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Wearable items


See Durability





Data values

See Data values


See Data values

Armor classes. From left (weakest) to right (strongest): no armor, leather, golden, chain, iron, and diamond.

Armor is a category of items that provide players and certain mobs with varying levels of protection from common damage types, and appear graphically on the wearer. These items include several different classes of helmets, chestplates, leggings, and boots, which can each be placed in designated armor slots of a player's inventory for use.

Obtaining[edit | edit source]

Crafting[edit | edit source]

It takes 24 units of a given material to make a full set of armor. Chain armor cannot be crafted.

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 5% more durability left than the original items combined, but any enchantments will be lost. Repairing armor with an anvil will preserve and combine the enchantments. Chain armor can be repaired with anvils by combining iron ingots with it.

Name Ingredients Crafting recipe
Helmet Leather or
Gold Ingot or
Iron Ingot or

Chestplate Leather or
Gold Ingot or
Iron Ingot or

Leggings Leather or
Gold Ingot or
Iron Ingot or

Boots Leather or
Gold Ingot or
Iron Ingot or

Drops[edit | edit source]

Zombies and skeletons that spawn with armor have a small chance of dropping their armor when killed by the player. Zombies, skeletons, zombie pigmen and wither skeletons upon death will always drop armor that they picked up and equipped.

Trading[edit | edit source]

Leather pants and enchanted leather tunics can be bought from leatherworker villagers.

Iron helmets, iron chestplates, enchanted diamond chestplates, chainmail helmets, chainmail chestplates, chainmail leggings and chainmail boots can be bought from armorer villagers.

Natural generation[edit | edit source]

  • Iron helmets can be found in 12.2% of stronghold altar chests and 26.0% of village blacksmith chests in groups of 1.
  • Enchanted iron helmets can be found in 13.4% of End city chests in groups of 1.
  • Enchanted diamond helmets can be found in 13.4% of End city chests in groups of 1.
  • Iron chestplates can be found in 12.2% of stronghold altar chests and 26.0% of village blacksmith chests in groups of 1.
  • Enchanted iron chestplates can be found in 13.4% of End city chests in groups of 1.
  • Golden chestplates can be found in 19.2% of nether fortress chests in groups of 1.
  • Enchanted diamond chestplates can be found in 13.4% of End city chests in groups of 1.
  • Iron leggings can be found in 12.2% of stronghold altar chests and 26.0% of village blacksmith chests in groups of 1.
  • Enchanted iron leggings can be found in 13.4% of End city chests in groups of 1.
  • Enchanted diamond leggings can be found in 13.4% of End city chests in groups of 1.
  • Iron boots can be found in 12.2% of stronghold altar chests and 26.0% of village blacksmith chests in groups of 1.
  • Enchanted iron boots can be found in 13.4% of End city chests in groups of 1.
  • Enchanted diamond boots can be found in 13.4% of End city chests in groups of 1.

Usage[edit | edit source]

Chestplates provide the most protection per unit of material, followed by leggings. For leather, iron, and diamond armor, boots are more efficient than helmets, but for chainmail and gold armor the helmets are more efficient. However, boots are always the most durable.

Duplicate armor pieces are not stackable in inventory slots.

Tiers[edit | edit source]

The armor section in Pocket Edition

Armor classes include (from weakest/least durable to strongest/most durable):

Other[edit | edit source]

Pumpkins can be worn as a helmet. This will not provide any protection, and it will partially block the player's view, but it does prevent endermen from becoming aggressive when players look at them. Mob heads can also be worn as a helmet. They cut a player's detection range by 50% for the corresponding mob type. This bonus stacks with potions of invisibility and sneaking.

Elytra can be worn as a chestplate. Like pumpkins they do not provide any defense, but they do allow the player to glide through the air.

Dyeing leather armor[edit | edit source]

Leather armor can be dyed, and colors can be mixed.

Smelting ingredient[edit | edit source]

Name Ingredients Smelting recipe Description
Iron Nugget Any iron armor or
Any chain armor +
Any fuel

[Pocket and Computer editions][upcoming 1.1]
Gold Nugget Any golden armor +
Any fuel

[Pocket and Computer editions][upcoming 1.1]

Mechanics[edit | edit source]

Whenever a piece of armor absorbs damage for the player, the armor itself is damaged, reducing its durability. After taking enough damage, the armor piece is destroyed.

