-
|-
|30-35
|28-32
|{{Stack|effect:Mining Fatigue}} Mining Fatigue
|{{Stack|effect:Mining Fatigue}} Mining Fatigue
|1 - 10
|1 - 5
|15 - 90s
|15 - 45s
|-
|-
|36-42
|33-37
|{{Stack|effect:Hunger}} Hunger
|{{Stack|effect:Hunger}} Hunger
|1 - 10
|1 - 10
|15 - 90s
|-
|43-50
|{{Stack|effect:Darkness}} Darkness
|1
|15 - 60s
|15 - 60s
|-
|-
|51-55
|38-47
|{{Stack|effect:Water Breathing}} Water Breathing
|{{Stack|effect:Water Breathing}} Water Breathing
|1
|1
|60 - 120s
|60 - 180s
|-
|-
|56-60
|48-57
|{{Stack|effect:Night Vision}} Night Vision
|{{Stack|effect:Night Vision}} Night Vision
|1
|1
|45 - 120s
|45 - 180s
|-
|-
|61-65
|58-65
|{{Stack|effect:Fire Resistance}} Fire Resistance
|{{Stack|effect:Fire Resistance}} Fire Resistance
|1
|1
|30 - 60s
|60 - 90s
|-
|-
|66-70
|66-70
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|{{Stack|effect:Dolphins Grace}} Dolphins Grace
|{{Stack|effect:Dolphins Grace}} Dolphins Grace
|1 - 10
|1 - 10
|45 - 120s
|45 - 180s
|-
|-
|75-78
|75-78
Line 508: Line 508:
|{{Stack|effect:Speed}} Speed
|{{Stack|effect:Speed}} Speed
|1 - 10
|1 - 10
|45 - 120s
|60 - 180s
|-
|-
|89-90
|89-90
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|{{Stack|effect:Regeneration}} Regeneration
|{{Stack|effect:Regeneration}} Regeneration
|1 - 5
|1 - 5
|15 - 45s
|15 - 30s
|-
|-
|95-96
|95-96
Line 533: Line 533:
|{{Stack|effect:Strength}} Strength
|{{Stack|effect:Strength}} Strength
|1 - 2
|1 - 2
|45 - 60s
|45 - 90s
|-
|-
|98
|98
|{{Stack|effect:Absorption}} Absorption
|{{Stack|effect:Absorption}} Absorption
|1 - 5
|1 - 5
|15 - 90s
|45 - 90s
|-
|-
|99
|99
|{{Stack|effect:Haste}} Haste
|{{Stack|effect:Haste}} Haste
|1 - 2
|1 - 4
|15 - 120s
|45 - 120s
|-
|-
|100
|100
|{{Stack|effect:Instant Health}} Instant Health
|{{Stack|effect:Instant Health}} Instant Health
|1 - 3
|1 - 5
| -
| -
|}
|}
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Health of all players in a link will always be the same.
Health of all players in a link will always be the same.
Max Health will be set to the average between linked players.
| data-sort-value="3" | epic
| data-sort-value="3" | epic
|'''Deep Dark'''
|'''Deep Dark'''
|}
|}

Latest revision as of 19:23, 19 March 2024

Armor

Possible Armor Modifiers
Armour Passive Effects Activation Active Effects Rarity Commonly Found in
Scouting Natural Regeneration Active +10-25% Movement Speed common Snowy

Burned

Shielded Natural Regeneration Active

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

common Mountainous

Deep / Reef

Dark

On taking damage Lose Absorption
Sly Natural Regeneration Active Invisibility while sneaking.

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

common Toxic

Growth

Focused Natural Regeneration Active +0.5-2 Attack Damage

Mobs within 24 blocks have Glowing

common Mountainous

Deep / Reef

Nether

Taken damage within 4 seconds -0.5-1.5 Attack Damage
Reactive -1-3 Armor On taking damage Absorption I/II/III/IV (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 Mountainous

Dark

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 Flowering

Toxic

Burning On taking damage Apply one stack of "Burn" for 10 seconds, up to 8 stacks.

Each stack deals 0.25 fire damage to mobs within 5.25 blocks every 0.5 seconds.

