Armors

Every wearable armor: HP/MP bonuses, attachment slots, where to buy or find each one, and the status resistances and passive perks they grant.

Each armor sets Aya's bonus HP and MP, the number of attachment slots she has in battle, and a set of passive perks. Swapping armor wipes any Belt Pouch slots you have added, so settle on your endgame armor before spending pouches on it.

Found / Free

Leather Jacket

Free

Aya's default jacket. Fine for the Akropolis Tower, but replace it as soon as you can.

Location
Equipped from the start
Grants
  • +10 HP, +0 MP, 3 slots
  • Resist Paralysis

Tactical Vest

Free

A strong early vest with a large slot count and a built-in first-aid kit. The Akropolis copy is only a loan; the Pierce-scenario copy is permanent.

Location
Borrowed from a S.W.A.T. body (Akropolis Tower); again in Pierce's SUV (Dryfield, Pierce scenario only)
Grants
  • +50 HP, +10 MP, 7 slots
  • Quick Fire
  • HP Recovery

Assault Suit

Free

Middling defense but a decent slot count — good for fast, low-contact fights where you rely on positioning.

Location
Picked up on arrival in Dryfield
Grants
  • +0 HP, +10 MP, 5 slots
  • Resist Poison

Chicken Plate

Free

The consolation armor on the bad-ending path. If you are following the Best Ending you never see this — Douglas gives you the M950 instead.

Location
Green junker outside Douglas' trailer — only if Flint dies in the Cannon-Mouth fight
Grants
  • +60 HP, +0 MP, 5 slots
  • Resist Impact
  • HP Recovery

Bought with BP

Turtle Vest

1,680 BP

A concealable vest. Low slots and defense — not worth much past the opening mission.

Location
Weapon Control, M.I.S.T. HQ
Grants
  • +5 HP, +20 MP, 3 slots
  • MP Recovery
  • Resist Paralysis

Shoulder Holster

2,580 BP

Worn over a T-shirt. The Quick Fire perk speeds up every weapon, but four slots and no defense limit it to fast-clear runs.

Location
Training reward (M.I.S.T. HQ); also Douglas' trailer (Dryfield, first visit)
Grants
  • +0 HP, +20 MP, 4 slots
  • Quick Fire

PASGT Vest

2,980 BP

Standard-issue military body armor with an emergency first-aid kit. A solid, cheap upgrade for the whole Dryfield stretch.

Location
Douglas' trailer (Dryfield, first visit)
Grants
  • +20 HP, +0 MP, 6 slots
  • Resist Poison
  • HP Recovery

Combat Armor

3,250 BP

Heavy police body armor. The built-in motion detector frees an attachment slot that would otherwise hold the GPS.

Location
Weapons Control (M.I.S.T. HQ); Armory machine (The Shelter)
Grants
  • +40 HP, +10 MP, 5 slots
  • Motion Detector (no GPS needed)
  • Resist Silence

NBC Suit

3,980 BP

Environmental protection suit. Balanced stats and two resistances, but nothing that stands out — usually skipped for the Psy Suit or Combat Armor.

Location
Armory machine (The Shelter)
Grants
  • +20 HP, +20 MP, 6 slots
  • Resist Paralysis
  • Resist Poison

Psy Suit

4,580 BP

Shelter staff suit built around a large MP pool for a Parasite Energy playstyle. Only four slots, so pair it with Belt Pouches.

Location
Armory machine (The Shelter)
Grants
  • +0 HP, +50 MP, 4 slots
  • Resist Confusion
  • Medical Inspection

EOD Suit

4,580 BP

Bomb-squad armor with the highest flat HP bonus you can get before the endgame, plus impact and heat resistance.

Location
Douglas' trailer (Dryfield, second visit — Pierce scenario)
Grants
  • +100 HP, +0 MP, 5 slots
  • Resist Impact
  • Resist Paralysis

Aya Special

8,000 BP

The fast-firing endgame vest. The Quick Fire perk combined with the MM1 grenade launcher is the recommended loadout for the final bosses.

Location
Supply tent (surface military camp)
Grants
  • +30 HP, +50 MP, 7 slots
  • Resist Poison
  • Quick Fire

Tactical Armor

12,800 BP

The best all-round armor: eight attachment slots, high HP and MP, and a built-in motion detector. The default endgame pick if you are not chasing fire rate.

Location
Supply tent (surface military camp)
Grants
  • +60 HP, +30 MP, 8 slots
  • Motion Detector
  • Medical Inspection

Monk Robe

Rank reward

The secret best-in-slot for magic builds: a huge +100 MP, six slots, and passive MP regeneration during combat.

Location
Weapon Control (M.I.S.T. HQ) — appears only after earning an L rank on a clear
Grants
  • +0 HP, +100 MP, 6 slots
  • MP Generation
  • MP Recovery

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