Apparel
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Apparel is worn by your colonists to protect them from the elements, or protect them from harm. There's two main types of apparel: clothing and armor.
See a pawn's Gear tab to see what apparel they are wearing.
Clothing vs Armor
Both clothing and armor use the same basic Principles. They can be mixed and matched, as far as Clothing Layers allow.
Clothing tends to be made from lighter materials (fabrics and leathers). It tends to offer better protection from the Enviroment then Violence. However with the right materials, clothing might be a worthwhile "light" armor.
Armor tends to be made from solid materials (usually metal). Armor also tends to give penalties to movement and similar stats. They also offer less environmental protection then clothing. So being well protected from violence is not without tradeoffs.
Protection
Protection deals with mitigating damage to body parts. It can range anywhere from 0 to 100%. Materials tend to have higher values (up to 200%), however those values are drastically cut by the "material Effect" modifier if the piece of clothing that is made from the material.
After the game has determiend wich body part was hit by a attack, the following math is applied:
- the Protection values for all worn items in tht region are summed up
- the penetration value of the weapon is substracted, to get hte modified Protection
- A percentile roll is made against the modified armor:
- If the roll is higher, the full damage is applied to the body part
- If the roll is smaler or equal - but not half or less - half damage is dealt. If it is a piercing attack, it also has the damage reduced to a bruise.
- If the roll is half or less, no damage is done
That means a Protection of 200% after penetration would result in de-facto damage immunity. At least until the items Hitpoints are reduced.
It is unclear how apparel looses hitpoints when blocking, partially blocking or not blocking damage.
Most items have the exactly the same multiplier for all 3 types of Protection. Wich means the material defines the protection more then the item.
Sharp Protection
Protection against Claws, Swords, Spears and Bullets. These attacks will cause cuts, wich in turn are prone to cause bleeding. Even the lightest clothing material seems to offer some of this.
Blunt Protection
Protection against most blunt attacks. In addition to obvious cases like Clubs, this includes headbuts and strikes with a weapons pommel.
This value is very rare on Clothing Materials and even if it exists, it is usually les then 1/4 of the sharp protection. In turn it is abundant on proper armor.
Heat Protection
Not to be mistaken for Heat Insulation, this works against fire damage. That includes both natural fires and fire weapons.
Insulation
This is protection agaisnt freezing and overheating. Every pawn and every Animal has a natural range of "acceptable temperatures". Humans have a comparatively small range here. This value will add directly to the heat and cold tollerancy, making it possible to work in climates that any naked human would die in.
Generally items can be classified as "keeping warm" (massive Cold, little or no Heat Insulation), "normal" (wich means heat Insulation is less then half cold) or "keeping cool" (several times the cold insulation in Heat), with Material Modifiers to match. Materials tend to have the same base values in both Insulations, however there are exceptions to this rule.
Cold Insulation
A rather easy value to come by. Most clothing falls into normal, with some items (like Parkas) falling into keeping warm instead.
Heat Insulation
Compared to Cold Insulation, a very rare value. While most items provide some, it is less then Cold Insulation. And only a select few items and materials are suiteable to maximize this value.
Flamability
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependant on the material.
It is unclear if it affects the chance for a Pawn to catch fire while standing in a burning tile.
Clothing
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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
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 crowns, 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)
- Produces only tribal clothing, and with a 50% workspeed penalty.
- 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
- A neolithic production facility with a 50% workspeed penalty, offers the full range of craftable clothing.
- 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
- 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.
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.
Apparel layers
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:
- The body part groups it covers.
- 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 blindfold 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.
