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
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.
