ARMOR MODS
NO ARMOR [404 Dosh]
◆ PRO
◇ CON
◆ Unlocks achievement for trying out armor mod
NIMBLE ARMOR [250 Dosh]
◆ +5% Jog speed
◆ +10% Sprint speed; increment to the speed multiplier
◆ +30% Switch speed
◇ -50 Max armor
HEAVY ARMOR [250 Dosh]
◆ +150 Max armor; ex: 100+150
◇ -10% Jog speed
◇ -10% Sprint speed
THICKEN ARMOR [250 Dosh]
◆ +50 Max armor
◆ Can install/stack twice
◇ Only 2 slots meaning 3-plate thicc not possible :c
TURTLE ARMOR [250 Dosh]
◆ +100 max armor
◆ +80%/40% Rear passive blocking while crouching/standing; ≥90°
◆ +40%/20% Side passive blocking while crouching/standing; 91-180°
◆ Stumble melee attacker when crouched; Deals 700 stumble power, still respect attcker stumble cooldown.
◇ +25% All fire damage taken
◇ -80% Crouch speed
◇ -5% Jog speed
◇ -25% Sprint speed
HIGH-DENSITY ARMOR [250 Dosh]
◆ Armor integrity never degrades; always at 75% absorption.
◆ -40% Bullet damage taken
◇ +33% Armor cost; cost-yield ratio from 3:1 to 4:1.
◇ -5% Jog speed
SCRAP ARMOR [100 Dosh]
◆ Gain 3/15 armor from bashing Zed/E-DAR with Welder
◆ Gain 20 armor per ammo box
◆ -33% Armor cost; cost-yield ratio from 3:1 to 2:1.
◇ -10% Armor damage absorption; across all integrity levels
◇ -20 Max armor
INSURED ARMOR [Half of your loadout NET worth]
◆ Respawn with 150% of the NET worth you died with excluding ammo
◆ Respawn with full armor
◇ Suspend all dosh earn for this armor cost; dosh earning minus 100% until paid off the previous cost of this armor.
◇ Can only purchase/install this mod once per match
COME GET ARMOR [350 Dosh]
◆ Each teammate can grab 30 armor off of you; 150s per person CD, CD refreshes per round.
◆ +60 free armor per round
STRIP O' ARMOR [200 Dosh]
◆ +2 Block weight capacity
◆ +5% Jog speed
◆ +5% Sprint speed
◇ -100% all armor
ORDNANCE ARMOR [350 Dosh]
◆ +50% basic 9mm reserve ammo
◆ +5 grenade capacity
◆ Can install/stack twice
◇ -3% jog speed
◇ -1% sprint speed per grenade carried beyond the base count
RESISTANCE ARMOR [600 Dosh]
◆ Zap the grappler with EMP effect; 5s cooldown
◆ Emit EMP when health drop below 40; 60s cooldown
◆ -20% Debuff & DoT duration
◆ -50% Low health movement speed penalty
◇ -25 Max armor
ORGANIC ARMOR [600 Dosh]
◆ +25 Max health
◆ +25% Syringe & dart potency taken; doesn't affect regen and On-ZT restore
◆ Constant health regen; 1 health per 1s
◇ +20% Debuff & DoT duration
◇ +25% All poison damage taken
◇ -25 Max armor
NANITE ARMOR [750 Dosh]
◆ Constant self-repair; 1 armor per 1s
◇ -40% syringe recharge; affects both self-heal and team-heal
◇ Armor takes 50% sonic damage
MAG ARMOR [750 Dosh]
◆ Successful parry will fully mitigate damage
◆ Gain 1 armor per heavy melee attack
◆ -25% Electro damage taken
◆ +25% Welder recharge
◇ Lose 10 armor per successful parry
POWER ARMOR [1,000 Dosh]
◆ +25% Damage on all heavy melee attack
◆ +10% Damage mitigation on all melee block
◆ +5% Jog speed
◆ Gain 20 armor per ammo box
◆ Boosted sprint; sprint at doubled speed, activated after sprinted for 2 meters.
