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	<updated>2026-04-04T10:23:55Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/wiki/Topic:Wvcw3lz9dgp2etfx</id>
		<title>Topic:Wvcw3lz9dgp2etfx</title>
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		<updated>2022-05-12T21:45:56Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:GarbageDay (page does not exist)&quot;&gt;&lt;bdi&gt;GarbageDay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:GarbageDay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/GarbageDay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/GarbageDay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; created topic summary on Punches don&amp;#039;t cause eye injury?&lt;/span&gt;</summary>
		<author><name>GarbageDay</name></author>
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		<id>https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;topic_revId=wvf0o98fmneq6rgt&amp;action=single-view</id>
		<title>Topic:Wvcw3lz9dgp2etfx</title>
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		<updated>2022-05-12T21:45:29Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:GarbageDay (page does not exist)&quot;&gt;&lt;bdi&gt;GarbageDay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:GarbageDay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/GarbageDay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/GarbageDay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; marked the &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/wiki/Topic:Wvcw3lz9dgp2etfx&quot;&gt;topic&lt;/a&gt; &quot;Punches don&amp;#039;t cause eye injury?&quot; as resolved (&lt;em&gt;marked as resolved&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>GarbageDay</name></author>
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		<id>https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;topic_postId=wvdd487sis4d1itp&amp;topic_revId=wvdd9fvczpdxgej1&amp;action=single-view</id>
		<title>Topic:Wvcw3lz9dgp2etfx</title>
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		<updated>2022-05-12T03:58:40Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:GarbageDay (page does not exist)&quot;&gt;&lt;bdi&gt;GarbageDay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:GarbageDay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/GarbageDay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/GarbageDay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;amp;topic_showPostId=wvdd487sis4d1itp#flow-post-wvdd487sis4d1itp&quot;&gt;post&lt;/a&gt; on &quot;Punches don&amp;#039;t cause eye injury?&quot;&lt;/span&gt;</summary>
		<author><name>GarbageDay</name></author>
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		<id>https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;topic_postId=wvdd487sis4d1itp&amp;topic_revId=wvdd8gzinbtgi93h&amp;action=single-view</id>
		<title>Topic:Wvcw3lz9dgp2etfx</title>
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		<updated>2022-05-12T03:58:11Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:GarbageDay (page does not exist)&quot;&gt;&lt;bdi&gt;GarbageDay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:GarbageDay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/GarbageDay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/GarbageDay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;amp;topic_showPostId=wvdd487sis4d1itp#flow-post-wvdd487sis4d1itp&quot;&gt;post&lt;/a&gt; on &quot;Punches don&amp;#039;t cause eye injury?&quot;&lt;/span&gt;</summary>
		<author><name>GarbageDay</name></author>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;topic_postId=wvdd487sis4d1itp&amp;topic_revId=wvdd7gwdbrkp1jm5&amp;action=single-view</id>
		<title>Topic:Wvcw3lz9dgp2etfx</title>
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		<updated>2022-05-12T03:57:41Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:GarbageDay (page does not exist)&quot;&gt;&lt;bdi&gt;GarbageDay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:GarbageDay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/GarbageDay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/GarbageDay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;amp;topic_showPostId=wvdd487sis4d1itp#flow-post-wvdd487sis4d1itp&quot;&gt;post&lt;/a&gt; on &quot;Punches don&amp;#039;t cause eye injury?&quot;&lt;/span&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;topic_postId=wvdd487sis4d1itp&amp;topic_revId=wvdd762mj3i2ej65&amp;action=single-view</id>
		<title>Topic:Wvcw3lz9dgp2etfx</title>
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		<updated>2022-05-12T03:57:32Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:GarbageDay (page does not exist)&quot;&gt;&lt;bdi&gt;GarbageDay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:GarbageDay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/GarbageDay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/GarbageDay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;amp;topic_showPostId=wvdd487sis4d1itp#flow-post-wvdd487sis4d1itp&quot;&gt;post&lt;/a&gt; on &quot;Punches don&amp;#039;t cause eye injury?&quot;&lt;/span&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;topic_postId=wvdd487sis4d1itp&amp;topic_revId=wvdd487sis4d1itp&amp;action=single-view</id>
		<title>Topic:Wvcw3lz9dgp2etfx</title>
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		<updated>2022-05-12T03:56:04Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:GarbageDay (page does not exist)&quot;&gt;&lt;bdi&gt;GarbageDay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:GarbageDay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/GarbageDay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/GarbageDay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;amp;topic_showPostId=wvdd487sis4d1itp#flow-post-wvdd487sis4d1itp&quot;&gt;commented&lt;/a&gt; on &quot;Punches don&amp;#039;t cause eye injury?&quot; (&lt;em&gt;It&amp;#039;s a custom body def but only the coverages are changed, bodyparts are all defaults. Internal/External was a thing i considered but dis...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;topic_postId=wvcw3lz9dkn4mxe5&amp;topic_revId=wvcw4euktww2s6ml&amp;action=single-view</id>
		<title>Topic:Wvcw3lz9dgp2etfx</title>
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		<updated>2022-05-11T22:50:54Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:GarbageDay (page does not exist)&quot;&gt;&lt;bdi&gt;GarbageDay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:GarbageDay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/GarbageDay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/GarbageDay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;amp;topic_showPostId=wvcw3lz9dkn4mxe5#flow-post-wvcw3lz9dkn4mxe5&quot;&gt;post&lt;/a&gt; on &quot;Punches don&amp;#039;t cause eye injury?&quot;&lt;/span&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;topic_postId=wvcw3lz9dkn4mxe5&amp;topic_revId=wvcw3lz9dkn4mxe5&amp;action=single-view</id>
		<title>Topic:Wvcw3lz9dgp2etfx</title>
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		<updated>2022-05-11T22:50:30Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:GarbageDay (page does not exist)&quot;&gt;&lt;bdi&gt;GarbageDay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:GarbageDay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:GarbageDay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/GarbageDay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/GarbageDay&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wvcw3lz9dgp2etfx&amp;amp;topic_showPostId=wvcw3lz9dkn4mxe5#flow-post-wvcw3lz9dkn4mxe5&quot;&gt;commented&lt;/a&gt; on &quot;Punches don&amp;#039;t cause eye injury?&quot; (&lt;em&gt;Modder here: Just sunk some hours into fiddling with body coverage percents, wondering why my alien&amp;#039;s eyes weren&amp;#039;t being hit while i had...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prestige_cataphract_armor&amp;diff=86914</id>
		<title>Prestige cataphract armor</title>
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		<updated>2021-06-15T21:58:53Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Prestige cataphract armor&lt;br /&gt;
|image = PrestigeCataphractArmor.png|PrestigeCataphract armor&lt;br /&gt;
|description = A suit of heavy powered armor, built for maximum protection at the cost of mobility. Heavy layered plasteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome.&amp;lt;Br&amp;gt;Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Armor&lt;br /&gt;
|hp = 400&lt;br /&gt;
|production facility 1 = Fabrication bench&lt;br /&gt;
|work to make = 150000&lt;br /&gt;
|resource 1 = Plasteel&lt;br /&gt;
|resource 1 amount = 190&lt;br /&gt;
|resource 2 = Uranium&lt;br /&gt;
|resource 2 amount = 50&lt;br /&gt;
|resource 3 = Advanced component&lt;br /&gt;
|resource 3 amount = 6&lt;br /&gt;
|resource 4 = Gold&lt;br /&gt;
