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{{imagemargin|[[File:apparel_preview.png|140px|right]]|40px}}'''Apparel''' is worn by your colonists to protect them from extreme temperatures or from [[Damage|damage]] in combat.
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__NOTOC__
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Apparel is worn by your colonists to protect them from the elements or from [[Damage|harm]]. There are two main types of apparel, [[clothing]] and [[armor]].
 +
 
 
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.
{{TOCright}}
 
  
== Clothing vs Armor ==
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==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 [[Apparel layers]] allow.
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Both clothing and armor use the same basic principles. They can be mixed and matched, as far as [[Clothing Layers]] allow.
  
 
Clothing usually:
 
Clothing usually:
 
* is made from light materials (fabrics and leathers);
 
* is made from light materials (fabrics and leathers);
* offers good insulation from extreme temperatures;
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* offers good protection against the environment;
* offers lower protection from damage (with the right materials, clothing can be a worthwhile "light" armor).
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* offers lesser protection from damage (with the right materials, clothing can be a worthwhile "light" armor).
  
 
Armor usually:
 
Armor usually:
 
* is made from solid materials (metal);
 
* is made from solid materials (metal);
* offers less insulation from extreme temperatures;
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* offers lesser protection against the environment;
 
* 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).
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* gives penalties to movement (from the item itself) and to carrying capacity (from its weight).
[[File:Apparel examples.png|350px|thumb|center|Examples of different apparel, including both [[clothing]] and [[armor]]]]<!-- This image relates to this intro section; any larger and this image will block text until below TOC -->
 
  
== Layers and coverage ==
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==Protection==
{{:Apparel layers}}
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Protection mitigates damage to body parts. It can range anywhere from 0 to 100%. Metals tend to have higher values (up to 200%), however those values are drastically cut by the "Material Effect" modifier of the piece of clothing.
  
== Protection ==
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After the game has determined which body part was hit by an attack, the following math is applied:
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 particle effect. They may also receive a mitigated blow, for only half of the damage.
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* the Protection values for all worn items in that region are summed up
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* the Penetration value of the weapon is subtracted, to get the modified Protection
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* A percentile roll is made against the modified armor:
 +
** If the roll is higher, the full damage is applied to the body part
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** If the roll is lower, but still more than half - half damage is dealt. If it is a sharp attack, it also has the damage reduced to blunt trauma
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** If the roll is half or less, no damage is done
  
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%.
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That means an armor rating of 200% after penetration would result in de-facto damage immunity.
<div><li style="display: inline-table;">
 
{| {{STDT| c_08 text-center}}
 
! Name !! Label !! Description
 
|- style="text-align:left;"
 
! [[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 [[Bleeding]]. Even the lightest clothing material seems to offer some protection against sharp damage.
 
|- style="text-align:left;"
 
! [[Injury#Blunt|Blunt]]
 
| 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;"
 
! [[Injury#Heat|Heat]]
 
| Armor - Heat || Protection against fire damage from natural fires and fire weapons such as [[molotov cocktail]]s, as well as [[lightning|lightning strikes]]. Heat damage seems to never have armor penetration. Not to be mistaken with Heat Insulation.
 
|}
 
</li><div>
 
=== Calculation ===
 
Each pawn [[body part]] has its own '''armor rating''', which is affected by every '''layer''' of worn apparel covering that body part.
 
Incoming attack damage is first applied to the outermost layer of apparel at a body part and proceeds sequentially through all layers of apparel before finally damaging the pawn. Damage passes through a layer completely if no armor is found there. Note that some attacks can damage multiple body parts at once.
 
  
So if a pawn wearing only a [[duster]], [[flak vest]], and [[tribalwear]] were struck in the torso, the final damage to the torso would be calculated thus:
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It is unclear how apparel loses hitpoints when blocking, partially blocking or not blocking damage.
# First, the armor effects of the outermost apparel layer (in this example, the duster) are applied to the total damage of the attack.
 
# If there is residual attack damage, then the effects of the next layer (the flak vest on the middle layer) are applied to the attack damage.
 
# If there is still residual damage, the armor of the next layer, the tribalwear, is applied.
 
# If no layers of apparel remain, any residual damage is applied to the skin of the body part.
 
  
If this same pawn were hit in the arm, the only armor effects would come from their duster, as neither the vest nor tribalwear cover the arm. If they were struck in the head, then the damage would be directly applied to the head, as they aren't wearing anything that covers their head.
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===Sharp Protection===
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Protection against claws, swords, spears and bullets. 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 of this.
  
