![]() Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. For an example of how to calculate the insulation for a given piece of apparel, see Apparel Insulation is not expressed as a percentage and is thus slightly different. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. This process is then repeated for each stat. Thus, the final "Armor - Sharp" of a Cloth Duster before quality multipliers is: 0.36 * 0.3 or 10.8% For this stat, Cloth has a factor of 0.36 and a duster has base stat of 0.3. When a stuffable item is created from a textile, each of its base stats is multiplied by a factor for that stat belonging to the material used. See the relevant item's article for details and analysis on material selection.īelow is a list of material effects for fabrics and leathers. As such, there are some textiles that are best used for different clothing, some for armor, some for hot/cold weather, some for furniture, etc. ![]() Leathers: A byproduct of butchering animalsīoth can often be used interchangeably to produce items, though exceptions exist and specific materials differ as to value, beauty, and combat and temperature protection values.Fabrics: Fibrous material typically harvested from plants, or sheared from tamed animals (i.e.Textiles are divided into two categories: Textiles are materials typically used to make clothing.
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