Note that if the damage is absorbed not by the armor itself but by an protection enchantment of the armor, the armor is not damaged. Enchantments can also reduce damage that armor normally does not reduce.

Damage types[edit | edit source]

The following types of 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:

However, all sources of damage will damage all armor pieces worn in Pocket Edition.

Defense points[edit | edit source]


The armor bar as shown in game

Armor defense points are controlled by an attribute, generic.armor. The player's current protection level is represented visually by the armor bar. The armor meter is affected by the particular pieces that are worn as well as the tier of the armor. The following table shows the amount of defense points added by default by each individual piece of armor, as well as the total points added by a full set of armor for each material.

Material Full set Helmet Chestplate Leggings Boots
Leather 7 (Armor.svgArmor.svgArmor.svgHalf Armor.svg) 1 (Half Armor.svg) 3 (Armor.svgHalf Armor.svg) 2 (Armor.svg) 1 (Half Armor.svg)
Golden 11 (Armor.svgArmor.svgArmor.svgArmor.svgArmor.svgHalf Armor.svg) 2 (Armor.svg) 5 (Armor.svgArmor.svgHalf Armor.svg) 3 (Armor.svgHalf Armor.svg) 1 (Half Armor.svg)
Chain 12 (Armor.svgArmor.svgArmor.svgArmor.svgArmor.svgArmor.svg) 2 (Armor.svg) 5 (Armor.svgArmor.svgHalf Armor.svg) 4 (Armor.svgArmor.svg) 1 (Half Armor.svg)
Iron 15 (Armor.svgArmor.svgArmor.svgArmor.svgArmor.svgArmor.svgArmor.svgHalf Armor.svg) 2 (Armor.svg) 6 (Armor.svgArmor.svgArmor.svg) 5 (Armor.svgArmor.svgHalf Armor.svg) 2 (Armor.svg)
Diamond 20 (Armor.svg × 10) 3 (Armor.svgHalf Armor.svg) 8 (Armor.svgArmor.svgArmor.svgArmor.svg) 6 (Armor.svgArmor.svgArmor.svg) 3 (Armor.svgHalf Armor.svg)

Different combinations of armor provide different levels of defense.

Armor Toughness[edit | edit source]

Armor can further protect the player through a second attribute, generic.armorToughness. By default, only diamond armor provides toughness, with each piece granting +2 toughness.

Damage Protection[edit | edit source]

Damage taken depends on the number of defense points, the toughness of the armor worn, and the strength of the attack.

The damage formula is damage = damage * ( 1 - min( 20, max( defensePoints / 5, defensePoints - damage / ( 2 + toughness / 4 ) ) ) / 25 ).

Broken down, this means that each armor point gives 4%(of the unreduced damage) damage reduction, without toughness the damage reduction is reduced by 2%(also of the unreduced damage) each hit point. 1 piece of diamond armor decreases the defense reduction value for each hit point to 1.6%, 2 decrease to 4/3%(about 1.3333%), 3 decrease to 8/7%(about 1.1428%) and 4 decrease to 1%. The exact formula for the defense reduction in percent is defenseReductionInPercent = damage * 4 / ( 2 + toughness / 4 ). As toughness increases, the amount of defense reduction done by high-damaging attacks is diminished, and as toughness approaches a very high value (through commands), the defense reduction caused by high-damaging attacks becomes negligible. The total damage reduction after defense reduction is capped to a minimum of 0.2% damage reduction each armor point, and to a maximum of 80% total. If armor is cheated in so that the min cap is larger than the max cap, the min cap will be ignored.

