Difference between revisions of "Resources"
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Revision as of 06:53, 16 January 2015
RimWorld utilizes a variety of different resources. All resources have to be hauled to a Stockpile to be used.
Food
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This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs detail on mechanics e.g. nutrition etc.. |
Food is the basic source of nutrition to both humans and animals. Consuming food provides saturation. Deprivation of food leads to malnutrition and, if prolonged, death.
Summary
Food is measured in units of nutrition. Most raw foods, as well as certain cooked foods like pemmican, give 0.05 nutrition per unit. Prepared meals, such as simple meals or lavish meals, generally give 0.9 or 1.0 nutrition.
Baseline adult humans require 1.6 nutrition per day to avoid being hungry. They can "store" 1.0 nutrition at any one time. As they start to eat while they are "hungry" (0.25 saturation), certain types of meals are subject to overeating. A rough baseline of 2 meals per day, or 32 units of pemmican/raw food, is required to feed a person.
By default, colonists will eat the tastiest valid food; from Lavish to Raw. Certain traits or ideology precepts may change their priorities. You can control what foods colonists are able to eat in the Assign tab. You can also select a colonist's or prisoner's food policy in the Health tab.
Raw food
Food found in its natural stage is raw. Most raw foods will give the −7 Ate Raw Food moodlet to an ordinary colonist. All raw food comes with an innate chance of food poisoning. Milk, berries, and insect jelly can be eaten without mood penalty, but can still give food poisoning.
You can cook food into meals at an electric stove, fueled stove or campfire, or process it at a nutrient paste dispenser. In addition to tasting better, cooked food allows you to get more nutrition off the same amount of raw food. For example, a simple meal costs 0.5 nutrition to make, but gives 0.9 nutrition when eaten - this equates to 180% more food. Food poisoning of a prepared meal is based off of Cooking skill and cleanliness of the room. Nutrient paste can never cause food poisoning.
Raw food can be obtained from a variety of sources:
- Wild bushes can be harvested to give agave and berries.
- Growing zones can be used to plant rice, potatoes, corn, strawberries and haygrass (for domesticated animals).
- Hydroponics basins can also be used to plant rice, potatoes or strawberries, and grows them at a considerably increased rate.
- Meat is obtained from fresh non-mechanoid corpses, whether hunted or if they died via other means. Corpses may be eaten raw or butchered at a butcher table.
- Occasional drops from cargo pods.
Degradation
Food will be destroyed if left unattended by two entirely separate factors: exposure and temperature.
- Items dropped in an area without a roof will deteriorate over time, and lose item HP.
- Storing food in temperatures above 0 °C (32 °F) will spoil over time. Temperatures below 10 °C (50 °F) will slow down spoiling by a factor of
1/temp
in Celsius. See Temperature for details.
For example: a raider is killed and drops a fine meal outdoors, while temperature is below freezing. The meal will not spoil, but it will still deteriorate, and lose HP. Conversely, a meal stored indoors at room temperature will spoil rather than deteriorating.
Once spoiled, food will vanish and can never be recovered. However, food can be eaten at any stage before spoiling with no negative effect. Food poisoning comes from other sources, such as a messy kitchen, an unskilled cook, or eating raw food.
Analysis
As a rough rule of thumb - 25 tiles of rice / potatoes / corn, in ordinary soil, is enough to feed a single colonist in Losing is Fun indefinitely, when:
- They are cooked into and eaten as simple meals.
- A grower's Plants skill is competent; 6 Plants is enough.
- Crops are harvested reasonably quickly. 25 tiles gives a little extra food in case of emergency, but assumes that Growing is priority #1 in the Work tab.
- Your colony has a year-round growing season.
20 tiles of rice/corn in rich soil (not potatoes) is also enough to feed a colonist, in the same conditions, with some food in reserve. A higher difficulty reduces plant yield; if playing in difficulties lower than Losing is Fun, then you technically need less crop to survive. If your biome doesn't have a winter, then just plant your tiles of rice, and you don't really have to worry about managing food unless toxic fallout happens.
