A raincoat is what the Wanderer wears. You start in the plain yellow Raincoat, which gives no numbers. The six crafted coats each add a share to all eight of your stats and move some of it onto the stats they are made for. You make them at the Crafting Table, on its COATS page, in five metals.
CONTENTS
Wearing a coat
- Your pack has one coat pocket. Put a coat in it to wear it; put another coat in to swap.
- You always wear a coat. You can't take one off without putting another on.
- The yellow Raincoat can't be dropped or destroyed.
- Coats never wear out.
- If you swap to a coat with less Endurance, whatever no longer fits in its stacks is set down at your feet; nothing is lost.
- Each coat changes how the Wanderer looks: the metal sets its colours, and the cut adds its marks (the Runner's scarf, the Tank's pauldrons, the Warrior's cape and plume, the Courier's satchel, the Olympian's laurel wreath, the Farmer's straw hat and overalls).
The coats
| Coat | Gives more | Gives less |
|---|---|---|
| Raincoat | Nothing | Nothing |
| Runner's Raincoat | Speed, stamina | Defense |
| Tank's Raincoat | Health, defense | Speed, jump |
| Warrior's Raincoat | Attack | Defense, health |
| Courier's Raincoat | Speed, endurance | Defense, attack |
| Olympian's Raincoat | Jump, swim | Endurance, attack |
| Farmer's Raincoat | Garden reach | 30% less of every stat |
How a coat's numbers work
Every crafted coat starts with the same bonus on all eight stats, set by its metal:
| Metal | Base bonus on every stat |
|---|---|
| Leather | +3% |
| Bronze | +6% |
| Iron | +10% |
| Steel | +15% |
| Endurium | +22% |
Then the cut moves 70% of the bonus off each stat it gives less, and shares it evenly among the stats it gives more. Nothing is taken from you: a coat never puts a stat below what you have without it. The Farmer's Raincoat moves nothing: it keeps 70% of the base bonus on every stat and makes your garden tools reach wider instead.
| Metal | Runner's: speed, stamina / defense | Tank's: health, defense / speed, jump | Warrior's: attack / defense, health |
|---|---|---|---|
| Leather | +4.1% / +0.9% | +5.1% / +0.9% | +7.2% / +0.9% |
| Bronze | +8.1% / +1.8% | +10.2% / +1.8% | +14.4% / +1.8% |
| Iron | +13.5% / +3% | +17% / +3% | +24% / +3% |
| Steel | +20.3% / +4.5% | +25.5% / +4.5% | +36% / +4.5% |
| Endurium | +29.7% / +6.6% | +37.4% / +6.6% | +52.8% / +6.6% |
| Metal | Courier's: speed, endurance / defense, attack | Olympian's: jump, swim / endurance, attack | Farmer's: every stat, reach |
|---|---|---|---|
| Leather | +5.1% / +0.9% | +5.1% / +0.9% | +2.1%, 1 tile |
| Bronze | +10.2% / +1.8% | +10.2% / +1.8% | +4.2%, 2 tiles |
| Iron | +17% / +3% | +17% / +3% | +7%, 3 tiles |
| Steel | +25.5% / +4.5% | +25.5% / +4.5% | +10.5%, 4 tiles |
| Endurium | +37.4% / +6.6% | +37.4% / +6.6% | +15.4%, 5 tiles |
Stats the coat neither favours nor gives up keep the base bonus for its metal. Spirits bound into the coat, its traits and your worn charms add on top.
What each stat does on a coat
- Health: added to your maximum health.
- Stamina: added to your maximum stamina.
- Defense: cuts the damage you take (see below).
- Attack: added to the damage you deal.
- Speed: added to your pace on foot and when swimming.
- Jump: added to how high you jump.
- Swim: added to your breath and your swimming pace.
- Endurance: added to how many of a thing fit in one stack.
- Reach (Farmer's only): your hoe, watering can and sickle work every bed this many tiles around the one you aim at. Sowing seeds still works one bed at a time.
