Resistances: DamageSole - Resistance to sharp things on the floor. Shock - Resistance to electricity. Fire - Resistance to fire. Heat - Resistance to heat. Cold - Resistance to cold. Impact - Resistance to impact. Cut - Resistance to cuts. Bio - Resistance to biocontamination. Rad - Resistance to radiation. Airtight? - Is or is not intrinsically airtight. Slip - Resistance to slipping.
Nothing - Wearing no shoes is generally unwise for a number of reasons; your feet automatically contact what you walk on, you leave bare footprints when you track through something messy, and if the ground is hazardous for any reason you will suffer the results. Broken glass, anyone?
Sandals - These sandals are highly impractical for use in space, which is why showboats and troublemakers like them just to show off how indifferent they are to the horrors of vacuum. They do have good sturdy soles, though.
Sneakers - These velcro sneakers are fast and stylish, but convey practically no resistance to common hazards.
Orange Shoes - These cheap slip-on orange shoes are the mark of a prisoner.
Work Boots - Your standard leather work boots, a part of most employee outfits. Made with safety inserts to protect against common foot injuries.
Rubber Boots - These rubber boots are designed to be worn when wading through unpleasant liquids. They provide excellent protection against slipping and floor hazards.
Fire Boots - These boots are meant to be worn by fire teams, as they resist increases in temperature very effectively and are moderately effective at protecting against other hazards.
Clean Boots - These boots are most commonly worn by medical personnel and clean-room technicians; they are airtight and protect against contamination, but have no resistance to other damage, and Hazmat Boots are recommended for serious hazards.
Magnetic Boots - When engaged, these boots cling tightly to any iron surface, keeping the wearer from drifting off into space, being knocked down, or being dragged away by gravitic forces. They are considered airtight.
Hazmat Boots - These boots protect from all manner of unpleasant hazards, although they do not resist temperature changes very well. They are considered airtight.
Vacuum Boots - These boots are designed to survive the vacuum of space, and resist temperature changes very well. They are considered airtight.
Combat Boots - These boots are meant to be worn by security personnel, and are highly resistant to damage and slipping.
Battle Boots - These heavy-duty boots are meant to be worn in the event of a full-scale riot, and are heavily resistant to damage and slipping. They are considered airtight, and have a magnetized plate that can be activated when necessary.
Nothing - Nudity, while appreciated in some cultures, is usually frowned upon while on duty on an ArcTech Corporation space station unless required due to biological incompatibility with standard uniforms (being covered in spikes, for example). Also, there's the minor fact that most jobs tend to require clothing to protect you from their inherent hazards.
Red Jumpsuit - The red jumpsuit is the timehonored uniform of the working classes who brave the dangers of space in order to receive a paycheck and occasionally develop something useful. It hides bloodstains well, and every station has a large supply of red jumpsuits available from the clothing dispenser. These jumpsuits are durable and launderable, and provide minor protection from cuts and burns, and moderate protection from cold temperatures. Most low-level crewmembers wear a red jumpsuit (janitors and cargo techs, for example).
Orange Jumpsuit - Orange jumpsuits are given to prisoners to wear while they are detained in the brig, until such time as they are released and their original possessions are returned. As such, the sight of an orange jumpsuit outside of the brig is usually cause for immediate detainment. Orange jumpsuits are low-quality and provide only minor protection from cuts and cold temperatures.
Yellow Jumpsuit - Yellow jumpsuits are worn by technicians, miners, atmos techs, and other professionals, usually under a more mission-appropriate outer uniform. These yellow jumpsuits are designed with slightly more care than the standard red jumpsuit, and provide minor protection from cuts and electric shock, and moderate protection from burns and cold temperatures. Personnel are still recommended to wear job-appropriate attire when performing hazardous duties.
White Jumpsuit - White jumpsuits are worn by medical and research staff, as they easily show signs of contamination. They are designed with minor protection from burns, cold temperatures, and toxins, and moderate protection from cuts and biological contaminants.
Green Jumpsuit - Green jumpsuits are worn by upper-echelon supply and maintenance staff, usually as upgrades from red jumpsuits. They are designed to deal with the unpleasantries that these people put their uniforms through with a minimum of fuss, and provide minor protection from toxins, biological contaminants, impact, cuts, burns, shocks, radiation, heat, and cold, making them the most versatile suits on the station.