Food crop comparison
Of the three "main" food crops:
- Rice grows quickly, but gives the least per harvest. Rice is stable; since each individual rice harvest is small, a blight will not impact a rice harvest as much as it does with other crops. However, because it needs to be harvested more often, you will need more work for the same amount of food. Due to its grow speed, it is a great food to plant at the beginning of the game, or as a "last harvest" when winter is fast approaching.
- Corn is the opposite of rice. It grows slowly, but gives the most per harvest. It needs to be harvested much less frequently, meaning corn takes much less work than rice. However, your corn harvest will be impacted more by disasters like blight and fire. Corn cannot be grown in hydroponics.
- Potatoes are in the middle in terms of speed, harvest size, and work. Potatoes are notable for their low Fertility Sensitivity, meaning the quality of soil impacts them much less. They are great if you are forced to plant in stony soil or gravel, but bad to grow in rich soil or hydroponics.
Rice, corn, and potatoes give roughly the same amount of food per day per plant, assuming regular soil is used. Rice is ever so slightly higher than the other 2 crops.
Of the other available crops:
- Strawberry plants give less food per day than any of the three food crops. It grows faster than potatoes, but slower than rice. Its niche is that strawberries can be eaten raw without a mood penalty, but this is rarely useful given that cooking food into meals will net you more effective food.
- Hay is inedible to humans, but gives the most food per day of all plants. Slightly less work efficient per than corn. Hay can also be used for straw matting.
- Nutrifungus is almost identical to potatoes; it grows slightly slower in regular soil, but has even less Fertility Sensitivity (slightly better in rough soil). Nutrifungus' benefit is that it has to be grown in complete darkness. This means that you can grow crops indoors, even during the winter, without having to use a power hungry sun lamp. As another benefit, nutrifungus is completely immune to blight. However, most ideoligions give −3 for Ate Cooked Fungus. Tunnelers enjoy eating fungus and despise any other plant. Tunnelers can construct fungal gravel to create fertile soil under their mountains.
- Toxipotatoes have no fertility sensitivity at all, and are the only food source that can be planted in polluted terrain. They provide strictly inferior food per work and per day to the standard potato, but do reach full growth between one and three days quicker depending on the terrain.[Early harvest?] They have double the chance to cause food poisoning when eaten raw.
Comparison table
Version history
- 0.8.657 - Now spoils without refrigeration
- 0.9.722 - Food poisoning added. Bad cooks are more likely to accidentally poison meals.
Medicine
Medicine
A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids.
Base Stats
- Type
- Medical Items – Medicine
- Tech Level
- Industrial
- Stack Limit
- 25
- Mass
- 0.5 kg
- Beauty
- -4
- HP
- 60
- Deterioration Rate
- 2
- Flammability
- 70%
- Rotatable
- False
- Path Cost
- 14
Medical
- Medical Potency
- 100%
- Max medical tend quality
- 100%
Creation
- Required Research
- Medicine production
- Work To Make
- 700 ticks (11.67 secs)
- Work Speed Stat
- Drug Synthesis Speed
Medicine, also called industrial-tech medicine in the Health tab, is an expendable item used in doctoring.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
Medicine can also be purchased from traders and looted from raiders.
Summary
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Tend speed. |
Any form of medicine can be used whenever a doctor tends to an injury or disease. In most cases, medicine does not directly cause healing. Instead, using medicine and better medicine will increase tend quality, increasing the rate of healing for injuries, or slowing down progression of a disease. For gut worms and muscle parasites, tend quality is directly used to cure the disease.
With a Medical Potency of 100%, medicine has a 100% multiplier on both tend quality and surgery success.
Medicine does not spoil, but will deteriorate when left outside.
Experience
The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). The equation for this is:
XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate |
Where:
- Patient XP Factor is a multiplier from the patient type. ×175 for animal patients, and ×500 for human patients.
- Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.
- Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill. See "Improving Skills" for more details.
Medicine | Potency | XP Factor | Tend XP from patient | |
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Human | Animal | |||
None | 0.30 | 0.5 | 250 | 87.5 |
Herbal medicine | 0.60 | 0.5 | 250 | 87.5 |
Medicine | 1.00 | 0.7 | 350 | 122.5 |
Glitterworld medicine | 1.60 | 1 | 500 | 175 |
Analysis
Superior to herbal medicine but inferior to glitterworld medicine.
