Clothing is what keeps you warm in the winter, let alone in the dead of space. Below are the objects which you can wear.
Short guide to clothes
Inventory
Your character has the following slots that are always available:
- Jumpsuit
- External suit
- Back
- Mask
- Shoes
- Gloves
- Ears
- Glasses
- Hat
Jumpsuit unlocks for you:
An external suit unlocks external suit storage.
Contents of your pockets are not visible to others, but if someone tries to empty them you do not get a message unless you move. Pockets can hold tiny and small items. They can also hold mining satchels, despite being normal-sized items.
If you have a storage item in one of your slots, you can click on it to open it. If you want to take it to your hand, drag it to the hand slot with your mouse. You can also drag an item to your character on the map to open it. This will work with a pill bottle in your pocket, for example, or if you have something in your hands.
Damage protection
There are several types of damage in the game. Various pieces of clothing offer protection for the body parts they cover.
- Melee
- Bullet
- Laser
- Energy
- Bomb
- Biological
- Radiation
- Fire
- Acid
Temperature protection
Some pieces of clothing offer protection from high/low temperatures. High-temperature protection is needed when everything is on fire. Low-temperature protection is needed when you are in space or very close to being in space. Items only protect the body parts they cover.
Protection Tags
Clothing and armor may have the phrase "It has a tag listing its protection classes" when examined. The tag will display a damage type and a roman numeral (I-X) indicating in tenths (rounded up) how protected it is from that damage type. Essentially, you can get a basic grasp of its actual protection values by multiplying the numeral by ten. For example, examining a Body Armor's protection classes (with the true values in parenthesis) would look like this:
PROTECTION CLASS
ARMOR (I-X)
EXPLOSIVE III (25)
BULLET III (30)
ENERGY IV (40)
LASER III (30)
MELEE IV (35)
DURABILITY
FIRE V (50)
ACID V (50)
Jumpsuits
Having a jumpsuit is extremely important. Without a jumpsuit, you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise.
In addition, jumpsuits now have a full suite of sensors that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Some jumpsuits made to be practical will offer minor protection, which will be noted in their description. For example, the virologist's jumpsuit has minor projections against biohazards, while the Head of Security's suit will have a small amount of protection from blunt trauma. Plasmaman jumpsuits prevent plasmamen from being on fire when worn with a plasmaman helmet.
A bit different from the others is the prisoner's jumpsuit. In addition to its distinctive color, its suit sensors are always on maximum.
You can wash a jumpsuit in a washing machine with a crayon to paint it.
Jumpsuits
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Found in: Everyone starts with one, several more are found in lockers all around the station Used for: To hide your naked body, jumpsuits provide a belt slot, ID slot, and two pockets for storage. They also come equipped with adjustable suit sensors which, when enabled will show useful information about the wearer on crew monitoring consoles Strategy: Just wear it at all times as they're useful and practical
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Description
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Jumpsuits are the clothing standard on the station. Everyone starts off with one, which describes which job they do. Additional ones are usually found in the changing room, in the dormitory, in job-specific wardrobes, and in the lockers for heads of staff.
Job-specific jumpsuits offer minor protection from for example radiation (engineering), brute (security), or acid (science).
There are some additional, gimmicky ones in the theater.
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Headgear
Different kinds of hats for various purposes.
Hard Hat Hard Hat
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Found in: Engineering Used for: Providing light in dark areas and ghetto EVA Strategy: Wear it to be recognized as a competent engineer
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Description
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All engineers spawn with one of these on their heads. These make your head pressure-proof and protect you a bit from high temperatures. A functionally identical version of this is the File:Fire Helmet.png Firefighter Helmet. They can be found in Maintenance and Atmospherics.
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Atmospheric Technician's Firefighting Helmet
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Found in: Atmospherics Used for: Providing light in dark areas, protecting your head from fire and pressure, concealing identity, ghetto EVA Strategy: Wear it with the firesuit and you'll be cool while walking through plasma fires.
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Description
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An upgraded hard hat that completely protects you from heat and pressure. Obscures your face.
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Welding Helmet
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Found in: Engineering, Atmospherics Used for: Keeping your eyes safe when welding Strategy: Wear it while using a welding tool, or to get by flashers. Wearing them makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn't cover the face
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Description
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A head-mounted face cover designed to protect the wearer completely from space-arc eye and getting flashed. Cargo can manufacture these with their autolathe or they can order some.
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Description
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Wear this with the Bio suit to complete the look. They also hide your identity.
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Description
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A component of Securitrons and a distinguishing feature of Security Officers (if you're wondering why people are treating you like a piece of shit, it's because the previous shitcurity officer had the exact same uniform as you). Helmets protect against damage to the head very well. Some come with a siren. They can be found in security lockers and Cargo could order more. Every Security Officer spawns with one.