At 8 stacks also sets affected entities (except players) on fire and grants Fire Resistance.

common Burned

Toxic

Nether

After killing an entity

Rejuvenating

-1-4 Armor On taking damage Store 10/20/30/40% of damage taken common Snowy

Dark

Nether

Natural Regeneration Active 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 6 stacks will strike

them with lightning after a delay. The struck target takes 42 extra

lightning damage (16 for players), entities within 2.5 blocks take half

of the extra damage

common Mountainous
Reckless After killing an entity + 0.5 Attack Damage, -1 Armor for 15 seconds

Effect stacks until the armor piece grants 0 armor

rare Burned

Growth

Vampiric

-1-3 Armor After killing an entity Restore a heart common Toxic

Deep / Reef

Dark

Totemic After killing an entity Call a totem that gives players within 18 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 9 seconds.

Totems vanish when all players leave its range

rare Mountainous

Toxic

Draining After killing an entity +1 Max Health (Capped at +6/8/10) common Burned

Flowering

Growth

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)

Once triggered needs to be recharged by killing 15-30 mobs

rare Flowering

Dark

Nether

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

+10-25% Attack Speed

+5-20% Movement Speed

+1 Knockback Resistance

common Burned

Flowering

Growth

Fluxed Positive and negative

values are the same

Health at/below 50% of max -0.5-2 Attack Damage, +1-3 Armor common Flowering

Nether

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

Hunger /Blindness /Nausea /Wither immunity

rare Snowy

Toxic

Sustaining Health at/below 50% of max Regeneration Timer charges 3x faster (stacks with more pieces)

Regeneration happens every 0.4 seconds

common Snowy

Growth

Fractal Resistance III Health above 50% of max Health gets set to half of Max Health

Immunity

common Flowering

Deep / Reef

Growth

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 Snowy

Mountainous

Burned

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 Snowy

Growth

Radiant

Equipped A constant floating light will follow the wearer.

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

common Mountainous

Burned

Dark

Equestrian Equipped Mounts have Speed I/II/III and one of:
  • Resistance II
  • Jump Boost II
  • Fire Resistance
  • Regeneration

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

will result in level IV

common Flowering

Growth

Dashing -5-20% Movement Speed Equipped Speed & Hunger ramping from level I to V every 4 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 Burned

Toxic

Hearty Armor set to 0 Equipped + Max Health equal to the armor of this piece common Snowy

Toxic

Deep / Reef

Lightweight -1-3 Armor Equipped + 1.5 / 1.75 / 2 / 2.25% Movement Speed & Attack Speed for every point of armor below 20 common Flowering

Growth

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

Dealing damage with a sword will reduce the armors durability by 1 (affected by unbreaking)

rare Burned

Deep / Reef

Nether

Wild Magic On taking damage Apply a random potion effect with a random duration to self.
Wild Magic Table (Roll d100)
Roll Effect Possible Levels Possible Duration
1 Instant Damage 1 - 3 -
2 Blindness 1 6 - 25s
3 Poison 1 - 3 6 - 25s
4 Wither 1 - 3 6 - 20s
5-6 Darkness 1 15 - 45s
7-8 Weakness 1 - 5 15 - 45s
9-10 Slow Falling 1 15 - 60s
11-12 Levitation 1 - 10 1 - 5s
17-22 Slowness 1 - 5 15 - 60s
23-27 Nausea 1 15 - 45s
28-32 Mining Fatigue 1 - 5 15 - 45s
33-37 Hunger 1 - 10 15 - 60s
38-47 Water Breathing 1 60 - 180s
48-57 Night Vision 1 45 - 180s
58-65 Fire Resistance 1 60 - 90s
66-70 Glowing 1 15 - 90s
71-74 Dolphins Grace 1 - 10 45 - 180s
75-78 Invisibility 1 15 - 120s
79-82 Jump Boost 1 - 10 15 - 90s
83-86 Conduit Power 1 15 - 90s
87-88 Speed 1 - 10 60 - 180s
89-90 Saturation 1 - 2 5 - 20s
91-92 Resistance 1 - 5 15 - 60s
93-94 Regeneration 1 - 5 15 - 30s
95-96 Health Boost 1 - 5 45 - 120s
97 Strength 1 - 2 45 - 90s
98 Absorption 1 - 5 45 - 90s
99 Haste 1 - 4 45 - 120s
100 Instant Health 1 - 5 -
epic Mushroom Fields
Vorpal +1 Knockback Resist On taking damage Teleport to a random location within 8 blocks. epic The End
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.

Max Health will be set to the average between linked players.

epic Deep Dark