Difference between revisions of "Clothing"
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− | ==Clothing== | + | <!--Top Nav Box--> |
+ | {| align=center | ||
+ | | {{Gear_Nav}} | ||
+ | |} | ||
+ | ---- | ||
+ | <!-- End of Nav --> | ||
+ | {{About|the items in a specific category of Apparel|the mechanics common to both Clothing and Armor|Apparel}} | ||
+ | {{imagemargin|[[File:clothing_preview.png|right]]|40px}}'''Clothing''' is a subcategory and type of [[apparel]] that generally offers good insulation but poor protection from damage. | ||
+ | |||
+ | All apparel functions in the same way mechanically. Clothing and [[Armor]] primarily differ only in their categorisation and a tendency to either offer damage or environmental protection respectively. Therefore, see [[Apparel]] for details on the mechanics common to all types of apparel. | ||
+ | |||
+ | Clothing is typically [[stuff]]able, made from [[textiles]], and crafted at either an [[Hand tailor bench|hand]] or [[electric tailor bench]]. Clothing can be also be purchased via [[trade]], salvaged from other humans via the [[Orders#Strip|strip]] order, or dropped by a colonist. Clothes stripped from dead bodies have the "[[Tainted]]" modifier, which lowers its value and gives a mood debuff to wearers of the piece of clothing. | ||
+ | |||
+ | == Manufacturing clothing == | ||
+ | [[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]] | ||
+ | Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill. | ||
+ | |||
+ | Most clothing can be manufactured at the following [[production]] stations. Some few items must be crafted elsewhere (e.g. various [[crown]]s{{RoyaltyIcon}}, crafted at [[smithy|smithies]]), or are uncraftable by colonies (e.g. [[psychic foil helmet]]) and so can only be acquired via [[trade]], [[quest]]s, or from defeated [[raider]]s, etc. | ||
+ | : '''[[Crafting spot]]:''' | ||
+ | :: Produces only tribal clothing, and with a 50% workspeed penalty. | ||
+ | ::* Crafting spots are limited to crafting tribal clothing (even after researching Complex Clothing) | ||
+ | ::* Industrial colonies can never craft [[tribal headdress]]es or [[war mask]]s (but can trade for or capture and use them) | ||
+ | : '''[[Hand tailor bench]]:''' | ||
+ | :: A neolithic production facility with a 50% workspeed penalty, offers the full range of craftable clothing. | ||
+ | ::* Tribal colonies can produce all items | ||
+ | ::* Industrial colonies cannot craft tribal headdresses or war masks | ||
+ | : '''[[Electric tailor bench]]:''' | ||
+ | :: An upgraded hand tailor bench that grants a faster production speed while powered or at the same speed as its lesser version while without power. | ||
+ | ::* Same tech restrictions as hand tailor benches | ||
+ | |||
+ | == Clothing values and materials == | ||
+ | Clothes are typically made from [[textiles]] - i.e. [[fabrics]] and [[leathers]]. Their stats vary heavily based on the material. Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. The algorithm by which the crafter picks which material to use is unknown. | ||
− | + | General summaries of the primary types are available below, and specific statistics can be directly compared on the [[Textiles#Material Effects|Textiles table]]. | |
− | + | === Fabrics === | |
− | + | {{Main|Fabrics}} | |
− | + | [[Cloth]] is the most accessible material when wildlife is scarce. It can also be easily farmed from cotton [[plants]] or cheaply bought. It is used as baseline material in Crafting Bill Hints. | |
− | + | ||
− | + | Advanced fabrics tend to have significantly better armor values and at least comparable thermal resistance values, meaning they can easily replace cloth in every application but are harder to come by. | |
− | + | ||
− | + | === Wools === | |
− | + | {{Main|Wool}} | |
− | + | Wool is a subtype of Fabric. Can only be acquired from domesticated [[animals]]. They offer very weak protection and are highly flammable but offer high insulation multipliers and are very easy to acquire in amounts. Care must be taken to not mix up the Wool and Leather from an animal, as they have very different values. | |
− | + | ||
− | + | === Leathers and Skins === | |
− | + | {{Main|Leathers}} | |
− | + | Leathers offer pretty good defense and are easy to acquire in most biomes as a sub product of hunting. Leather are defined by the type of animal they were taken from. While they generally provide good armor, their insulation multipliers can vary significantly - both significantly below and above cloth. They always have a high Heat and Blunt damage resistance, with low flammability. | |
− | | | + | |
− | + | == Apparel layers == | |
− | + | {{:Apparel layers}} | |
− | | | + | |
− | + | == Comparison tables == | |
− | + | Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers. | |
− | | | + | |
