Individual Armor
The season's own gear set: 8 slots and 128 pieces, an enhancement level that belongs to the slot rather than the piece, suit bonuses and a separate resonance track. Pieces and both currencies drop in the Darktide Headquarters dungeon.










- 2 piecesEach 100 energy limit provides 1% damage bonus (capped at 30%)
- 4 piecesEnergy consumption-15%. Each time 1000 energy is restored, the fatality rate within 15 seconds is +3%
- 6 piecesFrozen or deep-frozen enemies receive ice damage +100%. Bullets apply [Shatter], and when the target is frozen and receives bullet damage, it will receive an additional 60% ice damage (can trigger critical hit, fatal)
- 8 piecesEvery 30 seconds, a hitable [Frozen Egg] is generated on the field, which can accumulate all ice damage received by itself. Damage, an ice blast is generated every second, causing damage equal to 200% injury value, lasting 8 seconds. All [Frozen Egg] no longer have an upper limit on damage
How it works
- Individual armor is a set of special armor-type equipment.
- After collecting individual armor, you can wear it to the designated part. After wearing it, you can activate attributes and skills.
- Individual armors of orange and above quality have suit effects. Collecting specified suits can activate powerful suit skills.
- Each piece of individual armor can be strengthened. After strengthening, the basic attributes will be improved. After strengthening, the strengthening level will be bound to the designated hole. When the armor is replaced, the strengthening level will be inherited.
- After the individual armor enhancement level reaches the standard, resonance materials can be consumed to resonate, and powerful attributes can be activated after resonance.
- Each piece of individual armor has its own random attributes, which cannot be enhanced.
Where it comes from
Every piece and both currencies come out of the Darktide Headquarters dungeon: random-armour boxes roll the pieces themselves, while chips and crystals come from floor rewards and from breaking down spare armour.
Quality
Seven quality steps. The step sets the enhancement curve, how many random stats a piece rolls and how many chips it breaks down into.
| Quality | Pieces | Random stats | ATK at 0 | ATK at 500 | Breaks into, chips |
|---|---|---|---|---|---|
| Common | 8 | 1 | 41 934 | 1 303 778 | 50 |
| Uncommon | 8 | 2 | 83 868 | 1 471 896 | 100 |
| Rare | 8 | 2 | 125 802 | 1 640 014 | 150 |
| Epic | 8 | 3 | 167 737 | 1 934 318 | 200 |
| Legendary | 24 | 3 | 209 671 | 2 228 621 | 500 |
| Mythic | 32 | 4 | 251 605 | 2 522 924 | 600 |
| Prismatic | 40 | 5 | 419 343 | 2 943 031 | 1,000 |
Every piece
16 pieces per slot: one white, green, blue and purple each, three orange, four red and five prismatic. Every piece carries its own effect; orange and above also carry a suit.
Helmet
Left arm
Left leg
Tactical gun
Torso
Right arm
Right leg
Machine gun
Enhancement
The enhancement level (0–500) belongs to the slot: swap the piece and the level stays. What it pays depends on the quality of the piece worn.
| Level | Common | Uncommon | Rare | Epic | Legendary | Mythic | Prismatic |
|---|---|---|---|---|---|---|---|
| 0 | 41 934 | 83 868 | 125 802 | 167 737 | 209 671 | 251 605 | 419 343 |
| 1 | 43 271 | 85 338 | 127 406 | 169 608 | 211 810 | 254 011 | 422 017 |
| 25 | 75 359 | 120 635 | 165 912 | 214 532 | 263 151 | 311 770 | 486 193 |
| 50 | 109 019 | 157 662 | 206 304 | 261 656 | 317 007 | 372 358 | 553 514 |
| 100 | 187 906 | 244 437 | 300 969 | 372 098 | 443 227 | 514 355 | 711 288 |
| 150 | 279 893 | 345 623 | 411 353 | 500 880 | 590 406 | 679 932 | 895 262 |
| 200 | 384 980 | 461 219 | 537 457 | 648 002 | 758 545 | 869 088 | 1 105 436 |
| 250 | 503 167 | 591 224 | 679 282 | 813 463 | 947 644 | 1 081 825 | 1 341 810 |
| 300 | 634 454 | 735 640 | 836 826 | 997 265 | 1 157 703 | 1 318 141 | 1 604 384 |
| 350 | 778 842 | 894 466 | 1 010 091 | 1 199 408 | 1 388 723 | 1 578 039 | 1 893 159 |
| 400 | 936 354 | 1 067 730 | 1 199 106 | 1 419 925 | 1 640 743 | 1 861 561 | 2 208 183 |
| 450 | 1 107 228 | 1 255 691 | 1 404 154 | 1 659 148 | 1 914 141 | 2 169 134 | 2 549 931 |
| 500 | 1 303 778 | 1 471 896 | 1 640 014 | 1 934 318 | 2 228 621 | 2 522 924 | 2 943 031 |
On top of the attack, purple and above also grant Black Tide conversion: Epic 1%, Legendary 2%, Mythic 3%, Prismatic 5%.
