User:Harakoni/Sandbox/Apparel

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Gear Menu Weapons Apparel Clothing Armor Utility

Apparel is worn by your colonists to protect them from extreme temperatures or from damage in combat. See a pawn's Gear tab to see what apparel they are wearing.

Examples of different apparel, including both clothing and armor

Armor rating

There are several types of armor ratings;

Name Label Description
Blunt Armor - Blunt Protection against blunt damage like club attacks, rock falls, and explosions.
Piercing Armor - Piercing Protection against piercing damage like bullets, knife stabs, and animal bites.
Heat Armor - Heat Protection against temperature-related damage like burns.


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 mechanoids.
Cataphract armor at Legendary quality comes at a close second, reaching 200% sharp rating, though all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall.

In-game this is calculated as follows:

  1. The armor rating is reduced by the armor penetration value, dependent on the weapon.
  2. The remaining 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 over half the armor rating, but not higher than the armor rating, the damage is halved and sharp damage is changed to blunt.
    • If the random number is greater than the armor rating, the armor has no effect.
  • Maximum armor rating is at 200%.

Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage. Armor Penetration is also applied on each layer, this means that apparel with low armor values will do little or nothing against projectiles with high armor penetration.

For example a pawn with both a devilstrand 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 are generally preferred 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.

Insulation

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 (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

Apparel can offer "Insulation - Cold", which protects from cold temperatures, and "Insulation - Heat" which protects from 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 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 textiles for a full comparison.
  • Apparel insulation factor: each type of apparel has an insulation factor associated with it. For example, a parkas 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 108°C of insulation from cold. See quality for a full comparison.

Total insulation for a pawn

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 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

 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
 = 12°C * 0% * 1.8
 = 0°C
 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
 = 18°C * 10% * 0.9
 = 1.6°C

Adding to base insulation

 Minimum acceptable temperature = default minimum acceptable temperature - parka cold insulation - shirt cold insulation
 = 16 - 108 - 4.2
 = -96.2°C
 Maximum acceptable temperature = default maximum acceptable temperature + parka heat insulation + shirt heat insulation
 = 26 + 0 + 1.6
 = 27.6°C

So the new comfortable range is -96.2°C - 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 is unclear if it affects the chance for a Pawn to catch fire while standing in a burning tile.

Damaged apparel

Apparel, including armor, take damage from wear and tear over time and when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality 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


Durability does not affect stats such as protection and insulation.

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

Clothing Layers


  • Body Part Group Coverage Skin Middle Outer Headgear
    Full Head Head, Ears, Nose, Jaw, Eyes ×
    Upper Head Head, Ears ×
    Shoulders Left & Right Shoulder × × ×
    Arms Left & Right Arm × × ×
    Torso Torso × × ×
    Neck Neck × × ×
    Legs Legs × × ×
  • Each kind of gear is worn on a specific location of a person's body. That location is determined by two things:

    1. The body part groups it covers.
    2. The layer or layers it occupies. A layer basically says how far away from the body a piece of gear is worn.

    Which body parts have which layers is shown in the table on the right; layers and body parts which are not currently used by gear were omitted.

    You cannot wear two pieces of apparel with overlapping coverage in the same layer.

    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 -6 mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing.

    For Nudists the opposite is true - they receive a +20 mood bonus while naked and a -3 mood penalty while clothed.

    Special Values

    Clothing can have very specific secondary values. The more common 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 Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage

    Tainted Apparel

    Apparel 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 Bloodlust do not seem to mind, however.

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

    Disposal is usually the only option as traders do not buy them, however some items can be smelted

    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. Alternatively, it can be left outside to decay over time, left in flowing water to hasten that decay, or a molotov cocktail or incendiary launcher can be used to set it alight until it burns away.

    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.

    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.

    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 Skin 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 ?

    Common Combinations

    See also: Clothing Layers

    On Skin Layer

    This layer is dominated by two options: Tribalwear or Shirt + Pants

    Tribalwear offers the best thermal insulation. Meanwhile, Shirt+Pants in turn has better armor values and coverage. The T-shirt is an inferior version of the button down shirt and should be avoided unless its reduced material cost is helpful.

    Middle

    The middle layer is not used by any clothing. It is primarily the realm of Armors, which use it to lock out against another.

    Shell

    The Shell layer is primarily for armor and additional clothing layers. They can be combined with shirts, Flak Pants, and Flak Vest.

    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.

    The Duster is a cowboy attire. Aside from good heat insulation, it also offers decent protection.

    The Jacket is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.

    Comparison Table

    [[Category:Weapons]] [[Range::>>1]] [[Kind::Weapons]] [[Concept:Ranged Weapons]]

    Name Armor - Sharp Armor - Blunt Armor - Heat Insulation - Heat Insulation - Cold Coverage Occupies Skin Occupies Middle Occupies Shell Occupies Head Value Silver


    Health item bionic.png Armorskin gland 52 20 40 Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes Ex.png Ex.png Ex.png Ex.png 1,475


    Beret.png Beret Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png


    BowlerHat.png Bowler hat Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png


    Button-Down Shirt.png Button-down shirt Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm Check.png Ex.png Ex.png Ex.png


    Cape.png Cape Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Ex.png Check.png Ex.png


    CataphractArmor.png Cataphract armor 120 50 60 6.7 20 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Check.png Check.png Ex.png 3,120


