Difference between revisions of "Apparel"
(Apparel combination suggestions) |
(Extensive rewording, moved some statements around to new locations that made more sense. Re-ordered armor types to match in-game order. Expanded information and examples in several places. Added information about fire damage. Added a note explicitly stating that armor pen is subtractive, not multiplicative.) |
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Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a melee strike. This will be represented by a "tink" sound and a spark. They may also receive a mitigated blow, for only half of the damage. | Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a melee strike. This will be represented by a "tink" sound and a spark. They may also receive a mitigated blow, for only half of the damage. | ||
− | There are several types of armor ratings. They are expressed as percentages. The maximum armor rating is 200%. | + | There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%. |
<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
{| {{STDT| c_08 text-center}} | {| {{STDT| c_08 text-center}} | ||
! Name !! Label !! Description | ! Name !! Label !! Description | ||
+ | |- style="text-align:left;" | ||
+ | ! [[Injury#Sharp|Sharp]] | ||
+ | | Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause bleeding. Even the lightest clothing material seems to offer some protection against sharp damage. | ||
|- style="text-align:left;" | |- style="text-align:left;" | ||
! [[Injury#Blunt|Blunt]] | ! [[Injury#Blunt|Blunt]] | ||
− | | Armor - Blunt || Protection against blunt damage like club attacks, rock falls, explosions, and strikes with ranged weapons at melee range. This protection is generally limited, and blunt weapons will generally have to deal with less armor than an equivalent tier sharp weapon | + | | Armor - Blunt || Protection against blunt damage like fist and club attacks, rock falls, explosions, and strikes with ranged weapons at melee range. This protection is generally limited, and blunt weapons will generally have to deal with less armor than an equivalent tier sharp weapon. |
− | |||
− | |||
− | |||
|- style="text-align:left;" | |- style="text-align:left;" | ||
! [[Injury#Heat|Heat]] | ! [[Injury#Heat|Heat]] | ||
− | | Armor - Heat || Protection against fire damage from natural fires and fire weapons such as Molotov cocktails. Heat damage seems to never have | + | | Armor - Heat || Protection against fire damage from natural fires and fire weapons such as Molotov cocktails, as well as lightning strikes. Heat damage seems to never have armor penetration. Not to be mistaken with Heat Insulation. |
|} | |} | ||
</li><div> | </li><div> | ||
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# If any residual damage remained it would calculate for the effect of the tribalwear as it is on the skin layer, | # If any residual damage remained it would calculate for the effect of the tribalwear as it is on the skin layer, | ||
# Finally if any residual damage still remained, it would then be applied to the pawn. | # Finally if any residual damage still remained, it would then be applied to the pawn. | ||
− | Meanwhile if struck the arm, then only the calculation would only be performed for the duster, as the vest does not cover the arm. And if they were struck in the head, then the damage would be directly applied to the pawn as nothing covers that part | + | Meanwhile if struck the arm, then only the calculation would only be performed for the duster, as the vest does not cover the arm. And if they were struck in the head, then the damage would be directly applied to the pawn as nothing covers that part. |
In-game this is calculated as follows: | In-game this is calculated as follows: | ||
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#*If the random number is greater than the armor rating, the armor has no effect. | #*If the random number is greater than the armor rating, the armor has no effect. | ||
#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage. | #If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage. | ||
+ | |||
+ | ''Note'': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. Ex. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% armor, ''not'' 150% * (1 - 50%) = 75% armor. This is why armor penetration are capped at the same 200% that armor is, rather than 100%. | ||
+ | |||
+ | ''Note:'' Items that take up multiple layers, such as [[Marine armor]], are only calculated against on their outer-most layer, leaving the other layer(s) they occupy effectively unarmored. Armor that takes up multiple layers tends to have superior overall armor protection, however, so this can often still be worthwhile, especially when armor penetration is accounted for. See the Analysis section below for details. | ||
====Sharp damage==== | ====Sharp damage==== | ||
− | If the damage is Sharp, and any layer halves the damage, then any resulting damage to the pawn will be changed to Blunt damage. '''Note''' despite the common misconception the armor effect of layers below will still be calculated against the sharp armor of those layers, '''not''' against the blunt armor. | + | If the damage is Sharp, and any layer halves the damage, then any resulting damage to the pawn will be changed to Blunt damage. |
