Clothing and armor (no ontology)

From Mazeworld

Clothing, and subsequently armor, are an essential aspect of the game, and just like weapons, necessary to have better chances to survive Mazeworld's many hazards. As a whole, they may be referred to as simply clothing.
Several types of clothing exist, and like weapons, they are classed into different categories. A contestant may only wear up to one of each type of clothing.

In most cases, clothes are found at random in the rooms. Human encounters are the primary users of clothing and armor in the Mazes, and wearing the correct sets of clothing some of them wear may grant the contestant the ability to pass off as one of them; in other words, to disguise.
Alternatively, a contestant may also find a clothes shop, which may help the contestant buying extra pieces of clothing they can't find anywhere else.

Clothes that are worn are called equipped clothing, and clothes that are in the inventory are called spare clothing.
Swapping clothes between an equipped piece and a spare one requires one turn. The same goes to swap between an equipped piece and one found on the ground.

  • Be aware that clothes, like weapons, have weight in the backpack, and different pieces of clothing have different spare weight.
  • Note that if you desire to spare plate carrier clothing, the trauma plate inside must be removed.

Clothing provide a certain level of protection against damage over the specific body parts they cover - the different types are called Armor Classes.

  • There are eight different armor classes, in order of effectiveness from worst to best: C1, C2, C3, A1, A2, A3, A4, A5
    • Cx ACs represent clothing protection; C1 can symbolize either absence of clothes (as it is the AC of a naked body part) or very light clothes. C2 represents normal light clothing, and C3 represents tough clothing.
    • Ax ACs represent armored protection; from superlight armor (A1), to light (A2), medium (A3), heavy (A4), and finally powered (A5).

Clothing may be damaged as well - Every piece of clothing has a Damage counter, which is unseen unless the Contestant has access to a Vital HUD. Barring certain modifications, clothing can have up to 4 points of damage.

  • 4 units (or more): Brand new
  • Between 3.1 and 3.9: Good condition
  • Between 2.1 and 3: Worn
  • Between 1.1 and 2: Damaged
  • Between 0.1 and 1: Ruined
  • When a piece of clothing reaches 0 units, it falls apart and becomes completely unusable.

Randomly generated clothing may be found with random condition as well, ranging from 0.1 to 4 points.

Depending on the kind of clothing, they may protect against a specific kind of threat or not. On every article will be shown a protection chart that details what body part is protected, and from what it will protect (referred to as the clothing resistances).

Damage counter, which starts at 4 points, and is decreased by 1 every time a damage type it is not at least Resistant to, hits it (except Bullet-type damage). If a specific clothing article's Damage counter drops to 0, it is destroyed and falls apart into pieces, rendered useless. Damaged clothes give no penalty and a piece of clothing with a low value protects as much as one with a high value, but one should watch them closely, especially after fights.

Depending on the clothing proofs, a specific piece of clothing may be more or less damaged by the various damage types. More information here: Protection chart

NOTE: A piece of clothing in one category may protect more than one body part.

  • Example: The sarashi is a Top that only covers the torso, while the shirt with tie is a long-sleeved Top that covers the torso and the arms. Please refer to the individual articles of each piece of clothing for more information about what body parts they do cover.

It must also be noted that if multiple clothes protect the same body part:

  • During Pain calculation, if a hit is sustained on body part protected by multiple pieces of clothing/armor, the piece with the highest AC prevails.
  • During clothing damage calculation, all pieces of clothing protecting this body part are affected. Again using the example with the armored dress and the flak jacket, both of them are Blunt-PROOF and Sharp-Resistant, but only the flak jacket is also Piercing-Resistant. If a contestant wearing both is hit in the chest by a Piercing-type attack, the Flak Jacket will not be affected, but the Armored dress will be damaged.

Headgear

Headgear are the clothing usually covering the head of the contestant. They range from a variety of hats to helmets.

List of headgear

Tops

Tops are the clothing usually covering the upper body of the contestant. They range from simple shirts to suits.

List of tops

Body armor

Body armor is typically designed to be worn over tops, and constitute the bread and butter of personal protection. They are an additional layer of clothing that usually covers the upper body, which is the most common target during fights. As such, body armor is essential.

List of body armors

Arms add-ons

Arms add-ons are designed to be worn on the arms. They can be seen as completing the body add-ons as a way to provide an extra layer of clothing.

List of arms add-ons

Bottoms

Bottoms are the clothing usually covering the lower body of the contestant. They range from simple underwear to a variety of pants.

List of bottoms

Legs add-ons

Legs add-ons are designed to be worn on the legs. Another extra layer of clothing, they are completing the body add-ons in their role as armor.

List of legs add-ons

Footwear

Footwear are all the clothing designed to cover the feet. Ranging from flip-flops to a variety of shoes and boots, they provide protection to the feet.

List of footwear

Load-bearing gear

For more information: Load-bearing equipment

Trauma plates

For more information: Trauma plates

See also