Armors
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NTM has a considerable amount of different armors to choose from, some with unique set bonuses, and some make you practically invincible. These armor sets are tied directly into the progression of the mod, providing better protection as your capability to produce certain materials improves.
This page contains all armors that don't currently have their own pages.
Full Set Bonus Armor
Armors with full set bonuses have their own pages, which can be located at: Category:Armor
Resistance
NTM employs a custom damage system on top of the vanilla armor points, which is most prominent on armors will full set bonuses. In a damage resistance tooltip, resistance are usually shown in the format damage type: number / percentage, where the first number represents the damage threshold, and the second the damage resistance.
Damage Threshold
The damage threshold (DT) is the first number considered when damage is dealt. Damage threshold is a flat number subtracted from the damage, so any damage lower or equal to the DT does not deal any damage. In addition, damage nullified by DT will also not deal any knockback, invincibility frames or screen shake.
DT can be reduced by ammo types that have damage threshold negation. DTN is generally tied to the ammo's caliber, higher calibers will reduce the DT more.
Damage Resistance
The damage resistance (DR) is a percentage that reduces all leftover damage after the DT calculation. The DR value is multiplicative, 25% DR means a 1 - 0.25 multiplier for incoming damage. 100% DR will have the same effect as DT blocking all damage, so no knockback is dealt.
DR can be reduced by ammo types that have armor piercing properties. AP is tied to bullet subtypes, i.e. soft point bullets are generally not armor piercing while FMJ or AP rounds reduce DR to some degree. JHP has negative armor piercing values, meaning that DR is amplified. Negative AP is capped at -100%, meaning that the DR reach twice its original value.
Damage Types
Another important factor in the damage calculation is the damage type. Vanilla has tags for incoming damage to classify them as explosive or fire damage, and whether they should bypass armor entirely. Using these tags, damage might fall under a specific category with its own set of resistances.
Damage is evaluated by its type, with the following rules:
- If a resistance refers to a specific damage type, it will use this. Resistances will apply even if the damage type is considered unblockable, like afterburn (
onFire) or fall damage. - Otherwise, if the damage is considered part of a category, it will use the resistance of the first category it matches. Like before, damage considered unblockable may still be affected by these resistances. Categories include:
- Explosion
- Fire (standing in fire, lava, afterburn)
- Physical (projectiles, cactii, all entity caused damage not part of any other category)
- Energy (laser, microwave, subatomic, electric)
- If no direct type or category matches, the "other" type applies. Unlike the prior resistance types, the "other" category is affected by the unblockable trait, so the damage may bypass the armor entirely, even with no explicit armor piercing properties.
Radiation Resistance
Radiation resistance (RR) is a separate stat that applies to individual armor pieces instead of the whole set. When radiation is applied (unless it ignores RR), all armor pieces have their RR summed up (+0.2 with the Rad-X effect), which is then used to calculate the radiation multiplier.
The multiplier's formula is 10^(-RR). As a rule of thumb, a total RR of 1 reduces radiation by 90%, 2 by 99%, 3 by 99.9% and so on. Both the RR and the reduction percentage can be displayed by using a geiger counter.
Entity Resistances
In addition to armor pieces, entity types may also have inherent resistances.
- Creepers have a DT of 1 and a DR of 25% against all explosive damage
- Nuclear creepers have a DT of 3 and a DR of 35% against all explosive damage
This can be observed relatively easily, despite having as much health as zombies or skeletons, creepers are noticeably harder to kill using explosive munitions.
Vanilla-Like Armors
Casual Armor
| Casual Armor | |
|---|---|
| Tooltip | |
| Casual ArmorProtection: 6 |
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Fire Proximity Armor
| Fire Proximity Armor | |
|---|---|
| Tooltip | |
| Fire Proximity ArmorResistances when worn in set: Fire: 10.0/90% |
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Security Armor
| Security Armor | |
|---|---|
| Tooltip | |
| Security ArmorResistances when worn in set: Physical: 5.0/50% Explosion: 2.0/25% Radiation resistance: 0.82 |
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Hazmat Suit
| Hazmat Suit | |
|---|---|
| Tooltip | |
| Hazmat SuitProtection: 6 Radiation resistance: 0.59 |
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Advanced Hazmat Suit
| Advanced Hazmat Suit | |
|---|---|
| Tooltip | |
| Advanced Hazmat SuitProtection: 6 Radiation resistance: 1.0 |
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
High-Performance Hazmat Suit
| High-Performance Hazmat Suit | |
|---|---|
| Tooltip | |
| High-Performance Hazmat SuitProtection: 6 Radiation resistance: 2.0 |
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Liquidator Suit Armor
| Liquidator Suit | |
|---|---|
| Tooltip | |
| Liquidator SuitFull Set Bonus: -40% Speed +400 Knockback Resistance Protection: 10 Radiation resistance: 2.39 |
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