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

Armor Attack damage
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
0 1.00 2.00 3.00 4.00 5.00 6.00 7.00 8.00 9.00 10.00 11.00 12.00 13.00 14.00 15.00 16.00 17.00 18.00 19.00 20.00
1 0.98 1.98 2.98 3.97 4.96 5.95 6.94 7.94 8.93 9.92 10.91 11.90 12.90 13.89 14.88 15.87 16.86 17.86 18.85 19.84
2 0.94 1.92 2.94 3.94 4.92 5.90 6.89 7.87 8.86 9.84 10.82 11.81 12.79 13.78 14.76 15.74 16.73 17.71 18.70 19.68
3 0.90 1.84 2.82 3.84 4.88 5.86 6.83 7.81 8.78 9.76 10.74 11.71 12.69 13.66 14.64 15.62 16.59 17.57 18.54 19.52
4 0.86 1.76 2.70 3.68 4.70 5.76 6.78 7.74 8.71 9.68 10.65 11.62 12.58 13.55 14.52 15.49 16.46 17.42 18.39 19.36
5 0.82 1.68 2.58 3.52 4.50 5.52 6.58 7.68 8.64 9.60 10.56 11.52 12.48 13.44 14.40 15.36 16.32 17.28 18.24 19.20
6 0.78 1.60 2.46 3.36 4.30 5.28 6.30 7.36 8.46 9.52 10.47 11.42 12.38 13.33 14.28 15.23 16.18 17.14 18.09 19.04
7 0.74 1.52 2.34 3.20 4.10 5.04 6.02 7.04 8.10 9.20 10.34 11.33 12.27 13.22 14.16 15.10 16.05 16.99 17.94 18.88
8 0.70 1.44 2.22 3.04 3.90 4.80 5.74 6.72 7.74 8.80 9.90 11.04 12.17 13.10 14.04 14.98 15.91 16.85 17.78 18.72
9 0.66 1.36 2.10 2.88 3.70 4.56 5.46 6.40 7.38 8.40 9.46 10.56 11.70 12.88 13.92 14.85 15.78 16.70 17.63 18.56
10 0.62 1.28 1.98 2.72 3.50 4.32 5.18 6.08 7.02 8.00 9.02 10.08 11.18 12.32 13.50 14.72 15.64 16.56 17.48 18.40
11 0.58 1.20 1.86 2.56 3.30 4.08 4.90 5.76 6.66 7.60 8.58 9.60 10.66 11.76 12.90 14.08 15.30 16.42 17.33 18.24
12 0.54 1.12 1.74 2.40 3.10 3.84 4.62 5.44 6.30 7.20 8.14 9.12 10.14 11.20 12.30 13.44 14.62 15.84 17.10 18.08
13 0.50 1.04 1.62 2.24 2.90 3.60 4.34 5.12 5.94 6.80 7.70 8.64 9.62 10.64 11.70 12.80 13.94 15.12 16.34 17.60
14 0.46 0.96 1.50 2.08 2.70 3.36 4.06 4.80 5.58 6.40 7.26 8.16 9.10 10.08 11.10 12.16 13.26 14.40 15.58 16.80
15 0.42 0.88 1.38 1.92 2.50 3.12 3.78 4.48 5.22 6.00 6.82 7.68 8.58 9.52 10.50 11.52 12.58 13.68 14.82 16.00
16 0.38 0.80 1.26 1.76 2.30 2.88 3.50 4.16 4.86 5.60 6.38 7.20 8.06 8.96 9.90 10.88 11.90 12.96 14.06 15.20
17 0.34 0.72 1.14 1.60 2.10 2.64 3.22 3.84 4.50 5.20 5.94 6.72 7.54 8.40 9.30 10.24 11.22 12.24 13.30 14.40
18 0.30 0.64 1.02 1.44 1.90 2.40 2.94 3.52 4.14 4.80 5.50 6.24 7.02 7.84 8.70 9.60 10.54 11.52 12.54 13.60
19 0.26 0.56 0.90 1.28 1.70 2.16 2.66 3.20 3.78 4.40 5.06 5.76 6.50 7.28 8.10 8.96 9.86 10.80 11.78 12.80
20 0.22 0.48 0.78 1.12 1.50 1.92 2.38 2.88 3.42 4.00 4.62 5.28 5.98 6.72 7.50 8.32 9.18 10.08 11.02 12.00

Enchantments[edit | edit source]

See also: Enchanting

Armor can be enchanted to provide various enchantments. Enchantments can provide more protection or allow armor to protect certain types of damage that armor doesn't normally protect against, such as fall damage or fire. Damage reduction from enchantments do not decrease the armor's durability. Armor enchantments do not appear on the armor bar.

