Protection levels
Every gun has a level. Armor stops bullets of its own level and below.
| Level | Weapons |
|---|---|
| 1 | pistols, melee |
| 2 | SMGs (including the Micro Uzi, Skorpion and TEC-9), shotguns, the musket |
| 3 | assault rifles and machine guns |
| 4 | sniper rifles: M39 EMR, L96A1, RPR |
| 5 | .50: M107 and M82A1, nothing stops them |
Which gun has which level is listed in weapons.
Body armor
- A vest covers only the torso. Arms, legs and pelvis stay unprotected.
- A bullet of its level or lower: 85% less torso damage, usually with no bleeding.
- A bullet above its level: 25% less damage, and you start bleeding.
- Zombie hits are softened (the "Zombie hit" column). A vest doesn't stop infection from bites, except the anti-tank suit: in it you get infected half as often.
- Blasts: unless you're at the very epicentre, a vest takes off 15% of the damage and stops shrapnel, and wears down as if hit by two rifle bullets. At the epicentre nothing saves you.
- Some vests add slots, like a backpack.
| Body armor | Stops up to level | Slots | Zombie hit | Weight | Where to find |
|---|---|---|---|---|---|
| Lightweight vest | 1 | — | −10% | 3 kg | police, military |
| PRESS vest | 1 | — | −12% | 3 kg | police, houses: rare |
| Lightweight vest with pouches | 1 | +2 | −15% | 3 kg | military, police |
| Police vest | 2 | — | −15% | 4 kg | police |
| Military body armor | 3 | +4 | −25% | 5 kg | military, red room |
| Military medic vest | 3 | +4 | −25% | 5 kg | military, red room |
| Military chest rig | 3 | +8 | −30% | 5 kg | heavy military, red room, events |
| Reinforced police vest | 3 | +2 | −40% | 5 kg | heavy military, red room |
| Heavy plate carrier | 4 | — | −50% | 7 kg | heavy military, red room |
| Anti-tank reinforced suit | 4 | — | −60% | 10 kg | red room, heavy military, helicopter crashes, airdrops |
"Weight" is how much room the vest takes in the inventory while you're not wearing it. A worn vest weighs nothing. The anti-tank suit comes in a regular and a white version with the same stats.
- The three light vests (lightweight, PRESS and with pouches) stop the bullet, but it still makes you bleed.
- Chest rig and reinforced police vest: slightly slower running, zombies hear your steps better. Heavy plate carrier: slower still, loud steps. Anti-tank suit: no sprinting and very loud, but radiation gets through it 30% weaker.
How many hits a vest takes
Every hit wears the vest down; its durability shows on the vest in percent. At zero the vest is destroyed and gone, along with its slots. How many torso hits a new vest takes:
| Body armor | Pistol | SMG | Shotgun | Assault rifle | Sniper rifle |
|---|---|---|---|---|---|
| Lightweight vest | 13 | 10 | 3 | 5 | 2 |
| PRESS vest | 14 | 11 | 4 | 6 | 2 |
| Lightweight vest with pouches | 15 | 12 | 4 | 6 | 2 |
| Police vest | 20 | 16 | 5 | 8 | 3 |
| Military body armor, military medic vest | 25 | 20 | 6 | 10 | 3 |
| Military chest rig | 30 | 24 | 8 | 12 | 4 |
| Reinforced police vest | 38 | 30 | 9 | 15 | 5 |
| Heavy plate carrier | 50 | 40 | 12 | 20 | 6 |
| Anti-tank reinforced suit | 63 | 50 | 15 | 25 | 8 |
A bullet above the vest's level wears it down the same way but lets more damage through. The M107 and M82A1 kill through any vest.
Helmets
- A helmet stops a bullet if that bullet type is in its row of the table. Then a headshot doesn't kill: only a tenth of the damage gets through.
- Every such bullet wears the helmet down. The number is how many bullets of that type it can take.
- A bullet missing from its row isn't stopped: the helmet flies off and the headshot kills as if you had none.