Industrial medicine is best used for diseases and surgery, where Medical Potency has the greatest impact. A dose or two of medicine can save a colonist's life from the plague. So long as patients are constantly treated by a decent doctor, resting full-time, and well-fed, this medicine should be enough against any disease.
It is generally misused for bruises, cuts, and other injuries. These are usually too common to waste high-quality medicine on; use herbal medicine or no medicine instead. But if a colonist is bleeding out rapidly, you may want to use better medicine for its increased tend speed and quality. Note that colonists are set to use the best quality medicine by default. In the assign tab, you can set colonists and other pawns to herbal medicine or worse. You can also alter this in a colonist's Health tab.
Regular medicine is enough to reach the 98% surgery success chance cap, under the right circumstances. A healthy doctor with Medical 8 can reach the surgery cap (for most surgeries) in a lit, clean room, using a normal quality hospital bed. Without a hospital bed (or sterile tile), Medical 11 is required for the same thing. Note that many factors, such as a dirty room or a surgeon's damaged Manipulation, will quickly lower your success rates.
Gallery
Version history
- 1.0 - Received a new description.
- 1.4.3523 - Added recipe for bulk medicine creation.
Materials
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
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Materials are the most basic resources. They are used for structures, buildings, apparel, weapons and more.
Stuff
Materials are grouped in five stuff categories:
- Stony for all types of stone.
- Metallic for all metals.
- Woody for wood.
- Leathery for all leathers.
- Fabric for all fabrics.
So called "stuffable" buildings and items (walls, armchairs, longswords, plate armor etc.) have stuff tags. They determine from which stuff categories the building or item can be made of. The player can choose any material from these stuff categories to build or craft that building or item. The stats of the end product are then affected by the modifiers of the used material.
Comparison table
The following table shows all materials, their stuff category and all their modifiers. The empty cells give a good overview which materials can't be used for what kind of building or item.
- Fabrics and leathers can't be used for weapons, doors and beds
- Stone can't be used for apparel. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.)