An armor's material determines how enchantable it is. The higher a material's enchantability, the greater the chances of getting multiple and high-level enchantments (see enchantment mechanics for details).

Leather Golden Chain Iron Diamond
15 25 12 9 10

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

Each protection enchantment protects against specific types of 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
Level II
Level III
Level IV
Protection All 1 1 2 3 4
Fire Protection Fire, lava, and blaze fireballs 2 2 4 6 8
Blast Protection Explosions 2 2 4 6 8
Projectile Protection Arrows, ghast and blaze fireballs 2 2 4 6 8
Feather Falling Fall damage (including ender pearls) 3 3 6 9 12

When a player or mob wearing armor is subjected to damage, the EPFs of all applicable enchantments are added together, capped at 20, and then damage is reduced as damage = damage * ( 1 - cappedEPF / 25 ), giving a maximum reduction of 80% at EPF 20.

Because of the caps in the calculation, it's possible to max out protection against specific types of damage with only three pieces of armor. For example, two pieces of armor with Blast Protection IV (EPF 8 each) and a single piece with 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 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 /give to obtain armor with an enchantment level higher than what is normally obtainable via normal survival. Using this method, a player could give themselves, for example, a full set of diamond armor with a Protection V enchantment on every piece. Following the algorithm above, we find that, since Protection V has an EPF of 5, the armor will exactly reach the maximum EPF of 20 for all types of damage. Any higher Protection enchantments could be used to allow the cap to be reached with only one enchantment, rather than having a full set of enchanted armor, but would be wasted if all pieces shared the same level enchantment.

Durability[edit | edit source]

Any hit from a damage source that can be blocked by armor will remove one point of durability from each piece of armor worn for every 4 (Heart.svgHeart.svg) of incoming damage (rounded down, but never below 1). The following chart displays how many hits each piece of armor can endure.

Material Helmet Chestplate Leggings Boots
Leather 56 81 76 66
Golden 78 113 106 92
Chain/Iron 166 241 226 196
Diamond 364 529 496 430

The chart below shows the durability per unit of material for each piece of armor, compared to that of the boots. Note that 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 leather/iron ingots/gold ingots/chain/diamond, boots can take 1.5 more damage than leggings. Thus, chestplate and leggings offer more defense points per unit, but have a less durability per unit.

Mob armor[edit | edit source]

Mobs equipping armor[edit | edit source]

Zombie equipped with iron armor

Certain mobs can spawn equipped with random armor pieces. Some mobs also spawn with the ability to pick up armor on the ground and equip them. The probability of mobs spawning equipped with armor, whether the armor is enchanted, the level of enchantment of the armor, and how many pieces of armor a mob spawns with depend on the difficulty; if a mob spawns with armor, the tier of armor (leather, gold, etc.) has a fixed probability:

Armor Type Chance
Leather 37.06%
Gold 48.73%
Chain 12.90%
Iron 1.27%
Diamond 0.04%

Protection provided by armor and armor enchantments works the same with mobs as it does with players.

The following mobs can spawn with armor:

The following do not naturally spawn with armor, but will pick up any dropped pieces:

These mobs cannot wear armor through Survival mode means, but if equipped with commands, their armor will be visible:

Helmets can protect mobs from burning in sunlight, depleting its durability as it absorbs the damage. Eventually, the helmet will lose all its durability and break. Pumpkins and mob heads also protect mobs from burning in sunlight.

Horse armor[edit | edit source]

Horse armor can be equipped on horses to protect them from mob and player damage.

Armor points[edit | edit source]

Certain mobs naturally have armor points.

Mob Points


Zombie Pigman

Zombie Villager

2 (Armor.svg)

Magma Cube
3 (Armor.svgHalf Armor.svg)

4 (Armor.svgArmor.svg)

Magma Cube
6 (Armor.svgArmor.svgArmor.svg)

Killer Rabbit
8 (Armor.svgArmor.svgArmor.svgArmor.svg)

Magma Cube
12 (Armor.svgArmor.svgArmor.svgArmor.svgArmor.svgArmor.svg)

(when closed)
20 (Armor.svg × 10)

Data values[edit | edit source]

