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The weapons of Fungal Infection: Spore are grotesque living beings that pulsate and breathe as you wield them. They can't be crafted in any normal crafting table but have to be meticulously stitched together in a Surgery Table, with the exception of the Infected Knife, which can also be created in a crafting table. Weapons are made of a variety of materials but are typically created with the still pulsating fibrous flesh of infected and hard bone, being able to act as a blade. There is a very large variety of weapons that can be created, most melee with some ranged.
Making such weapons does put a lot of stress and injury on them, as when crafting them, they will almost always have low durability. To solve this, just put them in an Incubator after crafting to repair them. Weapons can also be repaired in an Anvil by adding Biomass. Additionally, when a weapon gets to 10 durability, instead of continuing to dwindle and break, it will instead stop at 10 durability and no longer do any damage with the message "Too Hurt to be of any use" displaying on the item. This can of course be fixed by healing the item. Also, when crafting weapons there is a 10% chance for a Mutation to occur. Agents can increase the chance of this happening. Read about both of these on their respective pages.
All weapons have a compatibility with the combat mechanics in the Better Combat mod.
Infected Battleaxe
Mining Efficiency: 3
Attack Damage: 16
Attack Speed: 0.8
Entity Reach: 3.5
Durability: 750
Special Abilities: Acts as an axe, having a 3x3 breaking area. Gives Speed to the wielder when they are below half HP and as long as they are holding it. Can take sword and axe related enchantments. Does not have a sweeping effect. Does not have a proper mining level, but is better than Netherite.
Obtaining: Crafted with eight Fleshy Claws, two Flesh Bones, one Hardened Bind, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:armads
Infected Bow
Melee Attack Damage: 6
Ranged Attack Damage: 12
Melee Attack Speed: 1.6
Melee Entity Reach: 1
Durability: 350
Special Abilities: Acts as both a sword and bow. Can take sword and bow related enchantments, but different enchantment types will not correspond with the other method of attacking with the bow (e.g.: giving the bow Sharpness will not make arrows shot by it do more damage.) Does not have a sweeping effect.
Obtaining: Crafted with three Fleshy Claws, two Claws, two Tendons, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:infected_bow
Infected Chakram
Melee Attack Damage: 11
Ranged Attack Damage: 10
Attack Speed: 1
Entity Reach: 1
Durability: 600
Special Abilities: When right clicking, it will be thrown. It spins while in the air, and when hitting a block or a mob, it will return to the player. It returns to the user after 2 seconds if it doesn't hit anything. It damages mobs when hitting them. Can take sword related enchantments. Has a sweeping effect.
Obtaining: Crafted with six Fleshy Claws, three Hardened Bines, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:boomerang
Infected Cleaver
Attack Damage: 15
Attack Speed: 1
Entity Reach: 2.5
Durability: 750
Special Abilities: When holding right click, it will spin the player around, doing a sweeping effect all around the player that damages mobs in its range. Lasts for a total of six seconds, and when ending the ability it will put a short cooldown on the item and, if it was used for the full duration, give the user Mining Fatigue for 10 seconds. If the Infected Cleaver kills a mob that has a droppable head associated with it, there is a 10% chance they will drop that head, as the cleaver decapitates them. The Infected Cleaver also disables shields. Can take sword related enchantments. Has a sweeping effect.
Obtaining: Crafted with six Fleshy Claws, two Flesh Bones, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:cleaver
Infected Combat Pickaxe
Mining Efficiency: 7
Attack Damage: 10
Attack Speed: 1
Entity Reach: 2.5
Durability: 1000
Special Abilities: Acts as a pickaxe. Right clicking while facing a block will have a 30% chance per block of ore to tell you of any ores it finds in the area, displaying the message "Found Traces of (Ore)." It will infect blocks leading to ores it finds. This works through walls and has a 35 block range in a cube around the user. It checks each block out from the player in the cube, and if it finds an ore, it stops its scan of the area where it found the ore. If it doesn't find anything (whether there are no nearby ores or it failed to find existing ones,) the message "No ores found" will be displayed. Also, when hitting targets, the wielder will receive Haste II for 10 seconds. Can take sword and pickaxe related enchantments. Does not have a sweeping effect. Does not have a proper mining level, but is better than Netherite.
Obtaining: Crafted with three Fleshy Claws, two Fleshy Bones, two Hardened Binds, one Claw, one Living Core, one Eye of the Vigil, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:combat_pickaxe
Infected Combat Shovel
Mining Efficiency: 5
Attack Damage: 10
Attack Speed: 2
Entity Reach: 3
Durability: 1000
Special Abilities: Acts as a shovel, having a 3x3 digging area. Applies Slowness to targets for 5 seconds. Can take sword and shovel related enchantments. Does not have a sweeping effect. Does not have a proper mining level, but is better than Netherite.