Some items occupy multiple apparel layers, such as [[Marine armor]] which occupies both the middle and outer layer. In such cases, damage is only calculated against the item one time, leaving the other occupied layer(s) technically unarmored. A strike to the torso would be calculated against the marine armor only once, with residual damage passing to the next apparel item. Armor that occupies multiple layers typically has much higher armor values and armor penetration resistance, though, to more than make up for the loss of an apparel layer.
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===Blunt Protection===
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Protection against clubs, headbutts and strikes with ranged weapons at melee range.
  
''See the [[#Analysis|Analysis]] section below for details.''
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===Heat Protection===
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Protection against fire damage from natural fires and fire weapons such as Molotov cocktails. Not to be mistaken with Heat Insulation.
  
In-game, Armor rating is calculated as follows:
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==Insulation==
#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating".  
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Protection against extreme temperatures, such as freezing cold and burning heat. Every pawn and every animal has a natural range of acceptable temperatures: humans have a quite narrow acceptable range, with 16°C-26°C.<br>
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Insulation comes in two flavors: "'''Insulation - Cold'''" and "'''Insulation - Heat'''". Insulation is additive between all pieces of apparel; there is no diminishing effect for multiple pieces of clothing all being designed towards protecting from, for example, the cold.<br>
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Insulation - Cold is substracted from the minimum acceptable by a pawn, while Insulation Heat is added to the maximum.<br>
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The calculation for both insulation stats is as follows:<br>
 +
  Insulation = Material_insulation * Apparel_insulation_multiplier * quality_multiplier'''
  
'''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating.
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===Example calculation===
#The effective armor rating is then compared against a random number from 0 to 100:
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Vanilla pawn wearing masterwork muffalo wool parka and poor cloth button down shirt.<br>
#*If the random number is under half the armor rating, the damage deflects harmlessly.
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  Parka cold insulation = muffalo wool cold insulation*parka modifier*masterwork modifier
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved.
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  = 30°C*200%*1.2
#*If the random number is greater than the armor rating, the armor has no effect.
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  = 72°C
#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.
 
  
==== Sharp damage ====
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  Parka heat insulation = muffalo wool heat insulation*parka modifier*masterwork modifier
If the damage is Sharp and any layer halves the damage, then any remaining damage to the pawn will be changed to Blunt damage.
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  = 12°C*0%*1.2
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  = 0°C
  
'''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. For example,  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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  Shirt cold insulation = cloth cold insulation*shirt modifier*poor modifier
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  = 18°C*26%*0.9
 +
  = 4.2°C
  
==== Flame damage ====
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  Shirt heat insulation = cloth heat insulation*shirt modifier*poor modifier
Heat armor works to prevent [[Damage Types#Flame|Flame]] damage from injuring the pawn using the same process as any other armor and damage type, but any Flame damage that actually deals damage to the pawn has a chance to set the pawn on [[fire]]. This ignition chance is the same regardless of the damage dealt to the pawn, so long as some damage is actually dealt. Thus if the Heat Armor does not outright negate the damage, it otherwise does nothing to prevent the pawn from being ignited.  
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  = 18°C*10%*0.9
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  = 1.6°C
  
While [[Damage Types#Burn|Burn]] damage is otherwise identical to Flame damage, including its interaction with heat armor, it cannot ignite pawns.
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  Minimum acceptable temperature = base minimum acceptable temperature-parka cold insulation-shirt cold insulation
 +
  = 16-72-4.2
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  = -60.2°C
  
=== Analysis ===
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  Maximum acceptable temperature = base maximum acceptable temperature+parka heat insulation+shirt heat insulation
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.
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  = 26+0+1.6
 +
  = 27.6°C
  
Armor is calculated per item of apparel, from the item occupying the outermost layer in. Armor mitigation does stack multiplicatively, e.g. two pieces of armor layered on top of each other can each mitigate the damage by 50%, reducing it to 25% of the base damage. Each layer also has an independent chance to entirely negate the damage, using the above calculation steps.
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New acceptable range: -60.2°C-27.6°C
  
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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==Flammability==
 
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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.
For example a pawn with both a [[devilstrand]] [[Button-down shirt|shirt]] with sharp armor of 28% and a [[toughskin gland]] with sharp armor 35% would always receive full damage from a [[charge rifle]], as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm.
 
 
 
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.
 
 
 
== Durability ==
 
Apparel, including armor, takes damage from several factors. It takes 1 HP of damage for every 4 points of damage dealt to the wearer, provided the damage is applied to that layer and location. Thus, if an attack hits a pawn's torso and is stopped by apparel on the Outer layer, such as a [[Duster]], the duster will receive damage, but a torso-covering 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 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.
 