|resource 4 amount = 180&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
|marketvalue  = 3930&lt;br /&gt;
|armorblunt  = 50&lt;br /&gt;
|armorsharp  = 120&lt;br /&gt;
|armorheat  = 60&lt;br /&gt;
|insulationcold = 20&lt;br /&gt;
|insulationheat = 6.7&lt;br /&gt;
|coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
|layer = Middle, Outer&lt;br /&gt;
|mass base = 15&lt;br /&gt;
| defName = Apparel_ArmorCataphractPrestige&lt;br /&gt;
| tags = PrestigeCombatGear&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Prestige recon armor''' is a set of power armor introduced by the [[Royalty DLC]] that forms a full set along with the [[Prestige cataphract helmet]]. It combines the defensive ability of [[Cataphract armor]] with additional the psychic boosts of Eltex apparel.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
As a complicated piece of technology, Prestige Cataphract Armor can only be made at the [[Fabrication bench]] and requires [[Research#Cataphract armor|Cataphract Armor]] to be researched in order to be constructed. Researching Cataphract Armor in turn requires the previous [[Research#Recon Armor|power]] [[Research#Marine Armor|armor]] projects to be researched as well as the use of two Cataphract Armor [[Techprint]]s to unlock. Crafting the armor requires {{icon|plasteel|190}} [[plasteel]] + {{icon|uranium|50}} [[uranium]], {{icon|gold|180}} [[gold]] and {{icon|advcomponent|6}} [[advanced component]]s.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward, purchased from [[traders]], or found on [[Empire#Pawns|Stellic Guards]].&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Prestige cataphract armor improves a pawns [[Psychic Sensitivity]] by 5%, and improves the pawn's base [[Psycasts#Neural_Heat_Recover_Rate|neural heat recovery rate]] by 0.033 heat per second, though this will be modified by their psylink level. This primarily improves a pawns psychic power, but note that it also makes them more susceptible to psycasts themselves, as well as [[Events#Psychic Drone|psychic drone]]s. This increase is inferior to the [[Eltex vest]] that the prestige cataphract armor replaces, but in exchange it is significantly more protective.&lt;br /&gt;
&lt;br /&gt;
Protection-wise, the prestige cataphract armor is exactly as defensive as regular cataphract armor. Cataphract armor provides the best protection of any armor in the game, especially against blunt, and can block heat damage. Like [[Recon armor]] and [[Marine armor]] it also covers the limbs in addition to the torso making for great overall protections. It provides roughly the same protection as a Marine Armor of one quality level above its own, or of Recon Armor two quality levels above its own. It also allows a pawn to reach the cap of 200% sharp protection at Legendary quality. Compared to a [[flak vest]] and [[duster]], Cataphract armor offers strictly superior protection to all body parts when all items are the same [[quality]], regardless of duster material. However, Cataphract armor is much more expensive, needs a long time to make and also needs the Cataphract Armor research before being available. &lt;br /&gt;
&lt;br /&gt;
Acquiring it through fighting the Empire is also difficult due to their ubiquitious [[Death acidifier]] implants and the general difficulty of killing the pawns wearing this armor and carrying the empires best weapons. The armor provides a significant [[Move Speed]] debuff of &amp;lt;nowiki&amp;gt;-0.80 c\s,&amp;lt;/nowiki&amp;gt; double that of [[Marine armor]] and over six times that of a flak vest, making the armor impractical for every day wear by some pawns. The bionic legs may be used to offset this move speed penalty.&lt;br /&gt;
&lt;br /&gt;
Cataphract armor also appeases the middle and outer torso requirements of all [[Titles|nobles]], replacing both the [[Formal vest]]/[[Corset]] and the [[Prestige robe]].&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.05}} {{#vardefine:baseheatratebonus|0.033}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Stat&lt;br /&gt;
!Increase&lt;br /&gt;
|- &lt;br /&gt;
!Psychic Sensitivity&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}%&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*80 round 0}}&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Recover Rate increase before Psylink level modifers|Base Neural Heat Recovery Rate}}&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
|-&lt;br /&gt;
!{{H:title|link=no|Neural Heat Recover Rate increase assuming Level 6 Psylink |Effective Neural Heat Recovery Rate}} {{ref label|Lvl|Lvl}}&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
:{{note|Lvl|Lvl}} Assuming Psylink level 6&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Every set found on a Stellic Guard, be it Warden or Defender, will be red and of Excellent quality.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]] - Added and replaced the use of regular cataphract armor on Stellic Guards.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Cataphract armor]] - the base model. Identical protection, but not acceptable to nobles and offers no improvement to psychic abilities.&lt;br /&gt;
*[[Phoenix armor]] - a variant of cataphract armor that is slightly more protective against heat and temperature but less protective otherwise, with an integrated incendiary launcher.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Phoenix_armor&amp;diff=86913</id>
		<title>Phoenix armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Phoenix_armor&amp;diff=86913"/>
		<updated>2021-06-15T21:57:04Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
| name = Phoenix armor&lt;br /&gt;
| image = PhoenixArmor.png|Phoenix armor&lt;br /&gt;
| description = A variant of cataphract armor with a shoulder-mounted flamebolt launcher. This armor is slightly less protective than standard cataphract armor against normal damage, but is especially flame-resistant. The flamebolt launcher has very limited ammo and must be reloaded after use.&amp;lt;Br&amp;gt;Phoenixes specialize in clearing out very confined spaces full of enemies, as in underground or shipborne operations. They can absorb hits while moving down a corridor, fill rooms with flame, and emerge from the smoke unscathed.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| hp = 400&lt;br /&gt;
|production facility 1 = Fabrication bench&lt;br /&gt;
| work to make = 75000&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 150&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| resource 4 = Steel &lt;br /&gt;
| resource 4 amount = 75 &lt;br /&gt;
| resource 5 = Component&lt;br /&gt;
| resource 5 amount = 4&lt;br /&gt;
| resource 6 = Chemfuel&lt;br /&gt;
| resource 6 amount = 40&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| marketvalue  = 3480&lt;br /&gt;
| armorblunt  = 45&lt;br /&gt;
| armorsharp  = 115&lt;br /&gt;
| armorheat  = 75&lt;br /&gt;
| insulationcold = 36&lt;br /&gt;
| insulationheat = 100&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| damage = 10&lt;br /&gt;
| damage type = Heat&lt;br /&gt;
| range = 14.9&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 90&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| velocity = 18	&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 2.9&lt;br /&gt;
| defName = Apparel_ArmorCataphractPhoenix&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Phoenix armor''' is a type of advanced [[apparel]] ([[armor]]) introduced by the [[Royalty DLC]] that can effectively block gunshots, cuts, blunt trauma, and especially burns. It is a variant of [[Cataphract armor]] forms a full set of armor along with the [[Cataphract helmet]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
As a complicated piece of technology, Phoenix Armor can only be made at the [[Fabrication bench]] and requires [[Research#Cataphract armor|Cataphract Armor]] to be researched in order to be crafted. Researching Cataphract Armor in turn requires the previous [[Research#Recon armor|power]] [[Research#Marine armor|armor]] projects to be researched as well as the use of two Cataphract Armor [[Techprint]]s to unlock. Crafting the armor requires {{Required Resources}}, {{ticks|{{P|Work To Make}}}} and a [[Crafting]] skill of 8.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward or purchased from [[traders]]. It is currently unknown if any pawns or [[raiders]] spawn with the armor.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason=Needs analysis of integrated weapon,  better armor comparison, and overall value proposition}}&lt;br /&gt;
&lt;br /&gt;
While less protective against sharp and blunt attacks compared to the base [[cataphract armor]], it is much more protective against heat and temperature extremes. It also gives the user the ability to launch up a large incendiary grenade at will before requiring a reload. This weapon is similar to an [[incendiary launcher]] but with a shorter range, significantly larger area of effect but it does not take up a weapon slot. This can be useful to give the user flexibility in combat, such as giving [[sniper rifle|snipers]] a crowd control option.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Significantly higher heat resistance, heat insulation and lowers user flammability. &lt;br /&gt;