◇ Lose 1 armor per 2 meters of sprint boosted
◇ Sprint boosting has a 0.5s reactivation cooldown
IMMOLATION ARMOR [1,000 Dosh]
◆ Constantly deal 15/2 damage each second to foe/ally close-by; radius is 1.5m, not a lingering (burning) debuff
◆ Complete immunity to external fire damage
◆ +20% Syringe & dart potency taken
◇ Constantly lose 1 health per 1.5s; doesn't actually set you on fire slash doesn't trigger Oisten Ney Ney.
◇ Burning flame obstructs 1st-person vision
EXPLOSIVE ARMOR [1,000 Dosh]
◆ "Hasta la vista, baby."; 4500 damage in 1000 radius, press and hold [Self-heal] + [Bash] for 1s to initiate, no FF.
◆ Explode on death; 1500 damage in 500 radius, no FF.
◇ -1 Block weight capacity
ZyNTHETIC ARMOR [1,000 Dosh]
◆ Onboard music speaker; music plays to everyone
◆ +200% all ZT odds; multiplicatively, ex: 5% -> 10%.
◆ -20% Personal ZT slowdown; player's every action is at 40% of the normal speed rather than 20%.
◇ -5% Jog speed
◇ +50% Zed aggro; Zed account your relative distance to them as if you're 50% closer
◇ -25% Footstep audible distance
◇ Cannot hear large Zed warning/roar
PHILOSOPHIC ARMOR [69.99 Dosh]
◇ chair
◇ chair
◇ chair
◆ C H A I R
====ROUND2====
RETRO ARMOR [250 Dosh]
◆ +5% Jog speed
◆ +20% Jog speed when using melee weapon
◆ +25% Dosh earn
◆ -50% Syringe expense
◇ Unable to sprint
COOL ARMOR [600 Dosh]
◆ -25% Explosive damage taken
◆ +2% chance to trigger ZT from doing cool stunt; recoil-jump, jump-dodge Husk fireball, slither-dodge E-DAR projectiles.
◆ Trigger ZT with emo; once per round or per 300s.
◇ Cannot cancel emo midway
GOTHIC ARMOR [600 Dosh]
◆ Passively retaliate all melee attacks; each instance of retaliation is equivalent to your perk knife bash/stab attack.
◆ -50% Sonic damage taken
◇ -40% All healing taken
SAMURAI ARMOR [600 Dosh]
◆ +1 block weight capacity with Katana
◆ +20% all melee attack speed with Katana
◆ +30% Switch speed between Katana
◆ Equipped Katana override/replace perk knife
◇ -20% Reload speed with any firearm
RIOT ARMOR [600 Dosh]
◆ +10% Damage mitigation on all melee block
◆ +1 Parry strength on all parry means
◆ +25% Stumble power output
◇ -3% Jog speed
◇ -6% Sprint speed
SKIN-TIGHT ARMOR [600 Dosh]
◆ +30% Switch speed
◆ +3% Jog speed
◆ +10% Sprint speed
◆ +20% Jump height
◆ -50% Fall damage
◆ +50% Air movement control
◆ +50% Syringe potency taken
◇ +1 damage taken from all hostile instances
◇ -90% all armor
ROBO-ARM ARMOR [800 Dosh]
◆ 50% speed background reload; applies to the previous in-hand weapon, meaning one at a time.
◆ +30% Switch speed
◇ -4% Jog speed
◇ -8% Sprint speed
◇ -20% Jump height
CYBERPUNK ARMOR [800 Dosh]
◆ +10-50% Damage output versus non-organic foes; based on their organic level, e.g. E-DAR = +50%, Siren = 40%, FP = 30%, Husk = 20%, SC = 10%
◆ +25% Dosh & exp reward from E-DAR kill & assist
◆ +35 Max armor
◇ -45 Max health
BATTLENUN ARMOR [800 Dosh]
* Zeds may be demonic. Demonic status increases model scale by 1.2X, adds a layer of reddish burn to skin texture, adds flamy eyes, adds flamy overhead horns, and grants +30%/10% body/head health, -20% vulnerability to all in-cap powers, but -20% movement speed.
