Difference between revisions of "Clothing"

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{{Recode|reason=Tech level lists should be automated.}}
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{{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.
 
{{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.
{{TOCright}}
+
 
 
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.
 
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.
 
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.
 
== Tech level ==
 
Informally, specific items of clothing are often referred to as falling into one of two categories: Tribal clothing, or Industrial clothing, based on the [[Research]] necessary to craft them, and they are both pretty much self-explanatory.
 
 
Below are lists of clothing for the core game; [[Downloadable content|DLC]]'s will add additional items.
 
 
==== Tribal clothing ====
 
No research is necessary for these items:
 
 
: {|width="350"
 
|
 
* [[tribalwear]]
 
* [[tribal headdress]]*
 
|
 
* [[veil]]
 
* [[war mask]]*
 
|}
 
:: * Note that [[Scenario_system#Crashlanded|Industrial colonies]] (including [[Scenario system#The Rich Explorer|Rich Explorer]] starts) can never craft tribal headdresses and war masks, although they can [[trade]] for and use them.
 
 
==== Industrial clothing ====
 
Researching Complex Clothing unlocks these 10 items (plus [[hand tailor bench]]es and (once Electricity has been researched) [[electric tailor bench]]es). Industrial colonies begin with complex clothing already researched.
 
 
: {|width="500"
 
|
 
* [[duster]]
 
* [[jacket]]
 
* [[parka]]<br><br>
 
|
 
* [[bowler hat]]
 
* [[cowboy hat]]
 
* [[hood]]
 
* [[tuque]]
 
|
 
* [[t-shirt]]
 
* [[button-down shirt]]
 
* [[pants]]<br><br>
 
|}
 
 
: (Note: In the context of Research, this is more properly a "medieval" technology, putting a x67% penalty on Research Speed for Tribal colonies that effectively changes the 600 point goal to a 900 point goal.  Outside of Research-specific contexts, "Tribal/Industrial" clothing is the default distinction.)  <!-- [[Complex clothing]] redirects here, so this small note re "Research", altho' not directly related to "clothing", is most approp here (since, as it stands, it has nowhere else to go).  Meanwhile, the terms "Tribal clothing" and "Industrial clothing" ~are~ used widely, both in forums and on this wiki. -->
 
  
 
== Manufacturing clothing ==
 
== Manufacturing clothing ==
 +
[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]]
 
Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill.  
 
Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill.  
  
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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.
 
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.
  
== Layers and coverage ==
+
== Apparel layers ==
{{Stub|section=1|reason=Explain how Layers and coverage work}}
+
{{:Apparel layers}}
<gallery>
 
Human Body Areas Located.png|Human Body Clothing Coverage Areas
 
Human Body Clothing Layers Infographic.png|Human Body Clothing Layers Infographic
 
</gallery>
 
  
 
== Comparison tables ==
 
== 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 ===
 
=== Headgear ===
Uniquely, the Broadwrap covers the neck and both shoulders. This causes it to be the only headgear to conflict with the Slave Collar.
+
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}}
  
The Slave Collar, is not true headgear, in terms of layer "slot". Although it does have some layer interaction, as shown by its conflict with the Broadwrap.
+
=== Middle ===
 +
{{Apparel Table | type=Clothing | layer=Middle}}
  
{| {{STDT| sortable c_01 text-center}}
+
=== Outer ===
! Name !! {{HP}} !! Armor - Blunt !! Armor - Heat !! Armor - Sharp !! Coverage !! Insulation - Cold !! Insulation - Heat !! Special Properties !! Research requirement !! Work to Make !! Material Cost !! Base Market Value !! Value/Work !! Value/Material
+
{{Apparel Table | type=Clothing | layer=Outer}}
|-
 