&lt;br /&gt;
===Flamebolt Launcher===&lt;br /&gt;
The armor contains an integrated flamebolt launcher similar to an [[Incendiary launcher]] but which does not prevent the wearer from using another [[weapon]] nor a [[utility]] item. This flamebolt moves slower and has less range than an incendiary launcher but ignites a a 5x5 square rather than a 3x3 cross. One flamebolt can be launched before the launcher must be reloaded with 40 [[chemfuel]]. The process takes {{ticks|60}}. The pawn will never automatically use the launcher - instead it must be manually activated by the player similar to [[Utility]] items. It is unclear if this restriction also applies to NPCs. &lt;br /&gt;
&lt;br /&gt;
When wearing a [[shield belt]], only adjacent squares (including diagonals) can be targeted with the launcher, meaning that self-immolation is inevitable. However, the heat armor offered by phoenix armor means that the damage to the user will be small, making it a dangerous but potentially useful option in emergencies.  &lt;br /&gt;
&lt;br /&gt;
[[File:PhoenixArmorAOE.png|thumb|5x5 area of effect of the integrated launcher]]&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Phoenix armor may have the most complex single step crafting recipe in the game, with 6 different ingredient types required. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Added in 1.2&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Incendiary launcher]] - a weapon with similar stats to the integrated launcher. &lt;br /&gt;
*[[Cataphract armor]] - the base model. Slightly more protective against sharp and blunt, but without the increased heat and temperature resistance and no incendiary launcher.&lt;br /&gt;
*[[Prestige cataphract armor]] - a variant of Cataphract armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grenadier_armor&amp;diff=86912</id>
		<title>Grenadier armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grenadier_armor&amp;diff=86912"/>
		<updated>2021-06-15T21:54:18Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
|name = Grenadier armor&lt;br /&gt;
|image = GrenadierArmor.png|Grenadier armor&lt;br /&gt;
|description = A variant of marine armor with an integrated frag launcher on the shoulder. The armor is slightly less protective than standard marine armor. The launcher can only hold a limited amount of ammo and must be reloaded after use. &amp;lt;Br&amp;gt; Grenadiers usually specialize in breaching buildings or internal ship bulkheads. While not effective at very long range, grenadiers can be surprisingly deadly in confined quarters.&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Armor&lt;br /&gt;
|hp = 340&lt;br /&gt;
|production facility 1 = Fabrication bench&lt;br /&gt;
|work to make = 60000&lt;br /&gt;
|resource 1 = Plasteel&lt;br /&gt;
|resource 1 amount = 100&lt;br /&gt;
|resource 2 = Uranium&lt;br /&gt;
|resource 2 amount = 20&lt;br /&gt;
|resource 3 = Advanced component&lt;br /&gt;
|resource 3 amount = 4&lt;br /&gt;
|resource 4 = Steel&lt;br /&gt;
|resource 4 amount = 75&lt;br /&gt;
|resource 5 = Component&lt;br /&gt;
|resource 5 amount = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
|marketvalue  = 2305&lt;br /&gt;
|armorblunt  = 40&lt;br /&gt;
|armorsharp  = 101&lt;br /&gt;
|armorheat  = 49&lt;br /&gt;
|insulationcold = 32&lt;br /&gt;
|insulationheat = 9&lt;br /&gt;
|mass base = 15&lt;br /&gt;
|coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
|layer = Middle, Outer&lt;br /&gt;
|damage = 50&lt;br /&gt;
|damage type = Bomb&lt;br /&gt;
|range = 12.9&lt;br /&gt;
|accuracy = -&lt;br /&gt;
|warmup = 90&lt;br /&gt;
|cooldown = 60&lt;br /&gt;
|burst = 1&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|velocity = 16&lt;br /&gt;
|missRadius = 1.9&lt;br /&gt;
|blastRadius = 1.9&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
| defName= Apparel_ArmorMarineGrenadier&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Grenadier armor''' is a set of power armor that can effectively block gunshots, cuts, blunt trauma, or burns while allowing the user to launch frag grenades. It is a variant of [[Marine armor]] and forms a full set along with the [[Marine helmet]] &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
As a complicated piece of technology, Grenadier Armor can only be made at the [[Fabrication bench]] and requires [[Research#Marine armor|Marine Armor]] to be researched in order to be constructed. Crafting the armor requires {{icon|plasteel|100}} [[plasteel]], {{icon|uranium|20}} [[uranium]], {{icon|advcomponent|4}} [[advanced component]]s, {{icon|steel|4}} [[steel]] and {{icon|component|4}} [[component]]s.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward, purchased from [[traders]], or found on [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{stub|section=1|reason=Needs analysis of integrated weapon,  better armor comparison, and overall value proposition}}&lt;br /&gt;
While less protective than Marine Armor, it gives the user the ability to launch up to two frag grenades at will before requiring a reload. These weapons are equivalent to the [[Frag grenades|regular thrown variant]] but do not take up a weapon slot. This can be useful to give the user flexibility in combat, such as giving [[Sniper rifle|snipers]] a crowd control option. &lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Grenadier armor is a half step below Marine armor, the middle tier power armor, in terms of protection. While it is still as or more protective than an equivalent set of [[Recon armor]], it only really maintains its superiority against sharp threats. Against secondary threats like blunt and fire, it is largely equivalent. Unlike marine armor, recon armor of better quality offers superior protection, while for some tiers it must be 2 tiers higher than a set of [[Cataphract armor]] to be more protective.&lt;br /&gt;
&lt;br /&gt;
Compared a [[flak vest]] and [[duster]], the grenadier armor offers strictly superior protection to the arms and legs when all items are the same [[quality]], regardless of duster material. The interactions of two layers are dictated by the games [[Armor#Armor Rating|Armor Rating calculations]], and the result is that grenadier armor provides torso, neck and shoulders protection approximately equivalent to the combination of a [[devilstrand]] duster and flak vest, assuming all items are the same quality. However replacing the devilstrand with [[hyperweave]] or [[thrumbofur]] results in more protection to those areas. So while grenadier armor is more protective than a devilstrand duster and flak vest, when compared to better duster materials, the overall impact of the opposing traits of superior arm and leg protection and inferior torso, neck and shoulder protection on pawn survivability is currently unclear. However in this comparison, it should be noted that several vital organs are in the torso and the destruction of these can result in immediate death. It should also be noted that grenadier armor comes with a [[Move Speed]] debuff of -0.40 c\s, while a flak vest has a penalty of only -0.12c/s meaning there may be a reason to choose the flak vest and duster even with inferior protection. &lt;br /&gt;
&lt;br /&gt;
===Grenade launcher===&lt;br /&gt;
The armor contains an integrated grenade launcher with similar stats to [[frag grenades]] but which does not prevent the wearer from using another [[weapon]] nor a [[utility]] item. Up to two grenades can be launched before the launcher must be reloaded with 25 [[steel]] per grenade. The process takes {{ticks|60}}. The grenades can be reloaded individually or all at once. The pawn will never automatically use the launcher - instead it must be manually activated by the player similar to [[Utility]] items. It is unclear if this restriction also applies to NPCs. &lt;br /&gt;
&lt;br /&gt;
When wearing a shield belt, only adjacent squares (including diagonals) can be targeted with the launcher, meaning that self-detonation is likely. However, the protection offered by grenadier armor and the delay before detonation means that, with careful timing, the wearer can escape without injury, making it a dangerous but potentially useful option in emergencies.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Added in version 1.2.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Frag grenades]] - A weapon with similar stats to the integrated launcher.&lt;br /&gt;
*[[Marine armor]] - the base model. Slightly more protective but without the grenade launcher.&lt;br /&gt;
*[[Prestige marine armor]] - a variant of marine armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Locust_armor&amp;diff=86911</id>
