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Items / Item

Padded Coif

Uses 1 inventory cells, base value 6, value per cell 6. 1 way to obtain it is listed.

Item1×1

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.

1 · Item preview

Padded Coif
Padded CoifCalico · Common

Choose a material to compare this item's values. The picture shows its shape; material appearance is not simulated.

2 · Choose the material

Padded Coif

4 rarities · 12 materials

Protection uses this item’s area coefficient × the selected material coefficient. Weight and maximum durability remain item values.

Crafting materials, tools and facilities

Materials to make 1:

ToolsFacilities

These ingredients make 1 item(s) in one crafting operation.

Dyes and tools for a different pattern are additional; the list uses the default pattern.

3 · Item result
Head base protection
5 %
Item weight
0.5
Maximum durability
100
Material padding
0.25
View calculations

Selected configuration

Common

Calico 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

2 values

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.

Choose the material above to see the ingredients and crafting requirements.

camp facilities

Camp facilities

1