{{#ask: [[Type2::Clothing]] [[Layer::Headgear]] | mainlabel = Name | format = template | template = Clothing Table Row | named args = yes | link = none
 
| ?Name = ?Name
 
| ?From DLC = DLC
 
| ?Max Hit Points Base = HP
 
| ?Armor Factor - Blunt = Blunt
 
| ?Armor Factor - Heat = HeatA
 
| ?Armor Factor - Sharp = Sharp
 
| ?Insulation Factor - Cold = Cold
 
| ?Insulation Factor - Heat = HeatI
 
| ?Armor - Blunt = Blunt2
 
| ?Armor - Heat = HeatA2
 
| ?Armor - Sharp = Sharp2
 
| ?Insulation - Cold Base = Cold2
 
| ?Insulation - Heat Base = HeatI2
 
| ?Layer = Layer
 
| ?Coverage = Coverage
 
| ?Required Research = Research
 
| ?Work To Make = Work
 
| ?Resource 1 = R1
 
| ?Resource 1 Amount = R1a
 
| ?Market Value Base = Value
 
}}
 
|}
 
  
=== Body ===
 
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
 
{| {{STDT| sortable c_01 text-center}}
 
! Name !! {{HP}} !! Armor - Blunt !! Armor - Heat !! Armor - Sharp !! Layer !! Coverage !! Insulation - Cold !! Insulation - Heat !! Special Properties !! Research requirement !! Work to Make !! Material Cost !! Base Market Value !! Value/Work !! Value/Material
 
|-
 
{{#ask: [[Type2::Clothing]] [[Layer::!Headgear]] | mainlabel = Name | format = template | template = Clothing Table Row | named args = yes | link = none
 
| ?Name = ?Name
 
| ?From DLC = DLC
 
| ?Max Hit Points Base = HP
 
| ?Armor Factor - Blunt = Blunt
 
| ?Armor Factor - Heat = HeatA
 
| ?Armor Factor - Sharp = Sharp
 
| ?Insulation Factor - Cold = Cold
 
| ?Insulation Factor - Heat = HeatI
 
| ?Armor - Blunt = Blunt2
 
| ?Armor - Heat = HeatA2
 
| ?Armor - Sharp = Sharp2
 
| ?Insulation - Cold Base = Cold2
 
| ?Insulation - Heat Base = HeatI2
 
| ?Layer = Layer
 
| ?Coverage = Coverage
 
| ?Required Research = Research
 
| ?Work To Make = Work
 
| ?Resource 1 = R1
 
| ?Resource 1 Amount = R1a
 
| ?Market Value Base = Value
 
}}
 
|}
 
  
 
{{nav|clothing|wide}}
 
{{nav|clothing|wide}}
 
 
[[Category:Apparel]]
 
[[Category:Apparel]]

Latest revision as of 13:27, 3 December 2022

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility

Clothing preview.png

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]

Unfinished piece of clothing

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 crownsContent added by the Royalty DLC, 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)
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[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:

  1. The body part groups it covers.
  2. 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 blindfoldContent added by the Ideology DLC 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.