 
 
Apparel also takes damage when the pawn wearing it is on fire.  Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel.
 
  
All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day).  This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way. This damage is not modified by the [[Quality#General|deterioration rate factor]] applied by [[quality]] - worn clothing is damaged at the same average rate regardless of quality.
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It is unclear if it affects the chance for a Pawn to catch fire while standing in a burning tile.
  
Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage.
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==Damaged apparel==
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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.
  
=== Damaged apparel ===
 
 
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.
 
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"
 
{| class="wikitable" style="width: 24em"
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|-
 
|-
 
| below 20% || "Wearing tattered apparel" || style="text-align: center;" | -5
 
| below 20% || "Wearing tattered apparel" || style="text-align: center;" | -5
|}
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|}<br/>
  
 
Durability does not affect stats such as protection and insulation.
 
Durability does not affect stats such as protection and insulation.
  
== Insulation ==
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== Quality Effects ==
[[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 of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}, so you'll need to wear apparel to survive in the harsh environment of a rimworld.
 
 
 
=== 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.
 
The amount of insulation a piece of apparel offers is equal to:
 
 
 
  Insulation = Material insulation * Apparel insulation_factor * Quality multiplier
 
 
 
* '''Material insulation''': the material used to create an article of apparel has a large impact on how much insulation a piece of apparel offers.  For example, [[muffalo wool]] offers {{Temperature|{{Q|Muffalo wool|Insulation - Cold Factor}}||delta}} of insulation from cold, while [[birdskin]] only offers {{Temperature|{{Q|Birdskin|Insulation - Cold Factor}}||delta}}. See [[textile]]s for a full comparison of clothing options.
 
* '''Apparel insulation factor''': each type of apparel has an insulation factor associated with it. For example, [[parka]]s have an insulation factor - cold of {{Q|Parka|Insulation Factor - Cold}}, so a normal muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}}}||delta}} 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 {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}*1.8}}||delta}} of insulation from cold. See [[quality]] for a full comparison.
 
 
 
=== 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]]
 
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 {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:
 
 
 
'''Computing insulation from clothing'''
 
  '''Parka cold insulation''' = muffalo wool cold insulation * parka cold insulation factor * legendary modifier
 
  = {{Q|Muffalo wool|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Cold}}}}% * 1.8
 
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}}°C'''
 
 
 
  '''Parka heat insulation''' = muffalo wool heat insulation * parka heat insulation factor * legendary modifier
 
  = {{Q|Muffalo wool|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Heat}}}}% * 1.8
 
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}}°C'''
 
 
 
  '''Shirt cold insulation''' = cloth cold insulation * shirt modifier * poor modifier
 
  = {{Q|Cloth|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Cold}}}}% * 0.9
 
  = '''{{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}°C'''
 
 
 
  '''Shirt heat insulation''' = cloth heat insulation * shirt modifier * poor modifier
 
  = {{Q|Cloth|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Heat}}}}% * 0.9
 
  = '''{{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}°C'''
 
 
 
'''Adding to base insulation'''
 
  '''Minimum acceptable temperature''' = default minimum acceptable temperature - parka cold insulation - shirt cold insulation
 
  = 16 - {{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}} - {{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}
 
  = '''{{#expr: 16 - ({{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8) - ({{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9) round 1}}°C'''
 
 
 
  '''Maximum acceptable temperature''' = default maximum acceptable temperature + parka heat insulation + shirt heat insulation
 
  = 26 + {{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}} + {{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}
 
  = '''{{#expr: 26 + ({{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8) + ({{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9) round 1}}°C'''
 
 
 
So the new comfortable range is: '''-89°C to 27.6°C'''
 
 
 
== 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.
 
 
 
It has no effect on the chance of a pawn to catch fire while wearing the item.
 
 
 
== Quality effects ==
 
 
{{See also|Quality}}
 
{{See also|Quality}}
 
{| {{STDT| left c_08}}
 
{| {{STDT| left c_08}}
Line 189: Line 125:
 
|}
 
|}
  
== Nudity ==
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==Nudity==
In RimWorld Core, 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. 
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Colonists whose legs are not covered by apparel will be considered naked and will receive the appropriate mood penalties. Colonists not happy about nudity will cause an alert to trigger prompting the player to seek suitable clothing.
Most colonists will receive a {{--|6}} mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing. Other colonists will recieve a {{--|10}}{{Check Tag|Verify|Confirm this is accurate for both core and ideology}} social opinion modifier of the nude pawn, whether or not they are nudist.
 
