Difference between revisions of "Armor"

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[[File:UnfinishedTechArmor.png|right|thumb|Unfinished piece of armor]]
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{{About|the apparel type|the protective effect of apparel|Apparel#Protection{{!}}here}}
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'''Armor''' is a subcategory and type of [[apparel]] that generally offers good protection from damage, poor insulation and, in some cases, [[move speed]] penalties.
  
<includeonly>
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All apparel functions in the same way mechanically. [[Clothing]] and Armor primarily differ only in their categorization and a tendency to prioritize either damage or environmental protection respectively. Therefore, see [[Apparel]] for details on the mechanics common to all types of apparel.
:''Main article: [[Armor]]''
 
</includeonly>
 
<noinclude>{{TOCright}}</noinclude>
 
Armor is a type of [[gear]] that offers superior protection to [[Clothing|clothing]], and can be worn over it. Armor tends to carry heavier movement speed penalties than clothing, and usually do not provide good insulation against heat or cold. Default colonist move speed is 4.60 cells per second (c/s).
 
  
If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.
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== Apparel layers ==
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{{:Apparel layers}}
  
A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing ratty apparel' [[thought]], and armor is no exception. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'worn-out apparel' thought. These thoughts do not stack.
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== Comparison tables ==
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Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.  
  
Colonists wearing armor have a chance of outright avoiding all damage from an attack, as the reinforced plates can sometimes utterly deflect a bullet or a melee strike. This will be represented by a "tink" sound and a spark. They may also receive a mitigated blow, for only half of the damage.
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As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[flak pants]] and the [[flak vest]] which both occupy the middle layer do not cover the same body parts, and thus can be worn together.
  
The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.<noinclude>
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The hands and feet, across all layers, are NOT covered by any apparel present in base game.
  
The Gear tab shows aggregate stats about armor once worn, including total protection and mass. It does not properly show armor rating above 100%, despite their existence.
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Since some armor covers multiple layers, they are present in multiple tables as well.
  
== Armor rating ==
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=== Headgear ===
There are several types of armor ratings;
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{{Apparel Table | type=Armor | layer=Headgear}}
{| {{STDT| c_08 text-center}}
 
! Name !! Label !! Description
 
|- style="text-align:left;"
 
! [[Injury#Blunt|Blunt]]
 
| Armor - Blunt || Protection against blunt damage like club attacks, rock falls, and explosions.
 
|- style="text-align:left;"
 
! [[Injury#Piercing|Piercing]]
 
| Armor - Piercing || Protection against piercing damage like bullets, knife stabs, and animal bites.
 
|- style="text-align:left;"
 
! [[Injury#Heat|Heat]]
 
| Armor - Heat || Protection against temperature-related damage like burns.
 
|}
 
 
 
Each point of armor gives a chance to harmlessly deflect damage, and another separate chance to mitigate it, instead receiving half the damage as blunt damage. This is calculated as follows:
 
#The armor rating is reduced by the armor penetration value, dependent on the weapon.
 
#The remaining armor rating is then compared against a random number from 0 to 100:
 
#*If the random number is under half the armor rating, the damage deflects harmlessly.
 
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.
 
#*If the random number is greater than the armor rating, the armor has no effect.
 
*Maximum armor rating is at 200%.
 
 
 
Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage.
 
 
 
Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, if modded armor is worn.
 
 
 
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.
 
 
 
In Beta 18 or earlier:
 
*Each point of armor from 1 - 50% reduces damage by 1%. <br>
 
*Each point of armor between 51 - 100% provides a 1% chance to not take damage. <br>
 
*Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.<br>
 
*Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).
 
 
 
== Durability ==
 
Apparel, including armor, take damage when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality armor.
 
