> For the complete documentation index, see [llms.txt](https://edseries-plugins.gitbook.io/p/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://edseries-plugins.gitbook.io/p/features/armors.md).

# Armors

Create infinite armors that will level up with mined blocks when you wear them.

Module toggle: `modules.armors` in `config.yml`. Configuration: `armors.yml`.

Armors are wearable items that **level up while the wearer mines** and **multiply a currency's gains**. The multiplier applies to everything that goes through the currency multiplier event: block currencies, autosell income and enchant `givecurrency` actions with `<affectMulti>true</affectMulti>`.

```yaml
TOKEN_CHESTPLATE:
  boost: tokens
  mult-each-level: 0.2
  increase-cost-by: 1000
  starting-cost: 200
  max-level: 5
  item:
    material: LEATHER_CHESTPLATE
    leather-color:
      red: 255
      green: 0
      blue: 0
    glowing: true
    name: '&a&lTOKEN CHESTPLATE'
    lore:
      - '&3'
      - '&3You will gain extra tokens by'
      - '&3wearing this armor'
      - '&3'
      - '&d&l┃ &fCurrent Level: &e%level%&3/&c5'
      - '&d&l┃ &fEXP: &e%blocks%&3/&c%blocksToLevel%'
      - '&d&l┃ &fMultiplier: &e%multiplier%'
```

You need to select the currency boost, in this case tokens.\
Then, mult-each-level means how many multiplier will be added each level.

## Options

| Key                | Type    | Description                                                                                                                        |
| ------------------ | ------- | ---------------------------------------------------------------------------------------------------------------------------------- |
| `boost`            | string  | The currency multiplied while the armor is worn.                                                                                   |
| `mult-each-level`  | number  | Multiplier added per armor level (`multiplier = mult-each-level * level`). A level-5 armor with `0.2` adds a **+1.0x** multiplier. |
| `starting-cost`    | number  | Blocks needed to reach level 1.                                                                                                    |
| `increase-cost-by` | number  | Extra blocks needed per subsequent level (`blocksToLevel = starting-cost + increase-cost-by * level`).                             |
| `max-level`        | number  | Level cap.                                                                                                                         |
| `item`             | section | Standard [item format](/p/utils/items.md). Lore placeholders: `%level%`, `%blocks%`, `%blocksToLevel%`, `%multiplier%`.            |

## Behaviour

* Progress and level are stored on the item's NBT (`edprison_armor`, `edprison_armorlevel`, `edprison_armorblocks`) — armors keep their level when traded.
* Every mining tick adds the mined blocks to **each worn armor piece** and re-renders the item (levels can jump multiple times at once).
* Multiple armors that boost the same currency stack their multipliers.

## Command

| Command                        | Permission              | Description                                   |
| ------------------------------ | ----------------------- | --------------------------------------------- |
| `/armor give <player> <armor>` | `edprison.armors.admin` | Gives the armor at level 0. Alias: `/armors`. |