How defense works
Your gear's defense bonus divides the damage you take by 1 + the bonus. So +50% defense means a blow does 1 ÷ 1.5 of its damage: about 33% less. Your Defense level (see Stats) cuts damage separately, on top of this.
| Defense bonus | Damage taken | Example |
|---|---|---|
| +10% | 9.1% less | Iron coat, base |
| +17% | 14.5% less | Iron Tank's |
| +25.5% | 20.3% less | Steel Tank's |
| +37.4% | 27.2% less | Endurium Tank's |
| +50% | 33.3% less | |
| +100% | 50% less |
The coat's own defense and the defense traits on your charms add together before the division.
Making a coat
Coats are made at the Crafting Table, on the COATS page. Pick a coat, pick its metal, and pick its colour. Leather coats take Hide; the metal ones take Leather and ingots. From iron up, each cut also takes a cloth from one of the lands. Every coat also takes a few spirits. Each metal opens as you progress (see Metal Tiers).
| Metal | Main materials (most cuts) |
|---|---|
| Leather | 5 Hide |
| Bronze | 2 Leather, 3 Bronze Ingot |
| Iron | 2 Leather, 3 Iron Ingot, 3 cloth |
| Steel | 2 Leather, 4 Steel Ingot, 4 cloth |
| Endurium | 2 Leather, 2 Iron Ingot, 2 Endurium Ingot, 5 cloth |
Each cut adds its own extra to every metal, and uses its own cloth from iron up:
| Coat | Extra at every metal | Cloth (iron up) |
|---|---|---|
| Runner's | 2 Feathers | Linen |
| Tank's | 4 Stone | Woolen Cloth |
| Warrior's | 2 Any Tooth | Any Fur |
| Courier's | 2 more Hide (leather) or 2 more Leather (bronze up) | Linen |
| Olympian's | 3 Feathers | Oilskin |
| Farmer's | 4 Any Grass | Linen |
The spirits each coat takes differ by cut and metal; each coat's own page lists its full cost. From iron up you can also choose a lining, which adds 3 creature parts to the cost.
Making a coat also trains your stats: the Runner's trains speed and stamina, the Tank's defense and health, the Warrior's attack and defense, the Courier's speed and endurance, the Olympian's jump and swim, and the Farmer's health and stamina.
Finding coats
Coats also turn up in chests and on the end of a fishing line (an Angler's Charm with Lure of Oilcloth makes them come up more often). A coat that is found or sold has a 35% chance of being in a colour of its own.
Spirits in a coat
Coats take spirits at the Spiriting Table like weapons do. Binding 4, 10, 20, 36 and 60 spirits of one element wakes that element's tiers I to V, up to as many tiers as the coat has room for. Each tier gives one ability, picked at random from three when the coat was made:
| Tier | Fire | Water |
|---|---|---|
| I | Ember Lining (a glow, light 10), Hot Blood (+4% attack) or Kindling Pockets (+5% spirit luck) | Oilskin (+6% swim), Soft Step (+3% speed) or Lifewater (+4% health) |
| II | Smoulder Hem (whatever strikes you catches fire), Firebrand (+8% attack) or Hearthglow (light 20) | Rainmend (heal 0.5% of max health a second in the rain), Eelskin (+12% swim) or Spring Step (+6% speed, +6% jump) |
| III | Cinder Skin (20% of each blow's damage burns back at the striker), Warpaint (+14% attack) or Phoenix Down (below 25% health, heal 1% a second) | Tidewalker (+20% swim, +8% speed), Still Waters (heal 0.25% a second) or Slipstream (1 in 10 blows slide off you) |
| IV | Pyre Coat (+22% attack; strikers catch fire), Sunlit (light 40) or Rekindle (heal 0.4% a second) | Riverborn (+30% swim, +12% health), Undertow Coat (about 1 in 6 blows slide off) or Wellspring (heal 0.5% a second) |
