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Fxbixn03 edited this page Oct 10, 2026 · 1 revision

Armor lowers the damage you take and raises your maximum health. There are two classic sets, Light and Heavy, and later the Modular Armor, a chest piece with a grid for modules such as an energy shield or night vision. You craft all of it by hand or in a Fabricator once research unlocks it.

Light and Heavy Armor

Each set has four pieces: helmet, chest, gloves and legs. Each piece reduces physical and projectile damage by a percentage and adds health. You have 100 health without armor.

Light Armor Heavy Armor
Epoch 1 2
Unlocked by Light Armor Heavy Armor
Helmet 3 % less damage, +5 health 7 % less damage, +10 health
Chest 6 % less damage, +10 health 12 % less damage, +20 health
Gloves 2 % less damage, +3 health 5 % less damage, +6 health
Legs 4 % less damage, +7 health 9 % less damage, +15 health
Full set +25 health +51 health
Recipe Light Armor Heavy Armor
Helmet 3 Hide + 2 Iron Plate 4 Steel Plate + 2 Hide
Chest 6 Hide + 4 Iron Plate 8 Steel Plate + 3 Hide
Gloves 2 Hide + 1 Iron Plate 2 Steel Plate + 1 Hide
Legs 4 Hide + 3 Iron Plate 6 Steel Plate + 2 Hide

You get Hide from hunting (see Hunting and Farming).

Modular Armor

Modular Armor
Epoch 4
Unlocked by Modular Armor
Slot Chest
Protection 20 % less damage, +30 health
Module slots 6
Recipe 1 Heavy Armor (Chest) + 10 Processing Unit + 20 Steel Plate

Putting it on and adding modules

  • Left-click with the armor in your hand puts it on.
  • Right-click with the armor in your hand opens its window. It shows your energy and shield and the 6 module slots. Left-click a slot to insert a module from your inventory, right-click a slot to take its module out.
  • Right-click a block with a module in your hand to put it straight into the armor you are wearing.
  • /armor shows the modules, energy and shield of the armor you wear. /armor --remove takes the last module out.

You can install the same module more than once. Energy and shield belong to you, not to the armor item: they are kept when you log out.

Modules

All modules are unlocked by the research Modular Armor.

Module Effect Power Recipe
Shield Module 25 shield points that take damage before your health. Recharges 3 s after the last hit, 5 points per second. 50 kW while recharging 5 Advanced Circuit + 10 Steel Plate
Exoskeleton Module You run 30 % faster 100 kW 5 Processing Unit + 10 Electric Engine + 20 Steel Plate
Night Vision Module Green residual-light view; the night sky around you gets brighter 10 kW 5 Advanced Circuit + 10 Steel Plate + 5 Glass
Battery Module Stores 20 MJ for the other modules none 5 Battery + 10 Steel Plate
Solar Module Charges the armor by day, 30 kW in full sun produces power 1 Solar Panel + 2 Advanced Circuit + 5 Steel Plate
Goblin Backpack A goblin in your backpack builds ghosts within 8 blocks, using parts you carry. One every two seconds. 20 kW 1 Trapped Goblin + 5 Processing Unit + 10 Hide

Energy

  • The armor stores 1 MJ on its own, plus 20 MJ per Battery Module.
  • The Solar Module is what charges it, depending on daylight. Without one, the armor does not recharge.
  • Every second, the shield recharges first. Then the Exoskeleton, the Night Vision and the Goblin Backpack get power, in that order. A module that does not get enough power stops working until there is enough again.
  • Several Shield Modules add up: two give 50 points and recharge 10 per second.
  • Drowning, suffocation and falling out of the world go through the shield.

The Goblin Backpack builds the same ghosts that Goblins build from huts, for example ghosts placed with the Goblin Planner.

See also

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