		<title>Locust armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Locust_armor&amp;diff=86911"/>
		<updated>2021-06-15T21:52:06Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main&lt;br /&gt;
|name = Locust armor&lt;br /&gt;
|image = LocustArmor.png|Locust armor&lt;br /&gt;
|description = A variant of recon armor with an integrated burst rocket for short-ranged flight. Locust armor is slightly less protective than standard recon armor. Each jump consumes a burst of fuel, so the armor must be reloaded after several uses.&amp;lt;Br&amp;gt;Unlike most ultratech military units, locusts train primarily with melee weapons. They usually avoid static shootouts, preferring to jump straight into enemy fortifications and fight hand-to-hand. They do poorly in static defense or confined quarters, but excel in mixed cover or shipcracking operations.&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Armor&lt;br /&gt;
|hp = 280&lt;br /&gt;
|production facility 1 = Fabrication bench&lt;br /&gt;
|work to make = 45000&lt;br /&gt;
|resource 1 = Plasteel&lt;br /&gt;
|resource 1 amount = 120&lt;br /&gt;
|resource 2 = Uranium&lt;br /&gt;
|resource 2 amount = 10&lt;br /&gt;
|resource 3 = Advanced component&lt;br /&gt;
|resource 3 amount = 3&lt;br /&gt;
|resource 4 = Component &lt;br /&gt;
|resource 4 amount = 3&lt;br /&gt;
|resource 5 = Chemfuel&lt;br /&gt;
|resource 5 amount = 100&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
|marketvalue  = 2230&lt;br /&gt;
|armorblunt  = 35&lt;br /&gt;
|armorsharp  = 87&lt;br /&gt;
|armorheat  = 41&lt;br /&gt;
|insulationcold = 32&lt;br /&gt;
|insulationheat = 9&lt;br /&gt;
|mass base = 9&lt;br /&gt;
|coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
|layer = Middle, Outer&lt;br /&gt;
| defName = Apparel_ArmorLocust&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Locust armor''' is a set of power armor added by [[Royalty DLC]] that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight while also protecting from gunshots, cuts, blunt trauma, and burns. It is a variant of [[Recon armor]] and forms a full set with the [[Recon helmet]] &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
As a complicated piece of technology, locust armor can only be made at the [[Fabrication bench]] and requires [[Research#Jump packs|Jump Packs]] and [[Research#Recon armor|Recon Armor]] to be researched in order to be constructed. Crafting the armor requires {{icon|plasteel|200}} [[plasteel]], {{icon|uranium|10}} [[uranium]], {{icon|chemfuel|20}} [[chemfuel]] and {{icon|advcomponent|3}} [[advanced component]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While less protective than [[recon armor]], it gives the user to perform up to 5 short rocket-assisted jumps up at will before requiring a reload. This functionality is equivalent to the regular waist-worn [[jump pack]] but does not take up the [[utility]] slot. This can be useful to give the user flexibility in combat, such as combining the mobility of the jump pack and the protection of the [[shield belt]] for melee pawns. &lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
The locust armor is less protective than recon armor. The downside of locust armor is its atrociously low sharp armor, standing at only 87% on a normal quality armor, beaten by the [[flak vest]] by a handy amount (13%), although flak vests only cover the torso. Compared to [[duster]]s, however, it is 1.5x more protective than a [[thrumbofur]] duster, and more than 8x more protective than a simple [[cloth]] duster. The most protective and relatively common duster variant (assuming you are in the temperate forest [[biome]]) is the [[rhinoceros leather]] duster, being half as protective as locust armor. Your decision of whether or not to choose the locust armor over a flak vest/duster combo depends on what is more important to you and what textiles are available: the arms of your pawn, which can be replaced with [[bionic arm]]s late game but renders a pawn almost useless in the early game, or the torso, which is irreplaceable and kills your pawn instantly if destroyed, but has more hit points?&lt;br /&gt;
&lt;br /&gt;
===Burst Rocket===&lt;br /&gt;
The locust armor contains an integrated burst rocket that, similar to the [[jump pack]] allows the user to make up to 5 jumps before needing to be refueled, at a cost of {{icon|chemfuel|20}} chemfuel per charge. The user can jump anywhere within line of sight, so they can jump over [[Rock chunk]]s but not [[Wall]]s. Unlike the jump pack it does not occupy the [[utility]] slot, and so can be worn with a [[shield belt]] making it an effective way to get melee users into the fight. It can also serve for shooters to get out of harms way, as one jump covers a large range fast. A pawn cannot be targeted while jumping but can be attacked during the warm-up. &lt;br /&gt;
&lt;br /&gt;
It is currently unknown if lower quality packs are actually faster than other methods of increase movement rates, such as [[Archotech leg]]s, however the i-frames offered by jumping offer an advantage to offset any speed delays.&lt;br /&gt;
&lt;br /&gt;
The distance the user can jump is dependent on the quality of the armor. Note that it has the same range as a [[Jump pack]] of the same quality.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:baserange|23.9}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Range&lt;br /&gt;
|{{#expr:{{#var:baserange}}*0.75 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*0.9 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.0 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.06 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.13 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.19 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.25 round 1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Now require enough chemfuel to provide their initial fuel and one more component.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Jump pack]] - A utility item that offers a similar capability.&lt;br /&gt;
*[[Recon armor]] - the base model. Slightly more protective but without the jump pack.&lt;br /&gt;
*[[Prestige recon armor]] - a variant of recon armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prestige_robe&amp;diff=86910</id>
		<title>Prestige robe</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prestige_robe&amp;diff=86910"/>
		<updated>2021-06-15T21:47:52Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
|name = Prestige robe&lt;br /&gt;
|image = Royalrobe.png|Prestige Robe&lt;br /&gt;
|description = &amp;quot;A long, flowing robe embroidered with complex decorative designs.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|hp = 100&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
|work to make = 20000&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 100&lt;br /&gt;
|stuff tags = Leathery, Fabric&lt;br /&gt;
|insulationcoldfactor = 0.8&lt;br /&gt;
|insulationheatfactor = 0.25&lt;br /&gt;
|armorbluntfactor  = 0.2&lt;br /&gt;
|armorsharpfactor  = 0.2&lt;br /&gt;
|armorheatfactor = 0.2&lt;br /&gt;
|coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
|layer = Outer&lt;br /&gt;
|mass base = 0.75&lt;br /&gt;
| defName = Apparel_RobeRoyal&lt;br /&gt;
| thingCategories = ApparelNoble&lt;br /&gt;
| tags = Royal, RoyalTier6, RoyalRobe&lt;br /&gt;
}}&lt;br /&gt;
The '''Prestige Robe''' is a clothing item added by the [[Royalty DLC]]. [[Titles|Nobles]] of Count rank and above require either one of these, or a [[Eltex robe]], to consider themselves properly dressed and avoid a negative moodlet.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
As a complicated garment, Prestige Robes can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], and require [[Research#Royal apparel|Royal Apparel]] to be researched in order to be crafted. A Prestige Robe requires 100 of any [[textile]], and {{ticks|20000}} of work.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at [[traders]] and as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The prestige robe has the same coverage and material options as a [[Duster]], offers slightly better cold insulation and weighs less. However it offers significantly worse heat insulation, only offers two thirds the protection against sharp and heat and consumes 25% more materials. &lt;br /&gt;
Compared to the [[Parka]], the robe offers the same protection, inferior cold insulation, and requires 25% more materials but covers the legs and some heat insulation&lt;br /&gt;
Compared to the [[Jacket]], the robe requires provides equal cold insulation, covers the legs but offers slightly lower heat insulation and only two thirds the protection against sharp and heat.&lt;br /&gt;
