Difference between revisions of "Clothing"

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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.
  
== Headgear table ==
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== Layers and coverage ==
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{{Stub|section=1|reason=Explain how Layers and coverage work}}
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<gallery>
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Human Body Areas Located.png|Human Body Clothing Coverage Areas
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Human Body Clothing Layers Infographic.png|Human Body Clothing Layers Infographic
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</gallery>
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== Comparison tables ==
 +
=== 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 not true headgear, in terms of layer "slot". Although it does have some layer interaction, as shown by its conflict with the Broadwrap.  
 
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.  
[[File:Human Body Areas Located.png|thumb|right|Human Body Clothing Coverage Areas ]]
 
  
 
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== Body table ==
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=== Body ===
 
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
 
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
[[File:Human Body Clothing Layers Infographic.png|thumb|right|Human Body Clothing Layers Infographic]]
 
 
{| {{STDT| sortable c_01 text-center}}
 
{| {{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
 
! 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

Revision as of 11:20, 8 July 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.

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; DLC's will add additional items.

Tribal clothing

No research is necessary for these items:

* Note that Industrial colonies (including 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 benches and (once Electricity has been researched) electric tailor benches). Industrial colonies begin with complex clothing already researched.

(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.)

Manufacturing 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 penaltyCheck.png, 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 table.

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

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

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

Comparison tables

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 not true headgear, in terms of layer "slot". Although it does have some layer interaction, as shown by its conflict with the Broadwrap.

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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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

Body

The hands and feet, across all layers, are NOT covered by any apparel present in base game.

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
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
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
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
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
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
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
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
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
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 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
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
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
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
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 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
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
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
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
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
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
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
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
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
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