Vests (Equipment)

Vests are your troops primary way to reduce damage from attacks. Without vest, any damage taken would deal fatal damages.

General
Vests can be obtained by buying from merchant using golds. They are available from start of the game, regardless of the vest ability type and rarity. Each vest has a fixed buy/sell price, durability and defense stats depending on their rarity. Vests also has -10 movespeed penalty and separated abilities per type. Equipping vest also gives different appearance depending on its color and type.

The defense stat tells how much damage taken is reduced. Example, a vest with 50% defense will reduce supposed 100 damage to 50 instead. Post-mitigated damage then reduces the durability of the vest. Durability of vest itself can be repaired mid-mission by taking the armor healpack or when in base by paying with gold.

Once an unit losts all the armor durability, any damage taken will no longer reduced by the vest or armor defense stat and applies to health. The armor can also no longer be restored until repaired in base. How much armor durability left can be seen on the members condition bars as blue circle or on the lifebar above the head of each units.

Each vest also offer an unique ability to equipped members. The ability is tied to the vest name.

List of Vests
Below are their stats per rarity.
 * Selling price always half the vest buying price regardless of durability left.

Below are their abilities per name.


 * Death machine actually adds a flat 1% experience to every exp earn occurrence. Example, if killing an enemy earns the unit 2% of exp for the equipped weapon skill then that equipped unit will gain 3% instead. While if should gain 4% then exp gained is 5% instead.

Trivia

 * Orerator may a mistype from Operator instead. However, some countries puts difference between those who operates machine directly or receiving calls/commands as Operator and those who giving instructions in-initiative as Orerator.