Armour fills five equipment slots: head, body, hands, legs and feet. Compare defense, evasion, requirements and rolled bonuses when choosing a piece.
| Set | Head defense | Body defense | Hands defense | Legs defense | Feet defense | Evasion per piece |
|---|---|---|---|---|---|---|
| Worn Leather | 1 | 3 | 1 | 2 | 1 | 10 bp |
| Dockside Workwear | 3 | 7 | 3 | 5 | 3 | 18 bp |
| Urban Patrol | 5 | 13 | 5 | 9 | 5 | 24 bp |
| Ballistic Wear | 10 | 24 | 10 | 17 | 10 | 29 bp |
| Combat Utility | 14 | 34 | 14 | 24 | 14 | 33 bp |
| Private Security | 18 | 45 | 18 | 31 | 18 | 36 bp |
| Tactical Response | 23 | 56 | 23 | 40 | 23 | 39 bp |
| Assault Gear | 29 | 69 | 29 | 49 | 29 | 42 bp |
| Urban Tactical | 35 | 85 | 35 | 60 | 35 | 45 bp |
| Heavy Tactical | 42 | 102 | 42 | 72 | 42 | 48 bp |
These are checked Common set values. Evasion is shown in basis points; 100 basis points equals one percentage point before combat limits and other effects. The current item panel governs live requirements and adjustments. The catalogue's ten-set progression replaces the older assumption that stronger sets always sacrifice evasion.
The standard Armour shop offers Worn Leather and Dockside Workwear pieces. Higher sets can come from loot and player listings; a table entry does not guarantee an active offer.
Uncommon, Rare and Epic variants use 1.05, 1.10 and 1.15 scaling for defense and evasion, with integer rounding. Rare armour has one rolled bonus and Epic armour has two. A bonus belongs to the individual piece and may be specific to its slot.
Compare the exact piece and slot before replacing equipment. Armour adds to your defensive setup; it does not replace training battle stats or managing current Life.
Related: Equipment Bonuses, Battle Stats, Items, Crate Types and Rewards.
Last verified: 18 September 2026.