Item ID Name Numerical ID
Leather Cap leather_helmet 298
Chain Helmet chainmail_helmet 302
Iron Helmet iron_helmet 306
Diamond Helmet diamond_helmet 310
Golden Helmet golden_helmet 314
Leather Tunic leather_chestplate 299
Chain Chestplate chainmail_chestplate 303
Iron Chestplate iron_chestplate 307
Diamond Chestplate diamond_chestplate 311
Golden Chestplate golden_chestplate 315
Leather Pants leather_leggings 300
Chain Leggings chainmail_leggings 304
Iron Leggings iron_leggings 308
Diamond Leggings diamond_leggings 312
Golden Leggings golden_leggings 316
Leather Boots leather_boots 301
Chain Boots chainmail_boots 305
Iron Boots iron_boots 309
Diamond Boots diamond_boots 313
Golden Boots golden_boots 317

Achievements[edit | edit source]

Icon Achievement In-game description Prerequisites[until 1.12] Actual requirements (if different) Availability Xbox points earned Trophy type (PS)
PC[until 1.12] Xbox PS Pocket Wii U
Iron Man.png Iron Man Wear a full suit of Iron Armor. No Yes Yes Yes Yes 15G Bronze
Tie Dye Outfit Dye all 4 unique pieces of leather armor. No Yes Yes Yes Yes 15G Bronze

Advancements[edit | edit source]

Icon Advancement In-game description Parent Actual requirements (if different) Internal ID
Suit Up Protect yourself with a piece of iron armor Acquire Hardware Get any type of iron armor in your inventory. minecraft:story/obtain_armor
Cover Me With Diamonds Diamond armor saves lives Diamonds! Get any type of diamond armor in your inventory. minecraft:story/shiny_gear

Video[edit | edit source]

History[edit | edit source]