Examples
- 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
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
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 | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 10% | 40% | +15% Social impact | Complex clothing | 1,800 ticks (30 secs) | 20 (Leathery/Fabric) | 29 | 0.016 | 1.45 | |
Cowboy hat | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 10% | 50% | +10% Social impact | Complex clothing | 1,800 ticks (30 secs) | 25 (Leathery/Fabric) | 35 | 0.019 | 1.4 | |
Hood | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 10% | 25% | +20% Social impact | – | 6,000 ticks (1.67 mins) | 50 (Fabric/Leathery) | 75 | 0.013 | 1.5 | |
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 | – | – | – | 250 | – | – | |
Tribal headdress | ×20% | ×20% | ×20% | 100 | Head, Left Ear, Right Ear | 10% | 15% | +15% Social impact | – | 6,000 ticks (1.67 mins) | 50 (Fabric) | 75 | 0.013 | 1.5 | |
Tuque | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 50% | 0% | – | Complex clothing | 1,200 ticks (20 secs) | 20 (Fabric) | 27 | 0.023 | 1.35 | |
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) | 20 (Fabric) | 28 | 0.02 | 1.4 | |
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) | 25 (Woody) | 38 | 0.013 | 1.52 | |
Ceremonial hood | ×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) | 20 (Fabric), 10 | 37 | 0.019 | 1.85 | |
Ritual mask | ×30% | ×30% | ×30% | 80 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | 20% | 10% | – | Bioferrite shaping | 3,000 ticks (50 secs) | 25 | 46 | 0.015 | 1.84 | |
Airwire headset | 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) | 50, 4 | 230 | 0.11 | 4.6 | |
Array headset | 0% | 0% | 0% | 60 | Upper Head | -0 °C (0 °F) | +0 °C (0 °F) | +6 Bandwidth | Standard mechtech | 2,100 ticks (35 secs) | 50, 8 | 360 | 0.171 | 7.2 | |
Face mask | ×20% | ×20% | ×20% | 40 | Jaw | 2% | 2% | +50% Toxic environment resistance | Complex clothing | 800 ticks (13.33 secs) | 10 (Fabric) | 14 | 0.018 | 1.4 | |
Gas mask | 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) | 20, 20 | 106 | 0.018 | 5.3 | |
Authority cap | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 10% | 10% | +10% Slave suppression offset | – | 1,500 ticks (25 secs) | 25 (Fabric/Leathery) | 34 | 0.023 | 1.36 | |
Broadwrap | ×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) | 30 (Fabric) | 41 | 0.023 | 1.37 | |
Flophat | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 50% | 0% | – | Complex clothing | 1,200 ticks (20 secs) | 20 (Fabric) | 27 | 0.023 | 1.35 | |
Headwrap | ×25% | ×25% | ×25% | 80 | Head, Left Ear, Right Ear | 10% | 10% | – | – | 1,400 ticks (23.33 secs) | 20 (Fabric) | 28 | 0.02 | 1.4 | |
Shadecone | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 10% | 50% | – | Complex clothing | 1,800 ticks (30 secs) | 25 (Fabric/Leathery) | 35 | 0.019 | 1.4 | |
Slave collar | ×0% | ×0% | ×0% | 80 | Neck | 0% | 0% | +15% Slave suppression offset | – | 1,800 ticks (30 secs) | 25 (Metallic/Leathery, 250 for SMVs) | 35 | 0.019 | 1.4 | |
Slicecap | ×10% | ×10% | ×10% | 80 | Head | 0% | 10% | – | – | 2,000 ticks (33.33 secs) | 15 (Woody/Metallic, 150 for SMVs) | 23 | 0.012 | 1.53 | |
Tailcap | ×20% | ×20% | ×20% | 80 | Head, Left Ear, Right Ear | 50% | 0% | – | Complex clothing | 1,400 ticks (23.33 secs) | 20 (Leathery) | 28 | 0.02 | 1.4 | |
Torture crown | ×15% | ×15% | ×15% | 80 | Head, Left Ear, Right Ear | 0% | 0% | +5% Pain | – | 1,200 ticks (20 secs) | 25 (Metallic/Woody, 250 for SMVs) | 33 | 0.028 | 1.32 | |
Visage mask | ×30% | ×30% | ×30% | 90 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | 5% | 5% | – | – | 2,000 ticks (33.33 secs) | 15 (Woody/Metallic, 150 for SMVs) | 23 | 0.012 | 1.53 | |
Beret | ×0% | ×0% | ×0% | 80 | Head, Left Ear, Right Ear | 7% | 15% | +10% Social impact | Noble apparel | 4,000 ticks (1.11 mins) | 35 (Leathery/Fabric) | 52 | 0.013 | 1.49 | |