 
 
== Clothing Layers ==
 
{{:Clothing Layers}}
 
 
 
== Middle Layer ==
 
 
 
{{main|Flak vest}}
 
 
 
{{Item
 
| name        = Flak vest
 
| image        = ArmorVest.png
 
| description  = A vest with armor plates inserted on the chest and back. Protects against gunfire.
 
| note        = A basic plate, strapped to a [[colonist]]'s or [[raider]]'s chest to protect their torso from gunshots and some other injuries.
 
| tags        =
 
{{Tag/Worth (old)  | 600 }}<!-- MaxHitPoints = 200 -->
 
{{Tag/Protect+ | Torso | blunt = 36 | sharp = 100 |heat=27 }}
 
{{Tag/MoveSpd- | 0.12 c/s }}
 
}}
 
 
 
== Middle and On skin layer ==
 
 
 
{{Item
 
| name        = Flak pants
 
| image        = ArmorPants.png
 
| description  = A pair of pants with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.
 
| note        = A pair of pants with armor plates sewn in.
 
| tags        =
 
{{Tag/Worth (old)  | 600 }}<!-- MaxHitPoints = 200 -->
 
{{Tag/Protect+ | Legs | blunt = 8 | sharp = 40 |heat=10 }}
 
{{Tag/MoveSpd- | 0.12 c/s }}
 
}}
 
 
 
 
 
== Middle and Shell Layers ==
 
 
 
{{main|Plate armor}}
 
 
 
{{Item
 
| name        = Plate armor
 
| image        = Plate_armor.png
 
| description  = Overlapping solid plates of armor covering the entire body from neck to feet.
 
| note        = Heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed penalty.
 
| tags        =
 
{{Tag/Worth (old)  | 535}}
 
{{Tag/Protect+ | Torso, Arms and Legs | blunt = material * quality * 73 | sharp = material * quality * 73 | heat = material * quality * 73 }}
 
{{Tag/MoveSpd- | 0.80 c/s }}
 
}}
 
 
 
{{main|Marine armor}}
 
 
 
{{Item
 
| name        = Marine armor
 
| image        = PoweredArmor.png
 
| description  = A suit of light powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily. <br> Armor like this is often used by imperial janissaries and rapid-incursion space marines.
 
| note        = Durable but heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed penalty.
 
| tags        =
 
{{Tag/Worth (old)  | 4,500 }}<!-- MaxHitPoints = 340 -->
 
{{Tag/Protect+ | Torso, Neck, Arms and Legs | blunt = 45 | sharp = 108 | heat = 54 }}
 
{{Tag/TempMin- | 34 }}
 
{{Tag/TempMax+ | 10 }}
 
{{Tag/MoveSpd- | 0.40 c/s }}
 
}}
 
== Over Head Layer ==
 
 
 
{{main|Simple helmet}}
 
 
 
{{Item
 
| name        = Simple helmet
 
| image        = M1Helmet.png
 
| description  = A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt attacks.
 
| note        = Cheap, but bulky protection for one's noggin. Can be made out of various [[material]]s to potentially improve durability and therefore lifetime. Less protective than an advanced Helmet.
 
| tags        =
 
{{Tag/Worth (old) | 40 }}<!-- MaxHitPoints = 100 -->
 
{{Tag/Protect+ | Upper Head | blunt = material * quality * 50 | sharp = material * quality * 50 | heat = material * quality * 50 }}
 
}}
 
 
 
{{main|Advanced helmet}}
 
 
 
{{Item
 
| name        = Advanced helmet
 
| image        = KevlarHelmet.png
 
| description  = A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.
 
| note        = Mid-tier headgear that provides better protection than the simple helmet. Companion to the Armor Vest.
 
| tags        =
 
{{Tag/Worth (old)    | 300 }}<!-- MaxHitPoints = 120 -->
 
{{Tag/Protect+ | Upper Head | blunt = material * quality * 70 | sharp = material * quality * 70 | heat = material * quality * 70 }}
 
}}
 
 
 
{{main|Power armor helmet}}
 
 
 
{{Item
 
| name        = Power armor helmet
 
| image        = PoweredArmorHelmet.png
 
| description  = A part of a [[#Power Armor|power armor]] set, mostly used by heavy infantry.
 
| note        = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face.
 
| tags        =
 
{{Tag/Worth (old)    | 2,000 }}<!-- MaxHitPoints = 180 -->
 
{{Tag/Protect+ | Full Head | blunt = 36 | sharp = 100 | heat = 90 }}
 
{{Tag/TempMin- | 4 }}
 
{{Tag/TempMax+ | 2 }}
 
}}
 
 
 
{{main|Psychic foil helmet}}
 
 
 
{{Item
 
| name        = Psychic foil helmet
 
| image        = psychicfoilhelmet.png
 
| description  = A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.
 
