Head[]
Armor[]
Chest[]
Photo | Name | Defence | Craftable/Cost | Repair Cost | Can be found |
---|---|---|---|---|---|
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T-Shirt | 3 | 4 Rags | N/A | House (QZ) |
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Shirt | 4 | 6 Rags + 3 Sewing Kit | Car; Tent; Body | |
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Mercenary Polo | 5 | 5 Rags + 1 Sewing Kit + 3 Thick Fabric | 8 Rags + 3 Sewing Kit | APC; Helicopter; Clothes Stash (QZ) |
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Tactical Jumper | 8 | 5 Leather + 2 Sewing Kit + 7 Military Fabric + 2 Iron Sheet | 12 Rags + 5 Sewing Kit | APC; Helicopter; Military cargo; Clothes Stash (QZ) |
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Military Jacket | 9 | 4 Steel Sheet + 12 Rags + 7 Leather + 5 Sewing Kit + 8 Thick Fabric + 15 Military Fabric | 14 Rags + 6 Sewing Kit | APC; Infected military |
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Assault Jacket | 15 | 5 Steel Sheet + 25 Bolts + 20 Military Fabric + 5 Crafted Leather + 5 Armor Plate; 37 Tickets | 23 Rags + 9 Sewing Kit | Storyline Task; Event |
Legs[]
Feet[]
Repair Costs for completely broken armors is based on Armor Value (AV). # Rags = AV * 1.5 + # Sewing Kit = AV * 0.6. Costs are less for used armor based on % usage. All values are rounded up.