Clothing: Difference between revisions

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{{tocr}}
{{Sidebar/Clothing}}
Some pieces of clothing cover multiple body parts (dress covers torso and legs) and all [[items]] can be used as weaponsThe bash, cut, melee speed, and hit apply to when carried in your hand, and have '''no''' effect when worn on your body.  Similarly, protection rating and storage only applies when actually worn. [[Character]] cannot wear more that two types of clothing of the same type at once without incurring an encumbrance penalty. Characters spend 350 [[movement points]] when putting clothes on, but take them off instantly.
Some items in the game can be worn to provide various effectsClothing has various attributes that will enhance your abilities in ways that are almost essential - to the point where playing a game without them is considered a player [[Guide: Nudist Challenge|challenge]].


== Protection ==
Clothing has several attributes that should be taken into consideration.  All clothing will take 350 movement points to put on; however, they can be removed instantly.


* '''Environmental protection''' (EP) protects from [[diseases]] and status effects that infect through body parts (mouth and eyes). To protect from a disease, the EP of the gear must be equal or higher than the strength of the disease.
==Body Part Coverage==


* '''Warmth''' protects from [[coldness]] and [[frostbites]] in cold [[weather]]. Too much warmth can make you [[hot]], particularly during Summer. Both coldness and hotness impact your morale and stats negatively, and can make it difficult or impossible to sleep.
Clothing will cover one or more of the following areas of the body:  [none], head, eyes, mouth, torso, left arm, right arm, left hand, right hand, left leg, right leg, left foot, right foot. Each area is considered as a separate entity by the game; and unless explicitly stated coverage extends only to the parts mentioned.


== Durability ==
Coverage of an area implies that the location will be encumbered and protected by the full amount listed. Multiple areas that are covered by the same article of clothing receive the full encumbrance, acid, environmental, and armor values of the clothing; however storage space is considered absolute and will not increase no matter how many areas are covered.
All clothing items have five "hit points". Wool, leather, cotton, glass<!--, wood--> and kevlar clothing may be damaged by cutting damage; plastic, iron, steel, and silver<!-- and stone--> may be damaged by bashing damage. Damage resistance decreases chance to be damaged and amount of damage increases that chance (but not the amount of damage to item, it is always one). If item is damaged for more than four points, it will be destroyed.<!-- that's true for worn items --> Reinforced items effectively have an additional hit point.
{| class="wikitable"
|-
! Damage<br>level
! Cotton<br>& Wool || Leather    || Kevlar    || Paper    || Wood      || Plastic<br>& Glass || Iron
|-
! &minus;1
| reinforced      || reinforced || reinforced ||          ||            ||reinforced          ||
|-
! 1
| ripped          || scratched  || marked    || torn    || scratched  || scratched          || lightly rusted
|-
! 2
| torn            || cut        || dented    || shredded || chipped    || cut                || rusted
|-
! 3
| shredded        || torn      || scarred    || shredded || cracked    || cracked            || very rusty
|-
! 4
| tattered        || tattered  || broken    || shredded || splintered || shattered          || thoroughly rusted
|-
! Can be repaired with
| [[Sewing kit]] or [[bone needle]] and [[rag]]s|| [[Sewing kit]] or [[bone needle]] and [[leather patch]]es|| [[soldering iron]] and [[kevlar plate]]s            ||          ||              || [[soldering iron]] and [[plastic chunk]]s ||
|}
<!-- veggy & flesh: "partially eaten " -->
The order of putting clothes on is important for their protection. Items with low protection worn over items with high protection will be ruined much faster than in the reverse. Use the {{k|+}} key to open the layer clothing menu.


Using the tailoring skill, and a [[sewing kit]] or [[bone needle]], items can be improved in quality levels. For plastic and kevlar clothing you'll need [[soldering iron]] (and mechanics skill) instead. An already damaged piece of clothing has a high chance to be further damaged while trying to repair it, so be careful. Trying to reinforce a piece of clothing has a low chance of damaging the object, so that's a safer way to train the tailoring skill.  Reinforcing and repairing requires extra materials ([[rag]]s, [[leather patch]]es, etc).
==Clothing Layer==


== Encumbrance ==
In addition to the body parts clothing covers, they occupy a layer on each body part.  Layers are identifiable from the advanced Clothing screen {{k|+}}, where the text given upon highlighting each article will help you identify the layer they belong to. Current layers are, named for their text:
Encumbrance is determined not only by the total encumbrance rating of your equipment, but also the total number of equipment pieces you have equipped on a given slot.


The formula appears to be '''T=((N-1)*(1/2)) + E''', where
* {{igs|'Next to the Skin'|light_blue}}
* '''N''' — the number of items equipped on a given slot;
* {{igs|'Tied around the waist'|light_blue}}
* '''E''' — the total encumbrance of your equipment on a given slot;
* [default]
* '''T''' — the total encumbrance. It is stored as an Integer and is truncated. This means two things:
* {{igs|'Strapped to you'|light_blue}}
*# If T is stored as a variable, wearing an even number of clothing items gives you a free .5 encumbrance.
* {{igs|'Over your other clothes'|light_blue}}
*# If T is stored as a formula, even if you cannot see the 0.5 from wearing two items it is still used in calculations.


You can check how your equipped gear is encumbering (and warming) you on the Character Stats screen.  Each body part will have a display:
Only 2 of any one item can be worn at any time, with the exception of some helmets which limit you to 1 of any kind at once.
'''(U)V+W=X[Y]''', where
* '''U''' - the number of layers equipped (should equal N in the formula above)
* '''V''' - the encumbrance from equipment (should equal E)
* '''W''' - the encumbrance from excess layers
* '''X''' - the total encumbrance (truncated version of T)
* '''Y''' - the warmth rating on this body part


Slotless articles of clothing that do not encumber any kind of body part still consume a letter slot, of which you previously had only 52 available inventory stacks (a-z and A-Z)({{ver|0.5}} has greatly expanded the amount of characters available for inventory, so character-limits should be far less frequent now.) Carrying too many items will result in "excess" items not being picked up, with the message "You are carrying too many items!" Slotless storage was notorious for this.
In addition to base encumbrance values, any clothing past the first that occupies the same layer on any body part will incur an additional encumbrance penalty for bulkThe base value for this seems to be 2 per additional article, but in some cases it can increase if the items are marked as bulky or otherwise awkwardIt is for this reason that wearing several undershirts and compression tops will result in a large encumbrance penalty despite each individual article having a value of 0 encumbrance.


Be careful not to hold more volume than you can carry! When you struggle to hold all of your things, you will start taking encumbrance penalties to many body parts.  Going over your weight limit decreases running speed, but going over your volume limit incurs a heavy encumbrance to all body parts.
The order of putting clothes on is important for their protection. Items with low protection worn over items with high protection will be ruined much faster than in the reverse. Use the {{k|+}} key to open the layer clothing menu, and the {{k|s}} key to reorder clothing.


=== Adjusting clothes ===
==Warmth==
To adjust a piece of clothing {{k|a}}pply a [[sewing kit]] or [[bone needle]] on it. If it's damaged, it'll try to repair it first. This procedure will add the '''(fits)''' tag to them and reduce their encumbrance by one.


You can only adjust unfitted cotton, wool, or leather clothes.
Clothing is the primary source of heat of the game.  Since temperatures range from well below freezing sub-levels to broiling lava rifts, ambient temperature is an important factor to consider when deciding what clothing to wear.  Since it is always possible to take off clothing it may be wisest to bring spare sets with you and 'test' your environment by walking around in it; adjusting your kitout accordingly.


If you go to adjust a piece of clothing and it's reinforced first, the item isn't one on which you can adjust the fit; the only way to acquire one that fits is to continue searching.
==Armor==
===Armor against Cutting/Bashing===


== List of clothing ==
Personal armor protection is, with the exception of a select few bionics and mutations, provided by clothing.  The armor system currently provides a damage mitigation against incoming attacks.  It is possible to bypass a percentage of armor with criticals, and it is possible to fail to completely penetrate armor.  When an enemy fails to penetrate your armor the message {{igs|'the attacks fails to penetrate your armor!'}} will pop.  When you fail to do the same the message {{igs|'the shot bounces off the <critter>'s thick hide!'}} will appear.  Due to damage being rolled as a set number of X-sided dice (3D8 or 1D3 being 2 examples) it is possible for some attacks to fail while others succeed.
*A '''<span style="color:darkgreen">green material name</span>''' means that the item can be repaired or reinforced with a [[sewing kit]] or [[bone needle]].


=== Feet ===
But remember, a different way of avoiding damage is not being hit at all, a high dodge skill, ranged attacks, various mutations/bionics all provide ways of avoiding incoming attacks altogether. And clothing encumbrance makes dodging harder. So there is a tradeoff between high armor values and being light on your feet. Restrictive clothing makes training dodging harder as well.
Feet encumbrance increases movement the point cost for running by 5 for each encumbrance level.


{{header/{{PAGENAME}}}}
===Armor against Acid===


{{row/{{PAGENAME}}|socks|70|100|C_SHOES|COTTON|null|1|350|-5|0|0|0|0|0|20|0|mfb(bp_feet)
From {{InlineVer|0.D}} onwards there is a rating for armor against [[acid]].
|"Socks. Put 'em on your feet."|coverage=80|thickness=1}}
Acid protection protects against acid attacks and standing in acid fields.