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Description
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An helmet with marginally better protection from melee attacks, but worse protection from energy weapons. The real value of this helmet is its visor, which protects you from facehuggers.
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Cake Hat Cake Hat
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Found in: Bar Used for: To celebrate birthdays Strategy: Wear it
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Description
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Comes with a candle guaranteed to light any plasma you walk through on fire. Can be used to make a birthday cake
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EVA Helmet EVA Helmet
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Found in: EVA, Space Suit Crate Used for: To prevent exposure of the wearer to depressurized areas and the void of space. Strategy: Wear it with an EVA Suit when going out on spacewalks or when anticipating depressurized areas of the station.
(Spaceproof)
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Description
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A simple space suit helmet for use in EVA activities. Keeps you insulated from the cold and pressure, but cannot handle high temperatures and direct fire contact.
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Plasmaman Helmet Plasmaman Helmet
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Found in: Plasmamen, Plasmaman Supply Kit Used for: To prevent exposure of the wearer to oxygen in air Strategy: Wear it. As a plasmaman, only take it off to join a Revolution or to set yourself on fire!
(Spaceproof)
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Description
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Plasmaman start wearing these. If you're set on fire and you're wearing this and the plasmaman jumpsuit, you'll be extinguished as soon as the auto-extinguishing system is ready. Non-plasmamen won't suffocate while wearing one.
Expect a killer to remove this helmet from a dead or dying plasmaman, turning them into a lasting fire.
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Masks
Different masks can provide you with oxygen, filter out bad gases and germs, hide your identity or make you look cool.
Breath Mask Breath Mask
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Found in: It is very common for a crewmate to wear a breath mask, since every employee is provided with a complementary box of internals in their backpack prior to their trip on the arrival shuttle Used for: They are transparent and cover only part of the face, so can't be used in hiding your identity Strategy: Used when people with Voice Changers are on the loose
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Description
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Unlike gas masks, breath masks must be attached to an air tank in order to have any benefit.
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Gas Mask
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Found in: Engineering, Maintenance Used for: Gas masks can be used in conjunction with a gas tank of any type to set up internals Strategy: Without internals they will hide your identity, protect your face, and filter out any contaminations in the air. It however does not mask your voice, unlike the Voice changer gasmask, which will change your voice to the voice of the ID you're wearing
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Description
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A face-covering mask that can be connected to an air supply. Protects from most toxic gases.
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Sterile Mask Sterile Mask
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Found in: Medbay, on Doctor's faces Used for: Slight disease prevention Strategy: Internals provide the same disease-blocking benefit as these with the added bonus of being able to breathe from oxygen tanks.
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Description
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Filters toxic gases and gives a slight defense against airborne diseases.
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Muzzle Muzzle
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Found in: Medbay Used for: Keeping patients quiet Strategy: Put it on someone's face
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Description
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Stops those pesky patients from screaming for help!
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Bodywear
These items can be worn over your jumpsuit, giving your protection, or just to dress up nicely.
Radiation Suit Radiation Suit
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Found in: Engineering in a Radiation Suit Closet Used for: Protecting from radiation Strategy: Wear it and go near a radiation source
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Bio-suit Bio-suit
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Found in: Engineering, Medbay, Custodial Closet, Virology in a Level-3 Biohazard Suit Closet Used for: Bio Suits and Overalls decreases the chance of being infected by diseases or affected by reagents in smoke. Strategy: Short for biohazardous suit. Protects from almost all radiation, direct exposure to chemicals, and disease. Wearing one increases your immunity and is one more barrier between you and an acid spill or outbreak.
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Description
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A suit that protects against biological contamination and offers good radiation resistance. Comes with a File:BioSuitHood.png Bio-suit Hood.
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Security Bio-suit Security Bio-suit
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Found in: Armory Used for: Specially designed Bio-suit that provides complete protection from biological exposure akin to a Bio-suit but also provides a minor amount of protection thanks to the built in armour. Strategy: Short for biohazardous suit. Protects from direct exposure to chemicals and disease, as well as most radiation. Wearing one increases your immunity and is one more barrier between you and an acid spill or outbreak
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Description
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A suit that protects against biological contamination, most radiation and some damage. Comes with a File:SecBioSuitHelm.png Security Bio-suit Hood.
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Description
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A suit designed for safety when handling explosives. Comes with a File:BombHood.png Bomb Hood.
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Labcoat Labcoat
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Found in: Medbay, Science Used for: Storing medical and scientific items. Strategy: Wear it to look like a real science man.
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Description
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A suit that protects against minor chemical spills.
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Hazard Vest
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Found in: Engineering, Atmospherics, Construction Area Used for: Accessing the suit storage slot Strategy: This will make you look like a real engineer. It simply allows another storage slot for tools or flashlights. Also a very weak armor
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Description
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A high-visibility vest used in work zones.
