Equipment: Difference between revisions
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[[File:Equipment screen.png|thumb|The equipment screen]] | [[File:Equipment screen.png|thumb|The equipment screen]] | ||
There is a variety of '''equipment''' available in [[{{gamename}}]] | There is a variety of '''equipment''' available in [[{{gamename}}]], which are items that can be applied to an equipment slot for varying character effects. | ||
== | == Mechanics == | ||
{{main|Armor}} | All entities have several slots relevant to key parts of them, such as '''Feet''', which can be used to equip relevant items from their inventory, such as {{favilink|croccasins}}. Technically speaking, slots contain both the equipped item and the body part it represents: suffering '''Left Arm''' [[dismember|dismemberment]] will cause the victim to drop '''[Name]'s Left Arm''', drop any items equipped in the '''Left Arm''' and '''Left Hand''' slots, will block using '''Left Missile Weapon''', and the only way to restore the lost slots is to find a way to reoccupy the '''[Name]'s Left Arm''' slot (e.g. by using a {{favilink|ubernostrum injector}}). | ||
==Clothing== | |||
{{main|Armor (AV)}} | |||
{{main|Dodge (DV)}} | |||
Clothing and [[shield|shields]] are tied to the '''AV''' {{AV}} and '''DV''' {{DV}} stats. AV is the amount of protection it provides against successful attacks and DV is how likely you are to dodge an attack. AV and DV scale inversely, as heavier armor and shields improve blocking at the cost of speed, whereas lighter armor absorbs less damage but makes dodging easier. Taking certain kinds of damage can degrade armor values: for example, being struck too many times by [[Cleave]] will cause equipped items to become [[cracked]], which causes a {{AV}} -1 penalty each time it is inflicted. | |||
Clothing occupies multiple slots on the body. On the average humanoid body they are: | |||
* Head | |||
* Face | |||
* Back | |||
* Body | |||
* Hands | |||
* Feet | |||
==Weapons== | ==Weapons== | ||
{{main|Weapons}} | {{main|Penetration (PV)}} | ||
Weapons and ammo are tied to the '''PV''' {{PV}} stat. Assuming a player has the [[Agility]] to hit their target, PV is a roll to determine how much damage is done against the recipient's AV (Armor). PV can be very complex and varies greatly among weapon types, but the general concept is that a successful deals more damage and repeat strikes become more likely as PV approaches and then passes DV. Weapons can suffer negative status effects similarly to worn equipment, as swimming through salt water with metal items equipped will cause them to become [[rusted]], which prevents using them as a weapon until they are repaired. | |||
PV stats are relevant for the following slots on an average humanoid body: | |||
* Left Arm | |||
* Left Hand | |||
* Right Arm | |||
* Right Hand | |||
* Left Missile Weapon | |||
* Right Missile Weapon | |||
* Thrown Weapon | |||
== Miscellaneous == | |||
Additional unique buffs and debuffs can be applied through drones equipped on the single non-body slot: | |||
* Floating Nearby | |||
==See Also== | |||
* [[List of Body Parts]] | |||
[[Category:Concepts]] | [[Category:Concepts]] |
Revision as of 05:22, 24 January 2021
There is a variety of equipment available in Caves of Qud, which are items that can be applied to an equipment slot for varying character effects.
Mechanics
All entities have several slots relevant to key parts of them, such as Feet, which can be used to equip relevant items from their inventory, such as croccasins. Technically speaking, slots contain both the equipped item and the body part it represents: suffering Left Arm dismemberment will cause the victim to drop [Name]'s Left Arm, drop any items equipped in the Left Arm and Left Hand slots, will block using Left Missile Weapon, and the only way to restore the lost slots is to find a way to reoccupy the [Name]'s Left Arm slot (e.g. by using a
ubernostrum injector).
Clothing
Clothing and shields are tied to the AV and DV stats. AV is the amount of protection it provides against successful attacks and DV is how likely you are to dodge an attack. AV and DV scale inversely, as heavier armor and shields improve blocking at the cost of speed, whereas lighter armor absorbs less damage but makes dodging easier. Taking certain kinds of damage can degrade armor values: for example, being struck too many times by Cleave will cause equipped items to become cracked, which causes a -1 penalty each time it is inflicted.
Clothing occupies multiple slots on the body. On the average humanoid body they are:
- Head
- Face
- Back
- Body
- Hands
- Feet
Weapons
Weapons and ammo are tied to the PV Agility to hit their target, PV is a roll to determine how much damage is done against the recipient's AV (Armor). PV can be very complex and varies greatly among weapon types, but the general concept is that a successful deals more damage and repeat strikes become more likely as PV approaches and then passes DV. Weapons can suffer negative status effects similarly to worn equipment, as swimming through salt water with metal items equipped will cause them to become rusted, which prevents using them as a weapon until they are repaired.
stat. Assuming a player has thePV stats are relevant for the following slots on an average humanoid body:
- Left Arm
- Left Hand
- Right Arm
- Right Hand
- Left Missile Weapon
- Right Missile Weapon
- Thrown Weapon
Miscellaneous
Additional unique buffs and debuffs can be applied through drones equipped on the single non-body slot:
- Floating Nearby