Obtaining: Crafted with five Claws, two Fleshy Bones, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:combat_shovel
Infected Crossbow
Ranged Attack Damage: 14 - 23
Durability: 350
Special Abilities: Can take crossbow related enchantments. Cannot be used as a melee weapon like the Infected Bow.
Obtaining: Crafted with four Fleshy Claws, three Claws, three Tendons, two Hardned Binds, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:infected_crossbow
Infected Greatsword
Attack Damage: 13
Attack Speed: 1
Entity Reach: 2.5
Armor: 8
Armor Toughness: 2
Durability: 750
Special Abilities: Gives +8 additional armor and +2 armor toughness to the wielder as long as they are holding it. Can take sword related enchantments. Has a sweeping effect.
Obtaining: Crafted with four Fleshy Claws, two Armor Fragments, one Fleshy Bone, one Claw, one Dense Muscle, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:greatsword
Infected Halberd
Mining Efficiency: 3
Attack Damage: 12
Attack Speed: 0.8
Entity Reach: 4.5
Durability: 750
Special Abilities: Acts as an axe. Gives Strength II to the wielder when they are riding an entity and as long as they are holding it. Can take sword and axe related enchantments. Does not have a sweeping effect. Does not have a proper mining level, but is better than Netherite.
Obtaining: Crafted with four Fleshy Claws, three Hardened Binds, two Fleshy Bones, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:halberd
Infected Knife
Melee Attack Damage: 7
Ranged Attack Damage: 6
Attack Speed: 5
Entity Reach: 0
Durability: 250
Special Abilities: Acts as a trident, being able to be thrown like one. Has built in looting I. Can take sword and trident related enchantments, and said sword enchantments will apply to it when being thrown. Has a sweeping effect.
Obtaining: Crafted with one Mutated Fibre, one Mutated Heart, one Claw, one Bone, and one string/Tendons/Nerves as a stitching material (in a Surgery Table or Crafting Table.) Agents can be added to increase various attributes.
ID: spore:knife
Infected Mace
Attack Damage: 12
Attack Speed: 1
Entity Reach: 2
Durability: 600
Special Abilities: Has extreme knockback. The mace also pierces armor by 15% with every hit. Can take sword related enchantments. Does not have a sweeping effect.
Obtaining: Crafted with five Spikes, four Hardened Binds, two Fleshy Bones, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:mace
Infected Maul
Mining Efficiency: 3
Attack Damage: 10
Attack Speed: 1
Entity Reach: 3
Durability: 1000
Special Abilities: Acts as a pickaxe, having a 3x3 digging area. Applies Weakness to targets for 5 seconds. Can take sword and pickaxe related enchantments. Does not have a sweeping effect. Does not have a proper mining level, but is better than Netherite.
Obtaining: Crafted with six Hardened Binds, two Fleshy Bones, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:maul
Infected Rapier
Attack Damage: 10
Attack Speed: 2
Entity Reach: 2
Durability: 750
Description: "Delivers Corrosive Slashes"
Special Abilities: Applies Corrosion II to targets for 2 seconds. This is buffed to Corrosion IV when having the Corrosive Potency enchantment. The rapier also pierces armor by 30% with every hit. Can take sword related enchantments. Has a sweeping effect.
Obtaining: Crafted with four Fleshy Claws, two Claws, one Fleshy Bone, one Mutated Fibre, one Corrosive Sack, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:rapier
Infected Saber
Attack Damage: 11
Attack Speed: 1.6
Entity Reach: 1.5
Durability: 750
Special Abilities: Right clicking while holding the Infected Saber performs a dash ability, throwing the user forward about 13 blocks. This ability has a cooldown of 2 seconds. The dash also notably works while using an Elytra, meaning it is a much better alternative to Fireworks. Can take sword related enchantments. Has a sweeping effect.
Obtaining: Crafted with four Claws, one Fleshy Bone, one Mutated Fibre, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:saber
Infected Scythe
Mining Efficiency: 3
Attack Damage: 11
Attack Speed: 1
Entity Reach: 2.5
Durability: 750
Special Abilities: Acts as a hoe. Can take sword related enchantments. Has a sweeping effect with an extremely large range. When breaking generic foliage blocks with the scythe, they will drop as an item. Does not have a proper mining level, but is better than Netherite.