Name | Stuff Category | Market Value | Beauty Factor | Beauty Offset | Work To Make Factor | Work To Build Factor | Work To Build Offset | Max Hit Points Factor | Flammability Factor | Armor - Sharp Factor | Armor - Blunt Factor | Armor - Heat Factor | Insulation - Cold (°C) | Insulation - Heat (°C) | Melee Blunt Damage Factor | Melee Sharp Damage Factor | Melee Cooldown Factor | Door Opening Speed Factor | Rest Effectiveness Factor |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bioferrite | Bioferrite Metallic | 0.75 | 0.25 | 0 | 2.5 | 2.5 | 2 | 0.75 | 1.1 | 0.5 | 0.5 | 2.5 | 0 | 0.9 | 1.3 | 1 | 1 | 0.85 | |
Alpaca wool | Fabric | 3.8 | 1.5 | 1 | 1 | 1 | 1.7 | 0.36 | 0 | 1.1 | 30 | 16 | |||||||
Bison wool | Fabric | 2.7 | 1.5 | 1 | 1 | 1 | 1.7 | 0.36 | 0 | 1.1 | 26 | 12 | |||||||
Cloth | Fabric | 1.5 | 1 | 1 | 1 | 1 | 1.2 | 0.36 | 0 | 0.18 | 18 | 18 | |||||||
Devilstrand | Fabric | 5.5 | 3.2 | 1 | 1 | 1.3 | 0.4 | 1.4 | 0.36 | 3 | 20 | 24 | |||||||
Hyperweave | Fabric | 9 | 5.5 | 1 | 1 | 2.4 | 0.4 | 2 | 0.54 | 2.88 | 26 | 26 | |||||||
Megasloth wool | Fabric | 2.7 | 1.5 | 1 | 1 | 1 | 1.7 | 0.8 | 0 | 1.1 | 34 | 12 | |||||||
Muffalo wool | Fabric | 2.7 | 1.5 | 1 | 1 | 1 | 1.7 | 0.36 | 0 | 1.1 | 28 | 12 | |||||||
Sheep wool | Fabric | 2.7 | 1.5 | 1 | 1 | 1 | 1.7 | 0.36 | 0 | 1.1 | 26 | 10 | |||||||
Synthread | Fabric | 4 | 2.3 | 1 | 1 | 1.3 | 0.7 | 0.94 | 0.26 | 0.9 | 22 | 22 | |||||||
Bearskin | Leathery | 3.4 | 1.9 | 1 | 1 | 1.3 | 1 | 1.12 | 0.24 | 1.5 | 20 | 20 | |||||||
Birdskin | Leathery | 1.8 | 1 | 1 | 1 | 1 | 1 | 0.67 | 0.14 | 1.5 | 10 | 10 | |||||||
Bluefur | Leathery | 2.3 | 1.3 | 1 | 1 | 1.3 | 1 | 0.81 | 0.24 | 1.5 | 20 | 16 | |||||||
Camelhide | Leathery | 2.3 | 1.3 | 1 | 1 | 1.3 | 1 | 0.81 | 0.24 | 1.5 | 16 | 24 | |||||||
Chinchilla fur | Leathery | 6.5 | 3.6 | 1 | 1 | 1 | 1 | 0.67 | 0.14 | 1.5 | 30 | 16 | |||||||
Dog leather | Leathery | 2 | 1 | 1 | 1 | 1.3 | 1 | 0.81 | 0.24 | 1.5 | 14 | 16 | |||||||
Dread leather | Leathery | 3.5 | 1 | 1 | 1 | 1.3 | 1 | 1.27 | 0.24 | 1.5 | 20 | 12 | |||||||
Elephant leather | Leathery | 2.42 | 1.6 | 1 | 1 | 1.5 | 1 | 1.12 | 0.24 | 1.5 | 14 | 12 | |||||||
Foxfur | Leathery | 3.5 | 2 | 1 | 1 | 1 | 1 | 0.81 | 0.21 | 1.5 | 20 | 16 | |||||||
Guinea pig fur | Leathery | 5 | 2.8 | 1 | 1 | 0.6 | 1 | 0.67 | 0.14 | 1.5 | 38 | 18 | |||||||
Heavy fur | Leathery | 3.3 | 1.85 | 1 | 1 | 1.5 | 1 | 1.24 | 0.24 | 1.5 | 30 | 14 | |||||||
Human leather | Leathery | 4.2 | 1 | 1 | 1 | 1.3 | 1 | 0.64 | 0.24 | 1.5 | 12 | 12 | |||||||
Lightleather | Leathery | 1.9 | 1 | 1 | 1 | 1 | 1 | 0.54 | 0.14 | 1.5 | 12 | 12 | |||||||
Lizardskin | Leathery | 2.1 | 1.2 | 1 | 1 | 1 | 1 | 0.81 | 0.27 | 1.5 | 12 | 12 | |||||||
Panthera fur | Leathery | 3 | 1.7 | 1 | 1 | 1.3 | 1 | 0.93 | 0.24 | 1.5 | 16 | 24 | |||||||
Patchleather | Leathery | 1.5 | 1 | 1 | 1 | 1 | 1 | 0.45 | 0.19 | 0.9 | 9 | 9 | |||||||
Pigskin | Leathery | 1.9 | 1 | 1 | 1 | 1.3 | 1 | 0.64 | 0.24 | 1.5 | 12 | 12 | |||||||
Plainleather | Leathery | 2.1 | 1 | 1 | 1 | 1.3 | 1 | 0.81 | 0.24 | 1.5 | 16 | 16 | |||||||