{{row/{{PAGENAME}}|wool socks|30|120|C_SHOES|WOOL|null|2|1|-5|0|0|0|0|0|20|0|mfb(bp_feet)
You need 5 acid resistance total on both feet and legs to avoid all direct acid damage from acid fields. To gain total immunity to acid fields, you will also need 15 environmental resistance on both feet and legs to avoid the damage over time effect.
|"Warm socks made of wool."}}


{{row/{{PAGENAME}}|sneakers|80|100|C_SHOES|LEATHER|null|5|4|-2|0|-1|0|2|0|20|0|mfb(bp_feet)
===Armor against Fire===
|"Guaranteed to make you run faster and jump higher!"}}


{{row/{{PAGENAME}}|boots|70|120|C_SHOES|LEATHER|null|7|6|1|-1|1|1|4|2|50|0|mfb(bp_feet)
Fires deal up to 3 * density + 3 damage. Small fires damage feet and legs, medium also torso, raging also hands and arms. Fire protection is currently rather impractical as fires are too dangerous to stay near for long, but fire gear often also comes with acid protection.
|"Tough leather boots, very durable."}}


{{row/{{PAGENAME}}|steeltoed boots|50|135|C_SHOES|LEATHER|STEEL|7|2000|4|-1|1|4|4|3|35|0|mfb(bp_feet)
===Armor Against Environment===
|"Leather boots with a steel toe.  Extremely durable." {{hint|It is usually found in hardware stores and dead squads of soldiers.}}|coverage=95|thickness=4}}


{{row/{{PAGENAME}}|winter boots|60|140|C_SHOES|WOOL|PLASTIC|8|7|0|-1|2|0|2|1|80|0|mfb(bp_feet)
Clothing offers the potential to protect the wearer from ambient [[Fields|field effects]], diseases, or other ailments.  Most of the listed effects have a range of 'Strengths' that they will compare against the wearer's environmental protection level.  For instance, the [[influenza]] can affect a player with up to a strength of 3, targeting the mouth.
|"Cumbersome boots designed for warmth."}}


{{row/{{PAGENAME}}|mocassins|5|80|C_SHOES|FUR|LEATHER|2|1|-3|0|0|0|1|0|40|0|mfb(bp_feet)
Environmental effect rolls are always in the form:
|"Simple shoes made from animal pelts."}}
(strength)d3 > (resistance)d3


{{row/{{PAGENAME}}|flip-flops|35|25|C_SHOES|PLASTIC|null|1|1|-4|-2|3|0|0|0|0|0|mfb(bp_feet)
So, against the aforementioned influenza:
|"Simple sandals. Very difficult to run in."}}
* Wearing a bandana (1 protection) will give 1 in 27 chance of resisting the effect
* Wearing 9 or more env. protection on mouth (say, a gas mask) gives immunity
* Wearing 3 env. protection (say, bandana+scarf) gives roughly 50% chance to resist


{{row/{{PAGENAME}}|dress shoes|50|45|C_SHOES|LEATHER|null|5|3|1|1|1|0|3|0|10|0|mfb(bp_feet)
==Percentage Coverage==
|"Fancy patent leather shoes.  Not designed for running in."}}


{{row/{{PAGENAME}}|heels|50|50|C_SHOES|LEATHER|null|4|2|6|-2|4|0|0|0|0|0|mfb(bp_feet)
Clothing will provide a coverage percentage, represented by a number from 0 to 100The higher the number, the less likely the clothing is to be bypassed by any one attack.  100 guarantees the article will act as armor for every attack targeting its coverage area, 0 implies that it will never.
|"A pair of high heelsDifficult to even walk in."}}


{{row/{{PAGENAME}}|chitinous boots|50|135|C_SHOES|LEATHER|STEEL|7|9|4|-1|1|4|4|3|50|0|mfb(bp_feet)
Articles of clothing that are not bypassed by an attack have a chance to be damaged, however they cant protect you if they are never hit.
|"Boots made from the exoskeletons of insects. Light and durable."}}


{{row/{{PAGENAME}}|fur boots|?|?|C_SHOES|FUR|LEATHER|7|3.3|1|-1|0|36|36|2|60|0|mfb(bp_feet)
==Durability==
|"Boots lined with fur for warmth."}}


Clothing can be thought of as having 'Hit Points' based upon their condition.  New clothing will have 4 hit points, and degrade through combat, failed tailoring attempts, or other mishandling.


</table>
Clothing is also made out of one or more [[Materials|materials]] which influences a few statistics, and what kind of tool you need to repair the clothing. Normally you can see the tool needed to repair a piece of clothing ingame, but here are some examples:


=== Legs ===
{| class="wikitable"
Legs encumbrance increases the movement point cost for running (by 3 for each encumbrance level) and swimming. It also gives a dodge skill penalty.
|-
! Damage<br>level
! Cotton<br>& Wool || Leather    || Kevlar    || Paper    || Wood<br>& Bone <br>& Chitin || Plastic<br>& Glass || Iron<br>&Steel
|-
! &minus;1
| reinforced      || reinforced || reinforced || reinforced || reinforced ||reinforced ||reinforced
|-
! 1
| ripped          || scratched  || marked    || ripped    || scratched  || scratched          || marked
|-
! 2
| torn            || cut        || dented    || torn      || chipped    || cut                || dented
|-
! 3
| shredded        || shredded  || scarred    || shredded || cracked    || cracked            || smashed
|-
! 4
| tattered        || tattered  || broken    || tattered || splintered || shattered          || shattered
|-
! Can be repaired with
| [[Tailor's kit]], [[Sewing kit]], [[Wooden needle]] or [[Bone needle]] and [[Rag]]s|| [[Tailor's kit]], [[Sewing kit]], [[Wooden needle]] or [[Bone needle]] and [[Leather patch]]es|| [[Soldering iron]] or [[Welder]] and [[Kevlar plate]]s            || [[Basic Repair Kit]]          || [[Toolbox]] or [[Basic repair kit]] loaded with [[Duct tape]]        || [[soldering iron]] and [[plastic chunk]]s || [[Welder]] or [[Soldering iron]] and [[scrap metal]]
|}


{{header/{{PAGENAME}}}}
Clothing will be damaged if the amount of damage you are dealt exceeds the protection rating of the item hit. This is why stepping on [[Land mine|land mines]] ruin your clothes; shrapnel does tons of damage (40+) and there is nearly nothing with 40+ cut protection, so after you step on a landmine you will get a lot of messages telling you your clothes got ripped or destroyed. Damage resistance decreases chance to be damaged and the amount of damage increases that chance.


{{row/{{PAGENAME}}|shorts|70|180|C_PANTS|COTTON|null|5|2|-4|1|0|0|1|0|0|4|mfb(bp_legs)
While clothing can be repaired by multiple levels with one repair attempt, they will only be damaged 1 point at a time.  Clothing can be reinforced to grant them an additional hit point; for a total of 5.  Actual armor values of clothing will slightly increase/decrease with the condition of the clothing, with an overall marked difference between tattered clothing and reinforced clothing.
|"A pair of khaki shorts."}}


{{row/{{PAGENAME}}|cargo shorts|50|180|C_PANTS|COTTON|null|4|450|-4|1|0|0|1|0|0|8|mfb(bp_legs)
==Wind==
|"A pair of shorts lined with pockets, offering decent storage."|coverage=40|thickness=2}}


{{row/{{PAGENAME}}|jeans|90|180|C_PANTS|COTTON|null|5|4|-4|1|0|0|1|0|10|2|mfb(bp_legs)
Wind causes temperature loss when the player is outside. Protection from wind depends on item's coverage and material. Wool and cotton will protect only partially, while leather, plastic and Kevlar are very effective.
|"A pair of blue jeans with two deep pockets."}}


{{row/{{PAGENAME}}|pants|75|185|C_PANTS|COTTON|null|5|640|-4|1|1|0|1|0|20|4|mfb(bp_legs)
==Water-Affinity==
|"A pair of khaki pants. Slightly warmer than jeans."|coverage=95|thickness=3}}


{{row/{{PAGENAME}}|leather pants|60|210|C_PANTS|LEATHER|null|6|8|-2|1|2|1|7|0|50|2|mfb(bp_legs)
Water-affinity refers to the items response to varying levels of waterCurrently the largest effect getting wet has is a morale and warmth drop. Some items will be water-friendly, and resist rain.  If all the outer layers clothing covering your head, torso, and arms are water-friendly or better you will not take morale penalties for being rained on.  Rain mechanics are further discussed on the [[wet]] page. Some items are actually water-friendly, and can grant morale boosts when wet.
|"A pair of black leather pantsVery tough, but Cumbersome and without much storage."}}


{{row/{{PAGENAME}}|cargo pants|70|280|C_PANTS|COTTON|null|6|730|-3|0|1|0|2|0|20|12|mfb(bp_legs)
==Encumbrance==
|"A pair of pants lined with pockets, offering lots of storage."|coverage=95|thickness=4}}


{{row/{{PAGENAME}}|army pants|30|315|C_PANTS|COTTON|PLASTIC|6|840|-2|0|1|20|20|0|40|14|mfb(bp_legs)
Encumbrance is the primary limiting factor for the amount of clothing a survivor can wear.  Encumbrance represents how much the clothing inhibits activities like running, lockpicking, aiming, swinging, or observingEncumbrance values directly add to your encumbrance rating, and the penalty for encumbrance on any individual body parts increments every 10 encumbrance.
|"A tough pair of pants lined with pocketsFavored by the military."|coverage=95|thickness=4}}


{{row/{{PAGENAME}}|ski pants|60|300|C_PANTS|COTTON|null|10|6|-3|0|2|2|0|3|80|4|mfb(bp_legs)
The game considers encumbrance below 10 as completely unfettered.  Values between 10 and 39 are considered mildly encumbering, resulting in a modest penalty to activities and skills that can be overcome with skill.  Values between 40 and 59 are considered encumbering, resulting in heavier penalties that may be too hefty for an early-game character to easily overcome.  Values over 60 are considered heavily encumbering, and the severe penalties never max out; still increasing every 10 encumbrance.
|"A pair of pants meant for alpine skiing."}}


