Items / Item
Padded Coif
Uses 1 inventory cells, base value 6, value per cell 6. 1 way to obtain it is listed.
MATERIALS & RESULTS
Item attributes
Choose a material to compare attributes and crafting materials.
4 possible rarities. Rarity follows the material; compare the actual values below.
Starts at the lowest available rarity.
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Padded Coif
4 rarities · 12 materialsProtection uses this item’s area coefficient × the selected material coefficient. Weight and maximum durability remain item values.
CommonMaterial details: Calico
Crafting materials, tools and facilities
Materials to make 1:
ToolsFacilitiesThese ingredients make 1 item(s) in one crafting operation.
Dyes and tools for a different pattern are additional; the list uses the default pattern.
- Head base protection
- 5 %
- Item weight
- 0.5
- Maximum durability
- 100
- Material padding
- 0.25
Selected configuration
CommonCalico is Common. This item follows the selected material’s rarity.
Calculated from the materials selected above. Character bonuses and target defences are separate.
- Head base protection · For this body area; other armour and damage-type resistances affect the final hit.
- 5 %
- Padded Coif area protection 0.2 × Calico padding 0.25 × 100% = 5%.
Source items
- Item weight
- 0.5
- Padded Coif: Item weight = 0.5; unchanged by material choice.
Source items
- Maximum durability
- 100
- Padded Coif: Maximum durability = 100; unchanged by material choice.
Source items
- Material padding
- 0.25
- Calico: Material padding = 0.25.
Source items
COMBAT VALUES
Initial configuration reference
Coefficient × material property = base protection. The two values below are an input and its result, not two separate reductions.
- Head coefficient · multiply by material
- 0.2
- Head base protection · default material
- 5%
How protection works
Protection coefficient × material property = base protection. Changing the material changes the result; the coefficient and the percentage are not two separate reductions.
Protection follows the body part hit, not visible gaps in the armour. Ordinary swings and thrusts both meet this protection: a helmet protects head hits, not arm or leg hits.
Materials, overlapping armour and piercing
Swings and thrusts are moves; material resistances match damage properties instead. Base protection still works without a matching resistance. The Piercing property skips the player armour step and its material resistances; a thrust is not automatically Piercing.
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