| note        = Great protection against mind-reading lizard men. Not so great at stopping bullets.
 
| tags        =
 
{{Tag/Worth (old) | 350 }}<!-- MaxHitPoints = 90 -->
 
{{Tag/Protect+ | Upper Head | blunt = quality * 9 | sharp = quality * 9 | heat = quality * 27 }}
 
{{Tag/PsySens- | 90% }}
 
}}
 
 
 
== Waist Layer ==
 
 
 
{{main|Shield belt}}
 
 
 
{{Item
 
| name        = Shield belt
 
| image        = ShieldBelt.png
 
| description  = A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well (you will be notified via in-game message if you have any shooters wearing shield belts).
 
| note        = A shield belt is most effective for melee combatants to allow them to close ground on a ranged attacker with little risk of taking weapons fire. Shields block attacks from [[deadfall trap|Deadfall traps]] as if they were ranged attacks.
 
| tags        =
 
{{Tag/Worth (old)  | 390 }}<!-- MaxHitPoints = 100 -->
 
}}
 
 
 
{{main|Smokepop belt}}
 
  
{{Item
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=== Skin ===
| name        = Smokepop belt
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{{Apparel Table | type=Armor | layer=Skin}}
| image        = SmokepopBelt.png
 
| description  = An automatic defensive smokescreen. It will release a thick cloud of smoke if the wearer is hit by a projectile, providing line-of-sight cover and preventing turrets from locking on. Single-use.
 
| note        = Once hit, releases a cloud which reduces the hit chance of any projectile passing through it by 70%. Affects friend and foe. Does not affect melee.
 
| tags        =
 
{{Tag/Worth (old)  | 166 }}<!-- MaxHitPoints = 100 -->
 
}}
 
  
<!-- this is completely out of date and needs redoing or removal
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=== Middle ===
== Table ==
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{{Apparel Table | type=Armor | layer=Middle}}
{| {{STDT| sortable c_08 text-center}}
 
!Name !! data-sort-type="number" | Move Speed<ref>Bonus/penalty on movement speed.</ref> !! Layer<ref>What part this armor covers (may be multiple).</ref> !! Covers !! Market Value !! Commonality<ref>Statistic of how common this armor should be.</ref> !! Blunt !! Sharp !! Heat !! Electric !! Toxic
 
|-
 
! [[#Armor vest|Armor vest]]
 
| -0.08 c/s || | Middle || | Torso || | 600 || | 25% || | 20% || | 60% || | 0% || | 0% || | 0%
 
|-
 
! [[#Simple Helmet|Simple helmet]]
 
| -0.02 c/s || | Overhead || | Upper Head || | 40 || | 40% || | 10% || | 30% || | 0% || | 0% || | 0%
 
|-
 
! [[#Advanced Helmet|Advanced helmet]]
 
| -0.04 c/s || | Overhead || | Upper Head || | 300 || | 40% || | 13% || | 40% || | 0% || | 0% || | 0%
 
|-
 
! [[#Power Armor Helmet|Power armor helmet]]
 
| -0.04 c/s || | Overhead || | Full Head || | 2000 || | 30% || | 35% || | 60% || | 50% || | 0% || | 0%
 
|-
 
! [[#Power Armor|Power armor]]
 
| -0.1 c/s || | Middle, Shell || Torso, Arms, Legs || | 4500 || | 5% || | 35% || | 65% || | 30% || | 0% || | 0%
 
|-
 
! [[#Shield belt|Shield belt]]
 
| 0 c/s || | Accessory || Waist || | 1200 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%
 
|-
 
! [[#Smokepop belt|Smokepop belt]]
 
| 0 c/s || | Accessory || Waist || | 450 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%
 
|-
 
|}
 
  
-->
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=== Outer ===
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{{Apparel Table | type=Armor | layer=Outer}}
  
<references/>
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=== Internal ===
</noinclude>
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{{Apparel Table | type=Body Parts | layer=Internal}}
  
[[Category: Gear]]
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{{nav|clothing|wide}}
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[[Category:Apparel]]

Latest revision as of 13:40, 3 December 2022

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility

Unfinished piece of armor

Armor is a subcategory and type of apparel that generally offers good protection from damage, poor insulation and, in some cases, move speed penalties.