{{row/{{PAGENAME}}|long underwear|40|200|C_PANTS|COTTON|null|4|2|-3|0|0|0|0|0|30|0|mfb(bp_legs)
You can check how your equipped gear is encumbering (and warming) you on the Character Stats screen.  Each body part will have a display:
|"A pair of long underwear that help to maintain body temperature."}}
'''(U)V+W=X[Y]''', where
* '''U''' - the number of layers equipped (should equal N in the formula above)
* '''V''' - the encumbrance from equipment (should equal E)
* '''W''' - the encumbrance from excess layers
* '''X''' - the total encumbrance (truncated version of T)
* '''Y''' - the warmth rating on this body part


{{row/{{PAGENAME}}|skirt|75|120|C_PANTS|COTTON|null|2|2|-5|0|-1|0|0|0|0|1|mfb(bp_legs)
Encumbrance mechanics such as layering penalty calculations are described in depth on the [[Clothing Encumbrance]] page.
|"A short, breezy cotton skirt.  Easy to move in, but only has a single small pocket." {{hint|Allows you to move faster than if you were naked, although multiple leg-slot items will still incur an encumbrance penalty.}}}}


{{row/{{PAGENAME}}|knee pads|?|160|C_PANTS|PLASTIC|COTTON|1|260|-5|0|-1|20|20|0|10|0|mfb(bp_legs)
=== Head Encumberance ===
|"A pair of knee pads made of stout plastic and cloth."|coverage=20|thickness=5}}
 
</table>
 
=== Body ===
Cloth pieces that encumber and protect both legs, torso and, in most cases, the arms.
 
{{header/{{PAGENAME}}}}
 
{{row/{{PAGENAME}}|wetsuit|?|200|C_BODY|PLASTIC|NULL|18|2110|-3|-3|1|16|20|2|50|4|mfb(bp_torso), mfb(bp_legs),mfb(bp_arms)
|"A full-body neoprene wetsuit."|coverage=100|thickness=3}}
 
{{row/{{PAGENAME}}|jumpsuit|20|200|C_BODY|COTTON|PLASTIC|6|6|-3|-3|0|0|1|0|10|8|mfb(bp_legs), mfb(bp_torso)
|"A thin, short-sleeved jumpsuit; similar to those worn by prisoners. Provides decent storage and is not very encumbering."}}
 
{{row/{{PAGENAME}}|dress|70|180|C_BODY|COTTON|null|8|6|-5|-5|3|0|1|0|20|0|mfb(bp_legs), mfb(bp_torso)
|"A long cotton dress.  Difficult to move in and lacks any storage space."}}
 
{{row/{{PAGENAME}}|chitinous armor|1|1200|C_BODY|FLESH|null|70|10|2|-5|2|8|14|0|10|0|mfb(bp_legs), mfb(bp_torso)
|"Leg and body armor made from the exoskeletons of insects. Light and durable."}}
 
{{row/{{PAGENAME}}|suit|60|180|C_BODY|COTTON|null|10|7|-5|-5|1|0|1|0|25|10|mfb(bp_legs), mfb(bp_torso),mfb(bp_arms)
|"A full-body cotton suit. Makes the apocalypse a truly gentlemanly experience."}}
 
{{row/{{PAGENAME}}|hazmat suit|10|1000|C_BODY|PLASTIC|null|20|8|-5|-8|4|0|0|10|20|12|mfb(bp_legs), mfb(bp_torso),mfb(bp_arms)
|"A hazardous materials suit. Though quite bulky and cumbersome, wearing it will provide excellent protection against ambient radiation."}}
 
{{row/{{PAGENAME}}|plate mail|2|700|C_BODY|IRON|null|70|140|8|-5|5|16|20|0|20|0|mfb(bp_torso), mfb(bp_legs),mfb(bp_arms)
|"An extremely heavy ornamental suit of armor."}}
 
{{row/{{PAGENAME}}|light survivor suit|1|1100|C_BODY|KEVLAR|COTTON|32|5000|6|-3|2|16|20|4|40|50|mfb(bp_torso), mfb(bp_legs),mfb(bp_arms)
|"A lightweight home built combination armor made from a cut down bulletproof vest and a reinforced jumpsuit made out of fabric. Protects from the elements as well as from harm."|coverage=95|thickness=4}}
 
{{row/{{PAGENAME}}|survivor suit|1|1500|C_BODY|KEVLAR|LEATHER|36|6000|6|-3|3|16|20|6|50|46|mfb(bp_torso), mfb(bp_legs),mfb(bp_arms)
|"A home built combination armor made from a bulletproof vest and a reinforced jumpsuit made out of leather. Protects from the elements as well as from harm."|coverage=95|thickness=5}}
</table>
 
=== Torso ===
Per one torso encumbrance level melee and dodge skills are decreased by 1 and swimming and melee attack points costs are increased by 80 and 20 points, respectively.
 
Apart from rain coats, any torso piece with warmth of 35 or more will protect you from getting [[diseases#Wet|wet]].
 
{{header/{{PAGENAME}}}}
 
{{row/{{PAGENAME}}|t shirt|80|80|C_TORSO|COTTON|null|3|2|-5|0|1|0|0|0|10|0|mfb(bp_torso)
|"A short-sleeved cotton shirt."}}
 
{{row/{{PAGENAME}}|polo shirt|65|95|C_TORSO|COTTON|null|3|2|-5|0|1|0|1|0|20|0|mfb(bp_torso)
|"A short-sleeved cotton shirt, slightly thicker than a t-shirt."}}
 
{{row/{{PAGENAME}}|dress shirt|60|115|C_TORSO|COTTON|null|3|450|-5|0|1|0|1|0|10|1|mfb(bp_torso)
|"A white button-down shirt with long sleeves. Looks professional!"|coverage=90|thickness=1}}
 
{{row/{{PAGENAME}}|tank top|50|75|C_TORSO|COTTON|null|1|1|-5|0|0|0|0|0|0|0|mfb(bp_torso)
|"A sleeveless cotton shirt. Very easy to move in."}}
 
{{row/{{PAGENAME}}|sweatshirt|75|110|C_TORSO|COTTON|null|9|5|-5|0|1|1|2|0|30|0|mfb(bp_torso)
|"A thick cotton shirt. Provides warmth and a bit of padding."}}
 
{{row/{{PAGENAME}}|sweater|75|105|C_TORSO|WOOL|null|8|5|-5|0|1|1|0|0|40|0|mfb(bp_torso)
|"A wool shirt. Provides warmth."}}
 
{{row/{{PAGENAME}}|hoodie|65|130|C_TORSO|COTTON|null|10|5|-5|0|1|1|1|0|30|9|mfb(bp_torso)
|"A sweatshirt with a hood and a "kangaroo pocket" in front for storage."}}
 
{{row/{{PAGENAME}}|under armor|20|200|C_TORSO|COTTON|null|2|2|-5|0|0|0|2|0|20|0|mfb(bp_torso)
|"Sports wear that clings to your chest to maintain body temperature."}}
 
{{row/{{PAGENAME}}|light jacket|50|105|C_TORSO|COTTON|null|6|4|-5|0|1|0|2|0|20|4|mfb(bp_torso)
|"A thin cotton jacket. Good for brisk weather."}}
 
{{row/{{PAGENAME}}|jean jacket|35|120|C_TORSO|COTTON|null|7|5|-3|0|1|0|4|0|20|3|mfb(bp_torso)
|"A jacket made from denim. Provides decent protection from cuts."}}
 
{{row/{{PAGENAME}}|blazer|35|120|C_TORSO|WOOL|null|10|7|-4|0|1|0|12|12|30|2|mfb(bp_torso)
|"A professional-looking wool blazer. Quite Cumbersome."}}
 
{{row/{{PAGENAME}}|leather jacket|30|150|C_TORSO|LEATHER|null|14|14|-2|1|2|1|9|1|40|4|mfb(bp_torso)
|"A jacket made from thick leather. Cumbersome, but offers excellent protection from cuts."}}
 
{{row/{{PAGENAME}}|leather vest|30|100|C_TORSO|LEATHER|null|10|10|-2|1|1|0|0|0|30|4|mfb(bp_torso)
|"A vest made from thick leather. Offers excellent protection from cuts."}}
 
{{row/{{PAGENAME}}|leather corset|?|110|C_TORSO|LEATHER|null|10|1800|-3|-3|1|1|9|1|30|0|mfb(bp_torso)
|"A snug, black leather corset. Has no pockets, but its thick material provides good protection from harm."|coverage=80|thickness=5}}
 
{{row/{{PAGENAME}}|army jacket|?|315|C_TORSO|COTTON|PLASTIC|6|860|-5|0|1|0|1|1|40|14|mfb(bp_torso)
|"A tough jacket with lots of pockets. Favored by the military."|coverage=95|thickness=4}}
 
{{row/{{PAGENAME}}|kevlar vest|30|800|C_TORSO|KEVLAR|null|24|24|6|-3|2|4|22|0|20|4|mfb(bp_torso)
|"A heavy bulletproof vest.  The best protection from cuts and bullets."}}
 
{{row/{{PAGENAME}}|rain coat|50|100|C_TORSO|PLASTIC|COTTON|9|1360|-4|0|2|0|3|1|20|7|mfb(bp_torso)
|"A plastic coat with two very large pockets.  Provides protection from rain."|coverage=95|thickness=3}}
 
{{row/{{PAGENAME}}|wool poncho|15|120|C_TORSO|WOOL|null|7|3|-5|-1|0|1|2|1|35|0|mfb(bp_torso)
|"A simple wool garment worn over the torso.  Provides a bit of protection."}}
 