  
For Nudists the opposite is true - they receive a {{+|20}} mood bonus while naked and a {{--|3}} mood penalty while wearing any clothes other than [[sash]]es, [[heavy bandolier]]s, and headgear. They have no negative or positive social opinions about nudity.
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For Nudists the opposite is true - they receive a mood bonus for wearing no or little clothing, with a slight penalty for wearing a full set.
  
With the [[Ideology (DLC)]] installed and active, Nudity, both in required coverage and the reaction to it, instead depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts. Nudists are completely unaffected by ideologion clothing standards, both for mood and for social opinions of others being nude. They do however get the {{+|1}} mood bonus for ideologion preferred apparel, but unless that apparel is nudist acceptable they will still lose the {{+|20}} mood bonus and gain the {{--|3}} mood penalty.
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==Special Values==
 
 
== 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 apparel ==
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== Tainted Apparel ==
Apparel that is worn by a human as they die becomes tainted. The clothing must be worn, not merely carried, to become tainted. All tainted items have names suffixed with single letter ''T''. [[Utility]] items never become tainted.
+
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.  
 
 
Most pawns wearing tainted apparel gain a persistent [[mood]] debuff as long as they're wearing it that scales with the number of items worn - colonists with [[Bloodlust]] trait are unaffected by tainted clothing. Tainted clothes also have their [[market value]] decreased by 90%. [[Trade]]rs and [[faction base]]s do not buy tainted apparel nor accept them as gifts, but tainted clothing may be sent to them via [[transport pod]] for [[goodwill]] at their reduced market value.
 
 
 
The apparel that is worn by a pawn as they are resurrected by a [[resurrector mech serum]] become untainted. There is no other way to untaint apparel.
 
 
 
While tainted apparel does give a mood debuff, [[#Insulation|insulation]], [[#Protection|protection]], and [[#Nudity|nudity]] concerns may take precedence over the comparatively minor penalty.
 
 
 
If truly unwanted, tainted apparel can be [[#Disposal|disposed of]] via a variety of means.  
 
  
 
{| class="wikitable" style="width: 14em"
 
{| class="wikitable" style="width: 14em"
! Num. Items !! Debuff
+
! Number of items !! Debuff
 
|- style="text-align:center;"
 
|- style="text-align:center;"
! 1  
+
| 1 || -3
| {{--|3}}
 
 
|- style="text-align:center;"
 
|- style="text-align:center;"
! 2  
+
| 2 || -5
| {{--|5}}
 
 
|- style="text-align:center;"
 
|- style="text-align:center;"
! 3  
+
| 3 || -7
| {{--|7}}
 
 
|- style="text-align:center;"
 
|- style="text-align:center;"
! 4+  
+
| 4+ || -8
| {{--|8}}
 
 
|}
 
|}
  
== Disposal ==
+
Disposal is usually the only option as traders do not buy them (as of 0.19).
Apparel can also be destroyed via a "Burn apparel" bill at a [[crematorium]] or a [[campfire]] or destroyed at an electric smelter. Apparel containing [[metallic]] resources can instead be smelted at an [[electric smelter]], for a return of 25% of the metallic resources used to create them. Note that things such as [[component]]s will similarly be reduced to their base metals. In either case care must be taken in selecting the allowed items to destroyed.  
 
  
A ''burn pit'' provides a quick way to dispose of large quantities of burnable apparel. Place a [[stockpile zone]] on non-flammable [[terrain]] or [[floor]]ing, designate the zone for all apparel you wish to dispose of - suggested settings are tainted and non-smeltable apparel only, remove the automatically created [[home zone]] around the stockpile to prevent colonists extinguishing the fire, and manually attack the pile with an incendiary weapon such as a [[Molotov cocktail]]. [[Fire]] will spread from item to item and the unwanted apparel will be destroyed with minimal colonist work.
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==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.
  
Another alternative is to simply dump all unwanted apparel onto water or marsh tiles, which will rapidly speed up its [[deterioration]] rate.
+
==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.
  
Finally, unwanted apparel can be sold or gifted for [[goodwill]] if [[#Tainted apparel|untainted]]. If disposing of apparel because it becomes worn, disposal at 60% HP will retain significantly more market value than waiting for 50% and the first worn moodlet to apply. Any item, including tainted items, can be sent as gifts via [[transport pod]]s to [[faction base]]s. For the majority of items, the reduction in market value from tainting makes this not worth the resources to make and launch the transport pod. For items with high base values, like hyperweave clothes occasionally found on raiders, it can still be worthwhile.
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=== Armor Materials ===
 +
These materials are primarily used for armor. It includes any metal and in rare cases, even wood or stone might be supported.
  