+ | |||
+ | '''Note''' despite the common misconception the armor effect of layers below will still be calculated against the sharp armor rating of those layers, '''not''' against the blunt armor rating. So if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack, converting it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage. | ||
− | + | ====Fire damage==== | |
+ | Fire armor works to prevent fire damage from landing at all, but any fire damage that actually deals damage to the pawn has a chance to set the pawn on fire, independent of the pawn's fire armor. This means the only defense against being set ablaze is deflecting the fire damage entirely. | ||
===Analysis=== | ===Analysis=== | ||
Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, and can be seen on [[mechanoid]]s. [[Cataphract armor]] at Legendary quality comes at a close second, reaching 200% sharp rating, but all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall. | Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, and can be seen on [[mechanoid]]s. [[Cataphract armor]] at Legendary quality comes at a close second, reaching 200% sharp rating, but all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall. | ||
− | Armor is calculated per | + | Armor is calculated per layer, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 successive layers of armor can each mitigate the damage by 50%, reducing it to 25% of the base damage. Each layer also has an independent chance to entirely deflect the damage, using the above calculation steps. |
− | Armor Penetration is | + | |
+ | Armor Penetration is applied identically to each layer. This means that, while multiple layers of armor each have more chances to mitigate the damage, layering apparel with low armor values may do little or nothing against projectiles with high armor penetration, while a single layer of high armor value may be able to mitigate it. | ||
For example a pawn with both a [[devilstrand]] [[Button-down shirt|shirt]] with sharp armor of 28% and a [[toughskin gland]] with sharp armor 35% would always receive full damage from a [[charge rifle]], as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm. | For example a pawn with both a [[devilstrand]] [[Button-down shirt|shirt]] with sharp armor of 28% and a [[toughskin gland]] with sharp armor 35% would always receive full damage from a [[charge rifle]], as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm. | ||
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== Durability == | == Durability == | ||
− | Apparel, including armor, | + | Apparel, including armor, takes damage over time and when it gets hit by an attack. It takes a 1 HP of damage for every 4 points of damage dealt to the wearer, provided the damage is applied to that layer. Thus, if an attack hits a pawn and is stopped by the Outer layer, such as a [[Duster]], the duster will receive damage, but an item on Middle layer, such as a [[Flak vest]] will receive no damage. If the duster were to halve the damage instead, then the flak vest would receive half of the durability damage, while as the duster would receive full damage.. |
− | The damage to the item is the same regardless of whether it deflects all the damage, half the damage, or no damage, just so long as the attack is calculated against that item. Therefore, as [[quality]] does not affect item HP, high-quality armor lasts about as long as low-quality armor in combat, but will better protect lower layers from damage. | + | The damage to the item is the same regardless of whether it deflects all the damage, half the damage, or no damage, just so long as the attack is calculated against that item. The durability damage is calculated off of the raw damage as it reaches that layer, before that layer's mitigation is applied. Therefore, as [[quality]] does not affect an item's HP, high-quality armor lasts about as long as low-quality armor in combat, but will better protect lower layers from damage. |
==Insulation== | ==Insulation== |
Revision as of 00:05, 25 July 2021
|
Apparel is worn by your colonists to protect them from extreme temperatures or from damage in combat. See a pawn's Gear tab to see what apparel they are wearing.
Clothing vs Armor
There are two main types of apparel, clothing and armor. Both clothing and armor use the same basic mechanics and the distinction is largely arbitrary beyond its use in sorting items. They can be mixed and matched, as far as Clothing Layers allow.
Clothing usually:
- is made from light materials (fabrics and leathers);
- offers good insulation from extreme temperatures;
- offers lower protection from damage (with the right materials, clothing can be a worthwhile "light" armor).
Armor usually:
- is made from solid materials (metal);
- offers less insulation from extreme temperatures;
- offers good protection from damage;
- gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor).