All apparel functions in the same way mechanically. Clothing and Armor primarily differ only in their categorization and a tendency to prioritize either damage or environmental protection respectively. Therefore, see Apparel for details on the mechanics common to all types of apparel.

Apparel layers[edit]

Each item of apparel or utility gear is worn on a specific location of the wearer's body. That location is determined by two things:

  1. The body part groups it covers.
  2. The layer or layers it occupies.

Apparel combinations are limited by layer and coverage - an item cannot be worn with another item that covers the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.

Layers are also used to determine the order in which armor calculations are performed, with the outermost layer's armor applying first, and progressing through the layers until the attack is stopped or there are no more layers.

The layers, from innermost to outermost, are:

  • Skin: The closest layer to the body, and mostly used for apparel below the head.
  • Middle: The second closest layer to the body, and mostly used for apparel below the head.
  • Outer: The third layer from the body, and mostly used for apparel below the head. Note that it will be displayed on the pawn's sprite above all other layers, even though it is considered below the following layers for actual mechanical effects.
  • Belt: Technically the fourth layer. A distinct layer for utility items to allow them to be worn alongside any other apparel but not with each other.
  • Headgear: The fifth layer, and used for headwear. There are several items that cover body parts typically covered by the other layers however, in which case this will be above them.
  • Eyes: The outermost layer. A distinct layer only used for the blindfoldContent added by the Ideology DLC to allow it to be worn alongside headwear.

Which body parts currently have items that occupy each of the layers is shown in the table on the below; layers and body parts which are not currently used by gear were omitted. As such, the hands and feet which are not covered by any apparel or any layer, are omitted.

  • Body Part Group Coverage Skin Middle Outer Headgear Eyes Belt Image
    Full Head Head, Ears, Nose, Jaw, Eyes × Human Body Areas Located.png
    Upper Head Head, Ears ×
    Eyes Eyes ×
    Shoulders Left & Right Shoulders × × ×
    Arms Left & Right Arm × × ×
    Torso Torso × × ×
    Waist Waist ×
    Neck Neck × × × ×
    Legs Left & Right Leg × × ×
  • Examples[edit]

    • You can't wear pants as well as tribalwear, since both cover the "skin" layer and cover the legs.
    • You can wear pants and a button-down shirt, since while they both use the "skin" layer they don't cover the same parts.
    • You can wear pants and a duster, since while they both cover the legs pants use the "skin" layer while a duster uses the "outer" layer.

    Comparison tables[edit]

    Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.

    As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, flak pants and the flak vest which both occupy the middle layer do not cover the same body parts, and thus can be worn together.

    The hands and feet, across all layers, are NOT covered by any apparel present in base game.

    Since some armor covers multiple layers, they are present in multiple tables as well.

    Headgear[edit]