Blue Jumpsuit - Blue jumpsuits are worn by security staff, often under body armor of some sort during a security alert. These blue jumpsuits are meant to withstand the rigors of pursuit and scuffles, and as such provide moderate protection from cold, cuts, burns, and impacts, in addition to the protection given by armor.
Pink Jumpsuit - Pink jumpsuits are not officially given an assigned classification. Some stations provide them to morale officers, or to officers assigned to objective-specific duties so that they are easily recognized in the midst of chaos; others provide them to long-term prisoners to demoralize them; Expedition Command assigns them to female new arrivals to the station who do not have an assigned position. They provide minor protection from cuts and cold temperatures.
Grey Jumpsuit - Grey jumpsuits are not given an assigned classification; they are commonly worn by male new arrivals to the station who do not have an assigned position, and are sometimes given to demoted personnel or when the supply of red jumpsuits has run out. They provide minor protection from cuts and cold temperatures.
Black Jumpsuit - Black jumpsuits are authorized only for use by command personnel and ExpComm-cleared emergency response personnel. They don't show bloodstains, and provide moderate protection from cold, cuts, burns, impacts, heat, and radiation. Command personnel usually have their own job uniforms that have specific benefits, but may choose to wear black if they wish; non-command station personnel are not allowed to possess or wear them.
Purple Jumpsuit - Although there is officially no position that calls for a purple jumpsuit, there are requisition options for them, and there are some purple jumpsuits stored on the station. No crewmember starts with a purple jumpsuit. Purple jumpsuits provide high resistance to cold and shock, and moderate resistance to cuts and burns.
Thermal Suit - This close-fitting bodysuit is designed to be worn underneath an airtight ensemble, and provides excellent resistance to cold and heat, and minor resistance to cuts.
Captain's Jumpsuit - The captain's jumpsuit is special and shiny and important, and of course the captain is the only one who should be wearing it or carrying it around. It provides major resistance to cold, heat, cuts, burns, shocks, and impact, and moderate protection from radiation, toxins, and biocontamination.
Lab Coat - This sturdy lab coat will tell everyone that you are a Scientist, damnit, and you don't have time for meddling authority figures! It provides moderate resistance to cuts, toxins, and biocontaminants, but is not airtight (obviously), so don't mistake this for a hazard suit.
Hazard Suit - This is what you wear when you play with dangerous chemicals or diseases. Hazard suits are considered airtight, and provide excellent resistance to toxins, biocontaminants, and radiation. Note, however, that it does not have resistance to cuts or burns, which can ruin your 'airtight' solution quickly.
Tactical Vest - This sturdy combat vest provides torso protection only, and provides major protection from impacts, cuts, burns, and shock damage. It is commonly worn by security during blue or red alert situations.
Riot Gear - This full-body riot gear provides excellent protection from impacts, cuts, burns, and shock damage. It is commonly worn with combat boots and a riot helmet. It is often worn during red alert situations.
Battle Armor - This full-body combat armor is meant to be worn in the event of a full-scale riot, and provides excellent resistance to impacts, cuts, burns, shock, toxins, radiation, and biocontaminants. It is also airtight.
Fire Suit - This full-body suit is designed to resist extremely hot temperatures so that you can quickly handle a fire; it is airtight and has extreme resistance to fire and heat, as well as moderate resistance to cuts and cold. They are bulky and will slow down movement speed.
Emergency Spacesuit - This is a lightweight, thin spacesuit that can be easily carried around. It is airtight and provides moderate resistance to heat and major resistance to cold, although it can be easily damaged by other things. Slows movement.
EVA Suit - This is a spacesuit designed for technicians and workers who expect to be outside of the station for a prolonged period of time. It is airtight and provides major resistance to heat and severe resistance to cold, as well as moderate resistance to radiation, cuts, and burns. Slows movement.
Radiation Suit - This is an enclosed suit designed specifically to protect against high quantities of radiation. It is airtight, and provides excellent radiation protection, as well as moderate toxins and biocontaminants protection. It is often used by engineers working in high-radiation territory, as well as scientists and geneticists who worry about bearing children someday.