Protection
Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a melee strike. This will be represented by a "tink" sound and a spark. They may also receive a mitigated blow, for only half of the damage.
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%.
Name | Label | Description |
---|---|---|
Sharp | Armor - Sharp | Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause bleeding. Even the lightest clothing material seems to offer some protection against sharp damage. |
Blunt | Armor - Blunt | Protection against blunt damage like fist and club attacks, rock falls, explosions, and strikes with ranged weapons at melee range. This protection is generally limited, and blunt weapons will generally have to deal with less armor than an equivalent tier sharp weapon. |
Heat | Armor - Heat | Protection against fire damage from natural fires and fire weapons such as Molotov cocktails, as well as lightning strikes. Heat damage seems to never have armor penetration. Not to be mistaken with Heat Insulation. |
Calculation
The armor calculation is applied for each item of apparel the pawn is wearing that covers the targeted body part, from the outside in. Thus, if a pawn in only a duster, flak vest and tribalwear was struck in the torso, it would:
- Calculate the effect of duster first as it is on the outer layer
- If any residual damage remained it would calculate for the effect of the flak vest as it is on the middle layer,
- If any residual damage remained it would calculate for the effect of the tribalwear as it is on the skin layer,
- Finally if any residual damage still remained, it would then be applied to the pawn.
Meanwhile if struck the arm, then only the calculation would only be performed for the duster, as the vest does not cover the arm. And if they were struck in the head, then the damage would be directly applied to the pawn as nothing covers that part.
In-game this is calculated as follows:
- The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating"
- The effective armor rating is then compared against a random number from 0 to 100:
- If the random number is under half the armor rating, the damage deflects harmlessly.
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved.
- If the random number is greater than the armor rating, the armor has no effect.
- If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.
Note: While armor penetration is given as a percentage, it is subtracted from the target's armor, not used as a multiplier. Ex. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% armor, not 150% * (1 - 50%) = 75% armor. This is why armor penetration are capped at the same 200% that armor is, rather than 100%.
Note: Items that take up multiple layers, such as Marine armor, are only calculated against on their outer-most layer, leaving the other layer(s) they occupy effectively unarmored. Armor that takes up multiple layers tends to have superior overall armor protection, however, so this can often still be worthwhile, especially when armor penetration is accounted for. See the Analysis section below for details.
Sharp damage
If the damage is Sharp, and any layer halves the damage, then any resulting damage to the pawn will be changed to Blunt damage.
Note despite the common misconception the armor effect of layers below will still be calculated against the sharp armor rating of those layers, not against the blunt armor rating. So if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack, converting it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage.
Fire damage
Fire armor works to prevent fire damage from landing at all, but any fire damage that actually deals damage to the pawn has a chance to set the pawn on fire, independent of the pawn's fire armor. This means the only defense against being set ablaze is deflecting the fire damage entirely.
Analysis
Thus each effective point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, and can be seen on mechanoids. Cataphract armor at Legendary quality comes at a close second, reaching 200% sharp rating, but all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall.
Armor is calculated per layer, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 successive layers of armor can each mitigate the damage by 50%, reducing it to 25% of the base damage. Each layer also has an independent chance to entirely deflect the damage, using the above calculation steps.
Armor Penetration is applied identically to each layer. This means that, while multiple layers of armor each have more chances to mitigate the damage, layering apparel with low armor values may do little or nothing against projectiles with high armor penetration, while a single layer of high armor value may be able to mitigate it.
For example a pawn with both a devilstrand shirt with sharp armor of 28% and a toughskin gland with sharp armor 35% would always receive full damage from a charge rifle, as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm.
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.
Durability
Apparel, including armor, takes damage over time and when it gets hit by an attack. It takes a 1 HP of damage for every 4 points of damage dealt to the wearer, provided the damage is applied to that layer. Thus, if an attack hits a pawn and is stopped by the Outer layer, such as a Duster, the duster will receive damage, but an item on Middle layer, such as a Flak vest will receive no damage. If the duster were to halve the damage instead, then the flak vest would receive half of the durability damage, while as the duster would receive full damage..