− | |} | + | As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[pants]] and the [[t-shirt]] which both occupy the Skin layer do not cover the same body parts, and thus can be worn together. |
+ | |||
+ | The hands and feet, across all layers, are NOT covered by any apparel present in base game. | ||
+ | |||
+ | === Headgear === | ||
+ | Uniquely, the Broadwrap covers the neck and both shoulders. This causes it to be the only headgear to conflict with the Slave Collar. The Slave Collar, is also unique in that it occupies the Headgear layer, but only covers the neck which is not covered by any other headgear options. | ||
+ | {{Apparel Table | type=Clothing | layer=Headgear}} | ||
+ | |||
+ | === Eyes === | ||
+ | {{Apparel Table | type=Clothing | layer=Eyes}} | ||
+ | |||
+ | === Skin === | ||
+ | {{Apparel Table | type=Clothing | layer=Skin}} | ||
+ | |||
+ | === Middle === | ||
+ | {{Apparel Table | type=Clothing | layer=Middle}} | ||
+ | |||
+ | === Outer === | ||
+ | {{Apparel Table | type=Clothing | layer=Outer}} | ||
− | |||
− | + | {{nav|clothing|wide}} | |
− | {{ | + | [[Category:Apparel]] |
− |
Latest revision as of 13:27, 3 December 2022
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Clothing is a subcategory and type of apparel that generally offers good insulation but poor protection from damage.
All apparel functions in the same way mechanically. Clothing and Armor primarily differ only in their categorisation and a tendency to either offer damage or environmental protection respectively. Therefore, see Apparel for details on the mechanics common to all types of apparel.
Clothing is typically stuffable, made from textiles, and crafted at either an hand or electric tailor bench. Clothing can be also be purchased via trade, salvaged from other humans via the strip order, or dropped by a colonist. Clothes stripped from dead bodies have the "Tainted" modifier, which lowers its value and gives a mood debuff to wearers of the piece of clothing.
Manufacturing clothing[edit]
Manufacturing clothing uses the colonist's Crafting skill.
Most clothing can be manufactured at the following production stations. Some few items must be crafted elsewhere (e.g. various crowns, crafted at smithies), or are uncraftable by colonies (e.g. psychic foil helmet) and so can only be acquired via trade, quests, or from defeated raiders, etc.
- Crafting spot:
- Produces only tribal clothing, and with a 50% workspeed penalty.
- Crafting spots are limited to crafting tribal clothing (even after researching Complex Clothing)
- Industrial colonies can never craft tribal headdresses or war masks (but can trade for or capture and use them)
- Produces only tribal clothing, and with a 50% workspeed penalty.
- Hand tailor bench:
- A neolithic production facility with a 50% workspeed penalty, offers the full range of craftable clothing.
- Tribal colonies can produce all items
- Industrial colonies cannot craft tribal headdresses or war masks
- A neolithic production facility with a 50% workspeed penalty, offers the full range of craftable clothing.
- Electric tailor bench:
- An upgraded hand tailor bench that grants a faster production speed while powered or at the same speed as its lesser version while without power.
- Same tech restrictions as hand tailor benches
- An upgraded hand tailor bench that grants a faster production speed while powered or at the same speed as its lesser version while without power.
Clothing values and materials[edit]
Clothes are typically made from textiles - i.e. fabrics and leathers. Their stats vary heavily based on the material. Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. The algorithm by which the crafter picks which material to use is unknown.
General summaries of the primary types are available below, and specific statistics can be directly compared on the Textiles table.
Fabrics[edit]
Cloth is the most accessible material when wildlife is scarce. It can also be easily farmed from cotton plants or cheaply bought. It is used as baseline material in Crafting Bill Hints.
Advanced fabrics tend to have significantly better armor values and at least comparable thermal resistance values, meaning they can easily replace cloth in every application but are harder to come by.
Wools[edit]
Wool is a subtype of Fabric. Can only be acquired from domesticated animals. They offer very weak protection and are highly flammable but offer high insulation multipliers and are very easy to acquire in amounts. Care must be taken to not mix up the Wool and Leather from an animal, as they have very different values.
Leathers and Skins[edit]
Leathers offer pretty good defense and are easy to acquire in most biomes as a sub product of hunting. Leather are defined by the type of animal they were taken from. While they generally provide good armor, their insulation multipliers can vary significantly - both significantly below and above cloth. They always have a high Heat and Blunt damage resistance, with low flammability.