{{row/{{PAGENAME}}|trenchcoat|25|225|C_TORSO|COTTON|null|10|1630|-5|-1|1|0|1|1|20|24|mfb(bp_torso)
|"A long coat lines with pockets.  Great for storage."|coverage=95|thickness=3}}
 
{{row/{{PAGENAME}}|leather trenchcoat|25|225|C_TORSO|LEATHER|null|16|2267|-5|-1|2|1|9|1|50|24|mfb(bp_torso)
|"A thick leather trenchcoat, lined with pockets. Great for storage."|coverage=95|thickness=4}}
 
{{row/{{PAGENAME}}|fur trenchcoat|?|225|C_TORSO|fur|null|16|1950|-5|-1|2|1|9|1|50|24|mfb(bp_torso)
|"A thick fur trenchcoat, lined with pockets. Great for storage."|coverage=95|thickness=6}}
 
{{row/{{PAGENAME}}|winter coat|50|160|C_TORSO|COTTON|null|12|6|-5|-2|3|3|1|1|70|12|mfb(bp_torso)
|"A padded coat with deep pockets.  Very warm."}}
 
{{row/{{PAGENAME}}|fur coat|5|550|C_TORSO|FUR|LEATHER|18|12|-5|-5|2|4|2|2|80|4|mfb(bp_torso)
|"A fur coat with a couple small pockets.  Extremely warm."}}
 
{{row/{{PAGENAME}}|peacoat|30|180|C_TORSO|COTTON|null|16|10|-4|-3|2|1|2|0|70|10|mfb(bp_torso)
|"A heavy cotton coat.  Cumbersome, but warm and with deep pockets."}}
 
{{row/{{PAGENAME}}|tool belt|?|200|C_TORSO|LEATHER|null|4|1360|-3|0|0|0|1|0|5|10|mfb(bp_torso)
|"A common belt with pockets widely used by handymen, and electricians."|coverage=20|thickness=2}}
 
{{row/{{PAGENAME}}|utility vest|15|200|C_TORSO|COTTON|null|4|816|-3|0|0|0|1|0|5|14|mfb(bp_torso)
|"A light vest covered in pockets and straps for storage." {{hint|Due to the low encumbrance and higher storage than other torso clothing, vests are often preferred for melee builds, where encumbrance costs skill and traveling light keeps you alive. As encumbrance also decreases dodge, then vests may be preferred for passive dodge defense rather than active armor defense.}}|coverage=70|thickness=2}}
 
{{row/{{PAGENAME}}|belt rig|15|200|C_TORSO|COTTON|null|4|4|-3|0|0|0|1|0|5|18|mfb(bp_torso)
|"A light vest covered in webbing, pockets and straps. This variety is favoured by the military."}}
 
{{row/{{PAGENAME}}|lab coat|20|155|C_TORSO|COTTON|null|11|7|-3|-2|1|1|2|0|10|14|mfb(bp_torso)
|"A long white coat with several large pockets."}}
 
{{row/{{PAGENAME}}|bikini top|?|?|C_TORSO|COTTON|null|0|0.1|-5|0|0|3|3|0|0|0|mfb(bp_torso)
|"A simple bikini top."}}
 
</table>
 
=== Arms ===
{{header/{{PAGENAME}}}}
 
{{row/{{PAGENAME}}|soft arm sleeves|40|65|C_ARMS|COTTON|null|0|0|-5|1|0|1|1|1|30|0|mfb(bp_arms)
|"A pair of soft neoprene arm sleeves, often used in contact sports."}}
 
{{row/{{PAGENAME}}|hard arm guards|20|130|C_ARMS|COTTON|PLASTIC|1|0|-5|1|1|2|2|1|20|0|mfb(bp_arms)
|"A pair of neoprene arm sleeves covered with molded plastic sheaths."}}
 
{{row/{{PAGENAME}}|chitin arm guards|10|200|C_ARMS|FLESH|PLASTIC|2|0|-5|1|1|3|3|2|10|0|mfb(bp_arms)
|"A pair of arm guards made from the exoskeletons of insects. Light and durable."}}
 
{{row/{{PAGENAME}}|metal arm guards|10|400|C_ARMS|IRON|PLASTIC|1|1|-5|1|1|4|4|1|0|0|mfb(bp_arms)
|"A pair of arm guards hammered out from metal. Very stylish."}}
 
{{row/{{PAGENAME}}|elbow pads|?|160|C_ARMS|PLASTIC|COTTON|1|210|-5|1|0|4|4|0|10|0|mfb(bp_arms)
|"A pair of arm guards hammered out from metal. Very stylish."|coverage=20|thickness=5}}
</table>
 
=== Hands ===
Hand encumbrance increases movement points cost for [[firearms]] reloading (+30 moves per point of encumbrance) and decreases dexterity attribute for [[throwing]].
 
{{header/{{PAGENAME}}}}
 
{{row/{{PAGENAME}}|glove liners|25|100|C_GLOVES|COTTON|null|0|63|-5|1|0|0|0|0|10|0|mfb(bp_hands)
|"A pair of thin cotton gloves. Often used as a liner beneath other gloves."|coverage=75|thickness=1}}
 
{{row/{{PAGENAME}}|light gloves|35|65|C_GLOVES|COTTON|null|0|0|-5|1|1|0|0|0|30|0|mfb(bp_hands)
|"A pair of thin cotton gloves."}}
 
{{row/{{PAGENAME}}|mittens|30|40|C_GLOVES|WOOL|null|2|0|-5|1|8|0|1|0|90|0|mfb(bp_hands)
|"A pair of warm mittens.  They are extremely cumbersome."}}
 
{{row/{{PAGENAME}}|wool gloves|33|50|C_GLOVES|WOOL|null|1|0|-5|1|3|0|1|0|60|0|mfb(bp_hands)
|"A thick pair of wool gloves.  Cumbersome but warm."}}
 
{{row/{{PAGENAME}}|winter gloves|40|65|C_GLOVES|COTTON|null|2|0|-5|1|5|1|1|0|70|0|mfb(bp_hands)
|"A pair of padded gloves.  Cumbersome but warm."}}
 
{{row/{{PAGENAME}}|leather gloves|45|85|C_GLOVES|LEATHER|null|1|1|-3|2|1|0|3|0|40|0|mfb(bp_hands)
|"A thin pair of leather gloves.  Good for doing manual labor."}}
 
{{row/{{PAGENAME}}|fingerless gloves|20|90|C_GLOVES|LEATHER|null|1|0|-3|2|0|0|2|0|5|0|mfb(bp_hands)
|"A pair of leather gloves with no fingers, allowing greater manual dexterity."}}
 
{{row/{{PAGENAME}}|tactical gloves|?|120|C_GLOVES|KEVLAR|PLASTIC|1|220|2|-3|2|5|7|0|40|0|mfb(bp_hands)
|"Gauntlets made from the exoskeletons of insects. Very light and durable."|coverage=95|thickness=5}}
 
{{row/{{PAGENAME}}|rubber gloves|20|30|C_GLOVES|PLASTIC|null|1|1|-3|2|3|0|1|2|5|0|mfb(bp_hands)
|"A pair of rubber gloves, often used while cleaning with caustic materials."}}
 
{{row/{{PAGENAME}}|medical gloves|70|10|C_GLOVES|PLASTIC|null|0|0|-5|1|0|0|0|1|0|0|mfb(bp_hands)
|"A pair of thin latex gloves, designed to limit the spread of disease."}}
 
{{row/{{PAGENAME}}|fire gauntlets|5|95|C_GLOVES|LEATHER|null|3|5|-2|2|6|1|2|5|40|0|mfb(bp_hands)
|"A heavy pair of leather gloves, used by firefighters for heat protection."}}
 
{{row/{{PAGENAME}}|chitinous gauntlets|1|380|C_GLOVES|CHITIN|null|4|360|2|-2|1|5|7|4|20|0|mfb(bp_hands)
|"Gauntlets made from the exoskeletons of insects. Very light and durable."|coverage=95|thickness=5}}
 
</table>
 
=== Mouth ===
Mouth encumbrance increases the movement point cost for running by 5 for each encumbrance level.
 
Environmental protection determines the chance of getting a [[diseases|disease]] acquired through the mouth. It will protect from diseases of those kind of strength equal or lower than its environmental protection level.
 
{{header/{{PAGENAME}}}}
 
{{row/{{PAGENAME}}|dust mask|65|20|C_MOUTH|COTTON|IRON|0|0|-5|-3|1|0|0|2|10|0|mfb(bp_mouth)
|"A simple piece of cotton that straps over the mouth.  Provides a small amount of protection from air-borne illness and dust."}}
 
{{row/{{PAGENAME}}|bandana|35|28|C_MOUTH|COTTON|null|1|0|-4|-1|0|0|0|1|30|0|mfb(bp_mouth)
|"A cotton bandana, worn over the mouth for warmth and minor protection from dust and other contaminants."}}
 
{{row/{{PAGENAME}}|scarf|45|40|C_MOUTH|WOOL|null|2|3|-5|-3|1|1|0|2|60|0|mfb(bp_mouth)
|"A long wool scarf, worn over the mouth for warmth."}}
 
{{row/{{PAGENAME}}|filter mask|30|80|C_MOUTH|PLASTIC|null|3|360|1|1|2|1|1|7|20|0|mfb(bp_mouth)
|"A mask that straps over your mouth and nose and filters air.  Protects from smoke, dust, and other contaminants quite well."|coverage=85|thickness=3}}
 
{{row/{{PAGENAME}}|gas mask|10|240|C_MOUTH|PLASTIC|null|6|1097|0|-3|4|1|2|16|40|0|mfb(bp_mouth), mfb(bp_eyes)
|"A full gas mask that covers the face and eyes.  Provides excellent protection from smoke, teargas, and other contaminants." {{hint|Gas masks protect both your MOUTH and EYES.}}|coverage=95|thickness=4}}
 
</table>
 
=== Eyes ===
Eye encumbrance reduces perception for the purposes of firing weapons and the visibility of [[traps]].
 