Coronet | ×0% | ×0% | ×0% | 80 | Head, Left Ear, Right Ear | 0% | 0% | +20% Social impact | Royal apparel | 8,000 ticks (2.22 mins) | 50 (Metallic, 500 for SMVs) | 80 | 0.01 | 1.6 | |
Crown | ×0% | ×0% | ×0% | 80 | Head, Left Ear, Right Ear | 0% | 0% | +20% Social impact | Royal apparel | 12,000 ticks (3.33 mins) | 75 (Metallic, 750 for SMVs) | 120 | 0.01 | 1.6 | |
Eltex helmet | 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 |
– | – | – | 500 | – | – | |
Eltex skullcap | 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 |
– | – | – | 500 | – | – | |
Ladies hat | ×0% | ×0% | ×0% | 80 | Head, Left Ear, Right Ear | 10% | 25% | +20% Social impact | Noble apparel | 6,000 ticks (1.67 mins) | 50 (Leathery/Fabric) | 75 | 0.013 | 1.5 | |
Stellic crown | ×0% | ×0% | ×0% | 80 | Head, Left Ear, Right Ear | 0% | 0% | +20% Social impact | – | 0 ticks (0 secs) | 85 (Metallic, 850 for SMVs) | 102 | – | 1.2 | |
Top hat | ×0% | ×0% | ×0% | 80 | Head, Left Ear, Right Ear | 25% | 10% | +20% Social impact | Noble apparel | 6,000 ticks (1.67 mins) | 50 (Leathery/Fabric) | 75 | 0.013 | 1.5 |
Eyes
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 | ×10% | ×10% | ×10% | 80 | Left Eye, Right Eye | 35% | 0% | max 20% Sight | – | 1,200 ticks (20 secs) | 20 (Fabric) | 27 | 0.023 | 1.35 |
Skin
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 | ×20% | ×20% | ×20% | 100 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | 26% | 10% | – | Complex clothing | 2,700 ticks (45 secs) | 45 (Leathery/Fabric) | 61 | 0.023 | 1.36 | |
Pants | ×20% | ×20% | ×20% | 100 | Left Leg, Right Leg | 20% | 8% | – | Complex clothing | 1,600 ticks (26.67 secs) | 40 (Leathery/Fabric) | 52 | 0.033 | 1.3 | |
T-shirt | ×20% | ×20% | ×20% | 100 | Torso, Left Shoulder, Right Shoulder | 22% | 10% | – | Complex clothing | 1,600 ticks (26.67 secs) | 40 (Leathery/Fabric) | 52 | 0.033 | 1.3 | |
Tribalwear | ×20% | ×20% | ×20% | 100 | Torso, Left Leg, Right Leg | 55% | 55% | – | – | 1,800 ticks (30 secs) | 60 (Leathery/Fabric) | 77 | 0.043 | 1.28 | |
Kid pants | ×20% | ×20% | ×20% | 50 | Left Leg, Right Leg | 20% | 8% | – | Complex clothing | 1,280 ticks (21.33 secs) | 20 (Leathery/Fabric) | 27 | 0.021 | 1.35 | |
Kid romper | ×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) | 30 (Fabric/Leathery) | 41 | 0.021 | 1.37 | |
Kid shirt | ×20% | ×20% | ×20% | 50 | Torso, Left Shoulder, Right Shoulder | 22% | 10% | – | Complex clothing | 1,280 ticks (21.33 secs) | 20 (Fabric/Leathery) | 27 | 0.021 | 1.35 | |
Kid tribalwear | ×20% | ×20% | ×20% | 60 | Torso, Left Leg, Right Leg | 50% | 50% | – | – | 1,400 ticks (23.33 secs) | 30 (Leathery/Fabric) | 40 | 0.029 | 1.33 | |
Eltex shirt | 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 |
– | – | – | 400 | – | – | |
Formal shirt | ×20% | ×20% | ×20% | 100 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | 22% | 10% | – | Noble apparel | 6,000 ticks (1.67 mins) | 65 (Leathery/Fabric) | 93 | 0.016 | 1.43 |
Middle
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 | ×10% | ×10% | ×10% | 50 | Torso | 10% | 10% | – | Complex clothing | 1,000 ticks (16.67 secs) | 25 (Fabric/Leathery) | 33 | 0.033 | 1.32 | |
Corset | ×20% | ×20% | ×20% | 100 | Torso | 40% | 10% | – | Noble apparel | 12,000 ticks (3.33 mins) | 45 (Leathery/Fabric) | 84 | 0.007 | 1.87 | |
Eltex vest | 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 |
– | – | – | 500 | – | – | |
Formal vest | ×20% | ×20% | ×20% | 100 | Torso | 40% | 10% | – | Noble apparel | 12,000 ticks (3.33 mins) | 45 (Leathery/Fabric) | 84 | 0.007 | 1.87 |
Outer
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 | ×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) | 80 (Leathery/Fabric) | 121 | 0.012 | 1.51 | |
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) | 70 (Leathery/Fabric) | 102 | 0.015 | 1.46 | |
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) | 80 (Leathery/Fabric) | 116 | 0.015 | 1.45 | |
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) | 80 (Fabric/Leathery) | 109 | 0.022 | 1.36 | |