Apparel layers[edit]
Each item of apparel or utility gear is worn on a specific location of the wearer's body. That location is determined by two things:
- The body part groups it covers.
- The layer or layers it occupies.
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item that covers the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.
Layers are also used to determine the order in which armor calculations are performed, with the outermost layer's armor applying first, and progressing through the layers until the attack is stopped or there are no more layers.
The layers, from innermost to outermost, are:
- Skin: The closest layer to the body, and mostly used for apparel below the head.
- Middle: The second closest layer to the body, and mostly used for apparel below the head.
- Outer: The third layer from the body, and mostly used for apparel below the head. Note that it will be displayed on the pawn's sprite above all other layers, even though it is considered below the following layers for actual mechanical effects.
- Belt: Technically the fourth layer. A distinct layer for utility items to allow them to be worn alongside any other apparel but not with each other.
- Headgear: The fifth layer, and used for headwear. There are several items that cover body parts typically covered by the other layers however, in which case this will be above them.
- Eyes: The outermost layer. A distinct layer only used for the blindfold to allow it to be worn alongside headwear.
Which body parts currently have items that occupy each of the layers is shown in the table on the below; layers and body parts which are not currently used by gear were omitted. As such, the hands and feet which are not covered by any apparel or any layer, are omitted.
Examples[edit]
- You can't wear pants as well as tribalwear, since both cover the "skin" layer and cover the legs.
- You can wear pants and a button-down shirt, since while they both use the "skin" layer they don't cover the same parts.
- You can wear pants and a duster, since while they both cover the legs pants use the "skin" layer while a duster uses the "outer" layer.
Comparison tables[edit]
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, pants and the t-shirt which both occupy the Skin layer do not cover the same body parts, and thus can be worn together.
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
Headgear[edit]
Uniquely, the Broadwrap covers the neck and both shoulders. This causes it to be the only headgear to conflict with the Slave Collar. The Slave Collar, is also unique in that it occupies the Headgear layer, but only covers the neck which is not covered by any other headgear options.
Name | Armor - Sharp | Armor - Blunt | Armor - Heat | HP | Coverage | Insulation - Cold | Insulation - Heat | Special Properties | Research requirement | Work to Make | Material Cost | Base Market Value | Value/Work | Value/Material | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bowler hat | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 10% | 40% | +15% Social impact | Complex clothing | 1,800 ticks (30 secs) | 20 (Leathery/Fabric) | 29 | 0.016 | 1.45 | |
Cowboy hat | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 10% | 50% | +10% Social impact | Complex clothing | 1,800 ticks (30 secs) | 25 (Leathery/Fabric) | 35 | 0.019 | 1.4 | |
Hood | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 10% | 25% | +20% Social impact | – | 6,000 ticks (1.67 mins) | 50 (Fabric/Leathery) | 75 | 0.013 | 1.5 | |
Psychic foil helmet | 9% | 9% | 27% | 80 | Head, Left Ear, Right Ear | -2 °C (3.6 °F) | +1 °C (1.8 °F) | −90% Psychic sensitivity | – | – | – | 250 | – | – | |