The prestige robe is generally inferior to the duster, or its noble equivalent, the [[Cape]] in warm environments but it can have a niche in cold environments where the little bit of extra cold insulation over the Duster can let you get away with not using the Parka and still having improved coverage. This is a small niche however, and generally its use will be limited to meeting the needs of nobles.&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
*Added by the initial release of the [[Royalty DLC]]&lt;br /&gt;
*1.2 - Name changed from Royal Robe to Prestige Robe&lt;br /&gt;
*[[Version/1.2.2753|1.2.2753]] - Work to make 4000-&amp;gt;20000, materials to make 40-&amp;gt;100, cold insulation 1.00 -&amp;gt; 0.80, heat insulation 0 -&amp;gt; 0.25&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
[[Category:Royalty]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Formal_vest&amp;diff=86909</id>
		<title>Formal vest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Formal_vest&amp;diff=86909"/>
		<updated>2021-06-15T21:43:38Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Formal vest&lt;br /&gt;
|image = Royalvest.png|Formal Vest&lt;br /&gt;
|description = &amp;quot;A vest embroidered with complex decorative designs.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|hp = 100&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
|work to make = 12000&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 45&lt;br /&gt;
|stuff tags = Leathery, Fabric&lt;br /&gt;
|insulationcoldfactor = 0.4&lt;br /&gt;
|insulationheatfactor = 0.1&lt;br /&gt;
|armorbluntfactor  = 0.2&lt;br /&gt;
|armorsharpfactor  = 0.2&lt;br /&gt;
|armorheatfactor = 0.2&lt;br /&gt;
|mass base = 0.75&lt;br /&gt;
|coverage = Torso&lt;br /&gt;
|layer = Middle&lt;br /&gt;
| defName = Apparel_VestRoyal&lt;br /&gt;
| thingCategories = ApparelNoble&lt;br /&gt;
| tags = Royal, RoyalTier5&lt;br /&gt;
}}&lt;br /&gt;
The '''Formal Vest''' is a clothing item added in the [[Royalty DLC]]. Male [[Titles|Nobles]] of Baron rank and above require either one of these, an [[eltex vest]], or power armor to consider themselves properly dressed and avoid a negative moodlet. The Female equivalent is the [[Corset]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
As a complicated garment, Formal Vests can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], which requires [[Research#Complex clothing|Complex Clothing]] &amp;amp; [[Research#Noble apparel|Noble Apparel]] to be researched in order to be constructed. A Formal Vest requires 45 of any [[textile]], and {{ticks|12000}} of work.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at [[traders]] and as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Formal vests, along with their female counterparts - corsets, are unique in the noble clothes in that they don't have a direct regular clothing equivalent. Instead they take the slot of a [[flak vest]]. Compared to flak vests, even the most protective formal vests provide dramatically less protection than a flak vest, with a masterwork thrumbofur formal vest having about as much sharp protection and worse blunt protection than an [[Quality|awful]] flak vest.&lt;br /&gt;
&lt;br /&gt;
Despite their superior protection, flak vests do not meet a noble's clothing requirements however. In this case, equipping the noble with [[Prestige recon armor]], [[Prestige marine armor]], or [[Prestige cataphract armor]] when expecting combat is by far the superior choice, as all three both offer significant protection and meet the clothing requirements. &lt;br /&gt;
&lt;br /&gt;
Female pawns will receive a mood debuff while wearing this item. &lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
As of [[Version/1.2.2900|1.2.2900]], [[formal vest]]s and [[corset]]s are the most of efficient method of turning [[textiles]] into products for sale, assuming the [[Royalty DLC]] is enabled and a moderately skilled [[Skills#Crafting|crafter]] is available. The crafter should have a skill above 6 to turn a profit (see [[quality]]) Without Royalty, this role is instead taken by [[armchair]]s and [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Royalty DLC]] initial release - Added.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]] - no longer covers the arms, neck and shoulders.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - work to make 3000 -&amp;gt; 12000&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
[[Category:Royalty]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Low-shield_pack&amp;diff=86908</id>
		<title>Low-shield pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Low-shield_pack&amp;diff=86908"/>
		<updated>2021-06-15T21:29:21Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
| name = Low-shield pack&lt;br /&gt;
| image = BroadshieldPack.png|Low-shield pack&lt;br /&gt;
| description = A single-use man-portable low-shield projector. Deployed on the ground, it generates a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out.&amp;lt;Br&amp;gt;Many ultratech combat squads owe their lives to a shield pack deployed at just the right time.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue  = 430&lt;br /&gt;
| flammability = 0.4&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| work to make = 14000&lt;br /&gt;
| resource 1 = Shield core&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| defName = Apparel_PackBroadshield&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq, RewardStandardQualitySuper&lt;br /&gt;
| tags = BeltDefensePop&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
The '''low-shield pack''' is a single-use accessory added by [[Royalty DLC]]. It allows the user to deploy a circular shield that stops incoming projectiles but does not affect outgoing projectiles, or prevent pawns from moving through it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
As a complicated piece of technology, low-shield packs can only be made at the [[Machining table]] and requires [[Research#Shields|Shields]] to be researched in order to be constructed. Crafting the shield pack requires {{Required Resources}} and takes {{Ticks|{{P|Work To Make}}}} to craft.&lt;br /&gt;
Shield cores are only available from [[mechanoid cluster]]s and trading.&lt;br /&gt;
&lt;br /&gt;
Alternatively, this item can be received as a quest reward, bought or found on [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The low-shield pack is a single-use item that deploys a shield with a radius of 4.9 tiles. After {{ticks|1800}}, it burns out. During that time it stops all incoming fire from passing into the bubble but does not prevent pawns inside from firing out. This is in contrast to the otherwise similar [[Psycasts#Skipshield|Skipshield]] psycast, which prevents all incoming and outgoing projectiles. A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking. It is currently unknown if it is vulnerable to [[mortar]] rounds like its larger cousin, the bullet shield. However [[EMP grenades]] will disable the shield for 9 seconds, during which time the burnout timer will still count down. Futhermore, unlike [[Mechanoid]]s, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the projector burns out.&lt;br /&gt;
&lt;br /&gt;
The use of the pack creates a temporary structure called a Burnout Low-shield. It has 250hp. It is currently unknown if it can be destroyed manually.&lt;br /&gt;
&lt;br /&gt;
NPCs equipped with the shield pack will deploy them when an enemy-fired projectile travels past them (friendly ranged fire will not trigger the pack). It is often much easier to acquire completed packs from NPCs than to farm mechanoid clusters for shield cores. Therefore, the ideal way to get them without deploying is to use fast melee pawns and either not used ranged or micromanage your ranged pawns to ensure that they don't target anyone near or behind the pawn with the shield pack. [[Bionic leg|Bionic]] or [[archotech leg]]s and/or a [[jump pack]] or [[locust armor]] paired with a strong melee weapon are recommended. Note also that NPCs will occasionally end up walking outside of the effect of the shield.&lt;br /&gt;
&lt;br /&gt;
The low-shield pack is incredibly powerful in the right circumstances. Pawns equipped with shield packs can stand toe-to-toe against entire centipede raids on open ground. Their use can be also be integrated with other tactics, such as chokepoints with melee blockers to prevent being overrun with melee while the shield protects colonists from ranged attacks.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BroadshieldProjector.png|The deployed shield projector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* 1.2 - Added&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Gave the broadshield pack a smaller drawsize, so that its icon/map-icon is more congruent with its appearance on a pawn. AI will now only deploy an NPC's Broadshield pack if the offending attacker is hostile to prevents friendly-fire causing activation.&lt;br /&gt;
* ? - Renamed from Broadshield pack to Low-shield pack. Broadshield Projector renamed to burnout low-shield.&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