Hardsuit - An enclosed suit used by Engineering and Mining to provide extreme protection from cold and radiation, as well as moderate protection from cuts, impacts, burns, and heat. Slows movement.
Engineering Space Suit - An enhanced hardsuit that has a toggleable visor to allow you to select between Tachyon, Thermal, and Terahertz scanning modes. Provides extreme protection from cold and radiation, as well as moderate protection from cuts, impacts, burns, and heat. Slows movement.
Sweatervest - This vest gives you the ability to look pretentious and officious. It also provides minor cut protection and moderate cold protection.
Blue Vest - This vest allows you to be recognized as a menial drone from a distance. Aside from having pockets to hold two small items, it has no real value.
Hazard Vest - A bright orange reflective vest, found in Engineering. Has two slots for holding small items, and provides minor protection from burns, cold, cuts, and impacts.
Mining Suit - A heavy-duty encapsulated suit designed for mining, meant to be worn with vacuum boots and a mining helmet. Provides low radiation resistance, moderate cut, burn, heat, and impact resistance, and major cold resistance, and is airtight.
Captain's Spacesuit - An augmented EVA suit designed specifically for use by the captain of the station. It is airtight and provides moderate resistance to radiation, cuts, burns, and impacts, and extreme resistance to cold and heat.
Mining Helmet - This space helmet is designed for use by asteroid miners; it is airtight and provides excellent resistance to impacts, cuts, and burns.
Space Helmet - This is an ordinary space helmet worn with a space suit, and used to contain the space suit when not in active use. It is airtight and provides moderate protection against cuts and impacts.
EVA Helmet - This is a durable space helmet worn with an EVA suit. It is airtight and provides excellent resistance to impacts, cuts, cold, and burns.
Security Helmet - This is a helmet with a visor worn by security officers on patrol, that includes a polarized face mask. It provides excellent resistance against flashes and shocks, and major resistance against impacts. It also enables the Security HUD.
Hard Hat - A hat for protecting your head. Provides major resistance against impacts and shocks.
Bump Cap - A lightweight cap for protecting your head. Provides moderate resistance against impacts.
ArcTech Logo Cap - A cloth cap to show your appreciation of ArcTech Corporation! Provides minor resistance against impacts.
Medical Logo Cap - A cloth cap to show your affiliation with the Medical division. Provides minor resistance against impacts.
Engineering Logo Cap - A cloth cap to show your affiliation with the Engineering division. Provides minor resistance against impacts.
Maintenance Logo Cap - A cloth cap to show your affiliation with the Maintenance division. Provides minor resistance against impacts.
Research Logo Cap - A cloth cap to show your affiliation with the Research division. Provides minor resistance against impacts.
Supply Logo Cap - A cloth cap to show your affiliation with the Supply division. Provides minor resistance against impacts.
Captain's Helmet - An augmented EVA helmet worn with the Captain's Spacesuit. It is airtight and provides excellent resistance to impacts, cuts, burns, radiation, heat, and cold.
Captain's Sunglasses - These gold-rimmed holoenhanced sunglasses give you access to the Captain HUD (if you also have the Captain ID Card), and provide extreme resistance against flashes and radiation.
Breath Mask - These allow you to use gas tanks for breathing. They do not include a rebreather, and as such they are less efficient than full mask respirators.
Full Mask Respirator - These gas masks do a wonderful job of concealing your face (and thus forcing people to rely on your ID card for identity); they can accept filters to breathe contaminated air safely as long as it has oxygen; and they can connect to a gas tank so you can breathe from the tank. They are efficient and include a rebreather, allowing you to use a tank for longer periods.
Escape Mask - This is a face mask with a small, self-contained oxygen tank meant for ease of use in an emergency. It provides enough oxygen for three minutes.
Sterile Mask - Wearing this provides extreme protection from biocontaminants in the air, although it is not a substitute for a breath mask.
Tool Belt - Holds up to six small Tool items and your PDA.
Medical Belt - Holds up to six small Medical items and your PDA.
Utility Belt - Holds any six small objects and your PDA.