The environmental protection (EP) of [[#Head|headgear]] it's also added to that of your current eye gear.
<!--
// Eyewear - encumbrance is its effect on your eyesight.
// Environment is the defense to your eyes from noxious fumes etc.
-->
{{header/{{PAGENAME}}}}
 
{{row/{{PAGENAME}}|eyeglasses|90|150|C_EYES|GLASS|PLASTIC|1|0|-3|-2|0|0|1|1|0|0|mfb(bp_eyes)
|"A pair of glasses for the near-sighted.  Useless for anyone else." {{hint|Near-Sighted characters have reduced vision when not wearing eyeglasses or monocle - Equipping safety glasses can protect eyeglasses from being damaged}}}}
 
{{row/{{PAGENAME}}|reading glasses|90|80|C_EYES|GLASS|PLASTIC|1|0|-3|-2|0|0|1|1|0|0|mfb(bp_eyes)
|"A pair of glasses for the far-sighted.  Useless for anyone else." {{hint|Far-Sighted characters have reduced near vision when not wearing this item - Equipping safety glasses can protect this from being damaged}}}}
 
{{row/{{PAGENAME}}|safety glasses|40|100|C_EYES|PLASTIC|null|1|60|-5|-2|0|2|4|1|0|0|mfb(bp_eyes)
|"A pair of plastic glasses, used in workshops, sports, chemistry labs, and many other places.  Provides great protection from damage."|coverage=75|thickness=3}}
 
{{row/{{PAGENAME}}|swim goggles|50|110|C_EYES|PLASTIC|null|1|0|-5|-2|2|1|2|4|10|0|mfb(bp_eyes)
|"A small pair of goggles.  Distorts vision above water, but allows you to see much further under water."}}
 
{{row/{{PAGENAME}}|ski goggles|30|175|C_EYES|PLASTIC|null|2|1|-4|-2|1|1|2|6|60|0|mfb(bp_eyes)
|"A large pair of goggles that completely seal off your eyes.  Excellent protection from environmental dangers."}}
 
{{row/{{PAGENAME}}|welding goggles|8|240|C_EYES|GLASS|STEEL|2|4|-1|-3|6|2|5|6|10|0|mfb(bp_eyes)
|"A dark pair of goggles.  They make seeing very difficult, but protects you from bright flashes."}}
 
{{row/{{PAGENAME}}|ballistic glasses|?|275|C_EYES|KEVLAR|PLASTIC|1|354|-5|-2|0|2|4|1|0|0|mfb(bp_eyes)
|"Modern tactical eyewear that protects from small projectiles and fragments. Excellent protection from environmental dangers."|coverage=95|thickness=3}}
 
{{row/{{PAGENAME}}|light amp goggles|1|920|C_EYES|STEEL|GLASS|3|6|1|-2|2|2|3|6|20|0|mfb(bp_eyes)
|"A pair of goggles that amplify ambient light, allowing you to see in the dark.  You must be carrying a powered-on unified power supply, or UPS, to use them."}}
 
{{row/{{PAGENAME}}|monocle|2|200|C_EYES|GLASS|PLASTIC|1|0|-3|-2|0|0|1|1|0|0|mfb(bp_eyes)
|"An essential article of the gentleman's apparel. Also negates near-sight."}}
 
{{row/{{PAGENAME}}|sunglasses|90|150|C_EYES|GLASS|PLASTIC|1|35|-3|-2|0|0|1|1|0|0|mfb(bp_eyes)
|"A pair of sunglasses, good for keeping the glare out of your eyes." {{hint|Protects from glares}}|coverage=75|thickness=1}}
 
</table>
 
=== Head ===
Head encumbrance has no penalties; it simply limits how much you can put on. Characters cannot wear more headgear if their current encumbrance is higher than zero. This means that items without encumbrance can be worn under another, more cumbersome piece of headgear.
Head encumbrance has no penalties; it simply limits how much you can put on. Characters cannot wear more headgear if their current encumbrance is higher than zero. This means that items without encumbrance can be worn under another, more cumbersome piece of headgear.


Many pieces of headwear also cover the eyes and mouth- this means both protection and encumbrance apply to these as well.
==Fit/Additional Modification==
 
Headwear environmental protection protects the eyes too.
 
{{header/{{PAGENAME}}}}
 
{{row/{{PAGENAME}}|baseball cap|30|35|C_HAT|COTTON|null|2|1|-5|0|0|0|0|2|10|0|mfb(bp_head)
|"A Red Sox cap.  It provides a little bit of warmth."}}
 
{{row/{{PAGENAME}}|boonie hat|10|55|C_HAT|PLASTIC|null|2|1|-5|0|0|0|1|2|20|0|mfb(bp_head)
|"Also called a "bucket hat."  Often used in the military."}}
 
{{row/{{PAGENAME}}|cotton hat|45|40|C_HAT|COTTON|null|2|1|-5|0|0|0|0|0|30|0|mfb(bp_head)
|"A snug-fitting cotton hat.  Quite warm."}}
 
{{row/{{PAGENAME}}|knit hat|25|50|C_HAT|WOOL|null|2|1|-5|0|0|1|0|0|40|0|mfb(bp_head)
|"A snug-fitting wool hat.  Very warm."}}
 
{{row/{{PAGENAME}}|hunting cap|20|80|C_HAT|WOOL|null|3|2|-5|0|0|0|1|2|60|0|mfb(bp_head)
|"A red plaid hunting cap with ear flaps.  Notably warm."}}
 
{{row/{{PAGENAME}}|fur hat|15|120|C_HAT|FUR|LEATHER|4|2|-5|0|1|2|2|0|80|0|mfb(bp_head)
|"A hat made from the pelts of animals.  Extremely warm."}}
 
{{row/{{PAGENAME}}|helmet liner|?|480|C_HAT|COTTON|null|6|1383|1|-1|0|0|0|0|50|0|mfb(bp_head)
|"A helmet liner that goes inside a helmet to make it warmer."|coverage=85|thickness=3}}
 
{{row/{{PAGENAME}}|balaclava|15|100|C_HAT|COTTON|null|4|2|-5|0|0|0|0|0|30|0|mfb(bp_head)
|"A warm covering that protects the head and face from cold."}}
 
{{row/{{PAGENAME}}|beret|?|125|C_HAT|COTTON|null|2|120|-5|0|0|0|0|0|20|0|mfb(bp_head)
|"A soft cotton hat commonly worn by armed forces and existentialists."|coverage=60|thickness=2}}
 
{{row/{{PAGENAME}}|hard hat|50|125|C_HAT|PLASTIC|null|8|4|6|0|1|4|5|0|10|0|mfb(bp_head)
|"A hard plastic hat worn in constructions sites.  Excellent protection from cuts and percussion."}}
<!--TECH( mfb(TEC_WBLOCK_1) );-->


{{row/{{PAGENAME}}|bike helmet|35|140|C_HAT|PLASTIC|null|12|2|4|0|1|8|2|0|20|0|mfb(bp_head)
Some clothing can be refit with their respective repair tool to make them less encumbering.  This will only happen if the item is not already sized for you and only if the item is at 4 hit points (fully repaired).  Fit items will never lose this property, even through further modification or damage.
|"A thick foam helmetDesigned to protect against percussion."}}
<!--TECH( mfb(TEC_WBLOCK_1) );-->


{{row/{{PAGENAME}}|football helmet|?|100|C_HAT|PLASTIC|null|16|3310|-2|0|1|8|2|0|20|0|mfb(bp_head)
Any clothing can be further modified with fur, leather, or Kevlar to make it either more protective or warmer.  Each material has its own benefit, and each enhancement can be removed at a later date should you so desire.  Modifying clothing in this manner will result in an increased encumbrance value.  The current penalty for enhancing a low encumbrance item is much higher than modifying a higher-encumbrance item.
|"A heavy plastic helmet normally worn by football players."|coverage=90|thickness=10}}


{{row/{{PAGENAME}}|skid lid|30|190|C_HAT|PLASTIC|IRON|10|5|8|0|2|6|16|0|10|0|mfb(bp_head)
==Morale Boosting==
|"A small metal helmet that covers the head and protects against cuts and percussion."}}
<!--TECH( mfb(TEC_WBLOCK_1) );-->


{{row/{{PAGENAME}}|baseball helmet|45|195|C_HAT|PLASTIC|IRON|14|6|7|-1|2|10|10|1|15|0|mfb(bp_head)
Clothing in the game can qualify as 'religious', 'fancy', or 'super fancy'; by themselves, these grant no benefit but will increase morale if worn by a survivor with the [[spiritual]] or [[stylish]] trait respectivelyIt's always good to look good, but when the benefit is feeling good it becomes more worthwhile.
|"A hard plastic helmet which covers the head and earsDesigned to protect against a baseball to the head."}}
<!--TECH( mfb(TEC_WBLOCK_1) );-->


{{row/{{PAGENAME}}|tactical helmet|?|600|C_HAT|KEVLAR|PLASTIC|14|1200|10|-1|2|10|10|0|15|0|mfb(bp_head)
==Storage==
|"A hard plastic helmet which covers the head and ears.  Designed to protect against a baseball to the head."|coverage=90|thickness=4}}
<!--TECH( mfb(TEC_WBLOCK_1) );-->