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Description
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A budget firesuit that protects against fire, heat, and pressure. Can be used as part of a ghetto EVA outfit. Resistances: melee = 15, bullet = 5, laser = 20, energy = 20, bomb = 20, bio = 10, rad = 20, fire = 100, acid = 50
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Firesuit
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Found in: Atmospherics Used for: Fighting the fiercest of fires Strategy: Wearing this firesuit along with the atmos tech's firefighting helmet will protect you from the greatest extremes in temperature. Slows you down to the same degree as the emergency firesuit.
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Description
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An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame. Can be used as part of a ghetto EVA outfit. Resistances: melee = 15, bullet = 5, laser = 20, energy = 20, bomb = 20, bio = 10, rad = 20, fire = 100, acid = 50
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Straight Jacket Straight Jacket
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Found in: Medbay, Prison Wing Used for: Keeping a crazy person restrained Strategy: Wear it (not recommended) or put it on someone who you want restrained
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Description
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A suit that completely restrains the wearer. Without help you must resist to take it off, which requires you to stand still about 5 minutes.
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Space Suit (Softsuit) Space Suit (Softsuit)
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Found in: E.V.A. Used for: Spacewalks, firefighting, surviving viral outbreaks Strategy: Wearing this with a space helmet will protect you from the coldness of space. Significantly slows down the wearer. (Spaceproof)
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Description
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A suit that protects against cold and low pressure environments, but doesn't offer the melee and electric protection of hardsuits. Offers minor fire, radiation and acid protection.
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NASA Voidsuit NASA Voidsuit
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Found in: Abandoned Satellite Used for: Spacewalks Strategy: Wearing this with a space helmet will protect you from the coldness of space. Slows the wearer down less than other spacesuits. (Spaceproof)
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Description
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An old, NASA Centcom branch designed, dark red space suit helmet.
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Description
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If you're a Security Officer, wear your armor File:Armor Sec.png ! It has saved many lives. You can find replacements in almost all Security lockers. If these supplies have been exhausted, the Warden can provide you with some. It's for the protection of one's self in around the chest from brute damage, but not temperature extremes. If you have an open slot in your exo-suit, don't hesitate wearing this armor, it wont slow you down. It also provides you with a handy-dandy exosuit slot for stashing your taser or stun-baton! There's a variant of body armor File:Armor alt.png that's described as a 'slim armored vest'. It's functionally identical to the other armor vest. Resistances: melee = 35, bullet = 30, laser = 30, energy = 40, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50
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Description
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A special armor vest unique to the Captain. Offers far greater protection than most armor, and displays your authority to the crew. Resistances: melee = 50, bullet = 40, laser = 50, energy = 50, bomb = 25, bio = 0, rad = 0, fire = 100, acid = 90
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Riot Suit Riot Suit
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Found in: Armory Used for: To protect you from melee attacks Strategy: Wear it
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Description
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Gives great protection against melee attacks, not very useful if you're attacked with a gun though. Commonly used with the Riot Shield. Resistances: melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80
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Description
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A vest that will protect you extremely well from projectile weapons like guns. It is useless against energy weapons. Stored in the armory. Resistances: melee = 15, bullet = 60, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0, fire = 50, acid = 50
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Reflector Vest Reflector Vest
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Found in: Armory Used for: To deflect fire from energy weapons Strategy: Wear it
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Description
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A blue and white vest that is made to deflect energy weapons. When you are wearing it, there is a chance that energy shots to your chest will be reflected back to the shooter. Useless against projectile weapons. It is stocked in the armory, and can be ordered in a secure crate from the cargo bay. This is a high-risk item. Resistances: melee = 10, bullet = 10, laser = 60, energy = 60, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100
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Description
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A greatcoat enchanced with a special alloy for some protection and style for those with a commanding presence. melee = 30, bullet = 30, laser = 30, energy = 40, bomb = 25, bio = 0, ra" = 0, fire = 70, acid = 90
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Hardsuits
Hardsuits are coldproof (if powered), pressure-proof, protect from electric arcs (especially when worn with yellow gloves!) and come with a built-in helmet that can be toggled on/off.
Most are flash proof and offer a bit of protection from brute damage, heat and radiation. All types of spacesuits will only keep you warm if its internal cell has power. Charge a spacesuit by keeping it in suit storage or by replacing the cell.
Cell replacement and thermal settings:
- The cell cover can be toggled by alt+clicking (press the button) or using a crowbar (just pry it open) on the suit.
- With the cover open you can remove the cell by using the suit in hand or ctrl+clicking the suit.
- With the cover open you can also use a screwdriver to set the thermal regulator's temperature. The normal range is 20 c to 45 c.