** Demonic foe will contain 30% more dosh & exp reward.
◆ +30% Damage output versus demonic foes
◆ +20% All incap-powers output versus demonic foes
◆ Purge any debuff & DoT with Syringe; works on both self-heal and team-heal.
◆ Uh, male compatible
◇ -50% All ZT odds; multiplicatively, ex: 5% -> 2.5%.
◇ -20 Max armor
EXORCISM (GHOSTBUSTER?) ARMOR [800 Dosh]
* Zeds may be spectral. Spectral status is first and foremost similar to cloaking (except the invisibility won't break even when attacking and is undetectable by Commando), grants immunity to all incap-powers, allows phasing through walls, but -50% overall health.
** When going through a wall, they will emit an eerie, sizzling noise, during which they'll also move at 10% speed.
◆ Deal incap-powers normally to spectral foes
◆ Reveal spectral foes via flashlight; the light from your flashlight is a little greenish and exposes spectral foes by contrasting their shadowy silhouette.
◆ Able to sense spectral presence; indicated by a spooky 1st-person camera effect that grows increasingly tense as spectral activity rises in the proximity.
◆ Able to see and utilize extra weakspot on Zeds (?
◇ -50% Flashlight battery consumption
◇ -20% Switch speed
*** Weakspot is located randomly, looks like a glowing tumor, and is broke/used/gone after 1 hit which multiplies the damage and incap-power of that hit by 2X and 6X respectively.
ETHEREAL ARMOR [800 Dosh]
◆ +50% Chance to passively neglect an instance of non-DoT damage
◇ All your melee has a 50% chance to not deal damage; still 'hits' and applies incap-powers (if any).
ILLUMINATI ARMOR [1,000 Dosh]
◆ Yourself and your flashlight provides ray-traced global illumination
◆ Zeds move 25% against your light
◇ Hurts your PC
◇ Doesn't work on PS4 version of the game
- Basically passive bonus(es) that work around armor.
- Armor mod works separately from the actual armor value; you still need the latter for actual damage mitigation.
- One can have/install 2 armor mods at a time.
- Installed armor mods are lost upon death.
- All cons disabled/paused during intermission.
NO ARMOR [404 Dosh]
◆ PRO
◇ CON
◆ Unlocks achievement for trying out armor mod
NIMBLE ARMOR [250 Dosh]
◆ +5% Jog speed
◆ +10% Sprint speed; increment to the speed multiplier
◆ +30% Switch speed
◇ -50 Max armor
HEAVY ARMOR [250 Dosh]
◆ +150 Max armor; ex: 100+150
◇ -10% Jog speed
◇ -10% Sprint speed
THICKEN ARMOR [250 Dosh]
◆ +50 Max armor
◆ Can install/stack twice
◇ Only 2 slots meaning 3-plate thicc not possible :c
TURTLE ARMOR [250 Dosh]
◆ +100 max armor
◆ +80%/40% Rear passive blocking while crouching/standing; ≥90°
◆ +40%/20% Side passive blocking while crouching/standing; 91-180°
◆ Stumble melee attacker when crouched; Deals 700 stumble power, still respect attcker stumble cooldown.
◇ +25% All fire damage taken
◇ -80% Crouch speed
◇ -5% Jog speed
◇ -25% Sprint speed
HIGH-DENSITY ARMOR [250 Dosh]
◆ Armor integrity never degrades; always at 75% absorption.
◆ -40% Bullet damage taken
◇ +33% Armor cost; cost-yield ratio from 3:1 to 4:1.
◇ -5% Jog speed
SCRAP ARMOR [100 Dosh]
◆ Gain 3/15 armor from bashing Zed/E-DAR with Welder
◆ Gain 20 armor per ammo box
◆ -33% Armor cost; cost-yield ratio from 3:1 to 2:1.
◇ -10% Armor damage absorption; across all integrity levels
◇ -20 Max armor
INSURED ARMOR [Half of your loadout NET worth]
◆ Respawn with 150% of the NET worth you died with excluding ammo
◆ Respawn with full armor
◇ Suspend all dosh earn for this armor cost; dosh earning minus 100% until paid off the previous cost of this armor.
