UNOFFICIAL FAN GUIDE — 1.0 OUT NOWCOMBAT · MOVE EDITOR · WEAPONS · MODS
Gladio Mori Guide

Armor and loadout

Quick answer

Armor in Gladio Mori does one job: it stops attacks where it covers the body. There is no stat sheet — a strike on plate bounces or stops, and every gap in the coverage stays a target. Building a loadout is therefore a study in trade-offs: what your champion wears decides which parts of your body your opponent has to solve first.

This page explains how coverage works, what the known armor pieces bring, and how to build around your weapon.

How coverage actually works

  • Covered zones stop strikes. Plate does not reduce damage — it prevents the hit from landing on the tissue underneath.
  • Gaps are permanent. Armpits, neck, face openings and anything the loadout does not cover remain targets all fight. Nobody "runs out of open spots"; a well-armored fighter is just a smaller map.
  • Weight and cost are real. Heavier coverage changes what you can do and what it costs to bring — the game's loadout system (and the arena's economy in campaign) makes you pay for what you wear. The July 2026 update added the Full plackart, a new full-torso plate option, alongside new arenas and weapons.
  • Everything is on the character model. Paint and visuals sit on top, but the physical coverage — which plates, which limbs — is what your opponent reads and aims at.

Known armor pieces

Confirmed armor pieces from official patch notes and the store page include:

  • Full plackart — full torso plate coverage (added July 2026).
  • Knight-style helmets and helms — head protection; the face opening remains the discussion point of every fight against a helmet.
  • Limb armor — arm and shin pieces that protect the most-targeted zones, at the cost of leaving other zones bare.
  • Shields (3 options) — shields are carried defense: an active answer to attacks your plates cannot cover.

The full piece list lives in the in-game loadout screen; we list what the official patch notes confirm and update this page as pieces are added.

Building around your weapon

  1. Unarmed (Pugilist) or short blades: mobility is your armor. Take light coverage — you need the speed to stay inside their reach, and plates slow the one thing you sell: pressure at close range.
  2. Sword and board: the shield is your defensive layer, so armor can skew toward legs and head. Let the shield answer the threats your coverage gives up.
  3. Polearms: weight in the hands is already heavy. Moderate torso coverage keeps your spacings honest while your reach does the defending.
  4. Blunt weapons: trade some armor for mass — stagger pressure means you benefit from ending exchanges fast, and the mace already answers armored opponents best.

Weak spots worth knowing

  • The armpit — exposed whenever the arm raises. Every overhead attack briefly opens it.
  • The neck — a gap in most helmet-and-torso combinations, and an artery target.
  • The sword hand — armored fighters often leave hands light for weapon control; cutting off a hand disarms as well as wounds.
  • The legs — the most commonly under-armored zone in Early Access footage, and the easiest place to start the attrition game by taking movement away.

Where to go next

Last checked: September 20, 2026 — game version 1.0, patch 1.0.2.1. Behavior and piece names from official store and patch notes; point values intentionally omitted until they can be verified.

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