  • Body Part Group Coverage Skin Middle Outer Headgear Eyes Belt Image
    Full Head Head, Ears, Nose, Jaw, Eyes × Human Body Areas Located.png
    Upper Head Head, Ears ×
    Eyes Eyes ×
    Shoulders Left & Right Shoulders × × ×
    Arms Left & Right Arm × × ×
    Torso Torso × × ×
    Waist Waist ×
    Neck Neck × × × ×
    Legs Left & Right Leg × × ×
  • 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 Bowler hat ×20% ×20% ×20% 80 Head, Left Ear, Right Ear 10% 40% +15% Social impact Complex clothing 1,800 ticks (30 secs) Stuff 20 (Leathery/Fabric) Silver 29 0.016 1.45
    Cowboy hat Cowboy hat ×20% ×20% ×20% 80 Head, Left Ear, Right Ear 10% 50% +10% Social impact Complex clothing 1,800 ticks (30 secs) Stuff 25 (Leathery/Fabric) Silver 35 0.019 1.4
    Hood Hood ×20% ×20% ×20% 80 Head, Left Ear, Right Ear 10% 25% +20% Social impact 6,000 ticks (1.67 mins) Stuff 50 (Fabric/Leathery) Silver 75 0.013 1.5
    Psychic foil helmet 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 Silver 250
    Tribal headdress Tribal headdress ×20% ×20% ×20% 100 Head, Left Ear, Right Ear 10% 15% +15% Social impact 6,000 ticks (1.67 mins) Stuff 50 (Fabric) Silver 75 0.013 1.5
    Tuque Tuque ×20% ×20% ×20% 80 Head, Left Ear, Right Ear 50% 0% Complex clothing 1,200 ticks (20 secs) Stuff 20 (Fabric) Silver 27 0.023 1.35
    Veil 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) Stuff 20 (Fabric) Silver 28 0.02 1.4
    War mask 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) Stuff 25 (Woody) Silver 38 0.013 1.52
    Ceremonial hood Ceremonial hood Content added by the Anomaly DLC ×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) Stuff 20 (Fabric), Bioferrite 10 Silver 37 0.019 1.85
    Ritual mask Ritual mask Content added by the Anomaly DLC ×30% ×30% ×30% 80 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw 20% 10% Bioferrite shaping 3,000 ticks (50 secs) Bioferrite 25 Silver 46 0.015 1.84
    Airwire headset Airwire headset Content added by the Biotech DLC 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) Steel 50, Component 4 Silver 230 0.11 4.6
    Array headset Array headset Content added by the Biotech DLC 0% 0% 0% 60 Upper Head -0 °C (0 °F) +0 °C (0 °F) +6 Bandwidth Standard mechtech 2,100 ticks (35 secs) Steel 50, Component 8 Silver 360 0.171 7.2
    Face mask Face mask Content added by the Biotech DLC ×20% ×20% ×20% 40 Jaw 2% 2% +50% Toxic environment resistance Complex clothing 800 ticks (13.33 secs) Stuff 10 (Fabric) Silver 14 0.018 1.4
    Gas mask Gas mask Content added by the Biotech DLC 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) Steel 20, Chemfuel 20 Silver 106 0.018 5.3
    Authority cap Authority cap Content added by the Ideology DLC ×20% ×20% ×20% 80 Head, Left Ear, Right Ear 10% 10% +10% Slave suppression offset 1,500 ticks (25 secs) Stuff 25 (Fabric/Leathery) Silver 34 0.023 1.36
    Broadwrap Broadwrap Content added by the Ideology DLC ×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) Stuff 30 (Fabric) Silver 41 0.023 1.37
    Flophat Flophat Content added by the Ideology DLC ×20% ×20% ×20% 80 Head, Left Ear, Right Ear 50% 0% Complex clothing 1,200 ticks (20 secs) Stuff 20 (Fabric) Silver 27 0.023 1.35
    Headwrap Headwrap Content added by the Ideology DLC ×25% ×25% ×25% 80 Head, Left Ear, Right Ear 10% 10% 1,400 ticks (23.33 secs) Stuff 20 (Fabric) Silver 28 0.02 1.4
    Shadecone Shadecone Content added by the Ideology DLC ×20% ×20% ×20% 80 Head, Left Ear, Right Ear 10% 50% Complex clothing 1,800 ticks (30 secs) Stuff 25 (Fabric/Leathery) Silver 35 0.019 1.4