0.24_01 Notch tested with armor models. Only chestplates and helmets were available. They were merely aesthetic at the time and had no effect on gameplay.[1]
0.24_02 Armor models were tested with zombies and skeletons.
? Armor was later removed from zombies and skeletons.
? Studded armor can be seen in the texture files.
February 9, 2010 Notch revealed new models for armor, which included leggings and boots.
February 18, 2010 Added tiers for armor (cloth (wool), gold, chain, iron, and diamond).
Leather cap pre 1.4.png Leather tunic pre 1.4.png Leather pants pre 1.4.png Leather boots pre 1.4.png Cloth armor (later called leather) was given the textures from one of Notch's previous games, Legend of the Chambered
Armor can be crafted and worn.
Armor now functions. All helmets give 3 (Armor.svgHalf Armor.svg), all chestplates give 8 (Armor.svgArmor.svgArmor.svgArmor.svg), all leggings give 6 (Armor.svgArmor.svgArmor.svg), and all boots give 3 (Armor.svgHalf Armor.svg). Armors have limited durability, with lower tier armors less durable than higher tier armors.
1.0.8 Renamed wool armor to leather armor.
Leather armor is now crafted with leather instead of wool.
Official release
1.0.0 Beta 1.9-pre1 Each tier now provide different amounts of protection.
Beta 1.9-pre3 Iron armor can now be found in the new stronghold altar chests.
Beta 1.9-pre4 Armor can be enchanted.
1.1 Iron armor can be found in the new blacksmith chests in villages.
1.2.1 12w06a Zombies drop iron helmets on rare occasions, and zombie pigmen drop golden helmets.
1.3.1 12w15a ⇧ Shift+clicking can now be used to wear armor.
12w21a Chain armor can now be obtained legitimately in survival mode through trading.
Blacksmith villagers now sell chain boots for 5–6 emeralds, chain leggings for 9–10 emeralds, chain chestplates for 11–14 emeralds and chain helmets for 5–6 emeralds.
They sell diamond boots for 7 emeralds, diamond leggings for 11–13 emeralds, diamond chestplates for 16–18 emeralds and diamond helmets for 7 emeralds.
They sell iron boots for 4–5 emeralds, iron leggings for 8–9 emeralds, iron chestplates for 10–13 emeralds and iron helmets for 4–5 emeralds.
Butchers now sell leather boots, caps and pants each for 2–3 emeralds, and leather tunics for 4 emeralds.
1.4.2 12w32a Mob armor is reintroduced. A partial or full set of any armor is sometimes worn by zombies, skeletons and zombie pigman, with the likelihood increasing with difficulty.
August 17, 2012 Jeb and Dinnerbone tweeted pictures of dyeable leather armor.
12w34a Leather armor can now be dyed by crafting a leather armor piece with dyes. Dyes can be removed by using dyed leather armor on a cauldron with water.
Leather cap 12w34a.png Leather tunic 12w34a.png Leather pants 12w34a.png Leather boots 12w34a.png Default leather armor texture is slightly darker.
12w34b Leather and diamond armor models were altered. Leather tunics have buttons and longer sleeves, and leather caps no longer have a central, narrow protrusion. Diamond chestplates have notches under the shoulders.
12w36a Dyed leather armor are more saturated and have a slight tint of tan in respect to the default armor color.
Wither skeletons can spawn with random armor.
12w37a Grid Leather Cap.png Grid Leather Tunic.png Grid Leather Pants.png Grid Leather Boots.pngLeather armor now has non-dyed parts. This was implemented so that players can distinguish between other types of armor and similarly colored leather armor.
1.4.6 12w50a The Thorns enchantment can be enchanted on chestplates.
1.5 13w04a Armor in your hand can be equipped by right-clicking.
Dispensers can equip nearby players with armor.
1.6.1 13w18a Golden chestplates are now found in the new chests in nether fortresses.
1.7.2 13w36a Leather boots can be obtained as one of the "junk" items by fishing.
1.8 14w02a Trades changed: armorer villagers now sell chain boots for 5–7 emeralds, chain leggings for 9–11 emeralds, chain chestplates for 11–15 emeralds and chain helmets for 5–7 emeralds.
They sell enchanted diamond chestplates for 16–19 emeralds, and no longer sell other diamond armor.
They sell iron chestplates for 10–14 emeralds and iron helmets for 4–6 emeralds, and no longer sell other iron armor.
Leatherworkers now sell leather pants for 2–4 emeralds and enchanted leather tunics for 7–12 emeralds, and no longer sell other leather armor.
14w05a Armor no longer turns red when mobs/players are hurt.
14w06a Armor is now visible on giants.
14w25a Chain armor cannot be crafted anymore due to the item form of fire being removed.
1.9 15w31a Enchanted iron and diamond armor can now be found in end city ship chests.
Mobs now wear armor from the bottom to the top, rather than from the top to the bottom. This means that a mob with three armor pieces, for example, will spawn with all armor except a helmet.
15w34b Armor durability now affects armor value.
15w36a Armor and armor enchantment calculations changed. For the original values, see here.
15w36d Armor durability affecting value removed.
Armor now has an attribute controlling the defense points.
15w43a Decreased average yield of gold chestplates in nether fortress chests.
15w50a Added equip sounds for all types of armor.
16w02a Armor and armor enchantment calculations changed again.
16w05a Armor calculations changed again.
1.11 16w39a Diamond and chainmail chestplates are now found in the new woodland mansion chests.
1.11.1 16w50a Golden, chain and iron armor now smelt down into one of their respective nuggets.
Pocket Edition Alpha
0.6.0 Added armor.
0.8.0 Changed leather armor sprites to that of the PC version, but its armor model remains that of older versions.
0.9.0 build 1 Iron armor naturally generates in village chests.
0.11.0 build 11 Armor will now only protect against mob damage.
0.12.1 Armor can now be worn by mobs.
Armor no longer turns red when mobs/players are hurt.
0.14.0 build 1 Leather armor can now be dyed and the model has been updated.
0.15.10 Capes no longer clip through armor.
Upcoming Pocket Edition
1.1 build 1 Golden, chain and iron armor can now be smelt down into one of their respective nuggets.
Console Edition
TU1 CU1 1.0 Patch 1 Added armor.
TU5 Added chain armor.
Added a quick equip for armor to the inventory interface.
TU12 1.03 Changed the texture for leather armor.
TU14 1.05 Leather armor can be dyed.
Item repair can repair armors.
TU25 CU13 1.16 Armor now has the quick equip functionality.

Issues[edit | edit source]

Issues relating to “Armor” are maintained on the issue tracker. Report issues there.

Gallery[edit | edit source]

Mob armor[edit | edit source]

See also[edit | edit source]

References[edit | edit source]