Table of Contents

Apparel

Apparel is an Archetype of Item. Apparel is worn for a range of purposes from protection to projecting your style. Apparel is Equipped in a Character's Apparel Slot.

On this page all Apparel is sorted by their primary Archetype, in addition each entry is delivered in the format of a table, you can see an example with explanations below:

Apparel Name
Product Line:[Corp Name] - Corp Marketing Slogan
Archetype Archetype Name Subtype Subtype Name
Value 000,000c Upkeep 000,000c
Requirement A / R / W Drag Clunk Hardpoints
Brawn: 00 0/0/0 0 0 0
Traits
Trait - 1, Trait - 2 & Trait - 3.
Effects
Effects and their descriptions.

Apparel Name

The Apparel Name is the name of the Item. This can be used to search the Item on the website.

Archetype

Archetype is a mechanical term, defining what type of Item it is. This is mostly used to specify between different types of Items. Apparel comes in 3 Archetypes, Armour, Clothing and Robes. All Apparel is the Apparel Archetype in addition to its other Archetypes.

Requirements

The Requirements of an Apparel are the Stats required to Equip the Item. This is typically Brawn.

Drag

The Drag of an Apparel reduces the Speed of the user while it is Equipped.

Hardpoints

The Hardpoints of an Apparel reflects how many Mods can be installed. See Mod for more information.

Value

The Value of an Apparel reflects it's financial worth, in Credits. While various merchants and vendors may adjust the prices to acquire their goods, the cost to buy or sell Apparel is based on it's Value.

Effects

The Effects of an Apparel are the unique rules and effects it conveys to the Entity using the Apparel. See the specific Apparel for additional information.

Product Line

The Product Line is what corporation makes this specific line of Apparel. There are always many competing products, and many of the Corporations have different versions, some similar, some wildy different.

Subtype

Subtype is a mechanical term, defining what type of an Archetype it is. This is mostly used to specify between different types of Apparel, most commonly by and for Mods. Apparel comes in Light, Medium, Heavy and Industrial Subtypes.

Armour (A) / Resolve (R) / Ward (W)

Armour, Resolve and Ward are Ratings, primarily used to Mitigate Damage. Apparel provides it's Armour, Resolve and Ward to the Entity if it is Equipped.

Clunk

The Clunk of an Apparel reduces the Evasion of the user while it is Equipped.

Upkeep

The Upkeep of an Apparel is how expensive it is to maintain. Upkeep is paid at the start of every Cycle, otherwise the Apparel will cease to function.

Traits

The Traits of an Apparel are Abilities. They effect the Item itself, or the Entity wearing the Apparel. See the specific Traits page for additional information.

Find below links to all available Apparel.