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ARMOUR & BODY COVERAGE

Why can a rarer armour piece look weaker?

Compare covered body areas, base protection, selected material and damage resistance instead of using rarity or sale value as a defence score.

VERSION SCOPE

Written for Steam Demo 1.0.10 · Build 25803784

Official patch released
Guide checked
Applies when
Your game shows Build 25803784

If your game shows a different Build, treat numbers, item relationships and map conditions here as version-limited and check the version page before relying on them. Check database version

QUICK ANSWER

Rarity is not a universal armour score; compare the protection on the body area that can actually be hit.

Armour records separate head, torso, arm and leg coverage from material results. A high-value or high-rarity piece can still protect a different area, use a different material, or trade one resistance for another.

01

WHAT TO DO

Start with the body areas covered

A helmet protects head hits; it does not add the same percentage to arms, legs and torso. A garment can cover several areas with its own values. Compare two pieces only where their covered regions overlap, then note which gaps remain in the full loadout.

The Flat Helmet example lists head protection and shows how the chosen material contributes to the result. Its displayed percentage is not a whole-body damage reduction and does not apply when another body area is hit.

02

WHAT TO DO

Read material and resistance separately

Base protection and material resistances solve different parts of the hit. A material can be strong against one damage property and weak against another. Swing and thrust are attack moves; they are not automatically identical to Lacerating or Piercing properties.

A Piercing property can skip the player armour reduction step and its material resistances, but a thrust animation alone does not gain Piercing. Check whether the attack actually lists Piercing and then compare the armour result instead of guessing from the motion.

OPEN RELATED PAGEFilter armour and equipment
03

WHAT TO DO

Use rarity as identity, not the verdict

On configurable equipment pages, rarity follows the selected material. Changing material may alter protection, durability, damage properties or crafting cost, but a higher colour does not increase every value. Compare the body area and damage type you actually need to survive.

Sale value is also not protection. A valuable piece can be worth extracting while still being worse for the particular hit type your loadout needs to survive. Keep ‘valuable loot’ and ‘equipment upgrade’ as separate decisions.

OPEN RELATED PAGEEquipment comparison workflow
04

WHAT TO DO

Judge the whole loadout after each local comparison

Choose the body area being hit, compare the values shown on both items, then check the remaining slots. Replacing a multi-area garment with a strong single-area piece can leave another body area uncovered.

Check the exact material, quality and remaining durability on the item in your inventory. The comparison page shows the material you selected there, which may not match the armour you actually found.

BEFORE THE NEXT RUN

Check these four things before you leave

  1. Compare the same covered body area.
  2. Separate base protection from material resistance.
  3. Do not rank defence by rarity or sale value.
  4. Recheck gaps across the full loadout.

One last check before you leave

Check inventory counts, remaining durability, learned recipes, quest progress, random spawns and whether the intended route is open. Doing this before spending materials or setting off can save a wasted trip.