The damage to the item is the same regardless of whether it deflects all the damage, half the damage, or no damage, just so long as the attack is calculated against that item. The durability damage is calculated off of the raw damage as it reaches that layer, before that layer's mitigation is applied. Therefore, as quality does not affect an item's HP, high-quality armor lasts about as long as low-quality armor in combat, but will better protect lower layers from damage.
Insulation
Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures. By default a naked human has a very narrow acceptable temperature range (16°C - 26°C), so you'll need to wear apparel to survive in the harsh environment of a rimworld.
Insulation from a single piece of apparel
Apparel can offer "Insulation - Cold", which protects from extremely cold temperatures, and "Insulation - Heat" which protects from extremely hot temperatures. The amount of insulation a piece of apparel offers is equal to:
Insulation = Material insulation * Apparel insulation_factor * Quality multiplier
- Material insulation: the textile used to create an article of clothing has a large impact on how much insulation a piece of apparel offers. For example, muffalo wool offers 30°C of insulation from cold, while birdskin only offers 10°C. See textiles for a full comparison.
- Apparel insulation factor: each type of apparel has an insulation factor associated with it. For example, a parkas have an insulation - cold factor of 2.0, so a normal muffalo wool parka offers 60°C of insulation from cold. See clothing for a full comparison.
- Quality multiplier: the quality of an item influences it's insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers 108°C of insulation from cold. See quality for a full comparison.
Total insulation for a pawn
The total insulation for a pawn is the sum of the insulation from each piece of apparel. A pawn's minimum comfortable temperature is reduced by their total Insulation - Cold, while their maximum comfortable temperature is increased by their Insulation - Heat.
For example, consider a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt. By default, humans have an acceptable temperature range of 16°C - 26°C. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:
Computing insulation from clothing
Parka cold insulation = muffalo wool cold insulation * parka cold insulation factor * legendary modifier = 30°C * 200% * 1.8 = 108°C
Parka heat insulation = muffalo wool heat insulation * parka heat insulation factor * legendary modifier = 12°C * 0% * 1.8 = 0°C
Shirt cold insulation = cloth cold insulation * shirt modifier * poor modifier = 18°C * 26% * 0.9 = 4.2°C
Shirt heat insulation = cloth heat insulation * shirt modifier * poor modifier = 18°C * 10% * 0.9 = 1.6°C
Adding to base insulation
Minimum acceptable temperature = default minimum acceptable temperature - parka cold insulation - shirt cold insulation = 16 - 108 - 4.2 = -96.2°C
Maximum acceptable temperature = default maximum acceptable temperature + parka heat insulation + shirt heat insulation = 26 + 0 + 1.6 = 27.6°C
So the new comfortable range is -96.2°C - 27.6°C
Flammability
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.
It is unclear if it affects the chance for a Pawn to catch fire while standing in a burning tile.
Damaged apparel
Apparel suffers wear and tear when worn causing it to lose hit points over time. They also become damaged when the wearer is attacked, and the apparel absorbs some damage as armor.
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.
HP | Thought | Debuff |
---|---|---|
20% - 50% | "Wearing worn-out apparel" | -3 |
below 20% | "Wearing tattered apparel" | -5 |
Durability does not affect stats such as protection and insulation.
Suggested Apparel Combos
Industrial - Early
The synthread apparel you start with should suffice for the early game. Start hunting and begin crafting button-down shirts and dusters.
Industrial - Mid
The best apparel combo for this stage of the game is button-down shirt and a pair of pants on the skin layer, a flak vest in the middle, and a duster on the top. This combination offers good amounts of protection without compromising the movement speed of a pawn.
Industrial - Late
The best combo for the late game is a pair of pants and a button down shirt on the bottom layer, a marine armor set for ranged pawns, or a set of recon armor with a shield belt for melee pawns. For Royalty owners, cataphract armor is recommended for ranged fighters, and a set of locust armor and a shield belt is suggested for melee brawlers because of the installed jump pack that frees up an utility slot for the shield belt.