*[[Psycasts#Skipshield|Skipshield]] - A 6th level psycast with that stops all incoming ''and'' outgoing ranged attacks in a similar radius but with a shorter duration.&lt;br /&gt;
*[[Mechanoid_cluster#Miscellaneous buildings|Bullet shield]] - a mechanoid cluster building that produces the same effect but larger and permanently.&lt;br /&gt;
*[[Mechanoid_cluster#Miscellaneous buildings|Mortar shield]] - a mechanoid cluster building that produces a similar effect but larger and tuned to mortar rounds only.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Royalty]]&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Jump_pack&amp;diff=86907</id>
		<title>Jump pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Jump_pack&amp;diff=86907"/>
		<updated>2021-06-15T21:25:36Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
|name = Jump pack&lt;br /&gt;
|image = JumpPack.png|Jump pack&lt;br /&gt;
|description = A single-person burst rocket for short-ranged flight. With its integrated harness and guidance assistant, the jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses. &amp;lt;Br&amp;gt; Some spacer tech militaries have melee combat specialists who use jump packs to bypass obstacles and rapidly close with the enemy.&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Utility&lt;br /&gt;
|hp = 100&lt;br /&gt;
|marketvalue  = 645&lt;br /&gt;
|mass base = 3&lt;br /&gt;
|coverage = Waist&lt;br /&gt;
|layer = Belt&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
|work to make = 14000&lt;br /&gt;
|resource 1 = Plasteel&lt;br /&gt;
|resource 1 amount = 30&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 3&lt;br /&gt;
|resource 3 = Chemfuel&lt;br /&gt;
|resource 3 amount = 100&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
|defName = Apparel_PackJump&lt;br /&gt;
|thingCategories = ApparelUtility&lt;br /&gt;
|thingSetMakerTags = RewardStandardMidFreq, RewardStandardQualitySuper&lt;br /&gt;
|tags = PackJump&lt;br /&gt;
|tradeTags = ExoticMisc&lt;br /&gt;
}}&lt;br /&gt;
The '''jump pack''' is an accessory added by [[Royalty DLC]] that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
As a complicated piece of technology, jump packs can only be made at the [[Machining table]] and requires [[Research#Jump packs|Jump Packs]] to be researched in order to be constructed. The research requires a [[techprint]]. Crafting the armor requires a [[Crafting]] skill of at least 4 as well as {{icon|plasteel|30}} [[plasteel]], {{icon|chemfuel|100}} [[chemfuel]] and {{icon|component|3}} [[component]]s.&lt;br /&gt;
&lt;br /&gt;
Alternatively, this item can be received as a quest reward.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The jump pack allows the user to make up to 5 jumps before needing to be refueled, at a cost of {{icon|chemfuel|20}} chemfuel per charge. The user can jump anywhere within line of sight, so they can jump over [[Rock chunk]]s but not [[Wall]]s. Pawns cannot be hurt mid-jump, even by explosions right under them, but can still get hit during a short warm-up before jumping.&lt;br /&gt;
&lt;br /&gt;
Jump packs can allow melee fighters to quickly engage enemy gunners and force them into close combat, where the latter are generally at a great disadvantage. Jump packs can also be used to dodge explosives like mortar shells or grenades, jump over water, or to quickly escape / get into position, making them a useful utility both for brawlers and shooters. It can also be equipped on workers that frequent the edges of the map, as a manhunter pack or raid may catch them off guard. However, keep in mind it occupies the utility slot, and thus cannot be worn with a [[shield belt]] or other utility item. Consider using the [[Locust armor]] if you wish to have both jump capability and another utility item. The downside of locust armor is its atrocious sharp armor, standing at only 87% on a normal quality armor, beaten by the [[flak vest]] by a handy amount.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown if lower quality packs are actually faster than other methods of increase movement rates, such as [[Archotech leg]]s, however the invulnerability granted while flying will often make any time losses redundant.&lt;br /&gt;
&lt;br /&gt;
== Quality Table ==&lt;br /&gt;
The distance the user can jump is dependent on the quality of the jump pack.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:baserange|23.9}}  {{#vardefine:value| {{formatnum:{{Q|{{PAGENAME}}|Market Value Base}}|R}}}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Range&lt;br /&gt;
|{{#expr:{{#var:baserange}}*0.75 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*0.9 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.0 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.06 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.13 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.19 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.25 round 1}}&lt;br /&gt;
|- &lt;br /&gt;
!Value&lt;br /&gt;
| {{icon|silver| {{Market Value | {{ #expr: 0.50*{{#var:value|}}}}}}}}&lt;br /&gt;
| {{icon|silver| {{Market Value | {{ #expr: 0.75*{{#var:value|}}}}}}}}&lt;br /&gt;
| {{icon|silver| {{Market Value | {{ #expr: 1.00*{{#var:value|}}}}}}}}&lt;br /&gt;
| {{icon|silver| {{Market Value | {{#ifexpr: {{ #expr: 1.25*{{#var:value|}}}} &amp;lt; {{ #expr: 500+{{#var:value|}}}} | {{ #expr: 1.25*{{#var:value|}}}} | {{ #expr: 500+{{#var:value|}}}}}}  }}}}&lt;br /&gt;
| {{icon|silver| {{Market Value | {{#ifexpr: {{ #expr: 1.5*{{#var:value|}}}} &amp;lt; {{ #expr: 1000+{{#var:value|}}}} | {{ #expr: 1.5*{{#var:value|}}}} | {{ #expr: 1000+{{#var:value|}}}}}}  }}}}&lt;br /&gt;
| {{icon|silver| {{Market Value | {{#ifexpr: {{ #expr: 2.5*{{#var:value|}}}} &amp;lt; {{ #expr: 2000+{{#var:value|}}}} | {{ #expr: 2.5*{{#var:value|}}}} | {{ #expr: 2000+{{#var:value|}}}}}}  }}}}&lt;br /&gt;
| {{icon|silver| {{Market Value | {{#ifexpr: {{ #expr: 5*{{#var:value|}}}} &amp;lt; {{ #expr: 3000+{{#var:value|}}}} | {{ #expr: 5*{{#var:value|}}}} | {{ #expr: 3000+{{#var:value|}}}}}}  }}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Now require enough chemfuel to provide their initial fuel and one more component.&lt;br /&gt;
== See Also == &lt;br /&gt;
*[[Locust armor]] - a set of armor that integrates a jump pack instead of taking the utility slot.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Royalty]]&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Eltex_robe&amp;diff=86906</id>
		<title>Eltex robe</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Eltex_robe&amp;diff=86906"/>
		<updated>2021-06-15T21:23:44Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
|name = Eltex robe&lt;br /&gt;
|image = PsyfocusRobe.png|Eltex Robe&lt;br /&gt;
|description = A long robe embedded with special psychic focusing materials. These enhance psychic sensitivity and help dissipate neural heat.&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|hp = 100&lt;br /&gt;
|marketvalue  = 600&lt;br /&gt;
|insulationheat = 1&lt;br /&gt;
|insulationcold = 15&lt;br /&gt;
|armorblunt  = 0&lt;br /&gt;
|armorsharp  = 7&lt;br /&gt;
|armorheat   = 4&lt;br /&gt;
|mass base = 0.5&lt;br /&gt;
|coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
|layer = Outer&lt;br /&gt;
| defName = Apparel_PsyfocusRobe&lt;br /&gt;
| thingCategories = Apparel&lt;br /&gt;
| tradeTags = PsychicApparel&lt;br /&gt;
| tags = Psychic&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}&lt;br /&gt;
Introduced by the  [[Royalty DLC]], the '''Eltex robe''' allows psychic pawns to be more effective, improving the strength and cooldown of their [[Psycasts]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
This item cannot be crafted but only purchased through trade or received as a quest reward. It also spawns on [[Empire#Pawns|Imperial Nobles]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
Compared to a [[duster]] it is readily apparent that this is only for exclusively psychic focused pawns, with the same coverage and slot usage but with worse protection than even a cloth duster.&lt;br /&gt;
The eltex robe also appeases the outer layer torso requirements of all [[Titles|nobles]], replacing the [[Prestige robe]] or [[Cape]].&lt;br /&gt;
&lt;br /&gt;