{{row/{{PAGENAME}}|army helmet|40|480|C_HAT|PLASTIC|IRON|16|8|10|-1|2|12|28|0|25|0|mfb(bp_head)
Another almost-exclusive property of clothing is its volume-storage granting properties.  Many articles of clothing will provide some volume storage capacity, however the largest increases to volume capacity will come from bags and packs; whose primary purpose is to grant storage capacity. As of {{InlineVer|0.D}}, the destruction of clothing can result in the forced-expulsion of items that exceed your current volume capacity.  Since the game chooses what items to drop for you, you may not even be aware that you lost your items if you missed the notification. This behavior is markedly changed by {{InlineVer|0.F}}, where only the items stored in that piece of clothing will be dropped.
|"A heavy helmet whic provides excellent protection from all sorts of damage."}}
<!--TECH( mfb(TEC_WBLOCK_1) );-->


{{row/{{PAGENAME}}|riot helmet|25|420|C_HAT|PLASTIC|IRON|20|1360|8|-1|2|6|28|2|20|0|mfb(bp_head), mfb(bp_eyes), mfb(bp_mouth)
===[[Containers|Pockets (0.F)]]===
|"A helmet with a plastic shield that covers your entire face."|coverage=95|thickness=4}}
<!--TECH( mfb(TEC_WBLOCK_1) );-->


{{row/{{PAGENAME}}|motorcycle helmet|40|325|C_HAT|PLASTIC|IRON|24|8|7|-1|3|8|20|1|30|0|mfb(bp_head), mfb(bp_mouth)
In {{InlineVer|0.F}} nested containers were introduced, which changed the old abstraction of a centralized carrying volume capacity into a system where each specific item contains other items. Clothing storage is now represented by "pockets," which work as they do in real life - if you put your wallet in your pants pocket and then take off your pants, your wallet will still be in your pants. Each pocket has its own qualities that determine how much and what it can hold:
|"A helmet with covers your head and chin, leaving space in between for you to wear goggles."}}
<!--TECH( mfb(TEC_WBLOCK_1) );-->


{{row/{{PAGENAME}}|chitinous helmet|1|380|C_HAT|FLESH|null|22|1|2|-2|1|10|14|4|20|0|mfb(bp_head), mfb(bp_eyes), mfb(bp_mouth)
* Volume: The total volume of the pocket.
|"A helmet made from the exoskeletons of insects.  Covers the entire head; very light and durable."}}
* Weight: The weight capacity of the pocket
* Maximum item length: The longest item that can be stored in the pocket
* Minimum item volume: The ''smallest'' volume allowed in the pocket (not universal)
* Retrieval time: The number of moves required to access an item stored in the pocket.  


{{row/{{PAGENAME}}|Kabuto|?|500|C_HAT|iron|leather|20|1625|6|0|2|10|14|1|10|0|mfb(bp_head), mfb(bp_eyes), mfb(bp_mouth)
Note that the storage capacity of clothing is listed as the ''sum'' of its pockets, even though each pocket is tracked individually. When automatically distributing items, the game does not reorganize pockets to account for the [https://en.wikipedia.org/wiki/Knapsack_problem knapsack problem]. For example, if you have two pockets that both have 1.0L volume and contain an item with volume 0.5L, then try to pick up an object with volume 1.0L, you will be "out of space" - neither pocket has room for the large object, even though putting the smaller items in one pocket and the larger in another would allow everything to fit.
|"A medieval Japanese helmet with a scowling facemask that provides excellent protection to the entire head and face."|coverage=95|thickness=3}}


{{row/{{PAGENAME}}|barbute helm|1|300|C_HAT|IRON|null|20|1975|10|0|3|10|15|0|10|0|mfb(bp_head)
Some pockets also have tags that limit the type of item that can be stored, on top of the volume and weight restrictions: scabbards can only hold swords, and axe rings can only hold axes.  
|"A medieval helmet that provides excellent protection to head, with a Y shaped opening for the face."|coverage=95|thickness=4}}


{{row/{{PAGENAME}}|great helm|1|400|C_HAT|IRON|null|20|3175|10|0|4|10|15|1|10|0|mfb(bp_head), mfb(bp_eyes), mfb(bp_mouth)
Retrieval time for items ''stacks'' for nested containers, as you need to retrieve the interior containers from their parent containers in order to access lower-down items. While a bag might have short retrieval time, if that bag is inside of a box inside a backpack, you'd have to spend the time getting the box out of the backpack, the bag out of the box, then the item out of the bag.
|"A medieval helmet which provides excellent protection to the entire head, at the cost of great encumbrance."|coverage=95|thickness=5}}
<!--TECH( mfb(TEC_WBLOCK_1) );-->


{{row/{{PAGENAME}}|top hat|10|55|C_HAT|PLASTIC|null|2|1133|-5|0|0|0|1|1|10|0|mfb(bp_head)
===Inserting and Unloading Pockets===
|"The only hat for a gentleman. Look exquisite while laughing in the face of danger!"|coverage=60|thickness=1}}
By default, items picked up will be distributed to the smallest available space into which they can fit. Items can be manually moved between items of clothing by selecting the clothing item, then going to the {{k|i}}nsert menu. The insert menu will display all items currently in the player's inventory (''not'' including the surrounding area) that can fit into a pocket on the selected item, but does not itself permit for placing items in specific pockets. '''Important''': Using the Insert option will ''override'' pocket pickup settings, and place the item in the first available pocket.


</table>
{{k|U}}nloading an article of clothing will dump all items contained in that clothing into other pockets on the player, or the ground if no space remains (unloaded items won't empty into themselves).


=== Storage ===
===Pocket Autopickup Settings===
{{:Wearable containers}}
The only way to manipulate what items go into which pocket on a clothing item is to modify the item's pocket autopickup settings {{k|v}}. Pickup settings are set for each pocket ''individually'':


=== Decorative ===
* {{k|p}}riority: Higher-priority pockets will be the first considered for item insertion, before all other factors
These are slotless.
* {{k|w}}hitelist: '''Only''' items on the whitelist (specific {{k|i}}tems or {{k|c}}ategories) are allowed in the pocket
* {{k|b}}lacklist: Items on the blacklist (specific items or categories) are not allowed in the pocket


{{header/{{PAGENAME}}}}
In a conflict between an Item and Category restriction, the item list will take precedence. For example, if a pouch has the "DRUGS" category whitelisted but "heroin" on the item blacklist, the pouch will hold only drugs other than heroin (and no non-drug items).


{{row/{{PAGENAME}}|gold ring|12|600|C_DECOR|SILVER|null|0|0|0|0|0|0|0|0|0|0|0
'''Note:''' Whitelist and blacklist settings are absolute and will reject even manual insertion of items into an article of clothing if doing so would violate a rule. If you find that you are unable to store an item despite having a pocket that fits it (in terms of volume/weight/size), check to see if it's not hitting a pickup rule.
|"A flashy gold ring. You can wear it if you like, but it won't provide any effects."}}


{{row/{{PAGENAME}}|silver necklace|14|500|C_DECOR|SILVER|null|0|0|0|0|0|0|0|0|0|0|0
====Examples====
|"A nice silver necklace. You can wear it if you like, but it won't provide any effects."}}
* I want all the stuff I pick up to go into my backpack first, and only into my clothes' pockets if the backpack is full.
** Backpack -> Priority: 999 (or any arbitrarily large number, so long as it's the highest priority of everything on you)


</table>
* I want my holster to only carry my Glock 22, not [https://i.redd.it/ve6lds1bxny51.jpg random sandwiches]!
** Holster -> Item Whitelist: Glock 22


=== Power armor ===
* I want this pocket to hold all my medical items, but I don't want it to get filled up by bottles of antiseptic - those can go anywhere else.
Now we're talking. The only thing in this whole page a '''real man'''* should wear. Nerds, weaklings and karate-choppers, do us all a favor and ask for reassignment to a pencil pusher job.
** Category Whitelist: DRUGS
** Item Blacklist: Antiseptic


The little beasts here are powered by [[UPS]] and [[advanced_UPS|advanced UPS]] systems. So, unless you are one of those fancy cyberfreaks with [[Power_Armor_Interface|bionic mumbo jumbos]] you'll have to feed them with [[batteries]] or [[Plutonium_cell|plutonium cells]].
* I want my survivor suit to hold my firearm magazines; however, I want the two pockets with faster retrieval to be filled up first.
** All pockets -> Category Whitelist: MAGAZINES
** Faster pockets -> Priority: X
** Slower pockets -> Priority: <X


When properly fed, these tin cans will allow you to jump around like monkeys on speed, and will keep your asses as warm as your mommy's belly in the winter and as fresh as an icecream fart during the summer.
The first and last example can cause a conflict that might require manual inventory sorting; if you have a backpack with priority N>X, then when you pick up your magazines they'll go into the backpack instead of your survivor suit. This can be rectified by setting all pockets on the suit to be higher priority than the backpack, but it'll mean ''all'' magazines you pick up go into your suit first - which can in turn be rectified by using more tailored whitelist rules, such as item whitelisting only the magazines you actually use.