Tribal headdress | ×20% | ×20% | ×20% | 100 | Head, Left Ear, Right Ear | 10% | 15% | +15% Social impact | – | 6,000 ticks (1.67 mins) | 50 (Fabric) | 75 | 0.013 | 1.5 | |
Tuque | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 50% | 0% | – | Complex clothing | 1,200 ticks (20 secs) | 20 (Fabric) | 27 | 0.023 | 1.35 | |
Veil | ×20% | ×20% | ×20% | 80 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | 5% | 5% | +5% Pain shock threshold | – | 1,400 ticks (23.33 secs) | 20 (Fabric) | 28 | 0.02 | 1.4 | |
War mask | ×30% | ×30% | ×30% | 65 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | 5% | 5% | +10% Pain shock threshold | – | 3,000 ticks (50 secs) | 25 (Woody) | 38 | 0.013 | 1.52 | |
Ceremonial hood | ×40% | ×40% | ×40% | 90 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | 50% | 10% | – | Bioferrite shaping | 2,000 ticks (33.33 secs) | 20 (Fabric), 10 | 37 | 0.019 | 1.85 | |
Ritual mask | ×30% | ×30% | ×30% | 80 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | 20% | 10% | – | Bioferrite shaping | 3,000 ticks (50 secs) | 25 | 46 | 0.015 | 1.84 | |
Airwire headset | 0% | 0% | 0% | 60 | Head, Left Ear, Right Ear | -0 °C (0 °F) | +0 °C (0 °F) | +3 Bandwidth | Basic mechtech | 2,100 ticks (35 secs) | 50, 4 | 230 | 0.11 | 4.6 | |
Array headset | 0% | 0% | 0% | 60 | Upper Head | -0 °C (0 °F) | +0 °C (0 °F) | +6 Bandwidth | Standard mechtech | 2,100 ticks (35 secs) | 50, 8 | 360 | 0.171 | 7.2 | |
Face mask | ×20% | ×20% | ×20% | 40 | Jaw | 2% | 2% | +50% Toxic environment resistance | Complex clothing | 800 ticks (13.33 secs) | 10 (Fabric) | 14 | 0.018 | 1.4 | |
Gas mask | 18% | 30% | 0% | 80 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -1.5 °C (2.7 °F) | +0 °C (0 °F) | +80% Toxic environment resistance | Machining | 6,000 ticks (1.67 mins) | 20, 20 | 106 | 0.018 | 5.3 | |
Authority cap | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 10% | 10% | +10% Slave suppression offset | – | 1,500 ticks (25 secs) | 25 (Fabric/Leathery) | 34 | 0.023 | 1.36 | |
Broadwrap | ×25% | ×25% | ×25% | 80 | Neck, Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw, Left Shoulder, Right Shoulder | 20% | 20% | – | – | 1,800 ticks (30 secs) | 30 (Fabric) | 41 | 0.023 | 1.37 | |
Flophat | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 50% | 0% | – | Complex clothing | 1,200 ticks (20 secs) | 20 (Fabric) | 27 | 0.023 | 1.35 | |
Headwrap | ×25% | ×25% | ×25% | 80 | Head, Left Ear, Right Ear | 10% | 10% | – | – | 1,400 ticks (23.33 secs) | 20 (Fabric) | 28 | 0.02 | 1.4 | |
Shadecone | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 10% | 50% | – | Complex clothing | 1,800 ticks (30 secs) | 25 (Fabric/Leathery) | 35 | 0.019 | 1.4 | |
Slave collar | ×0% | ×0% | ×0% | 80 | Neck | 0% | 0% | +15% Slave suppression offset | – | 1,800 ticks (30 secs) | 25 (Metallic/Leathery, 250 for SMVs) | 35 | 0.019 | 1.4 | |
Slicecap | ×10% | ×10% | ×10% | 80 | Head | 0% | 10% | – | – | 2,000 ticks (33.33 secs) | 15 (Woody/Metallic, 150 for SMVs) | 23 | 0.012 | 1.53 | |
Tailcap | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 50% | 0% | – | Complex clothing | 1,400 ticks (23.33 secs) | 20 (Leathery) | 28 | 0.02 | 1.4 | |
Torture crown | ×15% | ×15% | ×15% | 80 | Head, Left Ear, Right Ear | 0% | 0% | +5% Pain | – | 1,200 ticks (20 secs) | 25 (Metallic/Woody, 250 for SMVs) | 33 | 0.028 | 1.32 | |
Visage mask | ×30% | ×30% | ×30% | 90 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | 5% | 5% | – | – | 2,000 ticks (33.33 secs) | 15 (Woody/Metallic, 150 for SMVs) | 23 | 0.012 | 1.53 | |
Beret | ×0% | ×0% | ×0% | 80 | Head, Left Ear, Right Ear | 7% | 15% | +10% Social impact | Noble apparel | 4,000 ticks (1.11 mins) | 35 (Leathery/Fabric) | 52 | 0.013 | 1.49 | |