Lab coat | ×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) | 70 (Leathery/Fabric) | 97 | 0.019 | 1.39 | |
Heavy bandolier | ×10% | ×10% | ×10% | 50 | Torso | 10% | 10% | −20% Ranged cooldown multiplier | Complex clothing | 3,500 ticks (58.33 secs) | 75 (Fabric/Leathery) | 99 | 0.028 | 1.32 | |
Kid parka | ×20% | ×20% | ×20% | 100 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | 150% | 0% | – | Complex clothing | 6,400 ticks (1.78 mins) | 40 (Leathery/Fabric) | 64 | 0.01 | 1.6 | |
Burka | ×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) | 60 (Fabric) | 82 | 0.021 | 1.37 | |
Slave body strap | ×10% | ×10% | ×10% | 160 | Torso | 10% | 10% | +15% Slave suppression offset | – | 7,000 ticks (1.94 mins) | 70 (Fabric/Leathery) | 102 | 0.015 | 1.46 | |
Cape | ×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) | 80 (Leathery/Fabric) | 136 | 0.009 | 1.7 | |
Eltex robe | 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 |
– | – | – | 600 | – | – | |
Prestige robe | ×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) | 100 (Leathery/Fabric) | 170 | 0.009 | 1.7 |
Armor
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Armor is a subcategory and type of apparel that generally offers good protection from damage, poor insulation and, in some cases, move speed penalties.
All apparel functions in the same way mechanically. Clothing and Armor primarily differ only in their categorization and a tendency to prioritize either damage or environmental protection respectively. Therefore, see Apparel for details on the mechanics common to all types of apparel.
Apparel layers
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:
- The body part groups it covers.
- 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 blindfold 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.
Examples
- 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
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, flak pants and the flak vest which both occupy the middle 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.
Since some armor covers multiple layers, they are present in multiple tables as well.
Headgear
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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flak helmet | ×70% | ×70% | ×70% | 120 | Head, Left Ear, Right Ear | 15% | 0% | – | Flak armor | 8,000 ticks (2.22 mins) | 40 (Metallic, 400 for SMVs), 2, 10 | 220 | 0.028 | 5.5 | |
Marine helmet | 106% | 45% | 54% | 160 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | – | Marine armor | 21,000 ticks (5.83 mins) | 40, 1 | 635 | 0.03 | 15.88 | |
Recon helmet | 92% | 40% | 46% | 120 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | – | Recon armor | 15,750 ticks (4.38 mins) | 30, 1 | 525 | 0.033 | 17.5 | |
Simple helmet | ×50% | ×50% | ×50% | 100 | Head, Left Ear, Right Ear | 15% | 0% | – | Smithing | 3,200 ticks (53.33 secs) | 40 (Metallic, 400 for SMVs) | 56 | 0.018 | 1.4 | |
Integrator headset | 0% | 0% | 0% | 120 | Head, Left Ear, Right Ear | -0 °C (0 °F) | +0 °C (0 °F) | +9 Bandwidth | High mechtech | 15,750 ticks (4.38 mins) | 50, 4, 4, 1 | 2435 | 0.155 | 48.7 | |
Kid helmet | ×50% | ×50% | ×50% | 60 | Head, Left Ear, Right Ear | 15% | 0% | – | Smithing | 2,000 ticks (33.33 secs) | 20 (Metallic, 200 for SMVs) | 29 | 0.015 | 1.45 | |
Mechcommander helmet | 69% | 30% | 34.5% | 150 | Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw | -3 °C (5.4 °F) | +1.5 °C (2.7 °F) | +6 Bandwidth | Standard mechtech | 15,750 ticks (4.38 mins) | 60, 6, 1 | 1290 | 0.082 | 21.5 | |
Mechlord helmet | 92% | 40% | 46% | 240 | Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | +12 Bandwidth −5 Shooting accuracy −0.5 Melee hit chance |
Ultra mechtech | 15,750 ticks (4.38 mins) | 120, 6, 2 | 5335 | 0.339 | 44.46 | |
Cataphract helmet | 120% | 50% | 60% | 180 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | – | Cataphract armor | 26,250 ticks (7.29 mins) | 50, 1 | 745 | 0.028 | 14.9 | |