An eltex robe improves a pawn's base [[Psycasts#Neural_Heat_Recover_Rate|neural heat recovery rate]] by 0.083 heat per second, though this will be modified by their psylink level, and increases their [[Psychic Sensitivity]] by an amount dependent on the quality.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.20}} {{#vardefine:baseheatratebonus|0.083}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Psychic Sensitivity&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.5*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.66*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.83*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.16*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.32*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.5*100 round 0}}%&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}} {{ref label|Lvl|Lvl}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.5*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.66*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.83*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.00*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.16*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.32*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.5*80 round 0}}&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Recover Rate increase before Psylink level modifers|Base Neural Heat Recovery Rate}}&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Recover Rate increase assuming Level 6 Psylink |Effective Neural Heat Recovery Rate}} {{ref label|Lvl|Lvl}}&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
:{{note|Lvl|Lvl}} Assuming Psylink level 6&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*Introduced in the initial release of the [[Royalty (DLC)|Royalty DLC]]&lt;br /&gt;
*[[Version/1.1.2579|1.1.2579]] improved cold insulation.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]] renamed from Psyfocus robe.&lt;br /&gt;
*[[Version/1.2.2719|1.2.2719]] Psychic sensitivity now scales with quality.&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Eltex_vest&amp;diff=86905</id>
		<title>Eltex vest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Eltex_vest&amp;diff=86905"/>
		<updated>2021-06-15T21:22:33Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
|name = Eltex vest&lt;br /&gt;
|image = PsyfocusVest.png|Eltex vest&lt;br /&gt;
|description = A thin vest embedded with special psychic focusing materials. These enhance psychic sensitivity and help dissipate neural heat.&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|hp = 100&lt;br /&gt;
|marketvalue  = 500&lt;br /&gt;
|insulationheat = 1&lt;br /&gt;
|insulationcold = 6&lt;br /&gt;
|armorblunt  = 0&lt;br /&gt;
|armorsharp  = 7&lt;br /&gt;
|armorheat   = 4&lt;br /&gt;
|mass base = 0.5&lt;br /&gt;
|coverage = Torso, Neck, Left Shoulder, Right Shoulder&lt;br /&gt;
|layer = Middle&lt;br /&gt;
| defName= Apparel_PsyfocusVest&lt;br /&gt;
| thingCategories = Apparel&lt;br /&gt;
| tradeTags = PsychicApparel&lt;br /&gt;
| tags = Psychic&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}&lt;br /&gt;
Introduced by the  [[Royalty (DLC)|Royalty DLC]], the '''Eltex vest''' allows psychic pawns to be more effective, improving the strength and cooldown of their [[Psycasts]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
This item cannot be crafted but only purchased through trade or received as a quest reward. It also spawns on [[Empire#Pawns|Imperial Nobles]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
An eltex vest improved a pawns [[Psychic Sensitivity]] by 15%, and improves the [[Psycasts#Neural_Heat_Recover_Rate|neural heat recovery rate]] by 1.5 per 30 seconds. Compared to a [[flak vest]] it is readily apparent that this is only for exclusively psychic focused pawns, with the same coverage and slot usage but with almost no protection in comparison. &lt;br /&gt;
&lt;br /&gt;
The eltex vest also appeases the middle torso requirements of all [[Titles|nobles]], replacing the [[Formal vest]] or [[Corset]] for both genders.&lt;br /&gt;
&lt;br /&gt;
An eltex vest improves a pawn's base [[Psycasts#Neural_Heat_Recover_Rate|neural heat recovery rate]] by 0.05 heat per second, though this will be modified by their psylink level, and increases their [[Psychic Sensitivity]] by an amount dependent on the quality.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.15}} {{#vardefine:baseheatratebonus|0.05}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Psychic Sensitivity&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.5*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.66*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.83*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.16*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.32*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.5*100 round 0}}%&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}} {{ref label|Lvl|Lvl}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.5*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.66*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.83*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.00*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.16*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.32*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.5*80 round 0}}&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Recover Rate increase before Psylink level modifers|Base Neural Heat Recovery Rate}}&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Recover Rate increase assuming Level 6 Psylink |Effective Neural Heat Recovery Rate}} {{ref label|Lvl|Lvl}}&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
:{{note|Lvl|Lvl}} Assuming Psylink level 6&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*Introduced in the initial release of the [[Royalty (DLC)|Royalty DLC]]&lt;br /&gt;
*[[Version/1.1.2579|1.1.2579]] - improved cold insulation.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2579]] - renamed from Psyfocus vest.&lt;br /&gt;
*[[Version/1.2.2719|1.1.2579]] - Psychic sensitivity now scales with quality.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Eltex_shirt&amp;diff=86904</id>
		<title>Eltex shirt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Eltex_shirt&amp;diff=86904"/>
		<updated>2021-06-15T21:20:37Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Eltex shirt&lt;br /&gt;
|image = PsyfocusShirt.png|Eltex  shirt&lt;br /&gt;
|description = A shirt embedded with special psychic focusing materials. These enhance psychic sensitivity and help dissipate neural heat.&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|hp = 100&lt;br /&gt;
|marketvalue  = 400&lt;br /&gt;
|insulationheat = 1&lt;br /&gt;
|insulationcold = 5&lt;br /&gt;
|armorblunt  = 0&lt;br /&gt;
|armorsharp  = 7&lt;br /&gt;
|armorheat   = 4&lt;br /&gt;
|mass base = 0.25&lt;br /&gt;
|coverage = Torso, Left Shoulder, Right Shoulder&lt;br /&gt;
|layer = Skin&lt;br /&gt;
| defName = Apparel_PsyfocusShirt&lt;br /&gt;
| thingCategories = Apparel&lt;br /&gt;
| tradeTags = PsychicApparel&lt;br /&gt;
| tags = Psychic&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
Introduced by the  [[Royalty DLC]], the '''Eltex shirt''' allows psychic pawns to be more effective, improving the strength and cooldown of their [[Psycasts]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
This item cannot be crafted but only purchased through trade or received as a quest reward. It also spawns on [[Empire#Pawns|Imperial Nobles]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to similar items, the Eltex shirt has the same coverage as, and similar protection to, a [[cloth]] [[t-shirt]]. This makes it significantly less protective than typical late-game options such as [[Devilstrand]] [[button-down shirt]]s, which has four times the sharp rating and superior coverage. However, due to the mechanics of armor penetration the loss of protection is not as significant as the the [[eltex robe]] replacing a [[duster]], especially if paired with other protective items such as dusters, [[flak vest]]s or the [[Recon armor|various]] [[Marine armor|powered]] [[Cataphract armor|armors]].&lt;br /&gt;
&lt;br /&gt;
The eltex shirt also appeases the skin torso requirements of all [[Titles|nobles]], replacing the [[Formal shirt]].&lt;br /&gt;
&lt;br /&gt;
An eltex shirt improves a pawn's base [[Psycasts#Neural_Heat_Recover_Rate|neural heat recovery rate]] by 0.033 heat per second, though this will be modified by their psylink level, and increases their [[Psychic Sensitivity]] by an amount dependent on the quality.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.10}} {{#vardefine:baseheatratebonus|0.033}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Psychic Sensitivity&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.5*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.66*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.83*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.16*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.32*100 round 0}}%&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.5*100 round 0}}%&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}} {{ref label|Lvl|Lvl}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.5*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.66*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*0.83*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.00*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.16*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.32*80 round 0}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.5*80 round 0}}&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Recover Rate increase before Psylink level modifers|Base Neural Heat Recovery Rate}}&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Recover Rate increase assuming Level 6 Psylink |Effective Neural Heat Recovery Rate}} {{ref label|Lvl|Lvl}}&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