| V | Phoenix Mantle (below 25% health, take half damage and heal 2% a second), Sunfire (+35% attack, light 30) or Wildheart (+25% attack, +25% spirit luck) | Leviathan (+45% swim, +20% speed), Fountainhead (heal 0.8% a second, 1.5% in the rain) or Mistform (1 in 4 blows slide off) |
| Tier | Earth | Wind |
|---|---|---|
| I | Padded Seams (+5% defense), Stout (+5% health) or Deep Pockets (+5% endurance) | Light Weave (+4% speed), Updraft (+5% jump) or Easy Breath (everything costs 3% less stamina) |
| II | Rooted Stance (knockback 33% shorter), Ironhide (+10% defense) or Bulk (+10% health) | Fleetfoot (+8% speed), Featherfall (+10% jump) or Whisper (night creatures notice you from 20% closer) |
| III | Bramblecoat (20% of each blow's damage goes back to the striker), Bedrock (+18% defense, +8% health) or Packmule (+18% endurance) | Galeborn (+14% speed, +6% stamina), Second Breath (10% less stamina) or Skystep (+18% jump) |
| IV | Mountainhide (+28% defense), Unmoved (knockback 75% shorter) or Last Stand (below 25% health, take half damage) | Windrunner (+22% speed), Shade (noticed from 33% closer) or Zephyr (+16% stamina; 8% less stamina) |
| V | Titan Mantle (+40% defense, +25% health), Thornwall (50% of each blow comes back at the striker) or Worldpack (+50% endurance, +15% health) | Stormstride (+35% speed, +20% jump), Unseen (noticed from half as far) or Endless Wind (20% less stamina) |
Healing is a share of your maximum health each second. Some totals have limits: at most 1 in 2 blows can slide off, knockback can be at most 90% shorter, stamina costs at most 50% lower, and being noticed at most 70% closer.
Pairings
When a coat holds at least tier II (10 spirits) of two elements, a pairing wakes too:
| Pairing | Elements | What it does |
|---|---|---|
| Steam Veil | Fire + Water | When you're struck, a scalding cloud bursts around you |
| Magma Hide | Fire + Earth | 50% of every blow burns back at the striker |
| Kindled Stride | Fire + Wind | +10% speed, and a glow (light 20) |
| Mossback | Water + Earth | Heal 0.3% a second; +10% defense |
| Riptide | Water + Wind | About 1 in 8 blows slide off you; +8% speed |
| Sandstorm | Earth + Wind | When you're struck, everything close is knocked dizzy |
Colours
When you make a coat, the Crafting Table shows a COLOUR row. The colours are free, except Lichen Gold, which takes 1 Lichen Patch. Each metal has its own set:
| Metal | Colours |
|---|---|
| Leather | Tan (its own), Chestnut, Black, Oxblood, Forest, Navy, Slate, Plum, Lichen Gold |
| Bronze | Bronze (its own), Red Copper, Brass, Patinated, Verdigris, Gilt, Rose, Black Bronze, Lichen Gold |
| Iron | Iron (its own), Blackened, Blued, Russet, Silvered, Bronzed, Crimson, Verdant, Lichen Gold |
| Steel | Steel (its own), Blued, Black, Damask, Gilded, Tempered, Ice, Smoky, Lichen Gold |
| Endurium | Sun Gold (its own), Rose Gold, White Gold, Green Gold, Red Gold, Ember, Moon, Antique, Lichen Gold |
The colour changes only the look. The yellow Raincoat can't be dyed.
Grinding a coat
A coat you made can go in The Grinder, which gives back a share of what it took (a lining's parts included).
Tips
- The Tank's Raincoat is the only cut that adds to both health and defense: a good first coat for lairs.
- The Warrior's has the biggest single bonus: +52.8% attack at endurium.
- Wear the Farmer's while you tend your garden and swap back before a fight. Swapping coats is free.
- Pair a coat with charms: their stat traits add to the coat's.