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Sentient Armor

Saereth edited this page Oct 16, 2026 · 9 revisions

Sentient Armor

The armor worn by a Vitaemancer is no inert collection of plates. Bound through the Ritual of Binding described on the Hellfire Forge and Sentient Equipment page, Sentient Armor breathes, learns, and grows alongside its wearer. Each piece begins equivalent to iron in its protection but carries 100 Upgrade Points that it spends as you teach it new skills.

The armor is alive, and it watches everything you do. Be deliberate in what you teach it. Hold sneak while examining a piece to see what it has learned so far.

Specialisation

The armor grows in many directions at once, but its capacity is finite. Trying to master everything yields mastery of nothing. Consider forging multiple chestplates, each trained for a specific purpose, such as a miner's set, a warrior's set, or an explorer's set. The Vitaemancer has devised Rituals to assist with focused training, and the Ritual of Sentient Evolution to imbue your armor with a greater capacity for growth. Stand upon the Master Ritual Stone while clad in Sentient Armor, and the circle pours its power into the symbiotic plates. Each evolution adds 100 Upgrade Points of capacity, up to a maximum of 500 after four evolutions; the ritual deactivates after each one, and tells you when the armor can evolve no further. Past that point, the Deus Sentient Evolution, ringed in Deus Ritual Stones and woken with a Divinus Activation Crystal, raises armor at 500 to 600 Upgrade Points and binds Blood Mending into every piece you wear.

Upgrade Tomes

Upgrade Tomes are crystallised records of a particular skill, each carrying the experience needed to inscribe one or more levels of its upgrade onto a chestplate. They come from three places:

  • Dungeon loot. Tomes are scattered through the loot tables of The Mines (ore chambers, the Smithy) and the Foreman's hoard.
  • Sentient Extraction. Throw an already-trained piece of Sentient Armor onto the small zone above this ritual's Master Ritual Stone and it will extract every upgrade currently inscribed on the armor as a separate Tome, preserving the accumulated experience. The armor itself is left stripped but intact. See Rituals.
  • Combining duplicates. Two tomes of the same upgrade can be merged at a vanilla crafting table to consolidate their experience.

Press [Use] while holding a tome to inscribe one level of that skill onto your worn chestplate, assuming sufficient Upgrade Points remain. Hold sneak and [Use] to inscribe as much as possible at once. The tome is consumed in the process, transferring its stored experience to the chestplate. If insufficient points remain, the tome applies what it can and retains the rest; unless less than one level's worth remains, in which case the tome crumbles to nothing.

Tomes are the key to deliberate specialisation; focus your training on the abilities that serve you best and discard the rest. Maintain separate chestplates for different purposes, each with its own set of tomes.

Training Bracelet

To impose order on the armor's undirected growth, the Vitaemancer wears the Training Bracelet, a focus inscribed in an Alchemy Array. With a copy of the relevant Tome in hand, you can set a level cap for any upgrade; once the armor reaches that limit it ceases training the skill. Only one bracelet is active at a time (priority: off-hand, Curios, main inventory, then add-ons). To allow all upgrades except one, set the bracelet to 'allow others' mode and cap the unwanted skill at level 0.

The bracelet only governs what the armor learns on its own. Upgrade Tomes and rituals are deliberate acts, so a tome you read always applies, even past a cap or for a skill the bracelet blocks.

Upgrades

Most upgrades are trained by performing the matching activity while wearing the chestplate; every time you do, the armor banks experience toward the next level. How much it banks depends on the upgrade:

  • Proportional upgrades bank experience equal to the magnitude of the event: the damage taken or dealt, the health restored, the experience collected, or the distance moved. Bigger events teach the armor faster.
  • Per-event upgrades bank a flat point each time: one per block mined, or one per tick spent on fire or poisoned.

A few upgrades (Brilliance, Curios Sockets, Elytra, Gilded, Skilled) are not trained through activity at all; they are inscribed onto an Upgrade Tome and then applied to the armor. Brilliance is crafted in the Tabula Vitae; the others are found as tomes in dungeon loot. Each upgrade levels up at its own experience thresholds. The Trained by column gives the exact trigger.

