Difference between revisions of "Veil"

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{{infobox main
 
| name = Veil
 
| name = Veil
 
| image = War veil.png|Veil
 
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== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=Needs comparsion with more headgear, especially ideology headgear and doubly so with the Broadwrap}}
 
 
Veils don't increase the pain shock threshold as much as [[war mask]]s, and offer less armor when crafted with anything other than [[devilstrand]], [[synthread]], or [[hyperweave]], all of which are costly to obtain.
 
Veils don't increase the pain shock threshold as much as [[war mask]]s, and offer less armor when crafted with anything other than [[devilstrand]], [[synthread]], or [[hyperweave]], all of which are costly to obtain.
  
A hyperweave veil is competitive with a [[steel]] [[simple helmet]] of the same [[quality]]. The veil offers 8/9ths the sharp armor while also covering the entire head and offering significant heat armor. While hyperweave is generally best saved for dusters, the small amount used needed for a veil can be used to get some utility out of left over stocks.
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In terms of early game, fabric-based protection, the veil faces competition with items introduced with the [[Ideology DLC]]:
 +
* The [[broadwrap]]{{IdeologyIcon}} is more protective and more insulative, and costs only {{icon small|stuff}} 10 material more. Uniquely, the headwrap protects the shoulders and neck, in addition to the full face. However, the broad wrap does not help with pain shock or toxic resistance.
 +
* The [[headwrap]]{{IdeologyIcon}} costs the same as a veil, but offers more protection and more insulation, in exchange for pain shock or toxic resistance. Note that, with the Biotech DLC, the headwrap can be worn with a [[face mask]], which costs {{icon small|stuff}} 10, but offers superior toxic environmental resistance.
 +
Note that both items require a [[hand tailoring bench]] or [[electric tailoring bench]], while veils can also be created in a [[crafting spot]].
 +
 
 +
A hyperweave veil is competitive with a [[steel]] [[simple helmet]] of the same [[quality]]. The veil offers 8/9ths the sharp armor while also covering the entire head and offering significant heat armor. While hyperweave is generally best saved for dusters, the small amount used needed for a veil can be used to get some utility out of left over stocks. While veils offer some toxic environmental resistance with the [[Biotech DLC]], simple helmets can also be worn with a [[face mask]].
  
 
In [[biomes]] where wood isn't easily accessible, veils can be useful early on. But war masks are generally better at providing a quick bit of early game protection for tribal factions, and both are outdated once better materials become available.
 
In [[biomes]] where wood isn't easily accessible, veils can be useful early on. But war masks are generally better at providing a quick bit of early game protection for tribal factions, and both are outdated once better materials become available.
 +
 
{{Apparel Quality Table}}
 
{{Apparel Quality Table}}
  

Revision as of 10:42, 21 March 2023

Veil

Veil

A piece of fabric which covers the wearer's face. It protects surprisingly well against pollution.

Base Stats

Type
GearArmor
Tech Level
Neolithic
Mass
0.08 kg
HP
80

Apparel

Insulation Factor - Cold
0.05×
Insulation Factor - Heat
0.05×
Armor Factor - Sharp
0.2
Armor Factor - Blunt
0.2
Armor Factor - Heat
0.2
Pain Shock Threshold
+5%
Coverage
Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw
Layer
Headgear

Creation

Crafted At
Crafting spot / Hand tailor bench / Electric tailor bench
Work To Make
1,400 ticks (23.33 secs)
Stuff Tags
Fabric
Resources to make
Stuff 20
Technical


The veil is a clothing item that provides minor protection for the head and a minor increase to pain shock threshold.

Acquisition

Veils can be crafted at a Crafting spot, Hand tailor bench or Electric tailor bench. They require Stuff 20 Stuff (Fabric) and 1,400 ticks (23.33 secs) of work. Unlike most clothing, they cannot be crafted out of leather.

Summary

In addition to minor head protection, a veil reduces the pain shock threshold of its wearer by 5%,[Additive?] allowing its wearer to take more damage before being downed.