Rhinoceros leather | Leathery | 4.2 | 2.4 | 1 | 1 | 1.5 | 1 | 1.29 | 0.24 | 1.5 | 14 | 14 | |||||||
Thrumbofur | Leathery | 14 | 8 | 1 | 1 | 2 | 1 | 2.08 | 0.36 | 1.5 | 34 | 22 | |||||||
Wolfskin | Leathery | 3 | 1.7 | 1 | 1 | 1.3 | 1 | 1.02 | 0.24 | 1.5 | 24 | 16 | |||||||
Gold | Metallic | 10 | 4 | 20 | 0.9 | 0.9 | 0.6 | 0.4 | 0.72 | 0.36 | 0.36 | 3 | 0 | 1 | 0.75 | 1 | 1 | 1 | |
Plasteel | Metallic | 9 | 1 | 0 | 2.2 | 2.2 | 2.8 | 0 | 1.14 | 0.55 | 0.65 | 3 | 0 | 0.9 | 1.1 | 0.8 | 1 | 1 | |
Silver | Metallic | 1 | 2 | 6 | 1 | 1 | 0.7 | 0.4 | 0.72 | 0.36 | 0.36 | 3 | 0 | 1 | 0.85 | 1 | 1 | 1 | |
Steel | Metallic | 1.9 | 1 | 0 | 1 | 1 | 1 | 0.4 | 0.9 | 0.45 | 0.6 | 3 | 0 | 1 | 1 | 1 | 1 | 1 | |
Uranium | Metallic | 6 | 0.5 | 0 | 1.9 | 1.9 | 2.5 | 0 | 1.08 | 0.54 | 0.65 | 3 | 0 | 1.5 | 1.1 | 1.1 | 0.75 | 1 | |
Granite blocks | Stony | 0.9 | 1 | 0 | 1.3 | 6 | 140 | 1.7 | 0 | 1 | 0.65 | 1.3 | 0.45 | 0.9 | |||||
Jade | Stony | 5 | 2.5 | 10 | 1.4 | 5 | 0.5 | 0 | 0.9 | 0.45 | 0.54 | 3 | 0 | 1.5 | 1 | 1.3 | 1 | 1 | |
Limestone blocks | Stony | 0.9 | 1 | 0 | 1.3 | 6 | 140 | 1.55 | 0 | 1 | 0.6 | 1.3 | 0.45 | 0.9 | |||||
Marble blocks | Stony | 0.9 | 1.35 | 1 | 1.15 | 5.5 | 140 | 1.2 | 0 | 1 | 0.6 | 1.3 | 0.45 | 0.9 | |||||
Sandstone blocks | Stony | 0.9 | 1.1 | 0 | 1.1 | 5 | 140 | 1.4 | 0 | 1 | 0.5 | 1.3 | 0.45 | 0.9 | |||||
Slate blocks | Stony | 0.9 | 1.1 | 0 | 1.3 | 6 | 140 | 1.3 | 0 | 1 | 0.6 | 1.3 | 0.45 | 0.9 | |||||
Wood | Woody | 1.2 | 1 | 0 | 0.7 | 0.7 | 0.65 | 1 | 0.54 | 0.54 | 0.4 | 8 | 4 | 0.9 | 0.4 | 1 | 1.2 | 1 |
Textiles
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Textiles are materials typically used to make clothing. Textiles are divided into two categories:
- Fabrics: Fibrous material typically harvested from plants, or sheared from tamed animals (i.e. wool)
- Leathers: A byproduct of butchering animals
Both can often be used interchangeably to produce items, though exceptions exist and specific materials differ as to value, beauty, and combat and temperature protection values. As such, there are some textiles that are best used for different clothing, some for armor, some for hot/cold weather, some for furniture, etc. See the relevant item's article for details and analysis on material selection.
Comparison table
Below is a list of material effects for fabrics and leathers. When a stuffable item is created from a textile, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, Cloth has a factor of 0.36 and a duster has base stat of 0.3. Thus, the final "Armor - Sharp" of a Cloth Duster before quality multipliers is: 0.36 * 0.3 or 10.8%
This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see Apparel
Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See Market Value for details.
