Dread leather
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Dread leather
Thick, tough leather taken from some monstrous creature. The surface is covered in ugly scars and whorls, and smells faintly of rotten meat. Most people will be unhappy if made to wear apparel made of this.
Base Stats
- Stuff Categories
- Leathery
- Stack Limit
- 75
- Mass
- 0.03 kg
- Beauty
- -4
- HP
- 60
- Flammability
- 100%
- Rotatable
- False
- Path Cost
- 14 (48%)
Stat Modifiers
- Beauty Factor
- ×1
- Work To Make Factor
- ×1
- Work To Build Factor
- ×1
- Max Hit Points
- ×1.3
- Flammability
- ×1
- Armor - Sharp
- ×1.27
- Armor - Blunt
- ×0.24
- Armor - Heat
- ×1.5
- Insulation - Cold
- +20 °C (36 °F)
- Insulation - Heat
- +12 °C (21.6 °F)
- Color
- (84,91,90)
Dread leather is a type of leather added by the Anomaly DLC that is produced when a cook butchers one of a variety of entities at a butcher table.
Acquisition[edit]
The following animals provide dread leather:
Animal | Leather Yield |
---|---|
Chimera ![]() |
20 |
Devourer ![]() |
20 |
Noctol ![]() |
20 |
Sightstealer ![]() |
20 |
Summary[edit]
Wearing stuffable items made from dread leather inflict mood penalties on human pawns, proportional to the number of items worn:
- 1 item: −2 Dread leather <APPAREL NAME> mood
- 2 items: −4 Dread leather <APPAREL NAME> (+1) mood
- 3 items: −6 Dread leather <APPAREL NAME> (+2) mood
- 4+ items: −8 Dread leather <APPAREL NAME> etc mood
These mood penalties stack with all other apparel related mood effects and are nullified by the psychopath trait or the Inhumanized hediff.
Usage[edit]
Dread leather can be used as a material for stuffable items with the Leathery stuff tag.
Dread leather can be used in the following recipes:
Feature | Toggle |
---|---|
Collapse | ![]() ![]() |
Stuffables | ![]() ![]() |
Analysis[edit]
Dread leather is joint sixth for most Hit Points Factor, fifth for Sharp Armor, joint sixth for Blunt Armor, and joint third for Heat armor. Dread Leather has average Cold Insulation, and poor Heat Insulation. If the mood penalty is not an issue, most likely due to Inhumanization, butchering entities for their leather can be a cheap way of securing access to a relatively good material for clothing, especially in cold climates where the majority of better insulating materials offer worse armor values.
It also has a fairly low beauty factor. Thus it should only be used when there is no alternative or where its stats have little effect on the utility of the resulting item, such as in clothing production quests or armchairs whose beauty rarely significantly affects a room's quality.
Gallery[edit]
Version history[edit]
- Anomaly DLC release - Added