Uniform
Wearing a uniform is necessary to keep on your ID, anything in your pockets, and anything on your belt slot. Removing your uniform will dump all that to the ground in a pile. You can quickly and safely change uniforms by clicking the new uniform on the "INV" button.
(Exo)Suit
Item
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Image
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Description
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Body Armor
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See Security Objects.
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Captain's Armor
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File:Caparmor.png
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Offer's slightly more protection than the normal body armor.
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Bomb Disposal Suit
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File:Bombdisposalsuit.png
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See Security Objects.
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Biosuit
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See Medical Objects.
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Armored Biosuit
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See Construction.
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Firesuit
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See Engineering Objects.
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Armored Firesuit
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See Construction.
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Paramedic Suit
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See Medical Objects.
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Armored Paramedic Suit
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See Construction.
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Space Suit
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Available in EVA. Protect from the vacuum of space and offer minor protection from heat and cold. Will slow down your running speed indoors.
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Engineering Space Suit
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See Engineering Objects.
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Captain's Space Suit
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As above, but green! Found in the captain's quarters. Let's you move at regular running speed.
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Red Space Suit
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As above, but red! Also does not slow down your running speed indoors. Red suits are standard equipment of the dreaded nuke ops, and being spotted early in the round will result in frenzied cries of "SYNDIES!" and "REDSUITS!"
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Industrial Armor
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See Guide to Mining.
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Syndicate Command Armor
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See Syndicate Items.
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Emergency Suit
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Provides a decent amount of protection from the cold, but will slow you down significantly. Use if nothing better is available and try to avoid jumping into space with it. Generally found in emergency closets.
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Straightjacket
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See Medical Objects.
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Lab Coat
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Functionally useless, but how else will you demonstrate your knowledge of science?
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Hard Worn Coat
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Required outfit of the detective.
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Faded Trenchcoat
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Essential for rugged chain-smoking vigilantes.
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Wizard's Robe
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File:Wizrobe.png
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The wizard has to be wearing this to cast any spells. Comes in multiple colors.
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Waistcoat
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File:Vest.png
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Available in the barman's closet.
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Bedsheet
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A sheet for a bed. Can be worn over your body or around the neck. Act out your favorite ghost stories and superhero comics! Be sure to cut out eye-holes or attach some wire.
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Cape
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See Construction.
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Head
Helmets and hats offer various bonuses, for instance a built-in flashlight or concealment of your face. Some of them are very stylish as well! Any changeling or vampire who wishes to consume you must also first remove your headgear and mask.
Masks
Item
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Image
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Description
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Paper Mask
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See Construction.
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Gasmask
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Links with an air supply to provide internals. Can also obscure your identity if you are not wearing your usual ID card. scientists all begin with these, and there are others available in various spots around the station. Comes in two varieties, regular and emergency, but both are functionally the same. Some are available in engineering storage.
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Breath Mask
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Links with an air supply to provide internals. All crewmembers begin with a box containing a breath mask, and they are readily available in lockers throughout the station.
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Medical Mask
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See Medical Objects. Same as breath mask.
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Surgical Mask
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See Medical Objects.
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Surgical Face Shield
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Attire for the medical professional.
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Clown Mask
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HONK
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Cursed Clown Mask
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Mostly found on cluwnes, this horrible thing cannot be dropped or removed.
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Muzzle
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See Medical Objects.
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Owl Mask
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HOOT
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Horse Mask
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Imbues its wearer with the power of bad puns.
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Balaclava
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It's a ski mask with a fancy name.
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Fake Mustache
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See Syndicate Items.
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Predator Mask
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See Predator.
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Vapo-Matic
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Different slot, same functionality as the injector belt.
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Gloves
Item
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Image
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Description
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Insulated Gloves
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See Engineering Objects.
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Stun Gloves
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Insulated gloves armed with a single powerful shock to briefly stun whomever they touch.
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Power Gloves
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See Syndicate Items.
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Black Gloves
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Standard equipment for the detective, quartermasters, botanists, and miners.
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SWAT Gloves
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Pretty much identical to black gloves. Nuke ops start with these.
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Fingerless Gloves
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These don't hide your fingerprints for obvious reasons.
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Latex Gloves
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Available in medbay. Partially obscure the fingerprints of those who wear them.
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Cursed White Gloves
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Lumpy and uncomfortable gloves found on cluwnes. Cannot be removed.
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Boxing Gloves
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WENT THE DISTANCE, NOW I'M NOT GONNA STOP, JUST A MAN AND HIS WILL TO SURVIVE
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Concussive Gauntlets
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See Guide to Mining.
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Eyes
Shoes
Walking barefoot will stun for a moment you and hurt you slightly if you walk over glass shards and mouse traps.
Item
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Image
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Description
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Shoes
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Black, white, brown, orange, all functionally the same. For the most part, they protect your feet from broken glass and mouse traps.
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Galoshes
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Prevents the wearer from slipping on most wet floors. Exclusive to the janitor, they are only found in the two custodial closets on the station. Not immune to space lube and ice.
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Magnetic Boots
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See Engineering Objects.
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Mechanized Boots
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See Guide to Mining.
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Magic Sandals
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Keeps the wearer from slipping on ice and from falling down after being hit by a runaway segway. Available in the chaplain's closet and is starting equipment for wizards.
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Shackles
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See Security Objects.
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Clown Shoes
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Mock the poor soul who tries clowning without these.
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Cursed Clown Shoes
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Cluwnes don't have it easy. Like all other cluwne items, these cannot be removed by the wearer.
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Flippers
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Flip, flop. Flip, flop. What possible use could these things have in space?
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Belt
In addition to belts, this slot can hold your PDA, most guns and the emergency oxygen tank.
Item
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Image
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Description
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Fanny Pack
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See General Objects.
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Utility Belt
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See Engineering Objects.
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Medical Belt
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See Medical Objects.
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Injector Belt
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Once provided with a beaker, this fancy belt can be programmed to inject the user with stimulants when certain conditions are met, for example health thresholds or incapacitation. Can be bought from a space merchant.
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Mining Belt
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See Guide to Mining.
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Wrestling Belt
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See Syndicate Items.
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Trophy Belt
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See Predator.
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Ears
Item
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Image
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Description
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Radio Headset
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Standard equipment for many crew members. To speak into it, merely put a semicolon (;) before your words. One can also leave the microphone open to transmit everything within range or turn off the speaker to shut out the world. While the default frequency is 145.9, you may change that manually.
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Security Headset
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See Security Objects. Can also operate on the security frequency, 135.9.
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Research Headset
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Can also operate on the research frequency, 135.4. Starting equipment for scientists.
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Medical Headset
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See Medical Objects. Can also operate on the medical frequency, 135.6.
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Engineering Headset
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See Engineering Objects. Can also operate on the engineering frequency, 135.7.
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Command Headset
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Default equipment for all heads of staff. Starting a message with :h addresses the command channel, :g goes to security for the Captain, HoP and HoS. The CE may use :e to talk to his department. The RD and MD can use :r to speak to the research and :m to the medical staff respectively.
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Multifrequency Headset
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Available in the research wing. Works like a regular headset that can be manually tuned in to channels other than 145.9. It's mainly used to have a private communication channel while doing telescience.
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Auditory Headset
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See Medical Objects.
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Earmuffs
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Found in the CE's locker. Wearing these makes you unable to hear anything and protect you against some auditory attacks, for example flashbangs (if worn in combination with sunglasses) and vampire / changeling screeches.
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Earplugs
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See Syndicate Items
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ID
Only two item classes can be carried in this slot, namely ID cards and PDAs (insert an ID first).
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