== Outfit selection ==
+
{| class="wikitable sortable"
{{Stub|section=1|reason=General and also how the automatic apparel selection works}}
+
|-
Colonists can be instructed to automatically equip specific items from a list selected in the [[Menus#Outfits|Assign menu]]. The will choose items based on their insulation, armor values and possibly other factors. Colonists will automatically equip apparel suitable for the season or temperature. The full details of how this selection mechanic works is currently unknown.
+
! 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
 +
|-
  
== Materials ==
+
| Steel
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.
+
| Metallic
 +
| 90%
 +
| 45%
 +
| 72%
 +
| 3
 +
| 0
 +
| 1
 +
| 1.9
 +
| 1.0
 +
| 0.4
 +
|-
  
=== Armor materials ===
+
| Plasteel
These materials are primarily used for armor. It includes any metal and in rare cases, even wood. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.)
+
| Metallic
 +
| 126%
 +
| 63%
 +
| 108%
 +
| 3
 +
| 0
 +
| 2.8
 +
| 9
 +
| 0.05
 +
| 0.2
 +
|-
  
{{#ask: [[Stuff Category::Metallic]] OR [[Stuff Category::Woody]]
+
| Wood
| ?Stuff Category
+
| Woody
| ?Market Value Base = Market Value
+
| 54%
| ?Beauty Factor
+
| 54%
| ?Beauty Offset
+
| 90%
| ?Work To Make Factor
+
| 8
| ?Max Hit Points Factor
+
| 4
| ?Flammability Factor
+
| 0.65
| ?Armor - Sharp Factor
+
| 1.2
| ?Armor - Blunt Factor
+
| 1
| ?Armor - Heat Factor
+
| 1
| ?Insulation - Cold Factor = Insulation - Cold (&deg;C)
+
|-
| ?Insulation - Heat Factor = Insulation - Heat (&deg;C)
 
| limit = 100
 
| link = subject
 
| mainlabel = Material
 
}}
 
  
=== Clothing materials ===
+
| Uranium
See [[Textiles#Material Effects]].
+
| Metallic
 +
| 108%
 +
| 54%
 +
| 90%
 +
| 3
 +
| 0
 +
| 2.5
 +
| 6
 +
| 0.05
 +
| 0
 +
|-
  
== Common combinations ==
+
| Jade
{{Rewrite|section=1|reason=Currently a C&P from clothing. Needs adaption to all apparel, general analysis, suggested combos need some TLC. Whole section needs TLC}}
+
| Stony
Apparel combinations are limited by layer and coverage, and this selective incompatibility leads to trends in combinations that are discussed and compared here.
+
| 90%
 +
| 45%
 +
| 54%
 +
| 3
 +
| 0
 +
| 0.5
 +
| 5
 +
| 0.05
 +
| 0
 +
|-
  
=== Skin Layer ===
+
|}
In the early game, this layer is dominated by two options: [[tribalwear]] or [[button-down shirt]] + [[pants]].  The [[t-shirt]] is an inferior (and negligibly cheaper) version of the button-down shirt and should be avoided.
 
  
[[Tribalwear]] offers the best thermal insulation and is cheaper.  [[Button-down shirt]] + [[pants]] has the same armor values but also covers the shoulders, arms, and neck.  When made of the weakest textiles like [[cloth]], the armor is so low that enemy weapons' AP completely nullifies it, making the coverage irrelevant, so you might as well use the cheaper tribalwear.  But as you acquire stronger textiles, the armor coverage becomes more valuable, and insulation becomes more plentiful as you give everyone a full set of clothing, so the button-down combo becomes the better choice usually early to mid game.  Note that, if you're using [[duster]]s/[[cape]]s/[[jacket]]s—which have higher armor values—then your strongest textiles are best spent on upgrading the outerwear first.  (For example, a [[thrumbofur]] duster and [[plainleather]] shirt+pants protects better than a plainleather duster and thrumbofur shirt+pants.)
+
===Clothing Materials===
 +
All variants of Fabric and Leathers.
  