- A melee blow to the head is stopped as many times as pistol bullets.
| Helmet | Pistol | SMG | Shotgun | Assault rifle | Sniper rifle | Where to find |
|---|---|---|---|---|---|---|
| Construction helmet | 1 | — | — | — | — | military, houses: rare |
| Journalist helmet | 2 | 1 | — | — | — | police, houses: rare |
| Gas mask helmet | 2 | 1 | 1 | — | — | military, events |
| Tactical helmet (black, white) | 2 | 1 | 1 | 1 | — | police, military, heavy military |
| Owl helmet | 2 | 1 | 2 | 1 | — | heavy military, red room |
| Blizzard helmet | 3 | 2 | 2 | 2 | — | heavy military, red room |
| Heavy helmet (black, white) | 2 | 3 | 2 | 2 | 1 | heavy military, red room |
- The gas mask helmet doesn't stop buckshot point-blank, closer than 3 m. In return it fully protects from tear gas and a little from radiation.
- The heavy helmet slows your running slightly.
- Helmet weight while not worn: construction helmet 1 kg, journalist helmet 1.5, heavy and Blizzard 3, the rest 2.
Putting armor on and off
- "Put on" in the item menu, double-click, or drag it onto the worn-gear strip. Armor goes on in a second, even with a weapon in your hands. Your old vest or helmet goes into the inventory.
- To take it off, click it in the worn-gear strip. A vest with slots comes off only if your items fit without it. Removed armor keeps its durability.
- When you die, your worn vest and helmet stay in your body with whatever durability they had.
- You don't see your own armor and backpack in first person or through a scope; everyone else sees them on you.
Clothing
Clothing is your whole outfit. You put it on the same way, with "Put on", and the old outfit drops into your inventory. A new player spawns in Survivor clothes, with no armor and no backpack.
What matters most is warmth: how many times slower you lose heat in the cold (more in cold). Clothing doesn't help in water.
| Clothing | Slower cooling | Where to find |
|---|---|---|
| Parka | 2.5× | clothing stores, zombies |
| Climber | 2.25× | clothing stores |
| Police uniform | 2× | police |
| Winter army | 2× | military, events |
| Special forces | 2× | heavy military, police, events |
| Hunter | 2× | houses, clothing stores |
| Firefighter | 2× | industrial, clothing stores |
| Stalker | 2× | military, heavy military: rare, events |
| Snow ghillie | 1.5× | military, heavy military |
| Rich kid | 1.5× | houses, clothing stores |
| Medic | 1.5× | medic zombies |
| Military drifter | 1.5× | military, clothing stores |
| Biker | 1.5× | houses, clothing stores |
| Pilot | 1.5× | military, clothing stores |
| Marauder | 1.5× | clothing stores |
| Survivor clothes | none | everyone at spawn |
| Civilian clothes | none | houses, industrial, clothing stores |
| Scientist | none | heavy military, clothing stores |
| Cultist | none | houses, industrial, clothing stores |
| Prisoner | none | clothing stores |
| Hazmat suit | none | red room, clothing stores, heavy military |
Clothing weighs 1 kg, the hazmat suit 2.5 kg.
- Rich kid is expensive clothes from a past life, a white sheepskin coat. As warm as the snow ghillie.
- Snow ghillie is white camouflage made of strips. It has no special properties and is as warm as Rich kid.
- Hazmat suit doesn't keep you warm, but while intact it lets no radiation through at all (more in radiation). Every hit (bullet, melee, zombie, blast) takes 3% of its durability, and each minute in a radiation zone another 2%. A hazmat repair kit restores 90%. At 0% the suit doesn't protect and can't be repaired.
- Wetsuit is worn like clothing: no warmth on land, half the cooling in water, and with scuba gear you don't freeze at all.
Hazmat suitLong rubberized hooded parka and heavy trousers with shin guards, seams taped. Lets no radiation through while durability is above 0. Wears out: −3 % per any hit (bullet, melee, zombie, blast), −2 % per minute in a radiation zone. A hazmat repair kit restores +90 %; at 0 % it does not protect and cannot be repaired.2.5 kg
Hazmat repair kitPatches and sealant: +90 % durability to a hazmat suit (worn or in the inventory), up to 100 %. A suit at 0 % cannot be repaired. Used up.1 kgClothes from a body
A dead player's clothes stay on the body. Take them off through the body's menu: "Take the clothes", 2 seconds. The item comes bloodstained, and zombies notice you 15% farther away while you wear it. To wash it, swim for 5 minutes, in as many goes as you like. Starting clothes can't be taken from a body.