Upgrade Effect Trained by
Body Builder Anchored stance that resists being thrown; greatly bolsters vitality. Eating food: experience equal to the food points restored when you eat.
Brilliance Inscribe knowledge upon tomes and the armor crystallises into diamond-like hardness. Inscribe a Brilliance Tome in the Tabula Vitae (diamond, written book, netherite ingot, shulker shell; Master orb, 10,000 EV), then apply it. Each tome grants one level, to a maximum of six.
Charging Strike Your momentum becomes a weapon; the faster you charge, the harder you strike. Dealing damage while sprinting: experience equal to the damage dealt.
Curios Sockets (Socketed) The armor grows sockets to hold your vitaemantic trinkets. Applied from a tome found in the Foreman's hoard; not trained.
Dwarven Might The deeper you dig, the faster the armor drives your arms. Breaking blocks: one point per block.
Elytra Wings of living tissue unfurl from the chestplate; take to the sky. Applied from a tome found in the Foreman's hoard; not trained.
Experienced The armor draws deeper knowledge from each fallen foe. Collecting experience: points equal to the orb value picked up.
Fierce Strike Each blow teaches the armor to sharpen the next. Dealing damage: experience equal to the damage dealt.
Gift of Ignis The armor remembers the flame and learns to refuse it. One point per tick spent on fire.
Gilded A golden sheen earns the Piglins' grudging respect. Applied from a tome found in the Foreman's hoard; not trained.
Healthy Greatly increases the punishment your body can endure. Restoring health (regeneration, potions, vitaemantic healing): experience equal to the health restored.
Pin Cushion Every arrow absorbed teaches the armor to turn the next aside. Taking projectile damage: experience equal to the damage taken.
Poison Resistance The armor learns to purge venom from your blood. One point per tick you are poisoned.
Quick Feet The armor quickens your step with every mile traveled. Distance moved on the ground: experience equal to the blocks travelled.
Repair The armor knits its own wounds shut, slowly restoring worn equipment. Durability restored to the chestplate: points equal to the durability mended.
Skilled Increases the Luck attribute by 2 per level (up to +10), improving loot rolls. Applied from a tome found in the loot of The Mines; not trained.
Soft Fall The armor absorbs impact; the ground softens beneath you. Taking fall damage: experience equal to the damage taken.
Strong Legs The armor coils like a spring; launch yourself skyward. Rising through the air (jumping/launching): experience equal to the height gained.
Tough Hardens against melee, explosions, and all close-range violence. Taking non-projectile damage: experience equal to the damage taken.
Tough Palms Calloused hands yield more Essentia Vitae with each sacrifice. Taking self-sacrifice damage (dagger or altar): experience equal to the damage taken.

Downgrades

Every upgrade has a shadow. Downgrades are deliberate curses that hobble you in one respect and carry a negative point cost, freeing Upgrade Points to reinvest elsewhere; a chestplate burdened with the right curses can hold upgrades beyond its normal capacity.

Downgrades are imposed by the Ritual of Sentient Penance (see Rituals): stand on the Master Ritual Stone wearing your Sentient chestplate and throw the matching catalyst item onto the stone. Each catalyst consumed inscribes one level of its curse. To lift a curse, run the chestplate through Sentient Extraction; the downgrade comes back as a tome along with your upgrades.

Downgrade Effect Catalyst
Battle Hungry The armor craves combat; starve it of violence, and it starves you. Rotten Flesh
Concrete Shoes The armor drags you down; water becomes a grave. Water Bucket
Crippled Arm The armor locks your off-hand; one arm must suffice. Shield
Diseased The armor festers, choking your body's ability to heal. Ghast Tear
Dulled Blade The armor bleeds your strength; every strike lands softer. Stone Sword
Hollow Hunger The armor feeds on you without pause; your hunger drains faster at all times. Hollow Gut
Leadened Pick The armor drags at your arms; mining becomes a crawl. Stone Pickaxe
Limp Leg The armor hobbles your stride; each step heavier than the last. Soul Sand
Poisoned Blood The armor's tissue turns venomous, periodically poisoning you. Venomgland Sac
Quenched The armor seals your throat; no potion shall pass your lips. Glass Bottle
Storm Trooper The armor ruins your aim; every shot goes astray. Arrow

Caretaking

Sentient Equipment rivals Diamond in resilience and is repaired in an anvil with additional Binding Reagent (brewed in the Tabula Vitae). The armor is also highly receptive to enchantment. To strip all upgrades and recover their points, use the Tabula Rasa ritual.

