Editing Apparel
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− | {{ | + | {{TOCright}} |
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+ | '''Apparel''' is worn by your colonists to protect them from extreme temperatures or from [[Damage|damage]] in combat. | ||
See a pawn's Gear tab to see what apparel they are wearing. | See a pawn's Gear tab to see what apparel they are wearing. | ||
− | + | [[File:Apparel examples.png|frame|none|Examples of different apparel, including both [[clothing]] and [[armor]]]] | |
− | == Clothing vs Armor == | + | ==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 [[ | + | 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: | Clothing usually: | ||
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* offers good protection from damage; | * offers good protection from damage; | ||
* gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor). | * gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor). | ||
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== Protection == | == 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 | + | 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%. | There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%. | ||
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|- style="text-align:left;" | |- style="text-align:left;" | ||
! [[Injury#Sharp|Sharp]] | ! [[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 | + | | 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 fist and | + | | 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 | + | | 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> | ||
− | === Calculation === | + | ===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. |
− | # If | + | 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. |
− | # If | ||
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− | + | 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: | #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 under half the armor rating, the damage deflects harmlessly. | ||
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#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==== | |
+ | 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. | |
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− | + | ====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 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. | 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. | ||
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== Durability == | == Durability == | ||
− | Apparel, including armor, takes damage | + | 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. | 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== | |
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− | == Insulation == | ||
[[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]] | [[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]] | ||
− | 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 | + | 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 === | + | ===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. | 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: | The amount of insulation a piece of apparel offers is equal to: | ||
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Insulation = Material insulation * Apparel insulation_factor * Quality multiplier | Insulation = Material insulation * Apparel insulation_factor * Quality multiplier | ||
− | * '''Material insulation''': the | + | * '''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 [[textile]]s for a full comparison. |
− | * '''Apparel insulation factor''': each type of apparel has an insulation factor associated with it. For example, [[parka]]s have an insulation | + | * '''Apparel insulation factor''': each type of apparel has an insulation factor associated with it. For example, a [[parka]]s 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 | + | * '''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 === | + | ===Total insulation for a pawn=== |
[[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]] | [[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]] | ||
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'''. | 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 | + | 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''' | '''Computing insulation from clothing''' | ||
'''Parka cold insulation''' = muffalo wool cold insulation * parka cold insulation factor * legendary modifier | '''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 | '''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 | '''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 | '''Shirt heat insulation''' = cloth heat insulation * shirt modifier * poor modifier | ||
− | = | + | = 18°C * 10% * 0.9 |
− | = ''' | + | = '''1.6°C''' |
'''Adding to base insulation''' | '''Adding to base insulation''' | ||
'''Minimum acceptable temperature''' = default minimum acceptable temperature - parka cold insulation - shirt cold insulation | '''Minimum acceptable temperature''' = default minimum acceptable temperature - parka cold insulation - shirt cold insulation | ||
− | = 16 - | + | = 16 - 108 - 4.2 |
− | = ''' | + | = '''-96.2°C''' |
'''Maximum acceptable temperature''' = default maximum acceptable temperature + parka heat insulation + shirt heat insulation | '''Maximum acceptable temperature''' = default maximum acceptable temperature + parka heat insulation + shirt heat insulation | ||
− | = 26 + | + | = 26 + 0 + 1.6 |
− | = ''' | + | = '''27.6°C''' |
− | So the new comfortable range is | + | So the new comfortable range is '''-96.2°C - 27.6°C''' |
− | == Flammability == | + | ==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. | 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 | + | 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. | ||
+ | {| class="wikitable" style="width: 24em" | ||
+ | ! HP !! Thought !! Debuff | ||
+ | |- | ||
+ | | 20% - 50% || "Wearing worn-out apparel" || style="text-align: center;" | -3 | ||
+ | |- | ||
+ | | below 20% || "Wearing tattered apparel" || style="text-align: center;" | -5 | ||
+ | |}<br/> | ||
+ | |||
+ | 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 shirt]]s and [[duster]]s. | ||
+ | ===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]] {{RoyaltyIcon}} 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 {{RoyaltyIcon}}=== | ||
+ | Royal pawns that are also fighters should wear the [[prestige armor|prestige]] versions of the Industrial - Late combo. | ||
+ | ===Royal Psycaster {{RoyaltyIcon}}=== | ||
+ | Pawns that are [[title|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 | + | == Quality Effects == |
{{See also|Quality}} | {{See also|Quality}} | ||
{| {{STDT| left c_08}} | {| {{STDT| left c_08}} | ||
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|} | |} | ||
− | == Nudity == | + | ==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 | + | Most colonists will receive a -6 mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing. |
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− | + | For Nudists the opposite is true - they receive a +20 mood bonus while naked and a -3 mood penalty while clothed. | |
− | == Special | + | ==Special Values== |
Clothing can have very specific secondary values. The more common ones are: | Clothing can have very specific secondary values. The more common ones are: | ||
* Negative movement Speed. This is mostly seen with armor | * Negative movement Speed. This is mostly seen with armor | ||
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* Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage | * Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage | ||
− | == Tainted | + | == 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 [[Traits|Bloodlust]] do not seem to mind, however. | |
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{| class="wikitable" style="width: 14em" | {| class="wikitable" style="width: 14em" | ||
− | ! | + | ! Number of items !! Debuff |
|- style="text-align:center;" | |- style="text-align:center;" | ||
− | + | | 1 || -3 | |
− | | | ||
|- style="text-align:center;" | |- style="text-align:center;" | ||
− | + | | 2 || -5 | |
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|- style="text-align:center;" | |- style="text-align:center;" | ||
− | + | | 3 || -7 | |
− | | | ||
|- style="text-align:center;" | |- style="text-align:center;" | ||
− | + | | 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. | ||
− | + | {| class="wikitable sortable" | |
− | + | |- | |
− | + | ! 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. | ||
− | + | {| class="wikitable sortable" | |
+ | |- | ||
+ | ! 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 == | == Version history == | ||
* [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system. | * [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system. | ||
* [[Version/0.9.722|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 [[mood|thought]] added. | * [[Version/0.9.722|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 [[mood|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). | |
− | + | ||
* [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns "upgrading" to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection. | * [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns "upgrading" to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection. | ||
− | |||
[[Category:Gear]] | [[Category:Gear]] | ||
{{nav|clothing|wide}} | {{nav|clothing|wide}} |