◇ Can only purchase/install this mod once per match
COME GET ARMOR [350 Dosh]
◆ Each teammate can grab 30 armor off of you; 150s per person CD, CD refreshes per round.
◆ +60 free armor per round
STRIP O' ARMOR [200 Dosh]
◆ +2 Block weight capacity
◆ +5% Jog speed
◆ +5% Sprint speed
◇ -100% all armor
ORDNANCE ARMOR [350 Dosh]
◆ +50% basic 9mm reserve ammo
◆ +5 grenade capacity
◆ Can install/stack twice
◇ -3% jog speed
◇ -1% sprint speed per grenade carried beyond the base count
RESISTANCE ARMOR [600 Dosh]
◆ Zap the grappler with EMP effect; 5s cooldown
◆ Emit EMP when health drop below 40; 60s cooldown
◆ -20% Debuff & DoT duration
◆ -50% Low health movement speed penalty
◇ -25 Max armor
ORGANIC ARMOR [600 Dosh]
◆ +25 Max health
◆ +25% Syringe & dart potency taken; doesn't affect regen and On-ZT restore
◆ Constant health regen; 1 health per 1s
◇ +20% Debuff & DoT duration
◇ +25% All poison damage taken
◇ -25 Max armor
NANITE ARMOR [750 Dosh]
◆ Constant self-repair; 1 armor per 1s
◇ -40% syringe recharge; affects both self-heal and team-heal
◇ Armor takes 50% sonic damage
MAG ARMOR [750 Dosh]
◆ Successful parry will fully mitigate damage
◆ Gain 1 armor per heavy melee attack
◆ -25% Electro damage taken
◆ +25% Welder recharge
◇ Lose 10 armor per successful parry
POWER ARMOR [1,000 Dosh]
◆ +25% Damage on all heavy melee attack
◆ +10% Damage mitigation on all melee block
◆ +5% Jog speed
◆ Gain 20 armor per ammo box
◆ Boosted sprint; sprint at doubled speed, activated after sprinted for 2 meters.
◇ Lose 1 armor per 2 meters of sprint boosted
◇ Sprint boosting has a 0.5s reactivation cooldown
IMMOLATION ARMOR [1,000 Dosh]
◆ Constantly deal 15/2 damage each second to foe/ally close-by; radius is 1.5m, not a lingering (burning) debuff
◆ Complete immunity to external fire damage
◆ +20% Syringe & dart potency taken
◇ Constantly lose 1 health per 1.5s; doesn't actually set you on fire slash doesn't trigger Oisten Ney Ney.
◇ Burning flame obstructs 1st-person vision
EXPLOSIVE ARMOR [1,000 Dosh]
◆ "Hasta la vista, baby."; 4500 damage in 1000 radius, press and hold [Self-heal] + [Bash] for 1s to initiate, no FF.
◆ Explode on death; 1500 damage in 500 radius, no FF.
◇ -1 Block weight capacity
ZyNTHETIC ARMOR [1,000 Dosh]
◆ Onboard music speaker; music plays to everyone
◆ +200% all ZT odds; multiplicatively, ex: 5% -> 10%.
◆ -20% Personal ZT slowdown; player's every action is at 40% of the normal speed rather than 20%.
◇ -5% Jog speed
◇ +50% Zed aggro; Zed account your relative distance to them as if you're 50% closer
◇ -25% Footstep audible distance
◇ Cannot hear large Zed warning/roar
PHILOSOPHIC ARMOR [69.99 Dosh]
◇ chair
◇ chair
◇ chair
◆ C H A I R
====ROUND2====
RETRO ARMOR [250 Dosh]
◆ +5% Jog speed
◆ +20% Jog speed when using melee weapon
◆ +25% Dosh earn
◆ -50% Syringe expense
◇ Unable to sprint
COOL ARMOR [600 Dosh]
◆ -25% Explosive damage taken
◆ +2% chance to trigger ZT from doing cool stunt; recoil-jump, jump-dodge Husk fireball, slither-dodge E-DAR projectiles.