[[Flak pants]] are available mid-game; they give 40% sharp protection, about the same as [[hyperweave]] and [[thrumbofur]] pants, but are cheaper and easier to source (note again that you should spend those textiles on dusters first—hyperweave dusters give 60% sharp protection to legs)—at the cost of -0.12 move speed.  Whether this is worthwhile depends on your combat style.  Flak pants also occupy the Middle layer for legs, making them incompatible with power armor, and therefore not used in the late game.
+
{| class="wikitable sortable"
 +
|-
 +
! Name
 +
! Stuff Category
 +
! Sharp
 +
! Blunt
 +
! Heat
 +
! Cold Insulation
 +
! Heat Insulation
 +
! Item HP Multiplier
 +
! Market Value
 +
! Commonality
 +
! Flammability
 +
|-
  
The [[formal shirt]]{{RoyaltyIcon}} will replace the button-down for [[noble]]s{{RoyaltyIcon}} of a certain rank, but provides no benefit to other pawns. The rare [[eltex shirt]]{{RoyaltyIcon}} is useful for [[psycast]]ers{{RoyaltyIcon}} but provides little protection.
+
| ''LeatherBase''
 +
| Leathery
 +
| 81%
 +
| 24%
 +
| 150%
 +
| 16
 +
| 16
 +
| 1.3
 +
| 2.1
 +
| 0.025
 +
| 1
 +
|-
  
[[Children]]{{BiotechIcon}} have three options: [[kid tribalwear]], [[kid shirt]] + [[kid pants]], and [[kid romper]]. All have the same armor values; kid tribalwear provides the best insulation and the least armor coverage, kid romper is the opposite, and shirt+pants is in between; material costs are 30, 40, 30 respectively. So it's a similar tradeoff as for adults, but children's needs are somewhat different.  First, heat insulation is more difficult for children because there is (currently) no kid duster or jacket, although there is a [[kid parka]].  Second, players will usually keep children out of combat situations to the extent possible (though unusual events and social fights do happen), so the armor values on their clothing will matter much more rarely than for adults.  Thus, the case for tribalwear is stronger in children's clothing, especially in hot climates.
+
| Plain Leather
 +
| Leathery
 +
| 81%
 +
| 24%
 +
| 150%
 +
| 16
 +
| 16
 +
| 1.3
 +
| 2.1
 +
| 0.020
 +
| 1
 +
|-
  
=== Middle ===
+
| Dog Leather
The middle layer is primarily the realm of Armor, with the [[Eltex vest]] {{RoyaltyIcon}} and [[Corset]]/[[Formal vest]] {{RoyaltyIcon}} being the only Clothing items that use it. What option is selected here will depend on the stage of the game and military strategies employed.
+
| Leathery
 +
| 81%
 +
| 24%
 +
| 150%
 +
| 14
 +
| 16
 +
| 1.3
 +
| 20
 +
| 0.075
 +
| 1
 +
|-
  
=== Head Layer ===
+
| Wolfskin
This layer can mostly be divided into three categories: hats (textile), masks (wood/metal), and helmets.
+
| Leathery
 +
| 102%
 +
| 24%
 +
| 150%
 +
| 24
 +
| 16
 +
| 1.3
 +
| 3.0
 +
| 0.075
 +
| 1
 +
|-
  
Among textile-based hats, the [[hood]] gives the best social impact of +20%, as well as 0.2x armor. The [[broadwrap]]{{IdeologyIcon}} offers the highest armor value among textile hats (0.25x, tied with [[headwrap]]{{IdeologyIcon}}), and also gives the widest coverage of all headwear, protecting even the neck and shoulders.
+
| Panthera Skin
 +
| Leathery
 +
| 93%
 +
| 24%
 +
| 150%
 +
| 16
 +
| 24
 +
| 1.3
 +
| 3.0
 +
| 0.025
 +
| 1
 +
|-
  
The [[visage mask]]{{IdeologyIcon}} has generally higher armor values than textile hats (although [[devilstrand]] or [[hyperweave]] broadwrap beats it in sharp protection). The [[war mask]] is a more expensive version of a wooden visage mask, but also gives +10% pain shock threshold.
+
| Camelhide
 +
| Leathery
 +
| 81%
 +
| 24%
 +
| 150%
 +
| 16
 +
| 24
 +
| 1.3
 +
| 2.3
 +
| 0.05
 +
| 1
 +
|-
  
Helmets have the highest armor values; even the most basic [[steel]] [[simple helmet]] is stronger than [[plasteel]] visage masks, and is comparable to hyperweave broadwrap; though they don't cover the eyes, nose, or jaw. Power armor helmets do cover the full head, and, once you have the tech and the resources, the [[marine helmet]]—or [[cataphract helmet]]{{RoyaltyIcon}}, if you can get it—is the best. (Broadwrap still provides wider coverage than power helmets—to the neck and shoulders—but that can be addressed with a [[flak vest]] or other armor.)  The prestige versions of the power helmets are useful for psycasters.
+
| Bluefur
 +
| Leathery
 +
| 81%
 +
| 24%
 +
| 150%
 +
| 20
 +
| 16
 +
| 1.3
 +
| 2.3
 +
| 0.025
 +
| 1
 +
|-
  
