Armor

**Armor** is a type of equipment worn as protection against damage. The amount of damage mitigated varies based on the type of damage dealt, protection and resistance of the armor. All armor types can be worn by any profession upon reaching CL22.

## Armor types

Most armor types consist of nine pieces: helmet, chestpiece, left and right bicep and bracers, gloves, leggings, and boots. Some species cannot equip gloves or boots. However, gloves and boots offer no protection since damage cannot be dealt to hands or feet. All crafted armor pieces can have a socket for a skill enhancing attachment including gloves and boots.

There are three armor categories: Assault, Battle and Reconnaissance. Each category of armor provides differing protections for energy damage and kinetic damage. Generally, ranged attacks deal energy damage (including lightsabers) and melee attacks deal kinetic damage.

Armor types
* Lesser energy protection
* Bonus Acid and Fire DOT resistance
* Bonus Energy and Poison DOT resistance
* Lesser kinetic protection
* Rebel Assault
* Rebel Forest Camouflage
* Rebel Spec Ops
* Imperial Forest Camouflage
* Imperial Spec Ops
* Imperial Snowtrooper
* Imperial Stormtrooper
* Rebel Battle
* Imperial Scout Trooper
 * Chitin
* Composite
* Marauder Assault
* Bounty Hunter
* Katarn
* Marauder Battle
* Padded
* RIS
* Basic Death Trooper Armor
* Standard Death Trooper Armor
* Infiltrator Armor
* Marauder Recon
* Tantel
 * Demolitionist Body Armor
* Mandalorian
* Stalker Armor
 * Ithorian Sentinel
* Kashyyykian Hunting
* Kashyyykian Black Mountain
* Kashyyykian Ceremonial

*Main article: Faction armor*
*Main article: Personal shield generator*
## Armor stats

### Armor levels

Each armor type has three levels: basic, standard and advanced. This level is determined by the armor core used by the Smith to craft the piece. Basic cores may carry 0-4 layers, standard 0-8, and advanced 0-12. The addition of quality layers will increase the protection of the piece, *possibly* up to the cap of the core. However, crafting high quality layers requires many specialized resources, some of which are very rare. There are several different layer types that target various categories of protection values.

### Damage reduction

There are two general damage and four additional elemental damage types. All weapons do either energy damage or kinetic damage, with some weapons doing some additional elemental damage. The four elemental damage types are electricity, acid, heat, and cold.

Armor protection stats range from 0 to 7600, though higher ratings can be achived through a combination of expertise and buffs. If an armorsmith experiments to improve the protection of one damage type, the armor will naturally have poorer protection for the opposite damage type. For example, an armor piece can have improved heat damage protection at the cost of the cold damage protection.

 Heat protection

### Armor value and actual percent damage reduction

* Exact function, where **Percentage** is the total amount incoming damage is reduced by and **AR** is the Armor Rating of an armor piece:

File:Armor protection.png
[1]

You can also estimate your armor's effectiveness based on the following table:

## Buying armor

Armor can be found through a bazaar search under Armor:(type of piece) - for example Armor:Headpiece. Using the Vendor Location option and setting the range to the entire galaxy will bring up all armor for sale in the galaxy that is being sold as individual pieces. Additionaly, some established smiths sell the armor in a pack, usually labeled with the name and resistances and color. These can not be found easily through the vendor search; you'll just have to go to their shop. Since the NGE, layered armor has been fashionable. Unlayered armor is very effective and much, much less expensive.

## Looted armor

Armor can now be looted in various styles and colors. Looted armor often has additional bonuses, such as agility, stamina, etc. A major drawback to looted armor is that it comes in a wide variety of colors and has considerably lower armor than it's crafter counterparts.

Collecting a full suit of loot armor with +48 agility is possible, but collecting a **matching** suit is considerably more difficult.

## Notes

* *All pre-CU crafted armor gloves and boots retained any sockets they had before Combat Upgrade conversion. All pre-CU crafted armor has the option to be re-fitted into a different armor type to ensure the owner is still able to wear a bought armor set. These re-fitted armor pieces have fairly low stats.'*
* *Some armor must be '**biolinked'** before it can be equipped.*

## See also

* Crafted Armor Color Kit

*Main article: Faction armor*
*Main article: Personal shield generator*