◆ Trigger ZT with emo; once per round or per 300s.
◇ Cannot cancel emo midway
GOTHIC ARMOR [600 Dosh]
◆ Passively retaliate all melee attacks; each instance of retaliation is equivalent to your perk knife bash/stab attack.
◆ -50% Sonic damage taken
◇ -40% All healing taken
SAMURAI ARMOR [600 Dosh]
◆ +1 block weight capacity with Katana
◆ +20% all melee attack speed with Katana
◆ +30% Switch speed between Katana
◆ Equipped Katana override/replace perk knife
◇ -20% Reload speed with any firearm
RIOT ARMOR [600 Dosh]
◆ +10% Damage mitigation on all melee block
◆ +1 Parry strength on all parry means
◆ +25% Stumble power output
◇ -3% Jog speed
◇ -6% Sprint speed
SKIN-TIGHT ARMOR [600 Dosh]
◆ +30% Switch speed
◆ +3% Jog speed
◆ +10% Sprint speed
◆ +20% Jump height
◆ -50% Fall damage
◆ +50% Air movement control
◆ +50% Syringe potency taken
◇ +1 damage taken from all hostile instances
◇ -90% all armor
ROBO-ARM ARMOR [800 Dosh]
◆ 50% speed background reload; applies to the previous in-hand weapon, meaning one at a time.
◆ +30% Switch speed
◇ -4% Jog speed
◇ -8% Sprint speed
◇ -20% Jump height
CYBERPUNK ARMOR [800 Dosh]
◆ +10-50% Damage output versus non-organic foes; based on their organic level, e.g. E-DAR = +50%, Siren = 40%, FP = 30%, Husk = 20%, SC = 10%
◆ +25% Dosh & exp reward from E-DAR kill & assist
◆ +35 Max armor
◇ -45 Max health
BATTLENUN ARMOR [800 Dosh]
* Zeds may be demonic. Demonic status increases model scale by 1.2X, adds a layer of reddish burn to skin texture, adds flamy eyes, adds flamy overhead horns, and grants +30%/10% body/head health, -20% vulnerability to all in-cap powers, but -20% movement speed.
** Demonic foe will contain 30% more dosh & exp reward.
◆ +30% Damage output versus demonic foes
◆ +20% All incap-powers output versus demonic foes
◆ Purge any debuff & DoT with Syringe; works on both self-heal and team-heal.
◆ Uh, male compatible
◇ -50% All ZT odds; multiplicatively, ex: 5% -> 2.5%.
◇ -20 Max armor
EXORCISM (GHOSTBUSTER?) ARMOR [800 Dosh]
* Zeds may be spectral. Spectral status is first and foremost similar to cloaking (except the invisibility won't break even when attacking and is undetectable by Commando), grants immunity to all incap-powers, allows phasing through walls, but -50% overall health.
** When going through a wall, they will emit an eerie, sizzling noise, during which they'll also move at 10% speed.
◆ Deal incap-powers normally to spectral foes
◆ Reveal spectral foes via flashlight; the light from your flashlight is a little greenish and exposes spectral foes by contrasting their shadowy silhouette.
◆ Able to sense spectral presence; indicated by a spooky 1st-person camera effect that grows increasingly tense as spectral activity rises in the proximity.
◆ Able to see and utilize extra weakspot on Zeds (?
◇ -50% Flashlight battery consumption
◇ -20% Switch speed
*** Weakspot is located randomly, looks like a glowing tumor, and is broke/used/gone after 1 hit which multiplies the damage and incap-power of that hit by 2X and 6X respectively.
ETHEREAL ARMOR [800 Dosh]
◆ +50% Chance to passively neglect an instance of non-DoT damage
◇ All your melee has a 50% chance to not deal damage; still 'hits' and applies incap-powers (if any).
ILLUMINATI ARMOR [1,000 Dosh]
◆ Yourself and your flashlight provides ray-traced global illumination
◆ Zeds move 25% against your light
◇ Hurts your PC
◇ Doesn't work on PS4 version of the game
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