Engineering Hardsuit Engineering Hardsuit
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Found in: Engineering Used for: Spacewalks, fixing gravity generators and engines Strategy: Engineering is provided with hardsuits to assist with setting up some engines, wiring the solar panels, and repairing hull breaches. Significantly slows the wearer down. (Spaceproof)
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Description
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Has better radiation shielding than most other spacesuits. Resistances: melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75.
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Atmospherics Hardsuit
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Found in: Atmospherics Used for: Spacewalking and strolling through plasma fires. Strategy: Suits for Atmospheric Technicians working in very hostile temperatures. (Spaceproof)
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Description
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The best firefighting suit, fireproof and very resistant to heat. However, it has very little radiation shielding. Protects from temperatures up to 35000 K°. Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 25, fire = 100, acid = 75.
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Mining Hardsuit
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Found in: Mining Station Used for: Mining and spacewalking Strategy: Reinforced against heat and explosions, but weaker against radiation and fire than the regular engineering hardsuit. Often enhanced with armored plates from certain asteroid-dwelling creatures. (Spaceproof)
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Description
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Bought by Miners at their vending machine. Offers decent heat and blast protection. Useful for exploring space. Sees very little actual use on lavaland, as the slowdown is a death sentence against Megafauna, unless you find a way to remove the slowdown. Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 75.
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EVA plasma envirosuit EVA plasma envirosuit
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Found in: Bought from cargo Used for: Protecting you against pressure Strategy: Plasmamen are immune to the coldness of space and so they don't need to use the inbuilt heating. (Spaceproof)
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Description
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A special plasma containment suit designed to be space-worthy, as well as worn over other clothing. Like its smaller counterpart, it can automatically extinguish the wearer in a crisis, and holds twice as many charges. Resistances: melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0, fire = 100, acid = 75
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Description
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Comes with a jetpack, fire immunity, high heat protection, and almost complete protection from radiation as well as acid. Good explosion and brute protection too. Protects from temperatures up to 35000 K°. Resistances: melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90 (helmet has 100), fire = 100, acid = 90.
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Security Hardsuit Security Hardsuit
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Found in: Armory Used for: Catching criminals while spacewalking Strategy: Additional protection against brute and lasers (Spaceproof)
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Description
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Security hardsuits have a bit of bullet, laser and brute protection, but not as good as "real" armor. Resistances: melee = 35, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50, fire = 75, acid = 75.
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Head of Security's Hardsuit Head of Security's Hardsuit
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Found in: HoS Office Used for: Catching criminals while spacewalking Strategy: Additional protection against brute and lasers (Spaceproof)
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Description
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Essentially a beefed up Security hardsuit that comes with an internal jetpack. Resistances: melee = 45, bullet = 25, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 50, fire = 95, acid = 95.
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Medical Hardsuit Medical Hardsuit
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Found in: Chief Medical Officers Office Used for: Retrieving people from space and the SME chamber. Strategy: Slows the wearer down less than other spacesuits, while providing diagnostic data. (Spaceproof)
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Description
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Has some radiation shielding, is decent against fire and slows wearers down less than other hardsuits. Does not protect from flashes. Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 60, fire = 60, acid = 75.
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Description
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Great protection from blasts and acid, decent protection from heat and radiation. The helmet has a diagnostics HUD, science goggles and a tachyon-doppler array (shows informations about detonated bombs) installed. Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 100, bio = 100, rad = 60, fire = 60, acid = 80.
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MK.II SWAT Suit MK.II SWAT Suit
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Found in: Centcom Used for: Providing extensive armor and utility in a combat situation. Strategy: Fitted with beefy armor, reserved for use by Nanotrasen Special Forces. (Spaceproof)
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Description
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An MK.II SWAT suit with streamlined joints and armor made out of superior materials, insulated against intense heat. The most advanced tactical armor available. No built-in jetpack. Resistances: melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100.
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Captain's SWAT Suit Captain's SWAT Suit
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Found in: Captain's Quarters Used for: Avoiding death once hell breaks loose Strategy: Fitted with beefy armor, solid choice when Nuke Ops come knocking at your door. (Spaceproof)
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Description
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Slows wearers down less while offering extremely high protection from anything but bombs and radiation. Usually reserved for heavy hitter corporate security, this one has a regal finish in Nanotrasen company colors. No built-in jetpack. Resistances: melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100.
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Shoes
Shoes can look stylish, and they can also help you not go all John McClane on the glass shards.
Certain shoes and boots can be used to store items - for example a knife or an esword.
Shoes Shoes
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Found in: Locker Room, Dorms, Arrivals, Medbay Used for: Protecting your feet from glass, making you walk faster Strategy: Wear them. Don't take them off unless you're changing them for another pair
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Description
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A pair of brown shoes.