Royal Fighter ![Content added by the Royalty DLC](/images/thumb/4/41/RoyaltyIcon.png/16px-RoyaltyIcon.png)
Royal pawns that are also fighters should wear the prestige versions of the Industrial - Late combo.
Royal Psycaster ![Content added by the Royalty DLC](/images/thumb/4/41/RoyaltyIcon.png/16px-RoyaltyIcon.png)
Pawns that are nobles and have fighting as a secondary priority, equip the pawn with full eltex gear. The recommended combo is: an eltex skullcap, an eltex robe, an eltex vest, and an eltex shirt. This is full eltex set is hard to acquire, so they can use the Royal Fighter combo or just the normal clothing requirements for the title, such as the prestige robe and formal vest.
Quality Effects
Quality | Armor Factor |
Insulation Factor |
Market Value | Max Market Value Gain | Deterioration Rate | Beauty |
---|---|---|---|---|---|---|
Awful | 0.6 | 0.8 | 0.5 | - | 2 | -0.1 |
Poor | 0.8 | 0.9 | 0.75 | - | 1.5 | 0.5 |
Normal | 1.0 | 1.0 | 1.0 | - | 1 | 1 |
Good | 1.15 | 1.1 | 1.25 | 500 | 0.8 | 2 |
Excellent | 1.3 | 1.2 | 1.5 | 1000 | 0.6 | 3 |
Masterwork | 1.45 | 1.5 | 2.5 | 2000 | 0.3 | 5 |
Legendary | 1.8 | 1.8 | 5 | 3000 | 0.1 | 8 |
Nudity
Male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered. Most colonists will receive a -6 mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing.
For Nudists the opposite is true - they receive a +20 mood bonus while naked and a -3 mood penalty while clothed.
Special Values
Clothing can have very specific secondary values. The more common ones are:
- Negative movement Speed. This is mostly seen with armor
- Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor
- Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage
Tainted Apparel
Clothing stripped from corpses is considered tainted apparel and is noted with a T. Colonists wearing tainted apparel gain a persistent mood debuff as long as they're wearing it- colonists with Bloodlust do not seem to mind, however.
Number of items | Debuff |
---|---|
1 | -3 |
2 | -5 |
3 | -7 |
4+ | -8 |
Disposal is usually the only option as traders do not buy them (as of 0.19).
Disposal
Apparel can be destroyed using a crematorium or a campfire. Simply create a "Burn apparel" bill, and be sure to uncheck anything you want to keep.
Materials
A number of Materials is available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.
Armor Materials
These materials are primarily used for armor. It includes any metal and in rare cases, even wood or stone might be supported.
Name | Stuff Category | Sharp | Blunt | Heat | Cold Insulation | Heat Insulation | Item HP | Market Value | Commonality | Flammability |
---|---|---|---|---|---|---|---|---|---|---|
Silver | Metallic | 72% | 36% | 36% | 3 | 0 | 0.7 | 1 | 100 | 0.4 |
Gold | Metallic | 72% | 36% | 36% | 3 | 0 | 0.6 | 10 | 0.02 | 0.4 |
Steel | Metallic | 90% | 45% | 72% | 3 | 0 | 1 | 1.9 | 1.0 | 0.4 |
Plasteel | Metallic | 126% | 63% | 108% | 3 | 0 | 2.8 | 9 | 0.05 | 0.2 |
Wood | Woody | 54% | 54% | 90% | 8 | 4 | 0.65 | 1.2 | 1 | 1 |
Uranium | Metallic | 108% | 54% | 90% | 3 | 0 | 2.5 | 6 | 0.05 | 0 |
Jade | Stony | 90% | 45% | 54% | 3 | 0 | 0.5 | 5 | 0.05 | 0 |
Clothing Materials
All variants of Fabric and Leathers.