Gunlink | 0% | 0% | 0% | 100 | Head, Left Ear, Right Ear | -0 °C (0 °F) | +0 °C (0 °F) | +3 Shooting accuracy | Gunlink | 15,750 ticks (4.38 mins) | 10, 1 | 345 | 0.022 | 34.5 | |
Prestige cataphract helmet | 120% | 50% | 60% | 180 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Cataphract armor | 52,500 ticks (14.58 mins) | 75, 1, 90 | 1155 | 0.022 | 15.4 | |
Prestige marine helmet | 106% | 45% | 54% | 160 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Marine armor | 42,000 ticks (11.67 mins) | 50, 1, 50 | 850 | 0.02 | 17 | |
Prestige recon helmet | 92% | 40% | 46% | 120 | Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | -4 °C (7.2 °F) | +2 °C (3.6 °F) | +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Recon armor | 15,750 ticks (4.38 mins) | 40, 1, 40 | 715 | 0.045 | 17.88 |
Skin
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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flak pants | 40% | 8% | 10% | 140 | Left Leg, Right Leg | -3.5 °C (6.3 °F) | +1 °C (1.8 °F) | −0.12 c/s Move speed | Flak armor | 9,000 ticks (2.5 mins) | 60, 30, 1 | 225 | 0.025 | 3.75 |
Middle
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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flak pants | 40% | 8% | 10% | 140 | Left Leg, Right Leg | -3.5 °C (6.3 °F) | +1 °C (1.8 °F) | −0.12 c/s Move speed | Flak armor | 9,000 ticks (2.5 mins) | 60, 30, 1 | 225 | 0.025 | 3.75 | |
Flak vest | 100% | 36% | 27% | 200 | Torso, Neck, Left Shoulder, Right Shoulder | -1 °C (1.8 °F) | +0 °C (0 °F) | −0.12 c/s Move speed | Flak armor | 9,000 ticks (2.5 mins) | 60, 30, 1 | 225 | 0.025 | 3.75 | |
Marine armor | 106% | 45% | 54% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | −0.4 c/s Move speed | Marine armor | 60,000 ticks (16.67 mins) | 100, 20, 4 | 2035 | 0.034 | 20.35 | |
Plate armor | ×73% | ×73% | ×73% | 290 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 100% | 0% | −0.8 c/s Move speed | Plate armor | 38,000 ticks (10.56 mins) | 170 (Metallic/Woody, 1700 for SMVs) | 300 | 0.008 | 1.76 | |
Recon armor | 92% | 40% | 46% | 280 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | – | Recon armor | 45,000 ticks (12.5 mins) | 80, 10, 3 | 1540 | 0.034 | 19.25 | |
Mechlord suit | 92% | 40% | 46% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | +12 Bandwidth −5 Shooting accuracy −0.5 Melee hit chance |
Ultra mechtech | 60,000 ticks (16.67 mins) | 120, 8, 2, 1 | 6895 | 0.115 | 57.46 | |
Cataphract armor | 120% | 50% | 60% | 400 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -36 °C (64.8 °F) | +12 °C (21.6 °F) | −0.8 c/s Move speed | Cataphract armor | 75,000 ticks (20.83 mins) | 150, 50, 6 | 3120 | 0.042 | 20.8 | |
Grenadier armor | 101% | 40% | 49% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | −0.4 c/s Move speed, built-in frag grenade launcher |
Marine armor | 60,000 ticks (16.67 mins) | 100, 20, 4, 75, 4 | 2305 | 0.038 | 23.05 | |
Locust armor | 87% | 35% | 41% | 280 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | built-in burst rocket | Jump packs, Recon armor | 45,000 ticks (12.5 mins) | 120, 10, 3, 3, 100 | 2230 | 0.05 | 18.58 | |
Phoenix armor | 115% | 45% | 75% | 400 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -36 °C (64.8 °F) | +100 °C (180 °F) | −0.8 c/s Move speed, −68% Flammability, built-in flamebolt launcher |
Cataphract armor | 75,000 ticks (20.83 mins) | 150, 50, 6, 75, 4, 40 | 3480 | 0.046 | 23.2 | |
Prestige cataphract armor | 120% | 50% | 60% | 400 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -36 °C (64.8 °F) | +12 °C (21.6 °F) | −0.8 c/s Move speed, +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Cataphract armor | 150,000 ticks (41.67 mins) | 190, 50, 6, 180 | 3930 | 0.026 | 20.68 | |
Prestige marine armor | 106% | 45% | 54% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | −0.4 c/s Move speed, +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Marine armor | 120,000 ticks (33.33 mins) | 120, 20, 4, 100 | 2530 | 0.021 | 21.08 | |
