Difference between revisions of "Veil"
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|type2 = Armor | |type2 = Armor | ||
|hp = 80 | |hp = 80 | ||
+ | | production facility 1= Crafting spot | ||
+ | | production facility 2= Hand tailor bench | ||
+ | | production facility 3= Electric tailor bench | ||
|work to make = 1400 | |work to make = 1400 | ||
|resource 1 = Stuff | |resource 1 = Stuff |
Revision as of 13:28, 19 April 2021
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War veil
A war veil, made out of reinforced cloth torn to appear damaged in combat. Some believe this functions as a talisman of courage.
Base Stats
Apparel
- Insulation Factor - Cold
- 0.05×
- Insulation Factor - Heat
- 0.05×
- Armor Factor - Sharp
- 0.2
- Armor Factor - Blunt
- 0.2
- Armor Factor - Heat
- 0.2
- Pain Shock Threshold
- +5%
- Coverage
- Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw
- Layer
- Headgear
Creation
- Work To Make
- 1,400 ticks (23.33 secs)
- Stuff Tags
- Fabric
- thingCategories
- Headgear
- defaultOutfitTags
- Soldier
The war veil is a tribal clothing item. When worn, it provides minor protection for the head and increases the pain threshold of its wearer by 5%, allowing its wearer to take more damage before crumpling.
Acquisition
War veils can only be made by tribal factions. They're crafted using 20 of any fabric and 24 work at a crafting spot or tailor benches. Unlike most clothing, they cannot be crafted out of leather.
Analysis
War veils don't increase the pain shock threshold as much as war masks, and offer less armor when crafted with anything other than devilstrand, synthread, or hyperweave, all of which are costly to obtain.
A hyperweave war veil is competitive with a steel simple helmet of the same quality. The veil offers 8/9ths the sharp armor while also covering the entire head and offering significant heat armor. While hyperweave is generally best saved for dusters, the small amount used needed for a veil can be used to get some utility out of left over stocks.
In biomes where wood isn't easily accessible, war veils can be useful early on. But war masks are generally better at providing a quick bit of early game protection for tribal factions.
Material table
Material | Sharp | Blunt | Heat | Item HP | Insulation - Cold | Insulation - Heat | Market Value |
---|---|---|---|---|---|---|---|
Alpaca wool Veil | 7.2% | 0% | 22% | 80 | -1.5 °C (-2.7 °F) | +0.8 °C (1.4 °F) | 81 |
Bison wool Veil | 7.2% | 0% | 22% | 80 | -1.3 °C (-2.3 °F) | +0.6 °C (1.1 °F) | 59 |
Cloth Veil | 7.2% | 0% | 3.6% | 80 | -0.9 °C (-1.6 °F) | +0.9 °C (1.6 °F) | 35 |
Devilstrand Veil | 28% | 7.2% | 60% | 104 | -1 °C (-1.8 °F) | +1.2 °C (2.2 °F) | 115 |
Hyperweave Veil | 40% | 10.8% | 57.6% | 192 | -1.3 °C (-2.3 °F) | +1.3 °C (2.3 °F) | 185 |
Megasloth wool Veil | 16% | 0% | 22% | 80 | -1.7 °C (-3.1 °F) | +0.6 °C (1.1 °F) | 59 |
Muffalo wool Veil | 7.2% | 0% | 22% | 80 | -1.4 °C (-2.5 °F) | +0.6 °C (1.1 °F) | 59 |
Sheep wool Veil | 7.2% | 0% | 22% | 80 | -1.3 °C (-2.3 °F) | +0.5 °C (0.9 °F) | 59 |
Synthread Veil | 18.8% | 5.2% | 18% | 104 | -1.1 °C (-2 °F) | +1.1 °C (2 °F) | 85 |
Assuming Normal quality, for the effect of other qualities, see Quality.