Obtaining: Crafted with three Claws, three Mutated Fibre, two Fleshy Bones, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:scythe
Infected Shield
Attack Damage: 6
Attack Speed: 3
Entity Reach: 0
Durability: 1000
Special Abilities: The shield has a max charge of 25. When blocking damage while holding up the shield, the charge will slowly increase. Once the charge is full, the shield will deal high knockback to all targets in front of the user and deal 5 damage, as well as giving targets Slowness for 10 seconds.
Obtaining: Crafted with four Armor Plates, four Shield Fragments, one Dense Muscle, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:shield
Infected Sickle
Melee Attack Damage: 10
Ranged Attack Damage: 9
Attack Speed: 2
Entity Reach: 2
Durability: 600
Special Abilities: Acts as a grappling hook. When holding right click, can be thrown to land in a block, staying attached to the handle by a long spine. When right clicking again, it will pull the user to where it landed. There is a limit to how far it can be thrown, and will eventually return to the wielder if going too far. Can also be thrown to hit mobs, and it will stay embedded in the mob, pulling the mob towards the user when right clicking. However, if the desired target has a knockback resistance of 1.0, it will instead pull the user towards the mob. Pulls enemies closer to the user when doing normal melee. When breaking generic foliage blocks with the sickle, they will drop as an item. Can take sword related enchantments. Does not have a sweeping effect.
Obtaining: Crafted with four Sickle Fragments, three Spine Segments, one Spine, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:sickle
Infected Spear
Melee Attack Damage: 12
Ranged Attack Damage: 11
Attack Speed: 1
Entity Reach: 2.5
Durability: 600
Special Abilities: Acts as a trident, being able to be thrown like one. Can take sword and trident related enchantments, and said sword enchantments will apply to it when being thrown. Has a sweeping effect.
Obtaining: Crafted with three Fleshy Claws, two Claws, one Fleshy Bone, one Spine, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:infected_spear
Crafted and stitched together in a Surgery Table with grotesque flesh and tough armor fragments, the armor of spore breaths on your body as you wear it. While it may seem like living armor wouldn't give much protection, it is quite the contrary. The uniquely evolved fibres of flesh and armor plating provide astounding protection from a variety of attacks. The flesh of the armor is capable of essentially becoming a part of you, creating a powerful symbiosis that you can use to your advantage.
Making such armor does put a lot of stress and injury on them, as when crafting them, they will almost always have low durability. To solve this, just put them in an Incubator after crafting to repair them. Armor can also be repaired in an Anvil by adding Biomass. Additionally, when an armor piece gets to 10 durability, instead of continuing to dwindle and break, it will instead stop at 10 durability and no longer protect the entity with the message "Too Hurt to be of any use" displaying on the item. This can of course be fixed by healing the item. Also, when crafting armor there is a 10% chance for a Mutation to occur. Agents can increase the chance of this happening. Read about both of these on their respective pages.
Flesh Helmet
Armor: 2
Enchantability: 1
Durability: 350
Special Abilities: When worn with the full Flesh set, will grant Symbiosis. This is not interchangeable with the Living set or Living set MK2. Can take helmet related enchantments.
Flesh Helmets are required to create Living Helmets.
Obtaining: Crafted with six Dense Muscle, four Mutated Fibre, four Nerves, two Cerebrums, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:living_helmet
Flesh Chestplate
Armor: 6
Enchantability: 1
Durability: 500
Special Abilities: When worn with the full Flesh set, will grant Symbiosis. This is not interchangeable with the Living set or Living set MK2. Can take chestplate related enchantments.
Flesh Chestplates are required to create Living Chestplates.
Obtaining: Crafted with six Dense Muscle, two Tendons, two Innards, two Alveolic Sacks, one Altered Spleen, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:living_chest
Flesh Leggings
Armor: 5
Enchantability: 1
Durability: 400
Special Abilities: When worn with the full Flesh set, will grant Symbiosis. This is not interchangeable with the Living set or Living set MK2. Can take legging related enchantments.
Flesh Leggings are required to create Living Leggings.
Obtaining: Crafted with eight Dense Muscle, two Tendons, two Nerves, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:living_pants
Flesh Boots
Armor: 2
Enchantability: 1
Durability: 350
Special Abilities: When worn with the full Flesh set, will grant Symbiosis. This is not interchangeable with the Living set or Living set MK2. Can take boot related enchantments.
Flesh Boots are required to create Living Boots.