Coronet | ×0% | ×0% | ×0% | 80 | Head, Left Ear, Right Ear | 0% | 0% | +20% Social impact | Royal apparel | 8,000 ticks (2.22 mins) | 50 (Metallic, 500 for SMVs) | 80 | 0.01 | 1.6 | |
Crown | ×0% | ×0% | ×0% | 80 | Head, Left Ear, Right Ear | 0% | 0% | +20% Social impact | Royal apparel | 12,000 ticks (3.33 mins) | 75 (Metallic, 750 for SMVs) | 120 | 0.01 | 1.6 | |
Eltex helmet | 9% | 9% | 27% | 80 | Head, Left Ear, Right Ear | -4 °C (7.2 °F) | +1 °C (1.8 °F) | Quality dependent increase to Psychic sensitivity, +0.066 h/s Neural heat recovery rate |
– | – | – | 500 | – | – | |
Eltex skullcap | 0% | 0% | 0% | 80 | Head, Left Ear, Right Ear | -0 °C (0 °F) | +0 °C (0 °F) | Quality dependent increase to Psychic sensitivity, +0.091 h/s Neural heat recovery rate |
– | – | – | 500 | – | – | |
Ladies hat | ×0% | ×0% | ×0% | 80 | Head, Left Ear, Right Ear | 10% | 25% | +20% Social impact | Noble apparel | 6,000 ticks (1.67 mins) | 50 (Leathery/Fabric) | 75 | 0.013 | 1.5 | |
Stellic crown | ×0% | ×0% | ×0% | 80 | Head, Left Ear, Right Ear | 0% | 0% | +20% Social impact | – | 0 ticks (0 secs) | 85 (Metallic, 850 for SMVs) | 102 | – | 1.2 | |
Top hat | ×0% | ×0% | ×0% | 80 | Head, Left Ear, Right Ear | 25% | 10% | +20% Social impact | Noble apparel | 6,000 ticks (1.67 mins) | 50 (Leathery/Fabric) | 75 | 0.013 | 1.5 |
Eyes[edit]
Name | Armor - Sharp | Armor - Blunt | Armor - Heat | HP | Coverage | Insulation - Cold | Insulation - Heat | Special Properties | Research requirement | Work to Make | Material Cost | Base Market Value | Value/Work | Value/Material | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Blindfold | ×10% | ×10% | ×10% | 80 | Left Eye, Right Eye | 35% | 0% | max 20% Sight | – | 1,200 ticks (20 secs) | 20 (Fabric) | 27 | 0.023 | 1.35 |
Skin[edit]
Name | Armor - Sharp | Armor - Blunt | Armor - Heat | HP | Coverage | Insulation - Cold | Insulation - Heat | Special Properties | Research requirement | Work to Make | Material Cost | Base Market Value | Value/Work | Value/Material | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Button-down shirt | ×20% | ×20% | ×20% | 100 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | 26% | 10% | – | Complex clothing | 2,700 ticks (45 secs) | 45 (Leathery/Fabric) | 61 | 0.023 | 1.36 | |
Pants | ×20% | ×20% | ×20% | 100 | Left Leg, Right Leg | 20% | 8% | – | Complex clothing | 1,600 ticks (26.67 secs) | 40 (Leathery/Fabric) | 52 | 0.033 | 1.3 | |
T-shirt | ×20% | ×20% | ×20% | 100 | Torso, Left Shoulder, Right Shoulder | 22% | 10% | – | Complex clothing | 1,600 ticks (26.67 secs) | 40 (Leathery/Fabric) | 52 | 0.033 | 1.3 | |
Tribalwear | ×20% | ×20% | ×20% | 100 | Torso, Left Leg, Right Leg | 55% | 55% | – | – | 1,800 ticks (30 secs) | 60 (Leathery/Fabric) | 77 | 0.043 | 1.28 | |
Kid pants | ×20% | ×20% | ×20% | 50 | Left Leg, Right Leg | 20% | 8% | – | Complex clothing | 1,280 ticks (21.33 secs) | 20 (Leathery/Fabric) | 27 | 0.021 | 1.35 | |
Kid romper | ×20% | ×20% | ×20% | 50 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 22% | 10% | – | Complex clothing | 2,000 ticks (33.33 secs) | 30 (Fabric/Leathery) | 41 | 0.021 | 1.37 | |
Kid shirt | ×20% | ×20% | ×20% | 50 | Torso, Left Shoulder, Right Shoulder | 22% | 10% | – | Complex clothing | 1,280 ticks (21.33 secs) | 20 (Fabric/Leathery) | 27 | 0.021 | 1.35 | |
Kid tribalwear | ×20% | ×20% | ×20% | 60 | Torso, Left Leg, Right Leg | 50% | 50% | – | – | 1,400 ticks (23.33 secs) | 30 (Leathery/Fabric) | 40 | 0.029 | 1.33 | |
Eltex shirt | 7% | 0% | 4% | 100 | Torso, Left Shoulder, Right Shoulder | -5 °C (9 °F) | +1 °C (1.8 °F) | Quality dependent increase to Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
– | – | – | 400 | – | – | |
Formal shirt | ×20% | ×20% | ×20% | 100 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | 22% | 10% | – | Noble apparel | 6,000 ticks (1.67 mins) | 65 (Leathery/Fabric) | 93 | 0.016 | 1.43 |