Level prices
Every slot level is paid in armor chip. From level 400 up the helmet costs more than the other seven slots.
| Level | Helmet | Other slots | Helmet total | Slot total |
|---|---|---|---|---|
| 0 | 50 | 50 | 50 | 50 |
| 1 | 50 | 50 | 100 | 100 |
| 25 | 50 | 50 | 1,300 | 1,300 |
| 50 | 150 | 150 | 2,650 | 2,650 |
| 100 | 250 | 250 | 10,250 | 10,250 |
| 150 | 300 | 300 | 22,800 | 22,800 |
| 200 | 400 | 400 | 37,900 | 37,900 |
| 250 | 500 | 500 | 58,000 | 58,000 |
| 300 | 800 | 800 | 83,300 | 83,300 |
| 350 | 1,000 | 1,000 | 123,500 | 123,500 |
| 400 | 2,000 | 1,500 | 174,500 | 174,000 |
| 450 | 3,000 | 2,000 | 275,500 | 249,500 |
| 500 | 3,000 | 2,000 | 425,500 | 349,500 |
Taking all eight slots to 500 costs 2,872,000 chips.
Suits
A suit is built from pieces of one type, with bonuses at 2, 4, 6 and 8 pieces. Only one suit goes to eight — the top Quantum one.
High Explosive·Ⅰ
8 pieces- 2 piecesShooting speed +10%. For every 1000 energy consumed, shooting speed +1% (upper limit 10%)
- 4 piecesFires high-explosive grenades every 500 shots, causing 1500% bullet-based damage, and can consume 100 energy to make it additionally 20% bullet-based damage.
Flash·Ⅰ
8 pieces- 2 piecesReload speed +10%. For every 1000 energy consumed, the reload speed +1% (upper limit 10%)
- 4 piecesEvery 100 reload, a flash bomb is fired, causing 1500% bullet damage. It can consume 100 energy to make it additionally vulnerable to light, dark and electric systems by 15%
High Explosive·Ⅱ
8 pieces- 2 piecesShooting speed +15%. For every 1000 energy consumed, shooting speed +1.5% (upper limit 15%)
- 4 piecesFires high-explosive grenades every 500 shots, causing 2500% bullet-based damage, and can consume 100 energy to make it additionally 25% bullet-based damage.
Flash·Ⅱ
8 pieces- 2 piecesReload speed +15%. For every 1000 energy consumed, the reload speed +1.5% (upper limit 15%)
- 4 piecesEvery 100 reload, a flash bomb is fired, causing 2500% bullet damage. It can consume 100 energy to make it additionally vulnerable to light, dark and electric systems by 20%
Super Power·Ⅱ
8 pieces- 2 piecesWhen the energy skill is successfully cast, bullet damage +1% (up to 65 levels)
- 4 piecesEach 100 energy limit provides 1% damage to boss elites (upper limit 35%)
- 6 piecesWhen hit, consume 100 points of energy to resist the damage (cooling time: 60 seconds)
High Explosive·Ⅲ
8 pieces- 2 piecesShooting speed +20%. For every 1000 energy consumed, shooting speed +2% (upper limit 20%)
- 4 piecesFires high-explosive grenades every 500 shots, causing 4000% bullet-based damage, and can consume 100 energy to make it additionally 30% bullet-based damage.
Flash·Ⅲ
8 pieces- 2 piecesReload speed +20%. For every 1000 energy consumed, the reload speed +2% (upper limit 20%)
- 4 piecesEvery 100 reload, a flash bomb is fired, causing 4000% bullet damage. It can consume 100 energy to make it additionally vulnerable to light, dark and electric systems by 25%
Superpower·Ⅲ
8 pieces- 2 piecesWhen the energy skill is successfully cast, bullet damage +1% (up to 100 levels)
- 4 piecesEach 100 energy limit provides 1% damage to boss elites (upper limit 50%)
- 6 piecesWhen hit, consume 100 points of energy to resist the damage (cooling time: 45 seconds)
Quantum·Ⅲ
8 pieces- 2 piecesEach 100 energy limit provides 1% damage bonus (capped at 30%)
- 4 piecesEnergy consumption-15%. Each time 1000 energy is restored, the fatality rate within 15 seconds is +3%
- 6 piecesFrozen or deep-frozen enemies receive ice damage +100%. Bullets apply [Shatter], and when the target is frozen and receives bullet damage, it will receive an additional 60% ice damage (can trigger critical hit, fatal)
- 8 piecesEvery 30 seconds, a hitable [Frozen Egg] is generated on the field, which can accumulate all ice damage received by itself. Damage, an ice blast is generated every second, causing damage equal to 200% injury value, lasting 8 seconds. All [Frozen Egg] no longer have an upper limit on damage
Resonance
A second track on top of enhancement: 50 levels, each unlocked by the SUM of all eight slot levels and paid in Armor Breaking Crystal. Reaching 50 costs 105 crystals.
