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Items / Item

Nasal Helmet

Uses 4 inventory cells, base value 100, value per cell 25. 1 way to obtain it is listed.

Item2×2

HOW TO OBTAIN

How to get it

Buy from 'Squire'

Buy from this contact’s shop.

View source

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

Nasal Helmet
Nasal HelmetBrass · Notable

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

2 · Choose the material

Nasal Helmet

4 rarities · 16 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.

This recipe must be learned before crafting.

3 · Item result
Head base protection
12 %
Item weight
2
Maximum durability
100
Material hardness
0.3
View calculations

Selected configuration

Notable

Brass is Notable. 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.
12 %
Nasal Helmet area protection 0.4 × Brass hardness 0.3 × 100% = 12%.
Source items
Item weight
2
Nasal Helmet: Item weight = 2; unchanged by material choice.
Source items
Maximum durability
100
Nasal Helmet: Maximum durability = 100; unchanged by material choice.
Source items
Material hardness
0.3
Brass: Material hardness = 0.3.
Source items

Loot sources

These sources may yield this item; each run and each container can differ.

Search: Catacomb Ruins · possible container loot
More locations (32)
Sewers · Coffer · Location 1 · 2D Cistern · Seated corpse · Location 1 · 2D Antechamber (Four Maidens) · Coffer · Location 2 · 2D Library · Armour crate · Location 1 · 2D Library · Coffer · Location 2 · 2D Library · Seated corpse · Location 3 · 2D Masonry · Armour crate · Location 1 · 2D Antechamber (Four Maidens) · Coffer · Location 3 · 2D Cistern · Breakable cart · Location 1 · 2D Masonry · Armour crate · Location 2 · 2D Library · Coffer · Location 4 · 2D Masonry · Coffer · Location 1 · 2D Abbey · Weathered coffer · Location 1 · 2D Antechamber (Four Maidens) · Soldier corpse · Location 1 · 2D Antechamber (Four Maidens) · Coffer · Location 5 · 2D Statue Stair · Breakable cart · Location 1 · 2D Antechamber (Four Maidens) · Coffer · Location 6 · 2D Cistern · Armour crate · Location 2 · 2D Statue Stair · Coffer · Location 2 · 2D Cistern · Coffer · Location 9 · 2D Sewers · Armour crate · Location 1 · 2D Cistern · Armour crate · Location 3 · 2D Library · Coffer · Location 8 · 2D Antechamber (Four Maidens) · Coffer · Location 9 · 2D Library · Coffer · Location 9 · 2D Statue Stair · Coffer · Location 5 · 2D Library · Soldier corpse 1 · 2D Statue Stair · Soldier corpse 1 · 2D Masonry · Soldier corpse 1 · 2D Abbey · Soldier corpse 1 · 2D Cistern · Soldier corpse 1 · 2DMain Hall · Coffer · Location 4 · Not mapped yet
Search: The Moor · possible container loot
More locations (14)

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
0.4
Head base protection · default material
24%

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