Temperature-wise, the [[tuque]], its equivalent [[flophat]]{{IdeologyIcon}}, and its [[leather]]-based equivalent [[tailcap]]{{IdeologyIcon}} protect best against cold, while the [[cowboy hat]] and [[shadecone]]{{IdeologyIcon}} protect best against heat. The cowboy hat is better than the shadecone for colonists, though since it decreases slave suppression you might give slaves the shadecone.
+
| Bearskin
 +
| Leathery
 +
| 112%
 +
| 24%
 +
| 150%
 +
| 20
 +
| 20
 +
| 1.3
 +
| 3.4
 +
| 0.05
 +
| 1
 +
|-
  
For pawns that require noble apparel, the prestige power helmets give the best armor, while if you want a social impact bonus you may need to use the [[top hat]]/[[ladies hat]], or the [[coronet]] for royal pawns.
+
| Human Leather
 +
| Leathery
 +
| 64%
 +
| 24%
 +
| 150%
 +
| 12
 +
| 12
 +
| 1.3
 +
| 4.2
 +
| 0.025
 +
| 1
 +
|-
  
There's a variety of special-purpose hats, most of which provide little to no armor (and all of which are weaker than [[recon helmet]]s). [[Eltex]]{{RoyaltyIcon}} hats boost psychic abilities, [[psychic foil helmet]]s reduce them, the [[gunlink]]{{RoyaltyIcon}} increases shooting, there are several mech-bandwidth-enhancing hats, etc. Whether the special abilities are worth the armor reduction depends on the situation.
+
| Pigskin
 +
| Leathery
 +
| 64%
 +
| 24%
 +
| 150%
 +
| 12
 +
| 12
 +
| 1.3
 +
| 1.9
 +
| 0.05
 +
| 1
 +
|-
  
=== Outer ===
+
| Lightleather
The Outer layer is primarily for armor and additional clothing layers. They can be combined with shirts, [[flak pants]], and [[flak vest]]s.
+
| Leathery
 +
| 54%
 +
| 14%
 +
| 150%
 +
| 12
 +
| 12
 +
| 1.3
 +
| 1.9
 +
| 0.25
 +
| 1
 +
|-
  
The [[Parka]] is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values.  
+
| Birdskin
 +
| Leathery
 +
| 67%
 +
| 14%
 +
| 150%
 +
| 10
 +
| 10
 +
| 1.3
 +
| 1.8
 +
| 0.025
 +
| 1
 +
|-
  
The [[Duster]] is a cowboy attire. Aside from good heat insulation, it also offers decent protection. The cape is the Noble apparel statistical equal of the duster.
+
| Chinchilla Fur
 +
| Leathery
 +
| 67%
 +
| 14%
 +
| 150%
 +
| 30
 +
| 16
 +
| 1.3
 +
| 6.5
 +
| 0.025
 +
| 1
 +
|-
  
The [[Jacket]] is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.
+
| Foxfur
 +
| Leathery
 +
| 81%
 +
| 21%
 +
| 150%
 +
| 20
 +
| 16
 +
| 1.3
 +
| 3.5
 +
| 0.075
 +
| 1
 +
|-
  
For slaves, the slave body strap occupies this slot, unless the biome is extremely cold or hot, due to it increasing the slaves suppression, while providing nearly no protection.
+
| Lizardskin
 +
| Leathery
 +
| 81%
 +
| 27%
 +
| 150%
 +
| 12
 +
| 12
 +
| 1.3
 +
| 2.1
 +
| 0.075
 +
| 1
 +
|-
  
=== Suggested apparel progression ===
+
| Elephant Leather
What constitutes the "correct" apparel for pawns depends on a variety of factors including game-stage, [[biome]] both for available [[materials]] and [[temperature]] concerns, [[difficulty]], strategies employed, the presence or absence of [[DLC]] and even what a player considers acceptable risk.  
+
| Leathery
The suggested loadouts presented below represent a rough timeline suitable for [[Biomes#Warm Biomes|comfortable biomes]] and moderate difficulty, and with some common sense modifications will fit most playstyles.
+
| 112%
 +
| 24%
 +
| 150%
 +
| 14
 +
| 12
 +
| 1.3
 +
| 3.0
 +
| 0.025
 +
| 1.5
 +
|-
  
'''Industrial - Early''':
+
| Heavy Fur
The [[synthread]] apparel you start with should suffice for the early game. Start hunting and begin crafting [[button-down shirt]]s and [[duster]]s.
+
| Leathery
 +
| 124%
 +
| 24%
 +
| 150%
 +
| 30
 +
| 14
 +
| 1.3
 +
| 3.3
 +
| 0.025
 +
| 1.5
 +
|-
  
