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Cloth dresswear have no inherent armor bonus, maximum dexterity bonus, skill penalties or risk of spell failure while wearing the items. Clothing also requires no proficiency to wear without attack penalty.
Cloth dresswear is considered armor for game purposes. You cannot wear harder armor or clothing at the same time.
Specific classes are limited to cloth dresswear or they will suffer penalties to their abilities.
- Wizards and Sorcerers must often wear robes or outfits. Else, the heavier armors may increase the risk for spells to fail when cast.
- Classes that wear heavier armor will not jump as high, which may prompt them to wear cloth garments to jump higher until they need heavier protection.
- Monks must only wear robes or outfits, else, they will not be centered, losing most of their abilities to fight, use their spell-like abilities, or protect themselves.
Handwraps are special cloth weaponry for unarmed fighting. They do not have any proficiency requirements but sometimes have racial requirements. While any class can use handwraps, only the Monk can use handwraps in a superior way against attackers. Handwraps suffer far less damage than ordinary weapons against oozes and rust monsters.
Cloth should not be confused with items designed as clothing in places such as the Auction House. Clothing includes boots, belts, gloves, and helms.