> For the complete documentation index, see [llms.txt](https://whitepaper.spacecatch.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://whitepaper.spacecatch.io/spacecatch-general/spacecatch-ar-game/the-game/wearable-drop-items.md).

# Wearable drop items

<div><figure><img src="/files/TozDVBFUKihvyQwAsAG1" alt=""><figcaption></figcaption></figure> <figure><img src="/files/d1C4kN230mE6pXL5Vd1b" alt=""><figcaption></figcaption></figure> <figure><img src="/files/HEyy3U9lTMlWcxn89W5x" alt=""><figcaption></figcaption></figure></div>

<div><figure><img src="/files/ezu1fWjxhxl5spfMe1SZ" alt=""><figcaption></figcaption></figure> <figure><img src="/files/RMCkJBcSgPuNrYjj1xL6" alt=""><figcaption></figcaption></figure></div>

## Wearable Items

* can be obtained just from the tasks
* has got amortization depending on the number of battles they have been through
  * a player can repair them with a repair kit [BoostBoxes](https://www.notion.so/BoostBoxes-530db97866cf41fe8723720b732c1379?pvs=21)
  * if an item is destroyed the skin of the item stays, but not the status
* each item can have multiple color variants the special ability is added by crafting, the amortization can be changed by the crafting
* for the look itself, the player can use transmogrification
* some of the items need to be equipped to use some of the potions
* **Future** At some rare moments, a player can obtain clothes with a special ability without crafting

**Why player needs an items**

* can crafting weapons, potions, spaceship
* for catching
* for healing

**What player can do with items**

* equip
* crafting with it

#### Categories of the outfit

* every category has got a subcategory
* subcategory indicates defense and amortization
* subcategory includes similar items which are different only in the visual aspect
* the player will not see the subcategory in the outfit changer, but he can find it in the inventory “table of information”

#### Amortization = durability

* it is defined by the number of how many battles the item is able to survive

**Shoes**

sneakers, boots, high heels, sandals

**Legs**

long skirt, short skirt, shorties, trousers

**Body (first layer)**

t-shirt, crop top, sweater, hoodie, shirt, undershirt

**Body (second layer)**

jacket, pauldrons, vest

**Body equipment**

cape, bag

**Head protection**

cap, helmet, binoculars, glasses, hat, facemask,

**Accessories**

watches, bracelets, charms, belts, gloves, necklaces

| name        | defense | amortization |
| ----------- | ------- | ------------ |
| t-shirt     | 1%      | 200          |
| crop top    | 1%      | 100          |
| sweater     | 2%      | 100          |
| jacket      | 2%      | 200          |
| trousers    | 2%      | 200          |
| helmet      | 3%      | 100          |
| belt        | 1%      | 100          |
| binocular   | 1%      | 100          |
| hoodie      | 1%      | 200          |
| shirt       | 2%      | 100          |
| cape        | 1%      | 100          |
| sneakers    | 2%      | 200          |
| boots       | 2%      | 200          |
| sandals     | 1%      | 100          |
| high heels  | 1%      | 100          |
| hat         | 1%      | 100          |
| cap         | 1%      | 200          |
| necklace    | 1%      | 200          |
| charm       | 1%      | 200          |
| pauldrons   | 3%      | 100          |
| long skirt  | 2%      | 200          |
| short skirt | 1%      | 100          |
| shorties    | 1%      | 100          |
| glasses     | 1%      | 100          |
| bag         | 2%      | 200          |
| watches     | 1%      | 100          |
| gloves      | 2%      | 100          |
| facemask    | 1%      | 100          |
| vest        | 1%      | 200          |
| undershirt  | 1%      | 100          |
