Items / Item
Padded Collar
Uses 4 inventory cells, base value 40, value per cell 10. 1 way to obtain it is listed.
HOW TO OBTAIN
How to get it
Buy from this contact’s shop.
View sourceMATERIALS & 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

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Padded Collar
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.
This recipe must be learned before crafting.
- Torso base protection
- 3.75 %
- 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.
- Torso base protection · For this body area; other armour and damage-type resistances affect the final hit.
- 3.75 %
- Padded Collar area protection 0.15 × Calico padding 0.25 × 100% = 3.75%.
Source items
- Item weight
- 0.5
- Padded Collar: Item weight = 0.5; unchanged by material choice.
Source items
- Maximum durability
- 100
- Padded Collar: Maximum durability = 100; unchanged by material choice.
Source items
- Material padding
- 0.25
- Calico: Material padding = 0.25.
Source items
Loot sources
These sources may yield this item; each run and each container can differ.
More locations (16)
More locations (2)
COMBAT VALUES
Initial configuration reference
Coefficient × material property = base protection. The two values below are an input and its result, not two separate reductions.
- Torso coefficient · multiply by material
- 0.15
- Torso base protection · default material
- 3.75%
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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