Security Belt - Holds your PDA, two weapons, and any three small objects.
Wearing any glove prevents you from leaving fingerprints on items if you handle them while wearing the gloves. However, the gloves themselves carry fingerprints and DNA traces unless disposed of.
White Disposable Gloves - These gloves are meant to be used once and then thrown away. They provide excellent protection against biocontaminants and toxins, but have no cut resistance. Watch those needles.
Blue Nitrile Gloves - These blue nitrile gloves are reusable, and more durable besides.
Yellow Insulated Gloves - These gloves protect from moderate levels of electric shock.
Orange Insulated Gloves - These gloves protect from major levels of electric shock.
Red Insulated Gloves - These gloves protect from extreme levels of electric shock.
Brown Gardening Gloves - These gloves protect from sharp nettles and other such things, and have excellent resistance to cuts and moderate resistance to toxins and biocontaminants.
Black Professional Gloves - These gloves provide moderate protection from cuts, burns,
Fire Gloves - These gloves are meant to be worn with a fire suit, and provide excellent protection from heat and burns, and moderate resistance to cuts and impacts.
Spacesuit Gloves - These gloves are required for space travel. They are airtight, and provide moderate resistance to radiation, heat, cold, burns, cuts, and impacts.
Boxing Gloves - These gloves are designed for sparring, and heavily padded to reduce the amount of direct damage inflicted. They also provide major resistance to impacts and moderate resistance to cuts and cold.
Combat Gloves - These gloves are designed for combat, with a reinforced knuckle panel for additional punching damage, and a moderate resistance to cuts, burns, and cold.
Toolboxes - Toolboxes are found all over the station, and contain specific gear according to their classification: Engineering Toolboxes (blue) contain a screwdriver, wrench, crowbar, welding torch, atmos analyzer, and wirecutters; Electrician Toolboxes contain a crowbar, wirecutters, screwdriver, T-ray scanner, three coils of wire, and a random type of insulated glove; Emergency Toolboxes contain a flashlight, portable radio, fire extinguisher, and crowbar. Toolboxes are also handy for bashing people in the head, although there's a chance the contents will spill everywhere, and they're awkward weapons.
Cell Charger - When connected to the power grid, cell chargers allow you to recharge power cells. They can be secured and unsecured with your handy wrench. Time to charge is typically fairly slow.
Terahertz Goggles - Allows you to see through walls briefly when activated, revealing pipes and wiring. Blocked by leaded glass or leaded metal walls or floors.
Sonic Imaging Goggles - Allows you to see walls and floors even if obscured by obstructions or lack of light, and causes cloaked targets in the area to flicker briefly.
Thermal Goggles - Allows you to see creatures and hot objects even if obscured by lack of light. Thermal goggles ignore visual cloaking devices.
Tachyon Goggles - Allows you to see through walls, revealing pipes, wiring, walls, floors, creatures, and objects irregardless of obstructions or lack of light. More importantly, provides complete immunity to radiation to the eyes. Tachyon goggles do not see cloaked targets, and are blocked by leaded glass or leaded metal walls or floors.
Welding Goggles - Provides complete immunity to flashes and bright light, allowing you to weld safely.
Power Cell - Used to power APCs, cyborgs, and a variety of other electrical equipment. Can be connected to insulated gloves to make stun gloves. Comes in three varieties: standard, high capacity, and super capacity. All are rechargeable in Cell Chargers (or APCs).
Coil of Wire - A superconducting heavy duty wire, usually found in EVA, technical storage, tool storage, and engineering. Wire is used in many constructions and to lay down power lines. All APCs must be connected to the main power lines with wire in order to work. Can be created in autolathes.
Wirecutters - Cuts wires (in machines or in the floor) and grills.
Welding Torch - Requires welding fuel to function, and can cut things apart or weld things shut. Obviously, when on it counts as an open flame for purposes of igniting flammable gases. Comes in two varieties: standard and industrial (industrial versions have double fuel capacity). Be sure to turn the torch off before refueling!
Laser Welder - Functions like the welding torch, but uses a power cell and a powerful laser core instead of the open flame, and only expends energy when actually being used.