    Name Armor - Sharp Armor - Blunt Armor - Heat HP Coverage Insulation - Cold Insulation - Heat Special Properties Research requirement Work to Make Material Cost Base Market Value Value/Work Value/Material
    Flak helmet Flak helmet ×70% ×70% ×70% 120 Head, Left Ear, Right Ear 15% 0% Flak armor 8,000 ticks (2.22 mins) Stuff 40 (Metallic), Component 2, Plasteel 10 Silver 220 0.028 5.5
    Marine helmet Marine helmet 106% 45% 54% 160 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) Marine armor 21,000 ticks (5.83 mins) Plasteel 40, Advanced component 1 Silver 635 0.03 15.88
    Recon helmet Recon helmet 92% 40% 46% 120 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) Recon armor 15,750 ticks (4.38 mins) Plasteel 30, Advanced component 1 Silver 525 0.033 17.5
    Simple helmet Simple helmet ×50% ×50% ×50% 100 Head, Left Ear, Right Ear 15% 0% Smithing 3,200 ticks (53.33 secs) Stuff 40 (Metallic) Silver 56 0.018 1.4
    Veil Veil ×20% ×20% ×20% 80 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw 5% 5% +5% Pain shock threshold 1,400 ticks (23.33 secs) Stuff 20 (Fabric) Silver 28 0.02 1.4
    War mask War mask ×30% ×30% ×30% 65 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw 5% 5% +10% Pain shock threshold 3,000 ticks (50 secs) Stuff 25 (Woody) Silver 38 0.013 1.52
    Integrator headset Integrator headset Content added by the Biotech DLC 0% 0% 0% 120 Head, Left Ear, Right Ear -0 °C (0 °F) +0 °C (0 °F) +9 Bandwidth High mechtech 15,750 ticks (4.38 mins) Plasteel 50, Component 4, Advanced component 4, Powerfocus chip 1 Silver 2435 0.155 48.7
    Kid helmet Kid helmet Content added by the Biotech DLC ×50% ×50% ×50% 60 Head, Left Ear, Right Ear 15% 0% Smithing 2,000 ticks (33.33 secs) Stuff 20 (Metallic) Silver 29 0.015 1.45
    Mechcommander helmet Mechcommander helmet Content added by the Biotech DLC 69% 30% 34.5% 150 Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw -3 °C (5.4 °F) +1.5 °C (2.7 °F) +6 Bandwidth Standard mechtech 15,750 ticks (4.38 mins) Plasteel 60, Component 6, Signal chip 1 Silver 1290 0.082 21.5
    Mechlord helmet Mechlord helmet Content added by the Biotech DLC 92% 40% 46% 240 Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) +12 Bandwidth
    −5 Shooting accuracy
    −0.5 Melee hit chance
    Ultra mechtech 15,750 ticks (4.38 mins) Plasteel 120, Advanced component 6, Nano structuring chip 2 Silver 5335 0.339 44.46
    Cataphract helmet Cataphract helmet Content added by the Royalty DLC 120% 50% 60% 180 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) Cataphract armor 26,250 ticks (7.29 mins) Plasteel 50, Advanced component 1 Silver 745 0.028 14.9
    Gunlink Gunlink Content added by the Royalty DLC 0% 0% 0% 100 Head, Left Ear, Right Ear -0 °C (0 °F) +0 °C (0 °F) +3 Shooting accuracy Gunlink 15,750 ticks (4.38 mins) Plasteel 10, Advanced component 1 Silver 345 0.022 34.5
    Prestige cataphract helmet Prestige cataphract helmet Content added by the Royalty DLC 120% 50% 60% 180 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Cataphract armor 52,500 ticks (14.58 mins) Plasteel 75, Advanced component 1, Gold 90 Silver 1155 0.022 15.4
    Prestige marine helmet Prestige marine helmet Content added by the Royalty DLC 106% 45% 54% 160 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Marine armor 42,000 ticks (11.67 mins) Plasteel 50, Advanced component 1, Gold 50 Silver 850 0.02 17
    Prestige recon helmet Prestige recon helmet Content added by the Royalty DLC 92% 40% 46% 120 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Recon armor 15,750 ticks (4.38 mins) Plasteel 40, Advanced component 1, Gold 40 Silver 715 0.045 17.88

    Skin[edit]

    Name Armor - Sharp Armor - Blunt Armor - Heat HP Coverage Insulation - Cold Insulation - Heat Special Properties Research requirement Work to Make Material Cost Base Market Value Value/Work Value/Material
    Flak pants Flak pants 40% 8% 10% 140 Left Leg, Right Leg -3.5 °C (6.3 °F) +1 °C (1.8 °F) −0.12 c/s Move speed Flak armor 9,000 ticks (2.5 mins) Steel 60, Cloth 30, Component 1 Silver 225 0.025 3.75

    Middle[edit]