PaA Battle Hazmat Suit Armor
| PaA Battle Hazmat Suit | |
|---|---|
| Tooltip | |
| PaA Battle Hazmat SuitProtection: 10 Radiation resistance: 1.7 |
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
PaA Alloy Armor
Full Set Bonuses:
- 8.5 defense
- 1.36 radiation resistance
- Haste
- Hard damage cap of 6.0
- General damage modifier of 0.3
| Chestplate | |
| Leggings | |
| Boots |
Advanced Alloy Armor
Full Set Bonuses:
- 10 defense
- 0.07 radiation resistance
- General damage modifier of 0.75
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Titanium Armor
Full Set Bonuses:
- 10 defense
- 0.04 radiation resistance
- General damage modifier of 0.85
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Steel Armor
Full Set Bonuses:
- 7.5 defense
- 0.04 radiation resistance
- General damage modifier of 0.9
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Cobalt Armor
Full Set Bonuses:
- 10 defense
- 0.12 radiation resistance
- General damage modifier of 0.7
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Starmetal armor
Full Set Bonuses:
- 10 defense
- 1.0 radiation resistance
- Hard damage cap of 15.0
- General damage modifier of 0.5
- Fireproof
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Schrabidium Armor
Full Set Bonuses:
- 10 defense
- 3.0 radiation resistance
- Haste III
- Strength III
- Jump Boost II
- Speed III
- Hard damage cap of 4.0
- General damage modifier of 0.1
- Fireproof
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Bismuth Armor
Full Set Bonuses:
- Jump Boost
- Speed
- Regeneration II
- Night Vision
- Nullifies all damage from fall
- Hard damage cap of 8.0
- General damage modifier of 0.3
- Grants 3 dashes
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Euphemium Armor
Full Set Bonuses:
- 10 defense
- 10.0 radiation resistance
- Saturation
- Regeneration
- Resistance
- Fire Resistance
- Nullifies all incoming damage, even things considered armor piercing
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Dineutronium Armor
Full Set Bonuses:
- 2 defense
- General damage modifier of 5.0
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
CMB Steel Armor
Full Set Bonuses:
- 10 defense
- 1.29 radiation resistance
- Speed III
- Haste III
- Strength
- Hard damage cap of 2.0
- General damage modifier of 0.05
- Damage threshold of 2.0
- Fireproof
| Helmet | |
| Chestplate | |
| Leggings | |
| Boots |
Zirconium Pants
Full Set Bonus:
- 1.5 defense
- General damage modifier of 0.0
| Leggings |
Other Armors
Crude Protective Mask
Gives 0.5 defense and protection against airborne particles.
Trench Mask
A better version of the crude protective mask, if you can stomach wearing a piss mask, you little piss boy. Gives 0.5 defense and protection against Airborne Particles and Chemical Gas.
Half Mask
Requires a Filter in order to work!
Gives 1 defense and cannot protect against: Chemical Gas, Corrosive Fumes, Nerve Agent, Bacteria/Aerosols.
Leather Gas Mask
Requires a Filter in order to work!
Gives 1 defense and cannot protect against: Corrosive Fumes, Nerve Agent.
Gas Mask
Requires a Filter in order to work!
Gives 1 defense, 0.07 radiation resistance and cannot protect against: Corrosive Fumes, Nerve Agent.
M65-Z Gas Mask
Requires a Filter in order to work!
Gives 1 defense, 0.095 radiation resistance and cannot protect against: Corrosive Fumes, Nerve Agent.
Mining Helmet
Lets you breathe coal, neat! - Obtainable from bonus chest if you chose to get it when starting a world. Gives 1 defense.
Damn Stylish Ballistic Jacket
Gives you 0.1 radiation resistance and 3 defense.
Damn Stylish Ballistic Jacket 2: Tokyo Drift
Gives you 0.1 radiation resistance and 3 defense.
Ash Goggles
Protects you against Bright Lights and Eye Irritants and gives 1 defense.
Protection Goggles
Protects you against Bright Lights and Eye Irritants and gives 1 defense.
Mask of Infamy
Gives 1 defense.
Mark III Life Extender
Adds +25 points to your shield, and bypasses the 100 shield limit of shield infusions. This means that with this armor mod, you can reach a shield value of 125.
Trivia
- It seems like Fau Armor and the DNT Nano Suit have almost the same item textures, they just have different colors and slightly re-textured on top parts.
- Security Armor is a reference to Fallout 3's Vault Security Armor.
- For all references, visit References page.
- There are 4 armor sets that are different from the other, Steam and Diesel armors run on fluids, while PaA Alloy Armor lacks helmet, while Zirconium Pants lack all the other parts.
- Even though Zirconium Pants have the actual stats to nullify all damage, there are no other zirconium armor pieces, making the damage resistance unobtainable.
- Zirconium pants are a refrence to the Tally Hall song "ruler of everything"
- Even though Zirconium Pants have the actual stats to nullify all damage, there are no other zirconium armor pieces, making the damage resistance unobtainable.
- You probably shouldn't use Dineutronium Armor, it sucks.
- If you really want it, you better take off the insert from them.
- It seems like only 3 power sets (M1TTY, HEV and Fau) doesn't passively take power when fully worn.
- Bismuth is not actually required to make the leggings part of Bismuth armor.
- Euphemium Armor has the highest radiation protection out of all sets (DNT armor has ~99.9995% radiation resistance)
- Fau Armor has Ϝ (Digamma) symbol, meaning that it will protect you from digamma radiation.
- Fau Armor and the DNT Nano Suit are the only armor sets that can protect from digamma without mods.