    Slave collar Slave collar Content added by the Ideology DLC ×0% ×0% ×0% 80 Neck 0% 0% +15% Slave suppression offset 1,800 ticks (30 secs) Stuff 25 (Metallic/Leathery, 250 for SMVs) Silver 35 0.019 1.4
    Slicecap Slicecap Content added by the Ideology DLC ×10% ×10% ×10% 80 Head 0% 10% 2,000 ticks (33.33 secs) Stuff 15 (Woody/Metallic, 150 for SMVs) Silver 23 0.012 1.53
    Tailcap Tailcap Content added by the Ideology DLC ×20% ×20% ×20% 80 Head, Left Ear, Right Ear 50% 0% Complex clothing 1,400 ticks (23.33 secs) Stuff 20 (Leathery) Silver 28 0.02 1.4
    Torture crown Torture crown Content added by the Ideology DLC ×15% ×15% ×15% 80 Head, Left Ear, Right Ear 0% 0% +5% Pain 1,200 ticks (20 secs) Stuff 25 (Metallic/Woody, 250 for SMVs) Silver 33 0.028 1.32
    Visage mask Visage mask Content added by the Ideology DLC ×30% ×30% ×30% 90 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw 5% 5% 2,000 ticks (33.33 secs) Stuff 15 (Woody/Metallic, 150 for SMVs) Silver 23 0.012 1.53
    Beret Beret Content added by the Royalty DLC ×0% ×0% ×0% 80 Head, Left Ear, Right Ear 7% 15% +10% Social impact Noble apparel 4,000 ticks (1.11 mins) Stuff 35 (Leathery/Fabric) Silver 52 0.013 1.49
    Coronet Coronet Content added by the Royalty DLC ×0% ×0% ×0% 80 Head, Left Ear, Right Ear 0% 0% +20% Social impact Royal apparel 8,000 ticks (2.22 mins) Stuff 50 (Metallic, 500 for SMVs) Silver 80 0.01 1.6
    Crown Crown Content added by the Royalty DLC ×0% ×0% ×0% 80 Head, Left Ear, Right Ear 0% 0% +20% Social impact Royal apparel 12,000 ticks (3.33 mins) Stuff 75 (Metallic, 750 for SMVs) Silver 120 0.01 1.6
    Eltex helmet Eltex helmet Content added by the Royalty DLC 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
    Silver 500
    Eltex skullcap Eltex skullcap Content added by the Royalty DLC 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
    Silver 500
    Ladies hat Ladies hat Content added by the Royalty DLC ×0% ×0% ×0% 80 Head, Left Ear, Right Ear 10% 25% +20% Social impact Noble apparel 6,000 ticks (1.67 mins) Stuff 50 (Leathery/Fabric) Silver 75 0.013 1.5
    Stellic crown Stellic crown Content added by the Royalty DLC ×0% ×0% ×0% 80 Head, Left Ear, Right Ear 0% 0% +20% Social impact ticks (0 secs) Stuff 85 (Metallic, 850 for SMVs) Silver 102 1.2
    Top hat Top hat Content added by the Royalty DLC ×0% ×0% ×0% 80 Head, Left Ear, Right Ear 25% 10% +20% Social impact Noble apparel 6,000 ticks (1.67 mins) Stuff 50 (Leathery/Fabric) Silver 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 Blindfold Content added by the Ideology DLC ×10% ×10% ×10% 80 Left Eye, Right Eye 35% 0% max 20% Sight 1,200 ticks (20 secs) Stuff 20 (Fabric) Silver 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 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) Stuff 45 (Leathery/Fabric) Silver 61 0.023 1.36
    Pants Pants ×20% ×20% ×20% 100 Left Leg, Right Leg 20% 8% Complex clothing 1,600 ticks (26.67 secs) Stuff 40 (Leathery/Fabric) Silver 52 0.033 1.3
    T-shirt T-shirt ×20% ×20% ×20% 100 Torso, Left Shoulder, Right Shoulder 22% 10% Complex clothing 1,600 ticks (26.67 secs) Stuff 40 (Leathery/Fabric) Silver 52 0.033 1.3
    Tribalwear Tribalwear ×20% ×20% ×20% 100 Torso, Left Leg, Right Leg 55% 55% 1,800 ticks (30 secs) Stuff 60 (Leathery/Fabric) Silver 77 0.043 1.28
    Kid pants Kid pants Content added by the Biotech DLC ×20% ×20% ×20% 50 Left Leg, Right Leg 20% 8% Complex clothing 1,280 ticks (21.33 secs) Stuff 20 (Leathery/Fabric) Silver 27 0.021 1.35