    Name Armor - Sharp Armor - Blunt Armor - Heat HP Coverage Insulation - Cold Insulation - Heat Special Properties Research requirement Work to Make Material Cost Base Market Value Value/Work Value/Material
    Flak pants Flak pants 40% 8% 10% 140 Left Leg, Right Leg -3.5 °C (6.3 °F) +1 °C (1.8 °F) −0.12 c/s Move speed Flak armor 9,000 ticks (2.5 mins) Steel 60, Cloth 30, Component 1 Silver 225 0.025 3.75
    Flak vest Flak vest 100% 36% 27% 200 Torso, Neck, Left Shoulder, Right Shoulder -1 °C (1.8 °F) +0 °C (0 °F) −0.12 c/s Move speed Flak armor 9,000 ticks (2.5 mins) Steel 60, Cloth 30, Component 1 Silver 225 0.025 3.75
    Marine armor Marine armor 106% 45% 54% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) −0.4 c/s Move speed Marine armor 60,000 ticks (16.67 mins) Plasteel 100, Uranium 20, Advanced component 4 Silver 2035 0.034 20.35
    Plate armor Plate armor ×73% ×73% ×73% 290 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg 100% 0% −0.8 c/s Move speed Plate armor 38,000 ticks (10.56 mins) Stuff 170 (Metallic/Woody) Silver 300 0.008 1.76
    Recon armor Recon armor 92% 40% 46% 280 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) Recon armor 45,000 ticks (12.5 mins) Plasteel 80, Uranium 10, Advanced component 3 Silver 1540 0.034 19.25
    Mechlord suit Mechlord suit Content added by the Biotech DLC 92% 40% 46% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) +12 Bandwidth
    −5 Shooting accuracy
    −0.5 Melee hit chance
    Ultra mechtech 60,000 ticks (16.67 mins) Plasteel 120, Advanced component 8, Nano structuring chip 2, Powerfocus chip 1 Silver 6895 0.115 57.46
    Cataphract armor Cataphract armor Content added by the Royalty DLC 120% 50% 60% 400 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -36 °C (64.8 °F) +12 °C (21.6 °F) −0.8 c/s Move speed Cataphract armor 75,000 ticks (20.83 mins) Plasteel 150, Uranium 50, Advanced component 6 Silver 3120 0.042 20.8
    Grenadier armor Grenadier armor Content added by the Royalty DLC 101% 40% 49% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) −0.4 c/s Move speed,
    built-in frag grenade launcher
    Marine armor 60,000 ticks (16.67 mins) Plasteel 100, Uranium 20, Advanced component 4, Steel 75, Component 4 Silver 2305 0.038 23.05
    Locust armor Locust armor Content added by the Royalty DLC 87% 35% 41% 280 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) built-in burst rocket Jump packs, Recon armor 45,000 ticks (12.5 mins) Plasteel 120, Uranium 10, Advanced component 3, Component 3, Chemfuel 100 Silver 2230 0.05 18.58
    Phoenix armor Phoenix armor Content added by the Royalty DLC 115% 45% 75% 400 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -36 °C (64.8 °F) +100 °C (180 °F) −0.8 c/s Move speed,
    −68% Flammability,
    built-in flamebolt launcher
    Cataphract armor 75,000 ticks (20.83 mins) Plasteel 150, Uranium 50, Advanced component 6, Steel 75, Component 4, Chemfuel 40 Silver 3480 0.046 23.2
    Prestige cataphract armor Prestige cataphract armor Content added by the Royalty DLC 120% 50% 60% 400 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -36 °C (64.8 °F) +12 °C (21.6 °F) −0.8 c/s Move speed,
    +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Cataphract armor 150,000 ticks (41.67 mins) Plasteel 190, Uranium 50, Advanced component 6, Gold 180 Silver 3930 0.026 20.68
    Prestige marine armor Prestige marine armor Content added by the Royalty DLC 106% 45% 54% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) −0.4 c/s Move speed,
    +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Marine armor 120,000 ticks (33.33 mins) Plasteel 120, Uranium 20, Advanced component 4, Gold 100 Silver 2530 0.021 21.08
    Prestige recon armor Prestige recon armor Content added by the Royalty DLC 92% 40% 46% 280 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Recon armor 90,000 ticks (25 mins) Plasteel 100, Uranium 10, Advanced component 3, Gold 90 Silver 1975 0.022 19.75

    Outer[edit]