Textile | Stuff Category | Beauty Factor | Max Hit Points Factor | Armor - Sharp Factor | Armor - Blunt Factor | Armor - Heat Factor | Insulation - Cold (°C) | Insulation - Heat (°C) | Flammability Factor | Market Value |
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Alpaca wool | Fabric | 1.5 | 1 | 0.36 | 0 | 1.1 | 30 | 16 | 1.7 | 3.8 |
Bison wool | Fabric | 1.5 | 1 | 0.36 | 0 | 1.1 | 26 | 12 | 1.7 | 2.7 |
Cloth | Fabric | 1 | 1 | 0.36 | 0 | 0.18 | 18 | 18 | 1.2 | 1.5 |
Devilstrand | Fabric | 3.2 | 1.3 | 1.4 | 0.36 | 3 | 20 | 24 | 0.4 | 5.5 |
Hyperweave | Fabric | 5.5 | 2.4 | 2 | 0.54 | 2.88 | 26 | 26 | 0.4 | 9 |
Megasloth wool | Fabric | 1.5 | 1 | 0.8 | 0 | 1.1 | 34 | 12 | 1.7 | 2.7 |
Muffalo wool | Fabric | 1.5 | 1 | 0.36 | 0 | 1.1 | 28 | 12 | 1.7 | 2.7 |
Sheep wool | Fabric | 1.5 | 1 | 0.36 | 0 | 1.1 | 26 | 10 | 1.7 | 2.7 |
Synthread | Fabric | 2.3 | 1.3 | 0.94 | 0.26 | 0.9 | 22 | 22 | 0.7 | 4 |
Bearskin | Leathery | 1.9 | 1.3 | 1.12 | 0.24 | 1.5 | 20 | 20 | 1 | 3.4 |
Birdskin | Leathery | 1 | 1 | 0.67 | 0.14 | 1.5 | 10 | 10 | 1 | 1.8 |
Bluefur | Leathery | 1.3 | 1.3 | 0.81 | 0.24 | 1.5 | 20 | 16 | 1 | 2.3 |
Camelhide | Leathery | 1.3 | 1.3 | 0.81 | 0.24 | 1.5 | 16 | 24 | 1 | 2.3 |
Chinchilla fur | Leathery | 3.6 | 1 | 0.67 | 0.14 | 1.5 | 30 | 16 | 1 | 6.5 |
Dog leather | Leathery | 1 | 1.3 | 0.81 | 0.24 | 1.5 | 14 | 16 | 1 | 2 |
Dread leather | Leathery | 1 | 1.3 | 1.27 | 0.24 | 1.5 | 20 | 12 | 1 | 3.5 |
Elephant leather | Leathery | 1.6 | 1.5 | 1.12 | 0.24 | 1.5 | 14 | 12 | 1 | 2.42 |
Foxfur | Leathery | 2 | 1 | 0.81 | 0.21 | 1.5 | 20 | 16 | 1 | 3.5 |
Guinea pig fur | Leathery | 2.8 | 0.6 | 0.67 | 0.14 | 1.5 | 38 | 18 | 1 | 5 |
Heavy fur | Leathery | 1.85 | 1.5 | 1.24 | 0.24 | 1.5 | 30 | 14 | 1 | 3.3 |
Human leather | Leathery | 1 | 1.3 | 0.64 | 0.24 | 1.5 | 12 | 12 | 1 | 4.2 |
Lightleather | Leathery | 1 | 1 | 0.54 | 0.14 | 1.5 | 12 | 12 | 1 | 1.9 |
Lizardskin | Leathery | 1.2 | 1 | 0.81 | 0.27 | 1.5 | 12 | 12 | 1 | 2.1 |
Panthera fur | Leathery | 1.7 | 1.3 | 0.93 | 0.24 | 1.5 | 16 | 24 | 1 | 3 |
Patchleather | Leathery | 1 | 1 | 0.45 | 0.19 | 0.9 | 9 | 9 | 1 | 1.5 |
Pigskin | Leathery | 1 | 1.3 | 0.64 | 0.24 | 1.5 | 12 | 12 | 1 | 1.9 |
Plainleather | Leathery | 1 | 1.3 | 0.81 | 0.24 | 1.5 | 16 | 16 | 1 | 2.1 |
Rhinoceros leather | Leathery | 2.4 | 1.5 | 1.29 | 0.24 | 1.5 | 14 | 14 | 1 | 4.2 |
Thrumbofur | Leathery | 8 | 2 | 2.08 | 0.36 | 1.5 | 34 | 22 | 1 | 14 |
Wolfskin | Leathery | 1.7 | 1.3 | 1.02 | 0.24 | 1.5 | 24 | 16 | 1 | 3 |
All textiles have the following modifiers in common:
- Work To Make Factor and Work To Build Factor of 1.
Miscellanous
Shell
Shells can be traded for profit. In the future, they will be used in Mortars.