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Clown's Shoes Clown's Shoes
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Found in: HONK!!! Used for: Squeaking, and making H.O.N.K. mechs Strategy: Makes that annoying squeaking sound as the clown walks. Slightly slower than normal shoes.
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Description
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The prankster's standard-issue clowning shoes. Damn, they're huge! Can be used to store items.
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Description
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Rubber boots. Spraying these with Drying Agent will make them remove any water puddles you walk over. (If you don't want people to slip, why are you using the mop in the first place?)
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Magnetic Boots Magnetic Boots
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Found in: Chief Engineers Office, EVA storage Used for: Preventing you from moving unintentionally in space Strategy: Make sure you toggle them on via the object tab for them to work. Prevents unintentional movement whilst EVA and slows you down greatly for careful, deliberate movement
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Description
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Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle.
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Legcuffs Legcuffs
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Found in: Prison Wing lockers Used for: Dressing your prisoners Strategy: Apply cuffs to shoes, put them on prisoners
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Description
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Make prisoners wear these to keep them in line. Slows them down considerably.
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Gloves
Can be used to hide fingerprints and protection from certain objects. You can wash gloves with a crayon to change their color.
Black Gloves
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Found in: Cargo Bay, Atmospherics, some other places in the station Used for: Completing a outfit, or hiding fingerprints Strategy: These gloves give heat protection, so wear them while firefighting and removing lightbulbs
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Description
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These gloves are fire-resistant. You can cut them into fingerless gloves File:BGlovesCut.png with wirecutters, at which point they obviously stop being fire-resistant.
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Budget Insulated Gloves Budget Insulated Gloves
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Found in: Engineering and Primary Tool Storage Used for: Trolling Strategy: With all these budget cuts, Nanotrasen cannot afford high quality gloves for all crewmen. Budget gloves usually only provide the half protection from electric shocks most other gloves give, but can sometimes have full protection, 25% protection, or make you take more damage than if you were otherwise bare handed! These are far easier to obtain than regular insulated gloves, so roll the dice with them if you want. No refunds if you get zapped to a crisp while trying to hack into something with these! Unlike the real deal, you can fire ranged weapons while wearing these.
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Description
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These gloves are cheap copies of the coveted gloves, no way this can end badly. You can cut these into fingerless insuls File:IGlovesCut.png with wirecutters, if you want to obtain them without wasting precious real insuls.
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Insulated Gloves Insulated Gloves
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Found in: Engineering, tech storage, and ordered by Cargo Used for: To stop you from being shocked Strategy: Trade your old gloves in for these, if you're not worried about disease. These handy yellow gloves, often reffered to as just insuls, are much coveted by certain members of the crew. While not as stylish as black gloves, they hide your fingerprints just as well and also protect the wearer from electric shock when hacking and manipulating power cables. Washing gloves with a yellow crayon will name them insulated gloves, but they will not protect you from shocks. Throw these gloves in a washing machine with a crayon to change the glove's distinct colour and name so you are not accosted for wearing them. If you are a masochist, you can cut someone's insuls into useless fingerless insuls File:IGlovesCut.png with wirecutters and watch them cry. Keep in mind, your large fingers will keep you from firing ranged weapons while wearing these.
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Description
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These gloves will protect the wearer from electric shock - whether by Hacking or delaminating Supermatter Engine.
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Latex Gloves Latex Gloves
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Found in: Latex gloves can be easily secured from the morgue and medbay. They can also be found on the hands of medical personnel Used for: {{{usedfor}}} Strategy: Latex gloves are white and thin, they are the least suspicious of the gloves to be worn because they are so common and so freely passed out. It is far easier to dispose of gloves than it is to wash your bare hands. They can also be blown up into balloons! You will still burn yourself on light bulbs with these. You will only take 30% damage from shocks with these. When washed with a crayon, they become normal gloves.
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Description
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Cheap sterile gloves made from latex
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Nitrile Gloves Nitrile Gloves
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Found in: There are three pairs of this gloves on the whole station. One in the CMO's office and two in the medbay storage. Used for: Digging through the corpse of an assistant without catching whatever horrible disease they got from a suspicious needle in maintenance. Strategy: Thicker and rarer brother of latex gloves. They do not leave fingerprints, they will however leave a nitrile fibers so be wary. Similarly to latex gloves they provide 30% shock resistance.
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Description
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Pricy sterile gloves that are stronger than latex.
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Botanist's Gloves Botanist's Gloves
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Found in: Botanist's hands Used for: Holding some special plant types Strategy: Holding nettles and growing them to insta-crit people. They also protect against temperature.
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Description
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These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin.
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Combat Gloves
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Found in: Nuclear operatives, uplink and possibly other locations Used for: Both combat and electrical work. Strategy: Hiding fingerprints while hacking doors in safety.