    CataphractHelmet.png Cataphract helmet 120 50 60 2 4 Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw Ex.png Ex.png Ex.png Check.png 745


    Coronet.png Coronet Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png


    Corset.png Corset Torso Ex.png Check.png Ex.png Ex.png


    CowboyHat.png Cowboy hat Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png


    Crown.png Crown Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png


    Duster.png Duster Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Ex.png Check.png Ex.png


    Psyfocushelmet.png Eltex helmet 9 9 27 1 4 Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png 500


    PsyfocusRobe.png Eltex robe 7 0 4 1 15 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Ex.png Check.png Ex.png 600


    PsyfocusShirt.png Eltex shirt 7 0 4 1 5 Torso, Left Shoulder, Right Shoulder Check.png Ex.png Ex.png Ex.png 400


    Eltex skullcap.png Eltex skullcap 0 0 0 0 0 Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png 500


    PsyfocusVest.png Eltex vest 7 0 4 1 6 Torso, Neck, Left Shoulder, Right Shoulder Ex.png Check.png Ex.png Ex.png 500


    KevlarHelmet.png Flak helmet Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png


    Flak jacket.png Flak jacket 40 8 10 3 14.4 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm Ex.png Ex.png Check.png Ex.png 290


    Flak pants.png Flak pants 40 8 10 1 3.5 Left Leg, Right Leg Check.png Check.png Ex.png Ex.png 225


    ArmorVest.png Flak vest 100 36 27 0 1 Torso, Neck, Left Shoulder, Right Shoulder Ex.png Check.png Ex.png Ex.png 225


    Ruffleshirt.png Formal shirt Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm Check.png Ex.png Ex.png Ex.png


    Royalvest.png Formal vest Torso Ex.png Check.png Ex.png Ex.png


    GrenadierArmor.png Grenadier armor 101 40 49 9 32 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Check.png Check.png Ex.png 2,305


    Gunlink.png Gunlink 0 0 0 0 0 Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png 345


    Hood.png Hood Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png 43.98


    Jacket.png Jacket Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm Ex.png Ex.png Check.png Ex.png


    LadiesHat.png Ladies hat Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png


    LocustArmor.png Locust armor 87 35 41 9 32 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Check.png Check.png Ex.png 2,230


    PoweredArmor.png Marine armor 106 45 54 9 32 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Check.png Check.png Ex.png 2,035


    PoweredArmorHelmet.png Marine helmet 106 45 54 2 4 Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw Ex.png Ex.png Ex.png Check.png 635


    Pants.png Pants Left Leg, Right Leg Check.png Ex.png Ex.png Ex.png


    Parka.png Parka Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm Ex.png Ex.png Check.png Ex.png


    PhoenixArmor.png Phoenix armor 115 45 75 100 36 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Check.png Check.png Ex.png 3,480


    Plate armor.png Plate armor Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Check.png Check.png Ex.png


    PrestigeCataphractArmor.png Prestige cataphract armor 120 50 60 6.7 20 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Check.png Check.png Ex.png 3,930


    PrestigeCataphractHelmet.png Prestige cataphract helmet 120 50 60 2 4 Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw Ex.png Ex.png Ex.png Check.png 1,155


    PrestigeMarineArmor.png Prestige marine armor 106 45 54 9 32 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Check.png Check.png Ex.png 2,530


    PrestigeMarineHelmet.png Prestige marine helmet 106 45 54 2 4 Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw Ex.png Ex.png Ex.png Check.png 850


    PrestigeReconArmor.png Prestige recon armor 92 40 46 9 32 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Check.png Check.png Ex.png 1,975


    PrestigeReconHelmet.png Prestige recon helmet 92 40 46 2 4 Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw Ex.png Ex.png Ex.png Check.png 715


    Royalrobe.png Prestige robe Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Ex.png Check.png Ex.png


    PsychicFoilHelmet.png Psychic foil helmet 9 9 27 1 2 Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png 250


    ReconArmor.png Recon armor 92 40 46 9 32 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Check.png Check.png Ex.png 1,540


    ReconHelmet.png Recon helmet 92 40 46 2 4 Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw Ex.png Ex.png Ex.png Check.png 525


    M1Helmet.png Simple helmet Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png


    Stellic crown.png Stellic crown Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png


    Health item bionic.png Stoneskin gland 70 30 50 Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes Ex.png Ex.png Ex.png Ex.png 1,920


    T-Shirt.png T-shirt Torso, Left Shoulder, Right Shoulder Check.png Ex.png Ex.png Ex.png


    TopHat.png Top hat Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png


    Health item bionic.png Toughskin gland 35 10 30 Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes Ex.png Ex.png Ex.png Ex.png 1,030


    Tribal headdress.png Tribal headdress Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png


    Tribalwear.png Tribalwear Torso, Left Leg, Right Leg Check.png Ex.png Ex.png Ex.png


    Tuque.png Tuque Head, Left Ear, Right Ear Ex.png Ex.png Ex.png Check.png


    War mask.png War mask 16.2 16.2 12 -0.2 -0.4 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw Ex.png Ex.png Ex.png Check.png 38


    War veil.png War veil Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw Ex.png Ex.png Ex.png Check.png

    Version History

    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). As of 0.19, traders will not buy tainted apparel.

    PUT ME BACK IN IF BECOMES OFFICIAL [[Category:Gear]]