Upgrade Values

XP is the total experience the armor needs to reach that level. Points is how many Upgrade Points the upgrade occupies at that level, not an extra charge on top of the level before it. Two health is one heart.

Body Builder

Level XP Points Effect
1 100 3 +20% knockback resistance
2 200 7 +40% knockback resistance
3 300 13 +60% knockback resistance
4 500 26 +80% knockback resistance, +4 max health
5 1,000 42 +100% knockback resistance, +10 max health

Brilliance

Level Tomes Points Effect
1 1 6 +1 armor, +2 armor toughness
2 2 10 +3 armor, +4 armor toughness
3 3 18 +4 armor, +6 armor toughness
4 4 25 +5 armor, +8 armor toughness
5 5 40 +5 armor, +9 armor toughness
6 6 55 +5 armor, +10 armor toughness

Charging Strike

Level XP Points Effect
1 200 3 +50% damage while sprinting, +1 knockback
2 400 7 +75% damage while sprinting, +2 knockback
3 1,300 15 +100% damage while sprinting, +3 knockback
4 2,500 25 +125% damage while sprinting, +4 knockback
5 3,800 40 +150% damage while sprinting, +5 knockback

Curios Sockets

Only active while wearing the full set.

Level Points Effect
1 10 1 socket
2 30 2 sockets
3 70 3 sockets
4 150 4 sockets
5 310 5 sockets

Dwarven Might

Haste is granted each time you break a block.

Level XP Points Effect
1 128 5 +10% mining speed
2 512 10 +20% mining speed, Haste I for 2.5s
3 1,024 18 +30% mining speed, Haste I for 3s
4 2,048 32 +40% mining speed, Haste II for 5s
5 8,192 60 +50% mining speed, Haste II for 5s
6 16,000 90 +60% mining speed, Haste II for 5s
7 32,000 140 +70% mining speed, Haste II for 5s
8 50,000 180 +80% mining speed, Haste II for 7.5s
9 80,000 240 +100% mining speed, Haste III for 7.5s
10 150,000 300 +120% mining speed, Haste III for 7.5s

Elytra and Gilded

Both are only active while wearing the full set.

Upgrade Points Effect
Elytra 15 Glide as with an elytra
Gilded 5 Piglins treat you as if you wore gold

Experienced

Level XP Points Effect
1 100 7 +15% experience collected
2 400 13 +30%
3 1,000 22 +45%
4 1,600 40 +60%
5 3,200 65 +75%
6 5,000 90 +90%
7 7,000 130 +105%
8 9,200 180 +120%
9 11,500 250 +135%
10 14,000 350 +150%

Fierce Strike

Level XP Points Effect
1 200 5 +0.5 attack damage
2 800 12 +1
3 1,300 20 +1.5
4 2,500 35 +2
5 3,800 49 +2.5
6 5,000 78 +3
7 7,000 110 +4
8 9,200 160 +5
9 11,500 215 +6
10 14,000 320 +7

Gift of Ignis

When you catch fire, the armor grants Fire Resistance, then needs to recover before it can do so again.

Level XP Points Effect
1 1,200 2 30s of Fire Resistance, 300s cooldown
2 3,600 6 30s, 240s cooldown
3 12,000 14 40s, 240s cooldown
4 24,000 25 50s, 180s cooldown
5 30,000 40 60s, 120s cooldown

Healthy

Level XP Points Effect
1 80 5 +4 max health
2 200 12 +8
3 340 20 +12
4 540 35 +16
5 800 49 +20
6 1,600 78 +26
7 2,800 110 +32
8 5,000 160 +38
9 7,600 215 +44
10 10,000 320 +50

Pin Cushion

Level XP Points Effect
1 30 4 -10% projectile damage taken
2 200 9 -20%
3 400 16 -30%
4 800 30 -40%
5 1,500 60 -50%
6 2,500 90 -60%
7 3,500 125 -65%
8 5,000 165 -70%
9 7,000 210 -75%
10 15,000 250 -80%

Poison Resistance

Poison of the listed strength or weaker is cured as soon as it takes hold.

Level XP Points Effect
1 1,200 2 Cures Poison I
2 3,600 6 Cures up to Poison II
3 12,000 14 Cures up to Poison III
4 24,000 25 Cures up to Poison III
5 30,000 40 Cures up to Poison IV

Quick Feet

From level 6 the armor also grants Speed while you sprint.