Now, take off your clothes, get inside, plug in some heavy metal and become an unstoppable son of a gun.
==Utility/Special Purposes==


{{header/{{PAGENAME}}}}
Many clothing items grant special benefits to the wearer that are not so readily identified or classified.  Some hold items, freeing up volume (but not weight) for other items, some help you wield weapons faster, and some provide minor but unique benefits.
{{row/{{PAGENAME}}|light power armor|3|1500|C_BODY|STEEL|PLASTIC|40|5670|1|1|4|126|126|8|60|16|mfb(bp_torso),mfb(bp_arms),mfb(bp_hands), mfb(bp_legs),mfb(bp_feet)
|"A suit of DoubleTech Power Armor, Mk. II-L. This model offers several improvements over the Mk. I, most notably the weight." {{hint|Eyeglasses? EYEGLASSES?! YOU STRIP YOURSELF NAKED AND PUT THIS BABY ON!}}|coverage=100|thickness=9}}


{{row/{{PAGENAME}}|basic power armor|5|1000|C_BODY|STEEL|NULL|40|11339|1|1|5|180|180|10|90|0|mfb(bp_torso),mfb(bp_arms),mfb(bp_hands), mfb(bp_legs),mfb(bp_feet)
<!-- Perhaps change this list into a list of examples and flags?-->
|"A heavy suit of basic power armor, offering very good protection against attacks, but hard to move in." {{hint|Eyeglasses? EYEGLASSES?! YOU STRIP YOURSELF NAKED AND PUT THIS BABY ON!}}|coverage=100|thickness=10}}
<!-- Section is VERY out-of-date with 0.F, since several utility flags got moved to pockets (tool storage, sheaths, etc)-->
Items like holsters, sheathes, scabbards, and [[survivor vest]]s will decrease the time required to draw a weapon, as well as removing its volume from your inventory.  With skill a survivor can decrease the chance of fumbling while drawing/holstering the weapon.


{{row/{{PAGENAME}}|heavy power armor|3|1500|C_BODY|STEEL|NULL|50|17009|1|1|5|234|234|16|60|16|mfb(bp_torso),mfb(bp_arms),mfb(bp_hands), mfb(bp_legs),mfb(bp_feet)
Items such as toolbelts will hold tools of varying sizes, such as a hammer or wrench.  The most impressive of these items is currently the [[firefighter belt|Firefighter's Toolbelt]] of {{inlineVer|0.D}}, which is capable of holding a crowbar.
|"A suit of DoubleTech Power Armor, Mk. II-H. This model offers several improvements over the Mk. I, most notably the its environmental protection." {{hint|Eyeglasses? EYEGLASSES?! YOU STRIP YOURSELF NAKED AND PUT THIS BABY ON!}}|coverage=100|thickness=13}}
The Survivor's toolbelt actually carries the better part of a toolbox on it, to remove the large metal box from your inventory.


{{row/{{PAGENAME}}|light power armor helmet|3|750|C_BODY|STEEL|PLASTIC|10|1814|1|1|4|126|126|8|60|0|mfb(bp_head),mfb(bp_eyes),mfb(bp_mouth)
Items such as Light-amplifying goggles will increase night vision without creating traceable light.
|"A power armor helmet designed for use with the DoubleTech Power Armor, Mk. II-L. This improved design is lighter and cooler than the Mk. I helmet." {{hint|A freak comes to bite your noggin, YOU GRIN AND MOVE ALONG.}}|coverage=100|thickness=9}}


{{row/{{PAGENAME}}|basic power armor helmet|6|500|C_BODY|STEEL|NULL|10|3628|1|1|5|180|180|10|90|0|mfb(bp_head),mfb(bp_eyes),mfb(bp_mouth)
Items such as sunglasses will eliminate the glare penalty from sunny days.
|"A basic helmet, designed for use with power armor. Offers excellent protection from both attacks and environmental hazards." {{hint|A freak comes to bite your noggin, YOU GRIN AND MOVE ALONG.}}|coverage=100|thickness=10}}


{{row/{{PAGENAME}}|heavy power armor helmet|3|750|C_BODY|STEEL|NULL|24|5442|1|1|5|234|234|16|60|0|mfb(bp_head),mfb(bp_eyes),mfb(bp_mouth)
Items such as wrist watches will put the precise time onto your hud.
|"A power armor helmet designed for use with the DoubleTech Power Armor, Mk. II-H. This improved design is heavier than the Mk. I helmet, but cooler, and offers better environmental protection." {{hint|A freak comes to bite your noggin, YOU GRIN AND MOVE ALONG.}}|coverage=100|thickness=13}}


{{row/{{PAGENAME}}|power armor hauling frame|6|500|C_BODY|STEEL|NULL|8|2040|1|1|4|0|0|0|0|120|
Items such as the [[Radiation biomonitor|bio-monitor]] will detect and read out your current [[radiation]] level when used.
|"A heavy duty hauling frame designed to interface with power armor." {{hint|Heavy duty blah blah blah I'm so nerdy I defecate computer parts... IT'S A POWER BACKPACK, SON!!!}}|coverage=100|thickness=10}}


</table>
Items such as canteens or waterskins will hold fluid, even deleterious materials such as concentrated acid or bleach.


''(*) Or a woman with enough testosterone intake''


[[Category:Items]]
{{Clothing}}
[[Category:Clothing]]

Latest revision as of 15:54, 5 March 2022

Some items in the game can be worn to provide various effects. Clothing has various attributes that will enhance your abilities in ways that are almost essential - to the point where playing a game without them is considered a player challenge.

Clothing has several attributes that should be taken into consideration. All clothing will take 350 movement points to put on; however, they can be removed instantly.

Body Part Coverage

Clothing will cover one or more of the following areas of the body: [none], head, eyes, mouth, torso, left arm, right arm, left hand, right hand, left leg, right leg, left foot, right foot. Each area is considered as a separate entity by the game; and unless explicitly stated coverage extends only to the parts mentioned.

Coverage of an area implies that the location will be encumbered and protected by the full amount listed. Multiple areas that are covered by the same article of clothing receive the full encumbrance, acid, environmental, and armor values of the clothing; however storage space is considered absolute and will not increase no matter how many areas are covered.

Clothing Layer

In addition to the body parts clothing covers, they occupy a layer on each body part. Layers are identifiable from the advanced Clothing screen +, where the text given upon highlighting each article will help you identify the layer they belong to. Current layers are, named for their text:

  • 'Next to the Skin'
  • 'Tied around the waist'
  • [default]
  • 'Strapped to you'
  • 'Over your other clothes'

Only 2 of any one item can be worn at any time, with the exception of some helmets which limit you to 1 of any kind at once.

In addition to base encumbrance values, any clothing past the first that occupies the same layer on any body part will incur an additional encumbrance penalty for bulk. The base value for this seems to be 2 per additional article, but in some cases it can increase if the items are marked as bulky or otherwise awkward. It is for this reason that wearing several undershirts and compression tops will result in a large encumbrance penalty despite each individual article having a value of 0 encumbrance.

The order of putting clothes on is important for their protection. Items with low protection worn over items with high protection will be ruined much faster than in the reverse. Use the + key to open the layer clothing menu, and the s key to reorder clothing.

Warmth

Clothing is the primary source of heat of the game. Since temperatures range from well below freezing sub-levels to broiling lava rifts, ambient temperature is an important factor to consider when deciding what clothing to wear. Since it is always possible to take off clothing it may be wisest to bring spare sets with you and 'test' your environment by walking around in it; adjusting your kitout accordingly.

Armor

Armor against Cutting/Bashing

Personal armor protection is, with the exception of a select few bionics and mutations, provided by clothing. The armor system currently provides a damage mitigation against incoming attacks. It is possible to bypass a percentage of armor with criticals, and it is possible to fail to completely penetrate armor. When an enemy fails to penetrate your armor the message 'the attacks fails to penetrate your armor!' will pop. When you fail to do the same the message 'the shot bounces off the <critter>'s thick hide!' will appear. Due to damage being rolled as a set number of X-sided dice (3D8 or 1D3 being 2 examples) it is possible for some attacks to fail while others succeed.

But remember, a different way of avoiding damage is not being hit at all, a high dodge skill, ranged attacks, various mutations/bionics all provide ways of avoiding incoming attacks altogether. And clothing encumbrance makes dodging harder. So there is a tradeoff between high armor values and being light on your feet. Restrictive clothing makes training dodging harder as well.

Armor against Acid

From 0.D (Danny) onwards there is a rating for armor against acid. Acid protection protects against acid attacks and standing in acid fields.

You need 5 acid resistance total on both feet and legs to avoid all direct acid damage from acid fields. To gain total immunity to acid fields, you will also need 15 environmental resistance on both feet and legs to avoid the damage over time effect.

Armor against Fire

Fires deal up to 3 * density + 3 damage. Small fires damage feet and legs, medium also torso, raging also hands and arms. Fire protection is currently rather impractical as fires are too dangerous to stay near for long, but fire gear often also comes with acid protection.

Armor Against Environment

Clothing offers the potential to protect the wearer from ambient field effects, diseases, or other ailments. Most of the listed effects have a range of 'Strengths' that they will compare against the wearer's environmental protection level. For instance, the influenza can affect a player with up to a strength of 3, targeting the mouth.

Environmental effect rolls are always in the form: (strength)d3 > (resistance)d3

So, against the aforementioned influenza:

  • Wearing a bandana (1 protection) will give 1 in 27 chance of resisting the effect
  • Wearing 9 or more env. protection on mouth (say, a gas mask) gives immunity
  • Wearing 3 env. protection (say, bandana+scarf) gives roughly 50% chance to resist

Percentage Coverage

Clothing will provide a coverage percentage, represented by a number from 0 to 100. The higher the number, the less likely the clothing is to be bypassed by any one attack. 100 guarantees the article will act as armor for every attack targeting its coverage area, 0 implies that it will never.

Articles of clothing that are not bypassed by an attack have a chance to be damaged, however they cant protect you if they are never hit.

Durability

Clothing can be thought of as having 'Hit Points' based upon their condition. New clothing will have 4 hit points, and degrade through combat, failed tailoring attempts, or other mishandling.