Name | Stuff Category | Sharp | Blunt | Heat | Cold Insulation | Heat Insulation | Item HP Multiplier | Market Value | Commonality | Flammability |
---|---|---|---|---|---|---|---|---|---|---|
LeatherBase | Leathery | 81% | 24% | 150% | 16 | 16 | 1.3 | 2.1 | 0.025 | 1 |
Plain Leather | Leathery | 81% | 24% | 150% | 16 | 16 | 1.3 | 2.1 | 0.020 | 1 |
Dog Leather | Leathery | 81% | 24% | 150% | 14 | 16 | 1.3 | 2.0 | 0.075 | 1 |
Wolfskin | Leathery | 102% | 24% | 150% | 24 | 16 | 1.3 | 3.0 | 0.075 | 1 |
Panthera fur | Leathery | 93% | 24% | 150% | 16 | 24 | 1.3 | 3.0 | 0.025 | 1 |
Camelhide | Leathery | 81% | 24% | 150% | 16 | 24 | 1.3 | 2.3 | 0.05 | 1 |
Bluefur | Leathery | 81% | 24% | 150% | 20 | 16 | 1.3 | 2.3 | 0.025 | 1 |
Bearskin | Leathery | 112% | 24% | 150% | 20 | 20 | 1.3 | 3.4 | 0.05 | 1 |
Human Leather | Leathery | 64% | 24% | 150% | 12 | 12 | 1.3 | 4.2 | 0.025 | 1 |
Pigskin | Leathery | 64% | 24% | 150% | 12 | 12 | 1.3 | 1.9 | 0.05 | 1 |
Lightleather | Leathery | 54% | 14% | 150% | 12 | 12 | 1.3 | 1.9 | 0.25 | 1 |
Birdskin | Leathery | 67% | 14% | 150% | 10 | 10 | 1.3 | 1.8 | 0.025 | 1 |
Chinchilla Fur | Leathery | 67% | 14% | 150% | 30 | 16 | 1.3 | 6.5 | 0.025 | 1 |
Foxfur | Leathery | 81% | 21% | 150% | 20 | 16 | 1.3 | 3.5 | 0.075 | 1 |
Lizardskin | Leathery | 81% | 27% | 150% | 12 | 12 | 1.3 | 2.1 | 0.075 | 1 |
Elephant Leather | Leathery | 112% | 24% | 150% | 14 | 12 | 1.3 | 3.0 | 0.025 | 1.5 |
Heavy Fur | Leathery | 124% | 24% | 150% | 30 | 14 | 1.3 | 3.3 | 0.025 | 1.5 |
Rhinoceros Leather | Leathery | 129% | 24% | 150% | 14 | 14 | 1.3 | 4.2 | 0.025 | 1.5 |
Thrumbo Fur | Leathery | 208% | 36% | 150% | 34 | 22 | 1.3 | 14 | 0.0025 | 2.0 |
Patchleather | Leathery | 45% | 19% | 90% | 9 | 9 | 1.3 | 1.5 | 0.075 | 1 |
Cloth | Fabric | 36% | 0% | 18% | 18 | 18 | ? | 1.5 | 1.4 | 1.2 |
Synthread | Fabric | 63% | 0% | 72% | 22 | 22 | 1.3 | 4 | 0.15 | 0.7 |
Devilstrand | Fabric | 140% | 36% | 300% | 20 | 24 | 1.3 | 5.5 | 0.2 | 0.4 |
Hyperweave | Fabric | 200% | 54% | 288% | 26 | 26 | 2.4 | 9 | 0.1 | 0.4 |
Woolbase | Fabric | 36% | 0% | 36% | Cold Insulation | Heat Insulation | ? | 2.7 | 0.12 | ? |
Megasloth Wool | Fabric | 36% | 0% | 36% | 30 | 12 | ? | 2.7 | 0.12 | ? |
Muffalo Wool | Fabric | 36% | 0% | 36% | 30 | 12 | ? | 2.7 | 0.12 | ? |
Camelhair | Fabric | 36% | 0% | 36% | 18 | 26 | ? | 2.7 | 0.12 | ? |
Alpaca Wool | Fabric | 36% | 0% | 36% | 28 | 16 | ? | 2.7 | 0.12 | ? |
Version history
- 0.8.657 - Apparel insulation introduced with temperature system.
- 0.9.722 - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel thought added.
In Beta 18 or earlier each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).