If the Biotech DLC is enabled, veils also increase Toxic Environment Resistance by +35%, reducing the severity gain from toxic fallout, rot stink, and pollutionContent added by the Biotech DLC. It does not protect from diseases, which are not contagious between pawns in RimWorld, nor does it prevent toxic buildup from attacks such as the cobra's bite. The veil's description will also be changed to reflect this change.

When worn by a slave,Content added by the Ideology DLC a veil increases the rate that suppression is lost by 10% per day. This stacks additively with all other forms of suppression loss rate offsets.

Analysis

Veils don't increase the pain shock threshold as much as war masks, and offer less armor when crafted with anything other than devilstrand, synthread, or hyperweave, all of which are costly to obtain.

In terms of early game, fabric-based protection, the veil faces competition with items introduced with the Ideology DLC:

  • The broadwrapContent added by the Ideology DLC is more protective and more insulative, and costs only Stuff 10 material more. Uniquely, the headwrap protects the shoulders and neck, in addition to the full face. However, the broad wrap does not help with pain shock or toxic resistance.
  • The headwrapContent added by the Ideology DLC costs the same as a veil, but offers more protection and more insulation, in exchange for pain shock or toxic resistance. Note that, with the Biotech DLC, the headwrap can be worn with a face mask, which costs Stuff 10, but offers superior toxic environmental resistance.

Note that both items require a hand tailoring bench or electric tailoring bench, while veils can also be created in a crafting spot.

A hyperweave veil is competitive with a steel simple helmet of the same quality. The veil offers 8/9ths the sharp armor while also covering the entire head and offering significant heat armor. While hyperweave is generally best saved for dusters, the small amount used needed for a veil can be used to get some utility out of left over stocks. While veils offer some toxic environmental resistance with the Biotech DLC, simple helmets can also be worn with a face mask.

In biomes where wood isn't easily accessible, veils can be useful early on. But war masks are generally better at providing a quick bit of early game protection for tribal factions, and both are outdated once better materials become available.

Stats table

Feature Toggle
QualityRitual Quality Check Off.png
  • Veil Veil Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Material
    Normal Alpaca wool Alpaca wool 7.2% 0% 22% 80 -1.5 °C (-2.7 °F) +0.8 °C (1.4 °F) 81 Silver
    Normal Bison wool Bison wool 7.2% 0% 22% 80 -1.3 °C (-2.3 °F) +0.6 °C (1.1 °F) 59 Silver
    Normal Cloth Cloth 7.2% 0% 3.6% 80 -0.9 °C (-1.6 °F) +0.9 °C (1.6 °F) 35 Silver
    Normal Devilstrand Devilstrand 28% 7.2% 60% 104 -1 °C (-1.8 °F) +1.2 °C (2.2 °F) 115 Silver
    Normal Hyperweave Hyperweave 40% 10.8% 57.6% 192 -1.3 °C (-2.3 °F) +1.3 °C (2.3 °F) 185 Silver
    Normal Megasloth wool Megasloth wool 16% 0% 22% 80 -1.7 °C (-3.1 °F) +0.6 °C (1.1 °F) 59 Silver
    Normal Muffalo wool Muffalo wool 7.2% 0% 22% 80 -1.4 °C (-2.5 °F) +0.6 °C (1.1 °F) 59 Silver
    Normal Sheep wool Sheep wool 7.2% 0% 22% 80 -1.3 °C (-2.3 °F) +0.5 °C (0.9 °F) 59 Silver
    Normal Synthread Synthread 18.8% 5.2% 18% 104 -1.1 °C (-2 °F) +1.1 °C (2 °F) 85 Silver

    For the full effects of qualities, see Quality.

  • Version history

    • 1.3.3066 - Renamed from War Veil -> Veil. Description changed from "A war veil, made out of reinforced cloth torn to appear damaged in combat. Some believe this functions as a talisman of courage." -> "A piece of fabric which covers the wearer's face".
    • ? - No longer tribal exclusive.
    • 1.4.3525 - Fix: Veil has no toxic environment resistance despite description.