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Description
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These tactical gloves are fireproof and shock resistant.
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Combat Gloves Plus
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Found in: Nuclear operative leader and nuke op uplink. Used for: Krav Maga combat and shock insulation. Strategy: Beat enemies with Krav Maga.
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Description
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These combat gloves come with the extra ability to perform Krav Maga martial art attacks.
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Tackling Gloves
These let you tackle people by enabling throw mode and clicking. Results are random.
Click expand for detailed explanation.
Tackles can be launched by equipping the appropriate gloves, enabling throw mode, and clicking on your target with an empty hand (assuming you're standing and not pulling anything). You will throw yourself at what you clicked, with special results if you hit a carbon/human mob, or any other dense thing failing that.
If you hit a carbon mob, the game will roll a die (from 3- to +3) and tally modifiers for both the tackler and target based on their status (dwarves and the developmentally clumsy are easier to tackle and worse at landing tackles, while giants have bonuses for both for example. Neutral rolls will see both parties take some stamina damage and a few seconds of knockdown, with favorable rolls for a certain party reducing their knockdown time and adding a bit of paralyzing to the loser. Generally, tackling is a disarming tactic and works better if you have backup to protect you and seize the opportunity you created while you're picking yourself up from the ground, rather than a solo tool. If you're a giant or have the special bruiser gloves, though, you can rely on them more for solo takedowns (as long as you don't miss!)
There are certain things you can do to shift the odds of getting a better tackle or making someone weaker to your tackles such as making them clumsy (-2), a dwarf (-2), injuring them so they have less than half health (-1), getting them slightly drunk (-1) or putting multiple wound types on their legs (-0.5 for each wound). On your part, what you can do to increase your odds of getting a good tackle is having gigantism (+2), having wings (+2), wearing riot armor (+2), or being so drunk that you look like a drunken mess or have blurry vision (+1). Things you can do to defend yourself against tackles better is by being fat (+1), wearing a modsuit or firesuit (+1) or by wagging your tail as a lizard (+1). To increase your odds of getting up before someone else does after an average tackle, it's recommended to be on nicotine, synaptizine, meth, ephedrine, pump-up or anything that reduces stuns.
If, instead, you launch yourself into a dense non-mob, you'll roll a die from 1-100 for what you suffer. The ill effects range from a brief knockdown and negligible brute and stamina damage, to concussions and brain damage, to outright paralyzation in the worst cases. Remember to wear a helmet before you decide to randomly launch yourself headfirst into a wall!
Description
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Basic/standard tackling gloves. Special gloves that manipulate the blood vessels in the wearer's hands, granting them the ability to launch headfirst into walls.
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Gorilla Gloves
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Found in: Supply crates Used for: Tackling Strategy: Tackle.
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Description
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More stamina cost and longer cooldown than the basic gripper gloves, but a bit more range and +2 to your tackles!
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Guerrilla Gloves
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Found in: Nuke op uplink and given to ERT security forces. Used for: Tackling Strategy: Tackle.
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Description
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Same as gorilla gloves, but insulated.
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Dolphin Gloves Dolphin Gloves
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Found in: B.E.P.I.S. reward. Used for: Throwing yourself on the floor. Strategy: Jump around.
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Description
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Tackles cost less stamina, have longer range, go faster, and have shorter cooldowns, but forces you to fly at least 2 tiles and gives a -2 to tackles. More of a utility for jumping around the station quickly in an obnoxious and highly disruptive manner. Hitting an obstacle is somewhat more dangerous than standard.
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Rocket Gloves Rocket Gloves
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Found in: B.E.P.I.S. reward. Used for: Tackling from large distances. Strategy: Don't miss.
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Description
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Rocket powered gloves! Flies incredibly far and incredibly fast, with a +7 to tackles! If you hit your target, you're all but guaranteed the highest or second highest tier tackle! If you miss, however, you're probably going to smash into a wall at incredibly high speeds and wreck your brain with traumas.
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Description
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Weaker, uses more stamina, gives a -1 to tackles and has a longer self-knockdown than normal grapple gloves, but can be crafted with a pair of fingerless gloves and some sticky tape. Mothpeople love these!
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Eyewear
These items can be worn over your eyes, providing protection, visual information or other things
Description
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A heads-up display that scans the humans in view and provides accurate data about their health status. Click here for an overview of what the symbols mean.
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Optical Meson Scanners
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Found in: Engineering and maintenance areas. Used for: Seeing structural layout. Strategy: Wear these when mining, or seeing where structural damage is though walls. Removes all darkness effects, but you still will not see people or objects until you get close.
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Description
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Used for seeing walls, floors, and stuff through anything.