Flamethrower - Built from a welding torch, a plasma tank, and some spare parts, this creates a stream of flame that burns anything caught in its path, may start fires, and superheats the air directly in front of it. May explode if overpressurized. Reloaded by replacing the plasma tank.
Military Flamethrower - A weaponized version of the flamethrower used by emergency response teams, this takes plasma tanks for ammunition and is much more reliable and consistent (read: doesn't have a chance of exploding, and generates far more heat and fire). According to the Human Rights Charter Doctrine, flamethrowers are not to be used against living human beings. This does not exclude their use against plants (alien or otherwise), biohazards, or entities not classified as 'human'.
Wrench - A tool for fastening or unfastening bolts. Usually used to take apart girders and tables, or to secure or unsecure objects in place.
Screwdriver - Screws and unscrews objects, required in many construction or destruction tasks.
Atmospheric Analyzer - An atmosphere scanner that provides a detailed readout of all atmospheric contents (better than the PDA version).
Multitool - A device for pulsing wires in order to see what they do, and for connecting to machines for manual memory modifications. Also useful for unlocking locked cases and safes.
Flashlight - A light that can be hung from your belt, in either of your front pockets, or held in either hand to illuminate an area. Can be used to check whether creatures are dead or not by flashing them in the eyes.
Fire Extinguisher - Contains a pyrotoxic foam mixture that can be used to hose down fires to extinguish them, or to hose down people to cover them in fire retardant foam. It is also a very effective blunt object, if a bit awkward, and can be used to correct directions in space (spray in the opposite direction of where you need to go.) Can be refilled, either with the original ingredients or more interesting chemicals, but must be repressurized to function correctly.
Crowbar - Can pry open things and deconstruct objects. Can also open depowered doors and pry up floor tiles (especially useful if they are damaged or you need to fix the wiring underneath.)
Door Debugger - An Engineering tool used on airlocks to raise door bolts. Alerts the AI unless the AI Control Wire is cut.
Health Analyzer - A device that performs a medical analysis of the subject analyzed, indicating their body temperature, overall health, damage suffered, signs of chemicals or viruses in the bloodstream, and various other health indicators. Can be used to make a Medibot.
First Aid Kits - These wonderfully handy devices are located throughout the station, and contain medical equipment useful for Doctors and for anyone needing a fix-me-up. White (standard) first-aid kits contain three bruise packs, two burn ointments, one inaprovaline syringe, and a health analyzer. Green (toxins) first-aid kits contain three anti-toxin syringes, three anti-toxin pills, and a health analyizer. Yellow (burn) medical kits contain two burn ointments, one inaprovaline syringe, two kelotane pills, and a health analyzer. Blue (oxygen deprivation) medical kits contain two inaprovaline syringes, four Dexalin pills, and a health analyzer.
Mass Spectrometer - Takes a blood sample and analyzes it for chemicals in the blood.
Advanced Mass Spectrometer - Takes a blood sample, and gives the specific quantities of chemicals in the blood.
Pen Light - Works like a flashlight, but slightly less bright.
Space Cleaner - This wonderful substance cleans up messes with none of the slippery mess usually caused by mopping.
Sleeping Agent Tank - A tank filled with Nitrous Oxide to keep patients asleep.
Eyedropper - A dropper contains 5 mL of liquids; when empty, it can be used to store liquid from other liquid containers (bottles and beakers); when full you can squirt the contents at any target adjacent or below you, including into a container or someone's face.
Spray Bottle - A spray bottle contains 1 L of liquid, and when open can receive liquid poured from other liquid containers; when closed, it can be used to spray a mist of 10 mL of liquid at any target adjacent or below you, and is very hard to completely dodge.
Chemical Fogger - This contains 10 L of liquid, which it uses to create a fine mist that it proceeds to disperse throughout the local air at a rate set during setup.
Type: Tool, Weapon, Suit, Outerwear, Head, Mask, Eyes, Boots, Medical, Machine, Component, Pathing, Structural, Food, Drink Size: Tiny, Small, Medium, Large, Extremely Large Dmg: Damage if used as a weapon. DmgType: Damage type when activated. DmgActive: Damage if used as a weapon while activated. DmgTypeActive: Damage type when activated.