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Clothing (or wearables) is a general term to refer to all of the wearable items in the game that provide some form of protection or defensive capability.
Clothing items are separated in two broad categories; clothing and armor and trauma plates. Clothing generally refers to wearables without significant protective capabilities or with an Armor Class of C1 or C2. Armor generally refers to protective gear or wearables with an Armor Class of A1 or higher.
Clothing and armor categories
Humans, halflings, youkai, and a small range of other creatures can wear clothing and armor. Each wearable belongs to one of 11 different slots, based on the body part it is compatible with. Each creature can wear only one item in each slot. However, not all creatures have access to every slot, as it depends on their body structure. Below is a description of each slot:
- Headgear: Hats, helms and helmets, and other pieces of clothing meant to cover or protect the head.
- Tops: Shirts, dresses, vests, and other pieces of clothing generally meant to cover the upper body in some capacity.
- Body armor: Pieces of armor primarily meant to cover the torso.
- Arms addons: Additional pieces of armor meant to cover the arms, elbows and/or shoulders.
- Bottoms: Pants, skirts, trousers, and other are pieces of clothing generally meant to cover the lower body in some capacity.
- Legs addons: Additional pieces of armor meant to cover the thighs, knees, and/or calves.
- Footwear: Shoes, boots, sneakers, and other pieces of clothing meant to cover or protect the feet.
- Tailwear: Accessories and armored sleeves intended to be worn on the tail. Some creatures can wrap multiple tails into a single piece of tailwear.
- Wingwear: Capes, covers, elytrae, and other accessories designed to be worn over the wings.
- Arachwear: Socks, guards, and armor intended for spider-like legs and abdomens, such as those of a jorougumo.
- Kirinwear: Tubular clothing and armor intended to protect the lizardine body and legs of a kirin and similarly structured creatures.
Protection
Each individual piece of clothing may offer various levels of protection to various body parts. There are four traits to look for:
- Body part compatibility and coverage (see below for a chart)
- Armor Class: A piece of clothing or armor will attempt to provide its listed Armor Class to the body parts it is designed to cover, according to the rule of highest AC. A creature's naked body starts with its natural AC (e.g., Human bodies are C1, oni bodies are A3). If one or multiple pieces of clothing cover a particular body part (e.g., a Sarashi (C2) and a Light K armor vest (A2) will both cover the Torso), then only the highest AC applies. For example, the AC of a human's torso would rise from C1 to A2 if they wore both a sarashi and a Light K armor vest. However, the AC of an oni's torso would remain at its natural A3 if they wore the same clothes, because their bodies are naturally more resistant.
- Proof ratings: In addition to AC, every piece of clothing can also be rated against injuries caused by different damage types. These ratings are the main reason to wear clothing and armor other than to increase AC, as it helps reduce the risk of injury and improve survivability in combat.
- Effects: Any extra traits or effects provided. Many of these effects offer additional protection or benefits, which can make them worthwhile to wear.
Body part coverage
The specific body parts that clothing and armor can cover (and in turn, body parts that can be individually targeted) are as follows, across all species, alongside their corresponding limb groups.
For more information on limb groups, please check Limb health.
- A piece of clothing covering the entire arm is considered to also cover the corresponding shoulder and the elbow.
- A piece of clothing covering the entire leg is considered to also cover the corresponding knee.
List of clothing and armor
Trauma plates
See Trauma plates.