Ear Protectors
| Ear Protectors | |
|---|---|
| Class | Accessory |
| Slot | Hat |
| Covers | Head |
| Can't Wear With |
|
| Weight | 0.3 |
| Insulation | 35% |
| Wind Resistance | 35% |
| Bite Defense | - |
| Scratch Defense | - |
| Discomfort | 5% |
| Hearing | -50% |
| Chance to Fall | 30% |
| Can Tear | No |
| Location | Containers |
| Spawn ID | /additem Base.Hat_EarMuff_Protectors
|
Ear Protectors are a pair of hard-shell ear cups worn to block loud noise at work. They are worn in the Hat slot. Factory workers and mechanics keep them in their lockers.
They keep the head a little warm and block some wind. Their main cost is hearing, which they cut in half. They also fall off easily when the wearer is hit.
Ear Protectors turn up in tool stores, factory lockers, garages and sheds. The Tailor is the best occupation for accessories. It starts with the most Tailoring skill.
Wearing
The protectors give light warmth and light wind cover for the head. They suit a cool day more than deep winter.
They cut hearing by half. That makes it much harder to hear zombies before they are close. It is a serious cost when moving through a town.
They add a small amount of discomfort. They have a high chance to fall off when the wearer is hit or knocked down.
Ear Muffs take the same slot and are slightly warmer. They also cut hearing by only a quarter, so the muffs are the better pick for warmth. The protectors take the Hat slot, so no other hat can go on with them. Hooded jackets, hooded sweaters and full head pieces also clash with them.
Locations
Ear Protectors are a common find in work places. Factory storage lockers hold a pair about a third of the time. Tool stores keep them in small boxes and on counters. Mechanic lockers are also good spots.
Garages and sheds turn a pair up fairly often. So do lockers in bathrooms, break rooms, changing rooms and laundries. Pawn shop offices, military lockers, army storage, railroad repair shops and electronics store lockers also hold them.
The places where it spawns, with the rough chance per container. Each tab shows one kind of place.
| Location | Container | Chance |
|---|---|---|
| Factory storage | Locker | 32.3% |
| Mechanic | Locker | 22.6% |
| Break room | Locker | 14.9% |
| Changing room | Locker | 14.9% |
| Army storage | Other | 11.9% |
| Catwalk | Other | 10.8% |
| Railroad repair | Counter | 10.8% |
| Railroad repair | Tool cabinet | 10.8% |
| Railroad storage | Other | 10.8% |
| Technical | Other | 10.7% |
| Location | Container | Chance |
|---|---|---|
| Tool store | Small box | 28% |
| Tool store storage | Other | 28% |
| Tool store | Counter | 22.4% |
| Pawn shop office | Locker | 14.9% |
| Pawn shop office | Metal shelves | 14.9% |
| Pawn shop office | Other | 14.9% |
| Electronics store | Locker | 10.7% |
| Welding workshop | Military locker | 6.9% |
| Welding workshop | Tool cabinet | 6.9% |
| Pawn shop | Counter | 5.9% |
| Location | Container | Chance |
|---|---|---|
| Bathroom | Locker | 14.9% |
| Laundry | Locker | 14.9% |
| Garage storage | Counter | 13.7% |
| Garage storage | Metal shelves | 13.7% |
| Shed | Counter | 13.7% |
| Shed | Metal shelves | 13.7% |
| Shed | Shelves | 13.7% |
| Any building | Military locker | 13.4% |
| Garage ranger | Other | 13.1% |
| Garage storage | Locker | 5.5% |
| Location | Container | Chance |
|---|---|---|
| Inside a bag or case | Toolbox | 1.3% |
| Inside a bag or case | Bag skill maintenance duffel bag | 1% |
Notes
- The protectors halve hearing, so they suit a quiet base more than a supply run.
- They fall off easily when the wearer is hit.
- Ear Muffs are warmer and cost less hearing.
- Tool stores and factory lockers are the best places to look.
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