    Name Armor - Sharp Armor - Blunt Armor - Heat HP Coverage Insulation - Cold Insulation - Heat Special Properties Research requirement Work to Make Material Cost Base Market Value Value/Work Value/Material
    Flak jacket Flak jacket 40% 8% 10% 260 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm -14.4 °C (25.9 °F) +3 °C (5.4 °F) −0.12 c/s Move speed Flak armor 14,000 ticks (3.89 mins) Steel 70, Cloth 50, Component 1 Silver 290 0.021 4.14
    Marine armor Marine armor 106% 45% 54% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) −0.4 c/s Move speed Marine armor 60,000 ticks (16.67 mins) Plasteel 100, Uranium 20, Advanced component 4 Silver 2035 0.034 20.35
    Plate armor Plate armor ×73% ×73% ×73% 290 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg 100% 0% −0.8 c/s Move speed Plate armor 38,000 ticks (10.56 mins) Stuff 170 (Metallic/Woody) Silver 300 0.008 1.76
    Recon armor Recon armor 92% 40% 46% 280 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) Recon armor 45,000 ticks (12.5 mins) Plasteel 80, Uranium 10, Advanced component 3 Silver 1540 0.034 19.25
    Mechlord suit Mechlord suit Content added by the Biotech DLC 92% 40% 46% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) +12 Bandwidth
    −5 Shooting accuracy
    −0.5 Melee hit chance
    Ultra mechtech 60,000 ticks (16.67 mins) Plasteel 120, Advanced component 8, Nano structuring chip 2, Powerfocus chip 1 Silver 6895 0.115 57.46
    Cataphract armor Cataphract armor Content added by the Royalty DLC 120% 50% 60% 400 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -36 °C (64.8 °F) +12 °C (21.6 °F) −0.8 c/s Move speed Cataphract armor 75,000 ticks (20.83 mins) Plasteel 150, Uranium 50, Advanced component 6 Silver 3120 0.042 20.8
    Grenadier armor Grenadier armor Content added by the Royalty DLC 101% 40% 49% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) −0.4 c/s Move speed,
    built-in frag grenade launcher
    Marine armor 60,000 ticks (16.67 mins) Plasteel 100, Uranium 20, Advanced component 4, Steel 75, Component 4 Silver 2305 0.038 23.05
    Locust armor Locust armor Content added by the Royalty DLC 87% 35% 41% 280 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) built-in burst rocket Jump packs, Recon armor 45,000 ticks (12.5 mins) Plasteel 120, Uranium 10, Advanced component 3, Component 3, Chemfuel 100 Silver 2230 0.05 18.58
    Phoenix armor Phoenix armor Content added by the Royalty DLC 115% 45% 75% 400 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -36 °C (64.8 °F) +100 °C (180 °F) −0.8 c/s Move speed,
    −68% Flammability,
    built-in flamebolt launcher
    Cataphract armor 75,000 ticks (20.83 mins) Plasteel 150, Uranium 50, Advanced component 6, Steel 75, Component 4, Chemfuel 40 Silver 3480 0.046 23.2
    Prestige cataphract armor Prestige cataphract armor Content added by the Royalty DLC 120% 50% 60% 400 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -36 °C (64.8 °F) +12 °C (21.6 °F) −0.8 c/s Move speed,
    +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Cataphract armor 150,000 ticks (41.67 mins) Plasteel 190, Uranium 50, Advanced component 6, Gold 180 Silver 3930 0.026 20.68
    Prestige marine armor Prestige marine armor Content added by the Royalty DLC 106% 45% 54% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) −0.4 c/s Move speed,
    +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Marine armor 120,000 ticks (33.33 mins) Plasteel 120, Uranium 20, Advanced component 4, Gold 100 Silver 2530 0.021 21.08
    Prestige recon armor Prestige recon armor Content added by the Royalty DLC 92% 40% 46% 280 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Recon armor 90,000 ticks (25 mins) Plasteel 100, Uranium 10, Advanced component 3, Gold 90 Silver 1975 0.022 19.75

    Internal[edit]

    Name Armor - Sharp Armor - Blunt Armor - Heat HP Coverage Insulation - Cold Insulation - Heat Special Properties Research requirement Work to Make Material Cost Base Market Value Value/Work Value/Material
    Armorskin gland Armorskin gland Content added by the Royalty DLC 52% 20% 40% Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes ×90% Moving,
    −1 Beauty
    Skin hardening 26,000 ticks (7.22 mins) Plasteel 20, Advanced component 6 Silver 1475 0.057 73.75
    Stoneskin gland Stoneskin gland Content added by the Royalty DLC 70% 30% 50% Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes ×85% Moving,
    −2 Beauty
    Skin hardening 26,000 ticks (7.22 mins) Plasteel 25, Advanced component 8 Silver 1920 0.074 76.8
    Toughskin gland Toughskin gland Content added by the Royalty DLC 35% 10% 30% Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes ×95% Moving Skin hardening 26,000 ticks (7.22 mins) Plasteel 15, Advanced component 4 Silver 1030 0.04 68.67