Level XP Points Effect
1 200 3 +10% movement speed
2 1,000 7 +20%
3 2,000 13 +30%
4 4,000 26 +40%
5 7,000 42 +50%
6 15,000 60 +60%, Speed I while sprinting
7 25,000 90 +70%, Speed I while sprinting
8 35,000 130 +90%, Speed II while sprinting
9 50,000 180 +110%, Speed II while sprinting
10 70,000 250 +130%, Speed III while sprinting

Repair

Level XP Points Effect
1 10 25 Every 5s, restores 2 durability to a random worn armor piece

Skilled

Level Points Effect
1 10 +2 luck
2 25 +4
3 40 +6
4 65 +8
5 90 +10

Soft Fall

Level XP Points Effect
1 30 2 -20% fall damage taken
2 200 5 -40%
3 400 9 -60%
4 800 15 -80%
5 1,500 25 -100%

Strong Legs

Level XP Points Effect
1 30 3 +10% jump strength, -33% fall damage
2 200 6 +20% jump, -40% fall damage
3 400 11 +30% jump, -45% fall damage
4 700 23 +40% jump, -50% fall damage
5 1,100 37 +50% jump, -55% fall damage
6 1,500 50 +70% jump, -60% fall damage
7 2,000 70 +75% jump, -65% fall damage
8 2,800 100 +90% jump, -75% fall damage
9 3,600 140 +110% jump, -85% fall damage
10 5,000 200 +130% jump, -95% fall damage

Tough

Level XP Points Effect
1 30 5 -10% damage taken
2 200 10 -20%
3 400 18 -30%
4 800 35 -40%
5 1,500 65 -50%
6 2,500 100 -60%
7 3,500 140 -65%
8 5,000 190 -70%
9 7,000 250 -75%
10 15,000 300 -80%

Tough Palms

Level XP Points Effect
1 30 7 +15% EV from self-sacrifice
2 200 13 +30%
3 400 22 +45%
4 700 40 +60%
5 1,100 65 +75%
6 1,500 90 +90%
7 2,000 130 +105%
8 2,800 180 +120%
9 3,600 250 +135%
10 5,000 350 +150%

Downgrade Values

Each catalyst thrown into the Ritual of Sentient Penance adds one level. The points are given back to the armor.

Downgrade Points per level Effect per level
Battle Hungry -10 / -20 / -30 / -40 / -50 After 30 / 30 / 30 / 25 / 20s without dealing damage, hunger drains each second until you fight again (0.02 / 0.04 / 0.06 / 0.08 / 0.1 exhaustion per second)
Concrete Shoes -10 / -17 / -28 / -42 / -60 / -80 / -100 / -125 / -160 / -200 -10 / 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80% swim speed
Crippled Arm -150 Off-hand locked
Diseased -10 / -17 / -28 / -42 / -60 / -80 / -100 / -125 / -160 / -200 -10 / 20 / 30 / 40 / 45 / 50 / 60 / 65 / 70 / 80% healing received
Dulled Blade -10 / -17 / -28 / -42 / -60 / -80 / -100 / -125 / -160 / -200 -10 / 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80% attack damage
Hollow Hunger -20 / -40 / -60 / -80 / -100 0.03 / 0.06 / 0.09 / 0.12 / 0.16 exhaustion every second
Leadened Pick -10 / -17 / -28 / -42 / -60 / -80 / -100 / -125 / -160 / -200 -10 / 20 / 30 / 40 / 45 / 50 / 60 / 65 / 70 / 80% block breaking speed
Limp Leg -10 / -17 / -28 / -42 / -60 / -80 / -100 / -125 / -160 / -200 -10 / 20 / 30 / 40 / 45 / 50 / 60 / 65 / 70 / 80% movement speed
Poisoned Blood -40 / -80 / -120 Every 30 / 25 / 20s, Poison I / I / II for 4 / 6 / 8s
Quenched -100 Cannot drink potions
Storm Trooper -10 / -25 / -40 / -65 / -90 Projectiles you fire stray by up to 4 / 8 / 12 / 16 / 20% of their speed

Four exhaustion is one food point.

See also: Hellfire Forge and Sentient Equipment (how the binding is performed), Sigils (the Training Bracelet that directs growth), Rituals (Sentient Evolution, Sentient Penance, Sentient Extraction, Tabula Rasa), Alchemy Arrays (where binding and bracelet are inscribed).

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