Armor Progression

In short: Use this chart to select your best armor.

  1. Titanium
  2. Self-Recovering Crystal
  3. Mithril
  4. Biocentric/Adamantium
  5. Organic/Anti-Matter Reactive Armor
  6. Anti-Matter Crystal
  7. Neutronium/Reflexium
  8. Eternium/Wall Of Klein/Energy-Organic Crystal
The effectiveness of these armors are sorted by their ability to take Missile Damage, as missiles are the only effective weapons until level 5 is reached, and even then the predominant weapons.

Which lvl 5 Armor to choose?

  • Eternium - Perhaps the most commonly used armor of archspace. It provides the highest defence rating and highest HP multiplier. It is weaker then WoK against Missles, although not by much (appx 15%). Eternium, however, is quite effective against Distortion Blasters. With its high Defence rating, and partial Projectile Defence, it takes less dmg from (only 80% of the dmg) just like WoK, however, because of difference of HP multipliers, the Eternium is effectively 75% more efficient against DB then WoK. This is a good option to put on your ships to make it a versatile defence against both missles and Distortion Blaster.
  • Energy Organic Crystal (EOC) - Not the greatest armor. While it is more then 50% more effective then Eternium against DB, most of the battles aren't determined by DB, but by the intial HBH volley. While some key strategic battles do require this, for the every day battle, the other two armors are more superior.
  • Wall of Klein (WoK) - This is the best missle defence available, together with ECM jammer it slightly furthers its lead against Eternium, just gotta make sure it doesn't become fodder for the Distortion Blaster after initial volleys have been fired. It will be ripped to shreds, especially if you're dealing with an experienced Xesperados Player. So make sure to always take care and know your surroundings. This is an armor which is most useful to put on your front line ships, that you know will be shot by missles. The extra defence can save you several dooms, and often enough, that can be enough to turn the tides of battle on an equal scale.
  • Remember there is place in the game for all armors, but you must realize when to use it and when to save it. Having several designs generated for dooms will always come in handy.

    Armor table

    Name Type Lvl Def. Rate *HP Beam Projectile Missile PSI Repair Rep. Speed Prerequisite Description
    Titanium Normal 1 30 1.00               This is the basic hull that all ships are built with. It has some benefit for defense, but its main purpose is to keep outside things outside, and inside things in. This is a reasonable goal for any beginning fleet, however, if one truly wants to be powerful, you must have better armor than this.
    Mithril Normal 2 34 1.35       15%     Advanced Metallurgy This armor is not made of actual mithril, but it has been named so because of its resemblance to the mythical magical metal. It also appears to have some added benefit in that it appears to be quite effective against psychic attacks. This may also be another reason that the human name has been taken up throughout the Empire.
    Self-Recovering Crystal Normal 2 36 1.20 10% 20% -5%   3%/10   Crystal Manipulation This is one of the earliest armors to have a self repair faculty. While this can be quite useful, the armor is somewhat weak to missiles. A captain with a ship with SRC must surely pray at night that the repairs can keep up with the missile damage, for if they do, this fine armor can stop almost any other low level weapon.
    Biocentric Bio 2 30 2.00   -10% -20% -20% 3%/10   Artificial Gene This is the other early armor which also has the ability to repair itself. This armor is weak to all weapon types except for beams, however, it is over all a stronger armor and can take almost twice as much abuse before giving out. This added ability to take damage, coupled with the repair action make this armor a common choice among many commanders.
    Adamantium Normal 3 40 1.85       30%     Quark Manipulation This armor is the next upgrade to the standard armor types. It has no self repair ability, but it does have some other benefits. It is the best armor up to this level for preventing psychic damages. It also a relatively strong armor and can take a good amount of damage before it gives out.
    Organic Bio 3 36 2.00       -20% 3%/5   Artificial Evolution This is the first truly living armor. It even has a limited primitive awareness. The fact that it is alive allows it to heal itself during battles. The drawback is that its awareness makes it slightly more susceptible to psychic attacks.
    Anti-Matter Reactive React 3 30 1.55   10% 35%       Anti-Matter Power This armor uses a tailored form of anti matter to deflect certain types of weaponry. It is particularly effective against missiles. The one drawback to this armor is the fact that it is not as resilient as other armors of the save class.
    Neutronium Normal 4 53 3.00 20%         -50% Matter Compression One thing can be said of Neutronium. It is tough. This is one of the most durable of armors that is available. Its metallic structure is also quite effective at deflecting beam weaponry. The major drawback to this armor is that it is not easy to work with. This means any repairs made to this armor require almost twice as long to make.
    Anti-Matter Crystal Normal 4 40 2.40 10% 20% 20%   1%/10   Nanoscale Robot By combining the ideas of Crystal armor and Anti-matter reactive armor this armor draws some of the benefits from each. Like SRC this armor will repair itself, although not as quickly. As it also uses the reactive techniques of Anti-matter armor, it has overcome all the weaknesses that SRC has.
    Reflexium React 4 40 2.10     50%       Artificial Singularity This armor is not as durable as other armors of its class, however, it is one of the best all around armors for deflecting incoming attacks. Its flexibility and high reflective ness mean that it is particularly good at deflecting any missile or beam type weapons.
    Eternium Normal 5 83 3.85 20% 20%       -100% Timespace Manipulation The name says it all. This is the strongest and most durable armor available. The main drawback is that it is impossible to repair during combat. However, this armor can take so much abuse, that it is rarely necessary to repair it.
    Energy-Organic Crystal Bio 5 50 3.40   -20%   50% 1%/2   Psionic : Energy This Crystal armor heals faster than other crystal types. It is also the most durable of all the crystal armors. The one drawback that it has is a weakness to projectiles. This may not matter overly much though, as this is the second strongest armor available.
    Wall of Klein React 5 40 2.20 50% 20% 50%       Dimension Manipulation This armor is actually designed so that it folds space in odd ways. This allows it to avoid almost all forms of attack. It is most susceptible to projectile weapons, and is almost immune to beam and missile weapons. Its one drawback is that it is not very durable for its class.

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