Prestige recon armor | 92% | 40% | 46% | 280 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Recon armor | 90,000 ticks (25 mins) | 100, 10, 3, 90 | 1975 | 0.022 | 19.75 |
Outer
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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flak jacket | 40% | 8% | 10% | 260 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | -14.4 °C (25.9 °F) | +3 °C (5.4 °F) | −0.12 c/s Move speed | Flak armor | 14,000 ticks (3.89 mins) | 70, 50, 1 | 290 | 0.021 | 4.14 | |
Marine armor | 106% | 45% | 54% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | −0.4 c/s Move speed | Marine armor | 60,000 ticks (16.67 mins) | 100, 20, 4 | 2035 | 0.034 | 20.35 | |
Plate armor | ×73% | ×73% | ×73% | 290 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 100% | 0% | −0.8 c/s Move speed | Plate armor | 38,000 ticks (10.56 mins) | 170 (Metallic/Woody, 1700 for SMVs) | 300 | 0.008 | 1.76 | |
Recon armor | 92% | 40% | 46% | 280 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | – | Recon armor | 45,000 ticks (12.5 mins) | 80, 10, 3 | 1540 | 0.034 | 19.25 | |
Mechlord suit | 92% | 40% | 46% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | +12 Bandwidth −5 Shooting accuracy −0.5 Melee hit chance |
Ultra mechtech | 60,000 ticks (16.67 mins) | 120, 8, 2, 1 | 6895 | 0.115 | 57.46 | |
Cataphract armor | 120% | 50% | 60% | 400 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -36 °C (64.8 °F) | +12 °C (21.6 °F) | −0.8 c/s Move speed | Cataphract armor | 75,000 ticks (20.83 mins) | 150, 50, 6 | 3120 | 0.042 | 20.8 | |
Grenadier armor | 101% | 40% | 49% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | −0.4 c/s Move speed, built-in frag grenade launcher |
Marine armor | 60,000 ticks (16.67 mins) | 100, 20, 4, 75, 4 | 2305 | 0.038 | 23.05 | |
Locust armor | 87% | 35% | 41% | 280 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | built-in burst rocket | Jump packs, Recon armor | 45,000 ticks (12.5 mins) | 120, 10, 3, 3, 100 | 2230 | 0.05 | 18.58 | |
Phoenix armor | 115% | 45% | 75% | 400 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -36 °C (64.8 °F) | +100 °C (180 °F) | −0.8 c/s Move speed, −68% Flammability, built-in flamebolt launcher |
Cataphract armor | 75,000 ticks (20.83 mins) | 150, 50, 6, 75, 4, 40 | 3480 | 0.046 | 23.2 | |
Prestige cataphract armor | 120% | 50% | 60% | 400 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -36 °C (64.8 °F) | +12 °C (21.6 °F) | −0.8 c/s Move speed, +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Cataphract armor | 150,000 ticks (41.67 mins) | 190, 50, 6, 180 | 3930 | 0.026 | 20.68 | |
Prestige marine armor | 106% | 45% | 54% | 340 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | −0.4 c/s Move speed, +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Marine armor | 120,000 ticks (33.33 mins) | 120, 20, 4, 100 | 2530 | 0.021 | 21.08 | |
Prestige recon armor | 92% | 40% | 46% | 280 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | -32 °C (57.6 °F) | +9 °C (16.2 °F) | +5% Psychic sensitivity, +0.033 h/s Neural heat recovery rate |
Recon armor | 90,000 ticks (25 mins) | 100, 10, 3, 90 | 1975 | 0.022 | 19.75 |
Internal
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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Armorskin gland | 52% | 20% | 40% | – | Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes | – | – | ×90% Moving, −1 Beauty |
Skin hardening | 26,000 ticks (7.22 mins) | 20, 6 | 1475 | 0.057 | 73.75 | |
Stoneskin gland | 70% | 30% | 50% | – | Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes | – | – | ×85% Moving, −2 Beauty |
Skin hardening | 26,000 ticks (7.22 mins) | 25, 8 | 1920 | 0.074 | 76.8 | |
Toughskin gland | 35% | 10% | 30% | – | Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes | – | – | ×95% Moving | Skin hardening | 26,000 ticks (7.22 mins) | 15, 4 | 1030 | 0.04 | 68.67 |
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 avalible for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor actually comes from the used material, rather then something unique to them.