| Resonance | Levels needed | Crystals | Total | Effect |
|---|---|---|---|---|
| 1 | 80 | 1 | 1 | Chaos ATK +105 939Chaos Conversion Rate +2%Maximized All DMG Amplify +1% |
| 5 | 400 | 1 | 5 | Chaos ATK +529 695Chaos Conversion Rate +7%Maximized All DMG Amplify +1% |
| 10 | 800 | 1 | 10 | Chaos ATK +1 165 330Chaos Conversion Rate +12%Maximized All DMG Amplify +2% |
| 15 | 1,200 | 1 | 15 | Chaos ATK +1 906 905Chaos Conversion Rate +17%Maximized All DMG Amplify +2% |
| 20 | 1,600 | 2 | 21 | Chaos ATK +2 754 420Chaos Conversion Rate +22%Maximized All DMG Amplify +4% |
| 25 | 2,000 | 2 | 31 | Chaos ATK +3 707 875Chaos Conversion Rate +27%Maximized All DMG Amplify +4% |
| 30 | 2,400 | 2 | 41 | Chaos ATK +4 767 265Chaos Conversion Rate +32%Maximized All DMG Amplify +6% |
| 35 | 2,800 | 2 | 51 | Chaos ATK +5 932 595Chaos Conversion Rate +37%Maximized All DMG Amplify +6% |
| 40 | 3,200 | 3 | 63 | Chaos ATK +7 203 865Chaos Conversion Rate +42%Maximized All DMG Amplify +8% |
| 45 | 3,600 | 5 | 80 | Chaos ATK +8 581 075Chaos Conversion Rate +47%Maximized All DMG Amplify +8% |
| 50 | 4,000 | 5 | 105 | Chaos ATK +10 064 225Chaos Conversion Rate +52%Maximized All DMG Amplify +10% |
The last resonance level, 50, needs 4,000 enhancement levels in total — that is all eight slots at 500.
Random stats
Every piece rolls random stats from a pool keyed on quality and slot half: the helmet, the left limbs and the tactical gun roll PvE stats; the torso, the right limbs and the machine gun roll arena ones. Odds inside a pool are equal.
Slots 1–4: PvE damage
| Stat | Common | Uncommon | Rare | Epic | Legendary | Mythic | Prismatic |
|---|---|---|---|---|---|---|---|
| Fire DMG AmplifyLightning DMG AmplifyDark DMG AmplifyWind DMG AmplifyFreeze DMG AmplifyLight DMG AmplifyBullet DMG Amplify | 1.25–1.56% | 1.25–1.87% | 1.4–2.03% | 1.56–2.18% | 1.71–2.34% | 1.87–2.5% | 2.34–3.12% |
| DMG to ElitesDMG to BossesCrit DMG | 1.2–1.5% | 1.2–1.8% | 1.35–1.95% | 1.5–2.1% | 1.65–2.25% | 1.8–2.4% | 2.25–3% |
| Lethal DMG | 2.4–3% | 2.4–3.6% | 2.7–3.9% | 3–4.2% | 3.3–4.5% | 3.6–4.8% | 4.5–6% |
Slots 5–8: arena
| Stat | Common | Uncommon | Rare | Epic | Legendary | Mythic | Prismatic |
|---|---|---|---|---|---|---|---|
| Arena DMG Bonus (Sniper Rifle)Arena DMG Bonus (Crossbow)Arena DMG Bonus (Rocket Launcher)Arena DMG Bonus (Assault Rifle)Arena DMG Bonus (HMG)Arena DMG Bonus (Shotgun)Arena DMG Reduction (Sniper Rifle)Arena DMG Reduction (Crossbow)Arena DMG Reduction (Rocket Launcher)Arena DMG Reduction (Assault Rifle)Arena DMG Reduction (HMG)Arena DMG Reduction (Shotgun) | 1.6–2% | 1.6–2.4% | 1.8–2.6% | 2–2.8% | 2.2–3% | 2.4–3.2% | 3–4% |
How many stats roll: Common 1, Uncommon 2, Rare 2, Epic 3, Legendary 3, Mythic 4, Prismatic 5.