Middle[edit]
Name | Armor - Sharp | Armor - Blunt | Armor - Heat | HP | Coverage | Insulation - Cold | Insulation - Heat | Special Properties | Research requirement | Work to Make | Material Cost | Base Market Value | Value/Work | Value/Material | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sash | ×10% | ×10% | ×10% | 50 | Torso | 10% | 10% | – | Complex clothing | 1,000 ticks (16.67 secs) | 25 (Fabric/Leathery) | 33 | 0.033 | 1.32 | |
Corset | ×20% | ×20% | ×20% | 100 | Torso | 40% | 10% | – | Noble apparel | 12,000 ticks (3.33 mins) | 45 (Leathery/Fabric) | 84 | 0.007 | 1.87 | |
Eltex vest | 7% | 0% | 4% | 100 | Torso, Neck, Left Shoulder, Right Shoulder | -6 °C (10.8 °F) | +1 °C (1.8 °F) | Quality dependent increase to Psychic sensitivity, +0.05 h/s Neural heat recovery rate |
– | – | – | 500 | – | – | |
Formal vest | ×20% | ×20% | ×20% | 100 | Torso | 40% | 10% | – | Noble apparel | 12,000 ticks (3.33 mins) | 45 (Leathery/Fabric) | 84 | 0.007 | 1.87 |
Outer[edit]
Name | Armor - Sharp | Armor - Blunt | Armor - Heat | HP | Coverage | Insulation - Cold | Insulation - Heat | Special Properties | Research requirement | Work to Make | Material Cost | Base Market Value | Value/Work | Value/Material | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Duster | ×30% | ×30% | ×30% | 200 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 60% | 85% | – | Complex clothing | 10,000 ticks (2.78 mins) | 80 (Leathery/Fabric) | 121 | 0.012 | 1.51 | |
Jacket | ×30% | ×30% | ×30% | 160 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | 80% | 30% | – | Complex clothing | 7,000 ticks (1.94 mins) | 70 (Leathery/Fabric) | 102 | 0.015 | 1.46 | |
Parka | ×20% | ×20% | ×20% | 140 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | 200% | 0% | – | Complex clothing | 8,000 ticks (2.22 mins) | 80 (Leathery/Fabric) | 116 | 0.015 | 1.45 | |
Robe | ×20% | ×20% | ×20% | 100 | Torso, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 80% | 25% | – | – | 5,000 ticks (1.39 mins) | 80 (Fabric/Leathery) | 109 | 0.022 | 1.36 | |
Lab coat | ×20% | ×20% | ×20% | 140 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | 50% | 60% | +5% Research Speed +10% Entity Study Rate |
Complex clothing | 5,000 ticks (1.39 mins) | 70 (Leathery/Fabric) | 97 | 0.019 | 1.39 | |
Heavy bandolier | ×10% | ×10% | ×10% | 50 | Torso | 10% | 10% | −20% Ranged cooldown multiplier | Complex clothing | 3,500 ticks (58.33 secs) | 75 (Fabric/Leathery) | 99 | 0.028 | 1.32 | |
Kid parka | ×20% | ×20% | ×20% | 100 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | 150% | 0% | – | Complex clothing | 6,400 ticks (1.78 mins) | 40 (Leathery/Fabric) | 64 | 0.01 | 1.6 | |
Burka | ×20% | ×20% | ×20% | 100 | Torso, Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 10% | 20% | −0.4 c/s Move speed | – | 4,000 ticks (1.11 mins) | 60 (Fabric) | 82 | 0.021 | 1.37 | |
Slave body strap | ×10% | ×10% | ×10% | 160 | Torso | 10% | 10% | +15% Slave suppression offset | – | 7,000 ticks (1.94 mins) | 70 (Fabric/Leathery) | 102 | 0.015 | 1.46 | |
Cape | ×30% | ×30% | ×30% | 200 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 60% | 85% | – | – | 16,000 ticks (4.44 mins) | 80 (Leathery/Fabric) | 136 | 0.009 | 1.7 | |
Eltex robe | 7% | 0% | 4% | 100 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -15 °C (27 °F) | +1 °C (1.8 °F) | Quality dependent increase to Psychic sensitivity, +0.091 h/s Neural heat recovery rate |
– | – | – | 600 | – | – | |
Prestige robe | ×20% | ×20% | ×20% | 100 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 80% | 25% | – | Royal apparel | 20,000 ticks (5.56 mins) | 100 (Leathery/Fabric) | 170 | 0.009 | 1.7 |