:{{note|Lvl|Lvl}} Assuming Psylink level 6&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*Introduced in the initial release of the [[Royalty (DLC)|Royalty DLC]]&lt;br /&gt;
*[[Version/1.1.2579|1.1.2579]] - improved cold insulation.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]] - renamed from psyfocus shirt.&lt;br /&gt;
*[[Version/1.2.2719|1.2.2719]] -  Psychic sensitivity now scales with quality.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corset&amp;diff=86903</id>
		<title>Corset</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corset&amp;diff=86903"/>
		<updated>2021-06-15T21:17:50Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Corset&lt;br /&gt;
|image = Corset.png|Corset&lt;br /&gt;
|description = &amp;quot;An embroidered corset with strong wire support to maintain a ladylike shape. Appropriate for middle-upper-ranked noblewomen.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|hp = 100&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
|work to make = 12000&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 45&lt;br /&gt;
|stuff tags = Leathery, Fabric&lt;br /&gt;
|insulationcoldfactor = 0.4&lt;br /&gt;
|insulationheatfactor = 0.1&lt;br /&gt;
|armorbluntfactor  = 0.2&lt;br /&gt;
|armorsharpfactor  = 0.2&lt;br /&gt;
|armorheatfactor = 0.2&lt;br /&gt;
|mass base = 0.75&lt;br /&gt;
|coverage = Torso&lt;br /&gt;
|layer = Middle&lt;br /&gt;
| defName = Apparel_Corset&lt;br /&gt;
| thingCategories = ApparelNoble&lt;br /&gt;
| tags = Royal, RoyalTier5&lt;br /&gt;
}}&lt;br /&gt;
The '''Corset''' is a clothing item added in the [[Royalty DLC]]. Female [[Titles|Nobles]] of Baron rank and above require either one of these, a [[Eltex vest]], or [[prestige armor]] to consider themselves properly dressed and avoid a negative moodlet. The Male equivalent is the [[Formal vest]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
As a complicated garment, Corsets can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], which requires [[Research#Complex clothing|Complex Clothing]] &amp;amp; [[Research#Noble apparel|Noble Apparel]] to be researched in order to be constructed. A Corsets requires 45 of any [[textile]], and {{ticks|{{P|Work To Make #}}}} of work.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at traders and as a quest reward.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Corsets, along with its male counterpart - formal vests, are unique in the noble clothes in that they don't have a direct regular clothing equivalent. Instead they take the slot of a [[Flak vest]]. Compared to flak vests, even the most protective corsets provide dramatically less protection than a flak vest, with a masterwork thrumbofur corsets having about as much sharp protection and worse blunt protection than an [[Quality|awful]] flak vest.&lt;br /&gt;
&lt;br /&gt;
Despite their superior protection, Flak vests do not meet a noble's clothing requirements however. In this case, equipping the noble with [[Prestige recon armor]], [[Prestige marine armor]], or [[Prestige cataphract armor]] when expecting combat is by far the superior choice, as all three both offer significant protection and meet the clothing requirements. &lt;br /&gt;
&lt;br /&gt;
Male pawns will receive a mood debuff while wearing this item. &lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
As of [[Version/1.2.2900|1.2.2900]], [[formal vest]]s and corsets are the most of efficient method of turning [[textiles]] into products for sale, assuming the [[Royalty DLC]] is enabled and equally skilled [[Skills#Crafting|crafters]] and [[Skills#Construction|constructors]] available. Without Royalty, this role is instead taken by [[armchair]]s and [[duster]]s. This also represents a way to train skills while also profiting from the pawn-hours invested.&lt;br /&gt;
&lt;br /&gt;
Note that this is only a general rule - other considerations can exist. If a skilled crafter is unavailable, or a particularly skilled constructor is, armchairs may still be a better option due to the effect of [[Quality]] on [[Market Value]]. Additionally, generally speaking when crafting or constructing a Skill Level 6 or above to guarantee, no matter the material chosen, that selling the product is more profitable than selling the materials. However, the exact skill level each material becomes profitable depends on the Work To Make of the item, the number of materials required, and the market value of the material. Lower value materials are profitable at lower skill levels. For example, [[cloth]] corsets require only a crafting skill of 1 with a average market value modifier of 68% to average a value higher than the 67.5 {{Icon small|silver}} of selling the cloth itself, while the most expensive textile, [[thrumbofur]], requires a skill level of 5 to do the same. Thus, a skill level of 5 is sufficient to average profitable for corsets for all available materials.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
*Introduced in the initial release of the [[Royalty DLC]].&lt;br /&gt;
*[[Version/1.2.2753|1.2.2753]] - work to make 3000-&amp;gt;12000&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
[[Category:Royalty]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Formal_shirt&amp;diff=86902</id>
		<title>Formal shirt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Formal_shirt&amp;diff=86902"/>
		<updated>2021-06-15T21:11:48Z</updated>

		<summary type="html">&lt;p&gt;GarbageDay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
| name = Formal shirt&lt;br /&gt;
| image = Ruffleshirt.png|Formal Shirt&lt;br /&gt;
| description = &amp;quot;A decorated formal shirt with buttons.&amp;quot;&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| hp = 100&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| work to make = 6000&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 65&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationcoldfactor = 0.22&lt;br /&gt;
| insulationheatfactor = 0.10&lt;br /&gt;
| armorbluntfactor  = 0.2&lt;br /&gt;
| armorsharpfactor  = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm&lt;br /&gt;
| layer = Skin&lt;br /&gt;
| mass base = 0.25&lt;br /&gt;
| defName = Apparel_ShirtRuffle&lt;br /&gt;
| thingCategories = ApparelNoble&lt;br /&gt;
| tags = Royal, RoyalTier2&lt;br /&gt;
}}&lt;br /&gt;
The '''Formal Shirt''' is a clothing item added in the [[Royalty DLC]]. [[Titles|Nobles]] of Acolyte rank and above require either one of these, or a [[Eltex shirt]], to consider themselves properly dressed and avoid a negative moodlet.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
As a complicated garment, Formal Shirts can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], which requires [[Research#Complex clothing|Complex Clothing]] &amp;amp; [[Research#Noble apparel|Noble Apparel]] to be researched in order to be constructed. A Formal Shirt requires 65 of any [[textile]], and {{ticks|6000}} of work.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at [[traders]] and as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Prior to the nerfs, the Formal Shirt was arguably the best craftable shirt, exchanging weight and crafting time for better cold resistance. Post nerf, it has a complicated value proposition. &lt;br /&gt;
It has the decreased cold insulation and mass of the [[t-shirt]] but the superior coverage of the [[button-down shirt]], at the cost of a significantly longer crafting time and 44% more materials to craft. &lt;br /&gt;
&lt;br /&gt;
Should Noble Apparel already be researched, the Formal Shirt can take the place of the button-down. They are just as protective, weigh less and pawns won't require an apparel change when they gain titles. In colonies with nobles, this means production can be simplified to a single type of shirt for all pawns, reducing redundancy. However their significant material and time cost make this less attractive.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
== Version History ==&lt;br /&gt;
*Added by the initial release of the [[Royalty DLC]]&lt;br /&gt;
*[[Version/1.1.2579|1.1.2579]] - now covers arms and neck.&lt;br /&gt;
*1.2 - Named changed from Royal Shirt&lt;br /&gt;
*Version ? insulation factor decreased to 22 from 40.&lt;br /&gt;
*[[Version/1.2.2753|1.2.2753]] - work to make increased from 2700 to 6000. Material cost {{icon|cloth|45}} -&amp;gt;{{icon|cloth|65}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
[[Category:Royalty]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>GarbageDay</name></author>
	</entry>
</feed>