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− | {{ | + | {{Royalty}}<onlyinclude>{{infobox main |
− | {{ | + | |name = Cape |
− | + | |image = Cape.png|Cape | |
− | | name = Cape | + | |description = "A long cape of elegant design. It hangs over one side of the torso." |
− | | image = Cape.png | + | |type = Gear |
− | | description = A long cape of elegant design. It hangs over one side of the torso. | + | |type2 = Clothing |
− | | type = Gear | + | |hp = 200 |
− | | type2 = Clothing | + | |work to make = 16000 |
− | + | |resource 1 = Stuff | |
− | | hp = 200 | + | |resource 1 amount = 80 |
− | + | |stuff tags = Leathery, Fabric | |
− | + | |marketvalue = 250 | |
− | | work to make = 16000 | + | |insulationheatfactor = 0.85 |
− | + | |insulationcoldfactor = 0.6 | |
− | | resource 1 = Stuff | + | |armorsharpfactor= 0.3 |
− | | resource 1 amount = 80 | + | |armorbluntfactor= 0.3 |
− | | stuff tags = Leathery, Fabric | + | |armorheatfactor= 0.3 |
− | | insulationheatfactor = 0.85 | + | |coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg |
− | | insulationcoldfactor = 0.6 | + | |layer = Outer |
− | | armorsharpfactor = 0.3 | + | |mass base = 2.0 |
− | | armorbluntfactor = 0.3 | + | }}</onlyinclude> |
− | | armorheatfactor = 0.3 | + | The '''Cape''' is a clothing item added in the [[Royalty DLC]]. [[Titles|Nobles]] of Acolyte rank and above require either one of these, or either a [[Prestige robe|Prestige]] or [[Eltex robe]], to consider themselves properly dressed and avoid a negative moodlet. |
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− | | coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | ||
− | | layer = Outer | ||
− | | mass base = 2.0 | ||
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− | }} | ||
− | The ''' | ||
== Acquisition == | == Acquisition == | ||
− | + | As a complicated garment, Capes can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], and requires both [[Research#Complex Clothing|complex clothing]] & [[Research#Noble Apparel|Noble Apparel]] to be researched in order to be constructed. A Cape requires 80 of any textile, and 16000 units of work. | |
− | + | It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at traders and as a quest reward. | |
− | It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at | ||
== Analysis == | == Analysis == | ||
− | Statistically, | + | Statistically, Capes are identical to [[Duster]]s. Like dusters, capes are great hot-weather garments, and either item is necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding 60 °C (140 °F) at the peak of summer. |
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Again, like a duster, capes provides reasonable sharp damage protection when made of tough materials, and can be paired with a [[flak vest]] for a strong early and mid game armor set. | Again, like a duster, capes provides reasonable sharp damage protection when made of tough materials, and can be paired with a [[flak vest]] for a strong early and mid game armor set. | ||
− | They are usually seen as preferable to [[jacket]]s, since they provide identical armor bonuses, also cover the neck and legs, and have slightly higher hit points (200 vs. 160). Insulation wise, capes offer significantly better insulation from heat (85% vs. 30%), but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft. In cold biomes, [[parka]]s are preferable | + | They are usually seen as preferable to [[jacket]]s, since they provide identical armor bonuses, also cover the neck and legs, and have slightly higher hit points (200 vs. 160). Insulation wise, capes offer significantly better insulation from heat (85% vs. 30%), but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft. In cold biomes, [[parka]]s are usually preferable. While parkas offer less armor (20% vs. 30%) and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%) |
− | Compared to dusters, capes have the same stats, but | + | Compared to dusters, capes have the same stats, but require longer to craft and require additional research. In colonies without nobles, there is little reason to chose them over dusters besides aesthetics. However, in colonies with nobles which will likely already require capes, switching means production can be simplified to a single type of outer layer for all pawns, reducing redundancy at the cost of additional crafting time. |
− | + | {{Apparel Material Table}} | |
− | + | == Version History == | |
+ | *1.2.2753 - Added. | ||
− | + | [[Category:Clothing]] | |
+ | [[Category:Royalty]] | ||
− | + | {{nav|clothing|wide}} | |
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− | {{ | ||
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