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Optical T-Ray Scanner
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Found in: Atmospherics. Used for: Seeing under floor tiles. Strategy: Use these to plan out wires and pipes.
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Description
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When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes, as well as make cloaked people flicker.
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Engineering Scanner Goggles Engineering Scanner Goggles
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Found in: Engineering. Used for: Seeing structural layout, spotting radiation leaks or seeing under floor tiles. Strategy: Switch between meson, radiation and T-ray scanning when needed.
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Description
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The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes.
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Description
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Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes, but isn't strong enough to weld with.
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HUDSunglasses HUDSunglasses
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Found in: Security Office Used for: Combines Sunglasses and Security Scanner Strategy: Security starts with these, allow you to see a persons ID level and wanted status along with resistance to flashes. You will also get automated notifications from beepsky and brig cells.
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Description
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Recommended for all security members. In addition to protection from flashes, it provides nifty icons over the heads of everyone you can see. It displays their rank, arrest status, if the have a tracking implant (flashing red dot) or a mindshield implant (blinking blue outline). Also allows for on-the-fly Security Records management by simply examining your target. You'll also get notified when Beepsky makes an arrest, or when a prisoner is released from the brig.
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Welding Goggles Welding Goggles
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Found in: R&D Lab Used for: Welding without receiving eye damage, without a welding mask! Strategy: Wear it while using a welding tool, or to get by flashers. Wearing the Welding Helmet makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn't cover the face
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Description
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Protects the eyes from welders, approved by the mad scientist association.
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Description
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Allows you to see what reagents are in a container. You can toggle them to let you examine an item and see how many research points you'd get, and what techs you'd unlock, when you put the item through the destructive analyzer.
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Blindfold Blindfold
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Found in: Theater Used for: Kinky stuff An aid to simulate blindness during training of Orientation and Mobility Specialists, so that they develop empathetic understanding of blindness and learn how to rely on their other senses to get to know the environment and move around freely and independently; blinding people without hurting them. Strategy: Don't wear this if you want to see.
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Description
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Covers the eyes, preventing sight.
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Description
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You can totally see in the dark now!
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Prescription Glasses Prescription Glasses
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Found in: Just about anywhere in the Medbay Used for: Fixing eye damage. Strategy: Wear these, wait eyes to heal up.
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Description
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Made by Nerd. Co.
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Backwear
Different kinds of things which go on your back. Most people will wear a backpack, satchel or dufflebag at all times.
Backpack
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Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing unneeded crap Strategy: You're going to want this. It's used for storing stuff, but, keep in mind that a backpack cannot store everything, such as toolboxes and other backpacks. But can generally store everything else. You also have a limited storage space.
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Satchel Satchel
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Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing unneeded crap Strategy: Functionally identical to the backpack, but it looks more fashionable.
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Description
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You put this on your back slot and put items into it. Most jobs have their own variety of satchel. The File:Satchel.png Leather Satchel works the same as any satchel or backpack.
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Dufflebag
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Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing more unneeded crap Strategy: Functionally similar to the backpack, but can hold more things at the expense of slowing you down.
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Description
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You put this on your back and put items into it. Most jobs have their own variety of dufflebag.
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Jetpack Jetpack
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Found in: EVA Used for: Propelling yourself in space Strategy: Put it on your back and switch it on to maneuver in space or low-gravity areas.
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Description
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The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Since it has no air intake and carries its own fuel, it is actually a rocket pack, but the game can't seem to tell the difference so here we are. This item allows one to maneuver in a frictionless environment by firing either an expendable gas or a precious air supply out the back. Two black jetpacks filled with CO2 spawn in EVA. Syndicate operatives start with compact Oxygen-filled harnesses. The Captain has a unique oxygen-filled jetpack.
For proper use of a jetpack, remember these simple rules:
- File:Jetpack-black.gif Black jetpacks are filled with carbon dioxide by default. Using these jetpacks as internals will knock you unconscious and suffocate you. Can be refilled with anything.
- Refill File:JetPack.gif blue jetpacks with oxygen, not air (if you wish to use it for your internals, otherwise fill with any gas).
- Always set it to 16-25 pressure if you aren't using the emergency mask from your starting box. If you still have that, hurry up and find something else!
- Always toggle it on when you want to move or need to move quickly, but toggle stabilization off if you're just drifting so as to not waste your supply and remain untrackable.
Most jetpacks are too bulky to be stowed in a backpack.
Hardsuits can be upgraded to have an integrated jetpack, which works with a gas tank in the suit storage slot. Advanced hardsuits start off with one of these installed.
Void Jet Packs may also be found in [REDACTED], which are filled with oxygen.