    Kid romper Kid romper Content added by the Biotech DLC ×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) Stuff 30 (Fabric/Leathery) Silver 41 0.021 1.37
    Kid shirt Kid shirt Content added by the Biotech DLC ×20% ×20% ×20% 50 Torso, Left Shoulder, Right Shoulder 22% 10% Complex clothing 1,280 ticks (21.33 secs) Stuff 20 (Fabric/Leathery) Silver 27 0.021 1.35
    Kid tribalwear Kid tribalwear Content added by the Biotech DLC ×20% ×20% ×20% 60 Torso, Left Leg, Right Leg 50% 50% 1,400 ticks (23.33 secs) Stuff 30 (Leathery/Fabric) Silver 40 0.029 1.33
    Eltex shirt Eltex shirt Content added by the Royalty DLC 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
    Silver 400
    Formal shirt Formal shirt Content added by the Royalty DLC ×20% ×20% ×20% 100 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm 22% 10% Noble apparel 6,000 ticks (1.67 mins) Stuff 65 (Leathery/Fabric) Silver 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 Sash Content added by the Biotech DLC ×10% ×10% ×10% 50 Torso 10% 10% Complex clothing 1,000 ticks (16.67 secs) Stuff 25 (Fabric/Leathery) Silver 33 0.033 1.32
    Corset Corset Content added by the Royalty DLC ×20% ×20% ×20% 100 Torso 40% 10% Noble apparel 12,000 ticks (3.33 mins) Stuff 45 (Leathery/Fabric) Silver 84 0.007 1.87
    Eltex vest Eltex vest Content added by the Royalty DLC 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
    Silver 500
    Formal vest Formal vest Content added by the Royalty DLC ×20% ×20% ×20% 100 Torso 40% 10% Noble apparel 12,000 ticks (3.33 mins) Stuff 45 (Leathery/Fabric) Silver 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 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) Stuff 80 (Leathery/Fabric) Silver 121 0.012 1.51
    Jacket 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) Stuff 70 (Leathery/Fabric) Silver 102 0.015 1.46
    Parka 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) Stuff 80 (Leathery/Fabric) Silver 116 0.015 1.45
    Robe 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) Stuff 80 (Fabric/Leathery) Silver 109 0.022 1.36
    Lab coat Lab coat Content added by the Anomaly DLC ×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) Stuff 70 (Leathery/Fabric) Silver 97 0.019 1.39
    Heavy bandolier Heavy bandolier Content added by the Biotech DLC ×10% ×10% ×10% 50 Torso 10% 10% −20% Ranged cooldown multiplier Complex clothing 3,500 ticks (58.33 secs) Stuff 75 (Fabric/Leathery) Silver 99 0.028 1.32
    Kid parka Kid parka Content added by the Biotech DLC ×20% ×20% ×20% 100 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm 150% 0% Complex clothing 6,400 ticks (1.78 mins) Stuff 40 (Leathery/Fabric) Silver 64 0.01 1.6
    Burka Burka Content added by the Ideology DLC ×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) Stuff 60 (Fabric) Silver 82 0.021 1.37
    Slave body strap Slave body strap Content added by the Ideology DLC ×10% ×10% ×10% 160 Torso 10% 10% +15% Slave suppression offset 7,000 ticks (1.94 mins) Stuff 70 (Fabric/Leathery) Silver 102 0.015 1.46
    Cape Cape Content added by the Royalty DLC ×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) Stuff 80 (Leathery/Fabric) Silver 136 0.009 1.7
    Eltex robe Eltex robe Content added by the Royalty DLC 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
    Silver 600
    Prestige robe Prestige robe Content added by the Royalty DLC ×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) Stuff 100 (Leathery/Fabric) Silver 170 0.009 1.7