Gear

**Gear** refers to all of the cosmetic items that can be purchased from the shop. Gear is equippable in your loadout. However, they serve as much more than cosmetics only. Each item has at least 1 positive attribute and may contain negative attributes as well. See the sections below for specific breakdowns of each type of gear by category.

## Overview

As of the Current Version of the game, there are 50 pieces of base gear, as well as 10 pieces of DLC gear items. The cost to purchase all gear items is 41,725 18 1. The gear is broken down into the following categories:

* 22 Total **Head** Gear
	+ 18 Purchasable Head Gear
	+ 4 Free DLC Head Gear
* 21 Total **Body** Gear
	+ 16 Purchasable Body Gear
	+ 4 Free DLC Body Gear
	+ 1 Base Body Gear
* 9 Total **Gloves** Gear
	+ 7 Purchasable Gloves Gear
	+ 1 Free DLC Gloves Gear
	+ 1 Base Gloves Gear
* 10 Total **Pants** Gear
	+ 9 Purchasable Pants Gear
	+ 1 Free DLC Pants Gear
	+ 1 Base Pants Gear

## Modifiers

Every piece of gear has some type of modifier and nearly all pieces have at least one modifier that positively or negatively affects the Respondr. Below are the types of modifiers and their meanings based on the color of the text.

* Beneficial Modifiers in Blue

* Neutral (Flavor text) Modifiers in Gray

* Negative Modifiers in Red

## Head

There are currently **22 total Head Gear** items in the game. See the table below for a complete list of all Head items.

To unlock all Head gear, you will need 16,925 9 1.

## Body

There are currently **21 total Body Gear** items in the game. See the table below for a complete list of all Body items.

To unlock all Body gear, you will need 9,950 3.

## Gloves

There are currently 9 **total Gloves Gear** items in the game. See the table below for a complete list of all Gloves items.

To unlock all Gloves gear, you will need 5,900 2.

## Pants

There are currently **10 total Pants Gear** items in the game. See the table below for a complete list of all Pants items.

To unlock all Pants gear, you will need 8,950 4.

## Modifier Overview

Below is a general overview of how each of the modifiers work in practice.

### Positive/Negative Modifiers

See the table below for a breakdown of the affects that each positive and negative modifier have.

### Neutral Modifiers

See the list below for each neutral modifier. These are ultimately just flavor-text and have no in-game function.

* Air Conditioning

* Dries Water

## Best Gear Combos

Below are the best gear combos for specific situations.

### Highest Earnings

The below loadout optimizes Tip earnings first. It also decreases the chance that you will be notice stealing money or other items. The gloves and pants have no tip enhancers, so I opted for movement speed to increase the overall efficiency.

The overall **Tip** is +95%
, nearly a full doubling of the tips.

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### Best Fire Damage Resistance

The loadout below optimizes Initial Burn Damage Taken

```
and Fire Damage Taken
modifiers.

```

The overall **Initial Burn Damage Taken** is -142%

```
OR -62%
depending on if the  Embr Shirt or  Defendr Technician Suit is taken and the overall **Fire Damage Taken** is -30%
if the  Embr Shirt is taken.

```

Taking the  Embr Shirt will give you better overall sustained fire resistance, such as if you are spending a fair amount of time in the fire. However, taking the  Defendr Technician Suit is generally the better option as the amount of **Initial Burn Damage Taken** is effectively 0.

*Note: When exceeding 100% damage reduction, the percentages are stacked, meaning 60% damage reduction and 55% damage reduction result in 115% damage reduction, meaning you effectively don't take damage from this source.*

* Hotshot Racing Hat | Initial Burn Damage Taken -15%

* Embr Shirt | Fire Damage Taken -30%

```
OR  Defendr Technician Suit | Initial Burn Damage Taken -90%

```

, Jump Stamina -30%

* Fightfighting Gloves | Initial Burn Damage Taken -15%

* Firefighting Pants | Move Speed +10%

, Initial Burn Damage Taken -22%

### Best Electric Damage Resistance

The loadout below optimizes Initial Electric Damage Taken

```
and Electric Damage Taken
modifiers.

```

The overall **Initial Electric Damage Taken** is -170%

```
and the overall **Electric Damage Taken** is -80%

```

.

*Note: When exceeding 100% damage reduction, the percentages are stacked, meaning 60% damage reduction and 55% damage reduction result in 115% damage reduction, meaning you effectively don't take damage from this source.*

* Boxing Helmet | Initial Shock Damage Taken -25%

, Electric Damage Taken -20%

* Leather Jacket | Initial Shock Damage Taken -25%

, Electric Damage Taken -20%

* Defendr Tech Gloves | Initial Shock Damage Taken -80%

, Physics Carry Speed -20%

* Hazmat Pants | Initial Shock Damage Taken -40%

, Electric Damage Taken -40%

### Best Gas Damage Resistance

The loadout below optimizes **Gear** refers to all of and **Gear** refers to all of modifiers.

The overall Initial Gas Damage Taken is **Gear** refers to all of and the overall **Gas Damage Taken** is **Gear** refers to all of .

Although technically the most optimized loadout would actually take the  Hazmat Headgear because it has Initial Gas Damage Taken -80%

```
compared to the Initial Gas Damage Taken -75%
of the  Appbulence Headgear, the 5% loss in damage reduction for the initial damage for Tips +30%
seemed like a worthwhile tradeoff.

```

*Note: When exceeding 100% damage reduction, the percentages are stacked, meaning 60% damage reduction and 55% damage reduction result in 115% damage reduction, meaning you effectively don't take damage from this source.*

* Appbulence Headgear | Tips +30%

, Initial Gas Damage Taken -75%

* Hazmat Bodysuit | Gas Damage Taken -50%

* Pajama Gloves | Gas Damage Taken -12%

* Pajama Pants | Initial Gas Damage +17%

, Fall Damage Taken -17%

### Best Fall Damage Resistance

The loadout below optimizes Fall Damage Taken
.

The overall **Fall Damage Taken** is -90%
. You also get a Firm Client Grip

```
as well as Client Carry Speed +25%

```

.

*Note: When exceeding 100% damage reduction, the percentages are stacked, meaning 60% damage reduction and 55% damage reduction result in 115% damage reduction, meaning you effectively don't take damage from this source.*

* Dummy Helmet | Fall Damage Taken -25%

* Appbulence Shirt | Client Carry Speed +40%

, Firm Client Grip

* Hazmat Gloves | Ladder Speed +200%

, Initial Shock Damage Taken -75%

* Defendr Tech Trousers | Fall Damage Taken -65%

, Client Carry Speed -15%

### Highest Move Speed

The loadout below optimizes Move Speed
.

The overall **Move Speed** is +30%
. You also get a Double Jump

```
as well as Ladder Speed +200%

```

.

* Baseball Cap | Double Jump

* University Jacket | Move Speed +20%

```
OR  Hotshot Racing Jacket | Move Speed +20%

```

* Hazmat Gloves | Ladder Speed +200%

, Initial Shock Damage Taken -75%

* Firefighting Pants | Move Speed +10%

, Initial Burn Damage Taken -22%