Obtaining: Crafted with six Dense Muscle, two Tendons, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:living_boots
Plated Helmet
Armor: 4
Armor Toughness: 1
Enchantability: 1
Durability: 450
Special Abilities: Can take helmet related enchantments.
Plated Helmets are required to create Living Helmets.
Obtaining: Crafted with four Armor Fragments, four Armor Plates, two Spine Segments, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:plated_helmet
Plated Chestplate
Armor: 8
Armor Toughness: 1
Enchantability: 1
Durability: 600
Description: "Holding shift actives the wall climbing ability."
Special Abilities: While holding shift, the wearer will be able to climb walls, similar to a Spider. Can take chestplate related enchantments.
Plated Chestplates are required to create Living Chestplates.
Obtaining: Crafted with six Armor Plates, two Spines, two Armor Fragments, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:plated_chest
Plated Leggings
Armor: 6
Armor Toughness: 1
Enchantability: 1
Durability: 500
Special Abilities: Can take legging related enchantments.
Plated Leggings are required to create Living Leggings.
Obtaining: Crafted with six Armor Plates, two Spines Segments, two Armor Fragments, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:plated_pants
Plated Boots
Armor: 3
Armor Toughness: 1
Enchantability: 1
Durability: 450
Special Abilities: Can take boot related enchantments.
Plated Boots are required to create Living Boots.
Obtaining: Crafted with six Armor Plates, two Armor Fragments, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:plated_boots
Living Helmet
Armor: 4
Armor Toughness: 1
Knockback Resistance: 1
Enchantability: 1
Durability: 350
Special Abilities: When worn with the full Living set, will grant Symbiosis. This is not interchangeable with the Flesh set, but is with the Living set MK2. Can take helmet related enchantments.
Living Helmets are required to create Living Helmet MK2s.
Obtaining: Crafted with one Plated Helmet, one Flesh Helmet, and one Integrating Agent (in a Surgery Table.)
ID: spore:inf_helmet
Living Chestplate
Armor: 10
Armor Toughness: 1
Knockback Resistance: 1
Enchantability: 1
Durability: 500
Description: "Holding shift actives the wall climbing ability."
Special Abilities: While holding shift, the wearer will be able to climb walls, similar to a Spider.
When worn with the full Living set, will grant Symbiosis. This is not interchangeable with the Flesh set, but is with the Living set MK2. Can take chestplate related enchantments.
Living Chestplates are required to create Living Chestplate MK2s.
Obtaining: Crafted with one Plated Chestplate, one Flesh Chestplate, and one Integrating Agent (in a Surgery Table.)
ID: spore:inf_chest
Living Leggings
Armor: 9
Armor Toughness: 1
Knockback Resistance: 1
Enchantability: 1
Durability: 400
Special Abilities: When worn with the full Living set, will grant Symbiosis. This is not interchangeable with the Flesh set, but is with the Living set MK2. Can take legging related enchantments.
Living Leggings are required to create Living Leggings MK2s.
Obtaining: Crafted with one Plated Leggings, one Flesh Leggings, and one Integrating Agent (in a Surgery Table.)
ID: spore:inf_pants
Living Boots
Armor: 4
Armor Toughness: 1
Knockback Resistance: 1
Enchantability: 1
Durability: 350
Special Abilities: When worn with the full Living set, will grant Symbiosis. This is not interchangeable with the Flesh set, but is with the Living set MK2. Can take boot related enchantments.
Living Boots are required to create Living Boots MK2s.
Obtaining: Crafted with one Plated Boots, one Flesh Boots, and one Integrating Agent (in a Surgery Table.)
ID: spore:inf_boots
Living Helmet MK2
Armor: 4
Armor Toughness: 3
Knockback Resistance: 1
Enchantability: 1
Durability: 600
Special Abilities: Gives Water Breathing to the wearer when underwater and as long as the helmet is equipped. Gives Night Vision for 30 seconds to the wearer when sneaking. Functions like a Gas Mask, with the additional ability of blocking Madness I.
When worn with the full Living set MK2, will grant Symbiosis II. This is not interchangeable with the Flesh set, but is with the Living set. Can take helmet related enchantments.
Obtaining: Crafted with one Living Helmet, one Brain Remnant, and one Respirator (in a Surgery Table.)
ID: spore:inf_up_helmet
Living Chestplate MK2
Armor: 13
Armor Toughness: 3
Knockback Resistance: 1
Enchantability: 1
Durability: 700
Description: "Holding shift actives the wall climbing ability."
Special Abilities: While holding shift, the wearer will be able to climb walls, similar to a Spider. Acts as an Elytra, granting the wearer gliding abilities and flight with fireworks.