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Belts
Belts are a type of containers that can only hold specific items. They are to not be confused with belt slot of character's inventory. Belts that exist in the game are:
Tool Belt
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Found in: Engineering or in maintenance, and on a engineer or roboticist. Can be made at hydroponics through the biogenerator or ordered through mechanical maintenance crates Used for: Toolbelts can hold some kinds of tiny items, most commonly tools Strategy: They are worn as a belt and hold the same amount as a toolbox, though they are less useful as weapons. Sometimes the clown will steal these and hack EVA, just get your toolbox and robust him. Can hold: Crowbar, Screwdriver, Welding tool, Wirecutters, Wrench, Multitool, Flashlight, Cable coil, T-ray scanner, Analyzer, Station Bounced Radio, Insulated Gloves
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Description
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Can hold various tools, such as:
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Medical Belt Medical Belt
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Found in: Medbay Used for: Holding medical items Strategy: Like the Utility Belt, but for holding medical items only. Think of these as your medkit- but on a belt. Can hold: Health analyzer, DNA-Injector, Dropper, Beaker, Bottle, Pill, Syringe, Dispensed-beaker, Zippo lighter, Cigarette packet, Pill bottle, Medical box, Penlight.
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Description
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Can hold various medical equipment, such as:
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Security Belt Security Belt
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Found in: Warden's locker, Security Office lockers Used for: Holding security stuff Strategy: Like the utility belt, but for security uses only. Can hold: Flashbang, Handcuffs, Flash, Glasses, Shotgun ammo, Magazines, Donuts
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Description
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Can hold security gear, such as:
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Earpieces
These little devices are issued to every crew member upon arrival on the station. Every job, no matter how insignificant, gets some form of headset. In order to talk to the station with it simply type say ;(your text here).
Different branches of the station get a unique headset with its own private channel. In order to use this channel type in say .h (your text here). And your message will be broadcast to others with the same type of headset. Note that this does not work on the basic model. You can tell the basic model by its black coloring and lack of label.
All headsets are equipped with a standard encryption key used for the common channel. Screwdrivers can be used to remove the encryption keys and use them in a different headset. All department headsets come with two keys. Use your headset in hand to manually enable or disable keys, or change your default channel.
Here is a list of channels and how to access them. Examining your headset also shows you all possible channels. # and . can be used instead of :
.c = Command
.s = Security
.e = Engineering
.u = Supply
.m = Medical
.n = Science
.v = Service
Using .h will connect you with your default department's channel.
Other uses:
.b = Binary (For AI and cyborgs)
.a = Alien
.g = Changeling
.i = Intercom
.h = AI Holopad (For AI)
.o = AI Private (For AI)
.l = Left Hand
.r = Right Hand
.t = Syndicate/Traitor (For when you have a Syndicate encryption key)
See Radio channels.
Description
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The headset of the heads.
Captain's headset:
.c - command, .s - security, .e - engineering, .u - supply, .v - service, .m - medical, .n - science
Head of Personnel's headset:
.c - command, .u - supply, .v - service
Head of Security's headset:
.c - command, .s - security
Chief Engineer's headset:
.c - command, .e - engineering
Research Director's headset:
.c - command, .n - research
Chief Medical Officer's headset:
.c - command, .m - medical
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Description
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When the engineers wish to chat like girls. To access the engineering channel, use .e.
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Medical/Genetics Radio Headset Medical/Genetics Radio Headset
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Found in: Medbay lockers, Doctor's ear. Used for: Talking to various jobs throughout the medbay via the medical channel. Strategy: Use this to communicate with the rest of medbay.
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Description
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A headset for the trained staff of the Medbay. To access the medical channel, use .m. Geneticists do not get access to medical, and instead get access to .n - science.
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Description
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A headset used by the QM and his slaves. To access the supply channel, use .u.
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Description
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A sciency headset. Like usual. To access the science channel, use .n.
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Security Radio Headset Security Radio Headset
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Found in: Security Office lockers and the ears of anyone in the security department. Used for: Coordinating security and requesting arrest orders via the security channel. Strategy: Don't let traitors get their hands on these.
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Description
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This is used by your elite security force. To access the security channel, use .s.
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Standard/Service Radio Headset Standard/Service Radio Headset
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Found in: Any civilian's ear, as well as Medbay's patient lockers, Dorms and Locker Room lockers, and any public locker. Used for: Annoying people, screaming for help, letting people know that the singularity is out. Strategy: None.
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Description
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A standard radio headset. Carries no additional encryption keys. Nothing fancy, except the Bartender, Chefs, Botanists, Clowns, Mimes, and Janitors all share a .v - service channel.
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Earmuffs Earmuffs
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Found in: Prison Wing and Engineering Used for: Blocking out sound, Torturing people. Strategy: Pretty much the only defense against loud HONK mechs. This only stops sound from coming in.
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Description
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Protects your hearing from loud noises, and quiet ones as well.
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