Apparel

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Gear Menu Weapons Apparel Clothing Armor Utility


Apparel is worn by your colonists to protect them from the elements, or protect them from harm. There's two main types of apparel: clothing and armor.

See a pawn's Gear tab to see what apparel they are wearing.

Clothing vs Armor

Both clothing and armor use the same basic Principles. They can be mixed and matched, as far as Clothing Layers allow.

Clothing tends to be made from lighter materials (fabrics and leathers). It tends to offer better protection from the Enviroment then Violence. However with the right materials, clothing might be a worthwhile "light" armor.

Armor tends to be made from solid materials (usually metal). Armor also tends to give penalties to movement and similar stats. They also offer less environmental protection then clothing. So being well protected from violence is not without tradeoffs.

Protection

Protection deals with mitigating damage to body parts. It can range anywhere from 0 to 100%. Materials tend to have higher values (up to 200%), however those values are drastically cut by the "material Effect" modifier if the piece of clothing that is made from the material.

After the game has determiend wich body part was hit by a attack, the following math is applied:

  • the Protection values for all worn items in tht region are summed up
  • the penetration value of the weapon is substracted, to get hte modified Protection
  • A percentile roll is made against the modified armor:
    • If the roll is higher, the full damage is applied to the body part
    • If the roll is smaler or equal - but not half or less - half damage is dealt. If it is a piercing attack, it also has the damage reduced to a bruise.
    • If the roll is half or less, no damage is done

That means a Protection of 200% after penetration would result in de-facto damage immunity. At least until the items Hitpoints are reduced.

It is unclear how apparel looses hitpoints when blocking, partially blocking or not blocking damage.

Most items have the exactly the same multiplier for all 3 types of Protection. Wich means the material defines the protection more then the item.

Sharp Protection

Protection against Claws, Swords, Spears and Bullets. These attacks will cause cuts, wich in turn are prone to cause bleeding. Even the lightest clothing material seems to offer some of this.

Blunt Protection

Protection against most blunt attacks. In addition to obvious cases like Clubs, this includes headbuts and strikes with a weapons pommel.

This value is very rare on Clothing Materials and even if it exists, it is usually les then 1/4 of the sharp protection. In turn it is abundant on proper armor.

Heat Protection

Not to be mistaken for Heat Insulation, this works against fire damage. That includes both natural fires and fire weapons.

Insulation

This is protection agaisnt freezing and overheating. Every pawn and every Animal has a natural range of "acceptable temperatures". Humans have a comparatively small range here. This value will add directly to the heat and cold tollerancy, making it possible to work in climates that any naked human would die in.

Generally items can be classified as "keeping warm" (massive Cold, little or no Heat Insulation), "normal" (wich means heat Insulation is less then half cold) or "keeping cool" (several times the cold insulation in Heat), with Material Modifiers to match. Materials tend to have the same base values in both Insulations, however there are exceptions to this rule.

Cold Insulation

A rather easy value to come by. No item - not even armors or those focussed on heat insulation - are without this value.

But for extreme temperatures, some wool made clothing can offer very high cold resistance.

Heat Insulation

Compared to Cold Insulation, a very rare value. While most items provide some, it is less then Cold Insulation. And only a select few items and materials are suiteable to maximize this value.

Flamability

How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependant on the material.

It is unclear if it affects the chance for a Pawn to catch fire while standing in a burning tile.

Damaged apparel

Apparal suffers wear and tear when worn causing it to lose hit points over time. Apparel becomes damaged when the wearer is injured from violence, and takes the damage it absorbs 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.

HP Thought Debuff
20% - 50% "Wearing worn-out apparel" -3
below 20% "Wearing tattered apparel" -5


As of 1.9, loosing HP no longer has a impact on protection or insulation values.

Quality Effects

Quality Armor
Factor
Insulation
Factor
Market Value Max Market Value Gain Deterioration Rate Beauty
Awful 0.6 0.8 0.5 - 2 -0.1
Poor 0.8 0.9 0.75 - 1.5 0.5
Normal 1.0 1.0 1.0 - 1 1
Good 1.15 1.1 1.25 500 0.8 2
Excellent 1.3 1.2 1.5 1000 0.6 3
Masterwork 1.45 1.5 2.5 2000 0.3 5
Legendary 1.8 1.8 5 3000 0.1 8

Nudity

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.

For Nudists the opposite is true - they recieve a mood bonus for wearing no or little clothing, with a slight penalty for wearing a full set.

Special Values

Clothing can have very specific secondary values. The more commone ones are: - negative movement Speed. This is mostly seen with armor - Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor - Pain Treshold. Specific to Tribal clothing, this increases when a charater will collapes from damage

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.

Number of items Debuff
1 -3
2 -5
3 -7
4+ -8

As of 1.9, it can no longer be sold to merchants leaving Disposal the only option.

Disposal

Apparel can be destroyed using a crematorium or a campfire. Simply create a "Burn apparel" bill, and be sure to uncheck anything you want to keep.

Materials

A number of Materials is avalible for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insualtion of clothing actually comes from the used material, rather then something unique to the item,.

Armor Materials

These materials are primarily used for armors. It includes any metal and in rare cases even wood or stone might be supported

Name Stuff Category Sharp Blunt Heat Cold Insulation Heat Insulation Item HP Market Value Commonality Flamability
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.

Name Stuff Category Sharp Blunt Heat Cold Insulation Heat Insulation Item HP Market Value Commonality Flamability
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 20 0.075 1
Wolfskin Leathery 102% 24% 150% 24 16 1.3 3.0 0.075 1
Panthera Skin Leathery 93% 24% 150% 16 24 1.3 3.0 0.025 1
Camelhide Leathery 81% 24% 150% 16 24 2.3 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% 3 20 24 1.3 5.5 0.2 0.4
Hyperweave Fabric 200% 54% 2.88 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 ?