When worn with the full Living set MK2, will grant Symbiosis II. This is not interchangeable with the Flesh set, but is with the Living set. Can take chestplate related enchantments.
Obtaining: Crafted with one Living Chestplate, one Airborne Reforged Biomass, and one Reconstructed Elytron (in a Surgery Table.)
ID: spore:inf_up_chest
Living Leggings MK2
Armor: 10
Armor Toughness: 3
Knockback Resistance: 1
Speed: 0.02
Enchantability: 1
Durability: 650
Special Abilities: Makes the wearer walk slightly faster. Gives Jump Boost II to the wearer as long as the leggings are equipped. Additionally lets the wearer step up blocks, like Horses, with a step height of 0.75.
When worn with the full Living set MK2, will grant Symbiosis II. This is not interchangeable with the Flesh set, but is with the Living set. Can take legging related enchantments.
Obtaining: Crafted with one Living Leggings, one Terrestrial Reforged Biomass, and one Dense Muscle (in a Surgery Table.)
ID: spore:inf_up_pants
Living Boots MK2
Armor: 5
Armor Toughness: 3
Knockback Resistance: 1
Swim Speed: 0.5
Enchantability: 1
Durability: 400
Special Abilities: Allows the wearer to fall from an additional 25 blocks before taking damage. Makes the user swim slightly faster.
When worn with the full Living set MK2, will grant Symbiosis II. This is not interchangeable with the Flesh set, but is with the Living set. Can take boot related enchantments.
Obtaining: Crafted with one Living Boots, one Aquatic Reforged Biomass, and Fleshy Claw (in a Surgery Table.)
ID: spore:inf_up_boots
Reconstructed Elytron
Armor: 5
Armor Toughness: 1
Enchantability: 1
Durability: 500
Special Abilities: Acts as an Elytra, granting the wearer gliding abilities and flight with fireworks.
Reconstructed Elytrons are required to create Living Chestplate MK2s.
Obtaining: Crafted with four Alveolic Sacks, two Tendons, two Armor Plates, two Wings, two Living Cores, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:r_elytron
Trivia
The ID for the Infected Battleaxe is named "spore:armads" in the code. This is because it was the original name for the weapon, but it was changed because the name wasn't an actual word; it was a mistranslation that is supposed to mean axe, deriving from a Fire Emblem game. The mod creator apparently just looked up a cool word for axe and didn't notice.
The ID for the Infected Chakram is named "spore:boomerang" in the code. This is because it was originally meant to be a boomerang, but when the texture was made, it appeared more like a chakram, so the name was changed. The original name was meant to be 'Infected Bladed Boomerang.'
The Infected Chakram used to be affected by gravity, falling to the ground after a bit. This caused a bug when it was thrown directly upwards, damaging the user when it came down.
The Infected Cleaver was made as a compromise when the Infected Greatsword got reworked, because some staff wanted to keep the original shape the Greatsword had, but others argued that shape wasn't an actual greatsword.
The Infected Halberd is a suggested weapon, coming from the mind of @blu_gy in the Spore Asylum Discord server.
There is a hidden object inside the Infected Shield's texture files.
The Infected Sickle's spine glows in the dark.
The Living Armor set is inspired by the Praetor Suit from DOOM.
In the code, the Flesh set is referred to as "infected" exoskeleton, the Plated set is referred to "plated" exoskeleton, and the Living set as "living" exoskeleton. The Living Chestplate MK2 is called "Upgraded Infected Exoskeleton," even though it should be called "Upgraded Living Exoskeleton."
There is also an inconsistency with the IDs, with the Flesh set being called "living" and the Living set being called "inf" (short for infected.)
Gallery
A player using an Infected Cleaver's spin ability.
A thrown Infected Knife.
A player performing a dash ability with an Infected Saber.
The hidden object inside the Infected Shield's texture files.
An Infected Sickle lodged in the ground, connected by its spine.
A thrown Infected Spear (utilizes one of its old textures.)
The original textures of all the weapons.
The full set of Flesh armor.
The full set of Plated armor.
The full set of Living armor.
The full set of Living armor MK2.
Concept art of the three sets of armor (made by bigxplosion)
The original full set of Flesh armor.
The original full set of Plated armor.
The original full set of Living armor.
An unused version of the Flesh armor set.
An unused version of the Plate armor set.
Getting the Flesh armor set to render in-game.
Getting the Plate armor set to render in-game.
Ditto.
Getting the Living armor set to render in-game.
A picture posted in the Discord server teasing the Infected Shield before it was released.