Clothing is also made out of one or more materials which influences a few statistics, and what kind of tool you need to repair the clothing. Normally you can see the tool needed to repair a piece of clothing ingame, but here are some examples:

Damage
level
Cotton
& Wool
Leather Kevlar Paper Wood
& Bone
& Chitin
Plastic
& Glass
Iron
&Steel
−1 reinforced reinforced reinforced reinforced reinforced reinforced reinforced
1 ripped scratched marked ripped scratched scratched marked
2 torn cut dented torn chipped cut dented
3 shredded shredded scarred shredded cracked cracked smashed
4 tattered tattered broken tattered splintered shattered shattered
Can be repaired with Tailor's kit, Sewing kit, Wooden needle or Bone needle and Rags Tailor's kit, Sewing kit, Wooden needle or Bone needle and Leather patches Soldering iron or Welder and Kevlar plates Basic Repair Kit Toolbox or Basic repair kit loaded with Duct tape soldering iron and plastic chunks Welder or Soldering iron and scrap metal

Clothing will be damaged if the amount of damage you are dealt exceeds the protection rating of the item hit. This is why stepping on land mines ruin your clothes; shrapnel does tons of damage (40+) and there is nearly nothing with 40+ cut protection, so after you step on a landmine you will get a lot of messages telling you your clothes got ripped or destroyed. Damage resistance decreases chance to be damaged and the amount of damage increases that chance.

While clothing can be repaired by multiple levels with one repair attempt, they will only be damaged 1 point at a time. Clothing can be reinforced to grant them an additional hit point; for a total of 5. Actual armor values of clothing will slightly increase/decrease with the condition of the clothing, with an overall marked difference between tattered clothing and reinforced clothing.

Wind

Wind causes temperature loss when the player is outside. Protection from wind depends on item's coverage and material. Wool and cotton will protect only partially, while leather, plastic and Kevlar are very effective.

Water-Affinity

Water-affinity refers to the items response to varying levels of water. Currently the largest effect getting wet has is a morale and warmth drop. Some items will be water-friendly, and resist rain. If all the outer layers clothing covering your head, torso, and arms are water-friendly or better you will not take morale penalties for being rained on. Rain mechanics are further discussed on the wet page. Some items are actually water-friendly, and can grant morale boosts when wet.

Encumbrance

Encumbrance is the primary limiting factor for the amount of clothing a survivor can wear. Encumbrance represents how much the clothing inhibits activities like running, lockpicking, aiming, swinging, or observing. Encumbrance values directly add to your encumbrance rating, and the penalty for encumbrance on any individual body parts increments every 10 encumbrance.

The game considers encumbrance below 10 as completely unfettered. Values between 10 and 39 are considered mildly encumbering, resulting in a modest penalty to activities and skills that can be overcome with skill. Values between 40 and 59 are considered encumbering, resulting in heavier penalties that may be too hefty for an early-game character to easily overcome. Values over 60 are considered heavily encumbering, and the severe penalties never max out; still increasing every 10 encumbrance.

You can check how your equipped gear is encumbering (and warming) you on the Character Stats screen. Each body part will have a display: (U)V+W=X[Y], where

  • U - the number of layers equipped (should equal N in the formula above)
  • V - the encumbrance from equipment (should equal E)
  • W - the encumbrance from excess layers
  • X - the total encumbrance (truncated version of T)
  • Y - the warmth rating on this body part

Encumbrance mechanics such as layering penalty calculations are described in depth on the Clothing Encumbrance page.

Head Encumberance

Head encumbrance has no penalties; it simply limits how much you can put on. Characters cannot wear more headgear if their current encumbrance is higher than zero. This means that items without encumbrance can be worn under another, more cumbersome piece of headgear.

Fit/Additional Modification

Some clothing can be refit with their respective repair tool to make them less encumbering. This will only happen if the item is not already sized for you and only if the item is at 4 hit points (fully repaired). Fit items will never lose this property, even through further modification or damage.

Any clothing can be further modified with fur, leather, or Kevlar to make it either more protective or warmer. Each material has its own benefit, and each enhancement can be removed at a later date should you so desire. Modifying clothing in this manner will result in an increased encumbrance value. The current penalty for enhancing a low encumbrance item is much higher than modifying a higher-encumbrance item.

Morale Boosting

Clothing in the game can qualify as 'religious', 'fancy', or 'super fancy'; by themselves, these grant no benefit but will increase morale if worn by a survivor with the spiritual or stylish trait respectively. It's always good to look good, but when the benefit is feeling good it becomes more worthwhile.

Storage

Another almost-exclusive property of clothing is its volume-storage granting properties. Many articles of clothing will provide some volume storage capacity, however the largest increases to volume capacity will come from bags and packs; whose primary purpose is to grant storage capacity. As of 0.D (Danny), the destruction of clothing can result in the forced-expulsion of items that exceed your current volume capacity. Since the game chooses what items to drop for you, you may not even be aware that you lost your items if you missed the notification. This behavior is markedly changed by 0.F (Frank), where only the items stored in that piece of clothing will be dropped.

Pockets (0.F)

In 0.F (Frank) nested containers were introduced, which changed the old abstraction of a centralized carrying volume capacity into a system where each specific item contains other items. Clothing storage is now represented by "pockets," which work as they do in real life - if you put your wallet in your pants pocket and then take off your pants, your wallet will still be in your pants. Each pocket has its own qualities that determine how much and what it can hold:

  • Volume: The total volume of the pocket.
  • Weight: The weight capacity of the pocket
  • Maximum item length: The longest item that can be stored in the pocket
  • Minimum item volume: The smallest volume allowed in the pocket (not universal)
  • Retrieval time: The number of moves required to access an item stored in the pocket.

Note that the storage capacity of clothing is listed as the sum of its pockets, even though each pocket is tracked individually. When automatically distributing items, the game does not reorganize pockets to account for the knapsack problem. For example, if you have two pockets that both have 1.0L volume and contain an item with volume 0.5L, then try to pick up an object with volume 1.0L, you will be "out of space" - neither pocket has room for the large object, even though putting the smaller items in one pocket and the larger in another would allow everything to fit.

Some pockets also have tags that limit the type of item that can be stored, on top of the volume and weight restrictions: scabbards can only hold swords, and axe rings can only hold axes.

Retrieval time for items stacks for nested containers, as you need to retrieve the interior containers from their parent containers in order to access lower-down items. While a bag might have short retrieval time, if that bag is inside of a box inside a backpack, you'd have to spend the time getting the box out of the backpack, the bag out of the box, then the item out of the bag.

Inserting and Unloading Pockets

By default, items picked up will be distributed to the smallest available space into which they can fit. Items can be manually moved between items of clothing by selecting the clothing item, then going to the insert menu. The insert menu will display all items currently in the player's inventory (not including the surrounding area) that can fit into a pocket on the selected item, but does not itself permit for placing items in specific pockets. Important: Using the Insert option will override pocket pickup settings, and place the item in the first available pocket.

Unloading an article of clothing will dump all items contained in that clothing into other pockets on the player, or the ground if no space remains (unloaded items won't empty into themselves).

Pocket Autopickup Settings

The only way to manipulate what items go into which pocket on a clothing item is to modify the item's pocket autopickup settings v. Pickup settings are set for each pocket individually:

  • priority: Higher-priority pockets will be the first considered for item insertion, before all other factors
  • whitelist: Only items on the whitelist (specific items or categories) are allowed in the pocket
  • blacklist: Items on the blacklist (specific items or categories) are not allowed in the pocket

In a conflict between an Item and Category restriction, the item list will take precedence. For example, if a pouch has the "DRUGS" category whitelisted but "heroin" on the item blacklist, the pouch will hold only drugs other than heroin (and no non-drug items).

Note: Whitelist and blacklist settings are absolute and will reject even manual insertion of items into an article of clothing if doing so would violate a rule. If you find that you are unable to store an item despite having a pocket that fits it (in terms of volume/weight/size), check to see if it's not hitting a pickup rule.

Examples

  • I want all the stuff I pick up to go into my backpack first, and only into my clothes' pockets if the backpack is full.
    • Backpack -> Priority: 999 (or any arbitrarily large number, so long as it's the highest priority of everything on you)
  • I want my holster to only carry my Glock 22, not random sandwiches!
    • Holster -> Item Whitelist: Glock 22
  • I want this pocket to hold all my medical items, but I don't want it to get filled up by bottles of antiseptic - those can go anywhere else.
    • Category Whitelist: DRUGS
    • Item Blacklist: Antiseptic
  • I want my survivor suit to hold my firearm magazines; however, I want the two pockets with faster retrieval to be filled up first.
    • All pockets -> Category Whitelist: MAGAZINES
    • Faster pockets -> Priority: X
    • Slower pockets -> Priority: <X

The first and last example can cause a conflict that might require manual inventory sorting; if you have a backpack with priority N>X, then when you pick up your magazines they'll go into the backpack instead of your survivor suit. This can be rectified by setting all pockets on the suit to be higher priority than the backpack, but it'll mean all magazines you pick up go into your suit first - which can in turn be rectified by using more tailored whitelist rules, such as item whitelisting only the magazines you actually use.

Utility/Special Purposes

Many clothing items grant special benefits to the wearer that are not so readily identified or classified. Some hold items, freeing up volume (but not weight) for other items, some help you wield weapons faster, and some provide minor but unique benefits.

Items like holsters, sheathes, scabbards, and survivor vests will decrease the time required to draw a weapon, as well as removing its volume from your inventory. With skill a survivor can decrease the chance of fumbling while drawing/holstering the weapon.

Items such as toolbelts will hold tools of varying sizes, such as a hammer or wrench. The most impressive of these items is currently the Firefighter's Toolbelt of 0.D (Danny), which is capable of holding a crowbar. The Survivor's toolbelt actually carries the better part of a toolbox on it, to remove the large metal box from your inventory.

Items such as Light-amplifying goggles will increase night vision without creating traceable light.

Items such as sunglasses will eliminate the glare penalty from sunny days.

Items such as wrist watches will put the precise time onto your hud.

Items such as the bio-monitor will detect and read out your current radiation level when used.

Items such as canteens or waterskins will hold fluid, even deleterious materials such as concentrated acid or bleach.