'''Industrial - Mid''':
+
| Rhinoceros Leather
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 significantly compromising the movement speed of a pawn.
+
| Leathery
 +
| 129%
 +
| 24%
 +
| 150%
 +
| 14
 +
| 14
 +
| 1.3
 +
| 4.2
 +
| 0.025
 +
| 1.5
 +
|-
  
'''Industrial - Late''':
+
| Thrumbo Fur
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.
+
| Leathery
 +
| 208%
 +
| 36%
 +
| 150%
 +
| 34
 +
| 22
 +
| 1.3
 +
| 14
 +
| 0.0025
 +
| 2.0
 +
|-
  
'''Royal Fighter {{RoyaltyIcon}}''':
+
| Patchleather
Royal pawns that are also fighters should wear the [[prestige armor|prestige]] versions of the Industrial - Late combo.
+
| Leathery
 +
| 45%
 +
| 19%
 +
| 90%
 +
| 9
 +
| 9
 +
| 1.3
 +
| 1.5
 +
| 0.075
 +
| 1
 +
|-
  
'''Royal Psycaster {{RoyaltyIcon}}''':
+
| Cloth
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.
+
| Fabric
 +
| 36%
 +
| 0%
 +
| 18%
 +
| 18
 +
| 18
 +
| ?
 +
| 1.5
 +
| 1.4
 +
| 1.2
 +
|-
  
== 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.
+
| Synthread
 +
| Fabric
 +
| 63%
 +
| 0%
 +
| 72%
 +
| 22
 +
| 22
 +
| 1.3
 +
| 4
 +
| 0.15
 +
| 0.7
 +
|-
  
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
+
| Devilstrand
 +
| Fabric
 +
| 140%
 +
| 36%
 +
| 3
 +
| 20
 +
| 24
 +
| 1.3
 +
| 5.5
 +
| 0.2
 +
| 0.4
 +
|-
  
Since some armor covers multiple layers, they are present in multiple tables as well.
+
| Hyperweave
 +
| Fabric
 +
| 200%
 +
| 54%
 +
| 2.88
 +
| 26
 +
| 26
 +
| 2.4
 +
| 9
 +
| 0.1
 +
| 0.4
 +
|-
  
=== Headgear ===
+
| ''Woolbase''
{{Apparel Table | type=Apparel | layer=Headgear}}
+
| Fabric
 +
| 36%
 +
| 0%
 +
| 36%
 +
| Cold Insulation
 +
| Heat Insulation
 +
| ?
 +
| 2.7
 +
| 0.12
 +
| ?
 +
|-
  
=== Eyes ===
+
| Megasloth Wool
{{Apparel Table | type=Apparel | layer=Eyes}}
+
| Fabric
 +
| 36%
 +
| 0%
 +
| 36%
 +
| 30
 +
| 12
 +
| ?
 +
| 2.7
 +
| 0.12
 +
| ?
 +
|-
  
=== Skin ===
+
| Muffalo Wool
{{Apparel Table | type=Apparel | layer=Skin}}
+
| Fabric
 +
| 36%
 +
| 0%
 +
| 36%
 +
| 30
 +
| 12
 +
| ?
 +
| 2.7
 +
| 0.12
 +
| ?
 +
|-
  
=== Middle ===
+
| Camelhair
{{Apparel Table | type=Apparel | layer=Middle}}
+
| Fabric
 +
| 36%
 +
| 0%
 +
| 36%
 +
| 18
 +
| 26
 +
| ?
 +
| 2.7
 +
| 0.12
 +
| ?
 +
|-
  
=== Outer ===
+
| Alpaca Wool
{{Apparel Table | type=Apparel | layer=Outer}}
+
| Fabric
 +
| 36%
 +
| 0%
 +
| 36%
 +
| 28
 +
| 16
 +
| ?
 +
| 2.7
 +
| 0.12
 +
| ?
 +
|-
  
=== Internal ===
+
|}
{{Apparel Table | type=Body Parts | layer=Internal}}
 
  
== Version history ==
 
* [[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.
 
* Beta 19 or earlier - Traders will no longer accept tainted apparel.
 
* Beta 19 - System changed d100 system. Previously 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).
 
*  Beta 19/1.0 - Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.
 
* [[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/1.3.3066|1.3.3066]] - Pawns now try a lot harder to avoid wearing tattered apparel.
 
  
 
[[Category:Gear]]
 
[[Category:Gear]]
{{nav|clothing|wide}}
 

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