Equipment: Difference between revisions

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All entities have several slots relevant to key [[List of Body Parts|body parts]], 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}}).  
All entities have several slots relevant to key [[List of Body Parts|body parts]], 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}}).  


While hands can be used to equip any item, only weapons and shields provide effects in these slots. Armors and other utility items will not provide bonuses in a hand slot.


==Clothing and Armor==
 
==Clothing and Armor
{{main|Armor (AV)}}
{{main|Armor (AV)}}
{{main|Dodge (DV)}}
{{main|Dodge (DV)}}
Clothing and armor items alter the '''AV''' {{AV}} and '''DV''' {{DV}} stats when equipped. High DV increases the likelihood of dodging an attack, and high AV decreases the damage taken from a successful attack. Heavier armor provides high AV and low to negative DV, while clothing and certain lighter armors provide high DV and minimal AV. Certain abilities can degrade armor values: for example, being struck by [[Cleave]] will cause an equipped item to become [[cracked]], which causes a temporary {{AV}}-1 penalty to the item.
Clothing and armor items alter the '''AV''' {{AV}} and '''DV''' {{DV}} stats when equipped. High DV increases the likelihood of dodging an attack, and high AV decreases the damage taken from a successful attack. Heavier armor provides high AV and low to negative DV, while clothing and certain lighter armors provide high DV and minimal AV. Certain abilities can degrade armor values: for example, being struck by [[Cleave]] will cause an equipped item to become [[cracked]], which causes a temporary {{AV}}-1 penalty to the item.


An unmutated human body possesses six types of slots capable of wearing clothing:
An unmutated human body possesses seven slots capable of wearing typical clothing and armor:


* Head
* Head
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* Body
* Body


* Arms
* Left Arm
 
* Right Arm


* Feet
* Feet


If a player possesses multiple body parts of the same type, such as a left and right arm, the '''AV''' {{AV}} and '''DV''' {{DV}} stats of the items on those slots will be averaged and the resulting value will be rounded to the nearest whole number, with half values rounding towards 0. For example, if an unmutated human equipped a {{Favilink|leather bracer}} {{AV}}1 {{DV}}0 on one arm and a {{Favilink|snakeskin armlet}} {{AV}}0 {{DV}}2 on the other, they would gain {{AV}}0 {{DV}}1 from those items.
If a player possesses multiple body parts of the same type, such as a left and right arm, the '''AV''' {{AV}} and '''DV''' {{DV}} stats of the items on those slots will be averaged and the resulting value will be rounded to the nearest whole number, with half values rounding towards 0. For example, if an unmutated human equipped a {{Favilink|leather bracer}} {{AV}}1 {{DV}}0 on one arm and a {{Favilink|snakeskin armlet}} {{AV}}0 {{DV}}2 on the other, they would gain {{AV}}0 {{DV}}1 from those items. However, all other benefits of an item are unaffected: if a [[two-headed]] player equips two {{Favilink|elastyne skull cap}}s, they will gain 25 cold resistance from each cap for a total of 50 cold resistance.
 
==Shields==
{{main|Shield}}
 
Shields detract their DV malus and apply their AV bonus on a successful block as determined by the [[Shield]] skill. Without the shield skill, a player has a 25% chance to block any given attack, and can block only one attack per round. Bucklers can be wielded on both the arm and hand slots, and other shields can only be wielded on hand slots.
An unmutated human body possesses four slots capable of wielding typical shields:
 
* Left Arm
 
* Left Hand
 
* Right Arm
 
* Right Hand
 
When equipped in a non-hand slot, the DV malus of shields will be affected by the averaging rule outlined in Clothing and Armor. For example, equipping a {{Favilink|steel shield}} to your left arm and no item to your right arm will not detract DV, as -.5 rounds to 0. The AV bonus when blocking, however, is unaffected by this mechanic.


==Weapons==
==Weapons==
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== Miscellaneous ==
== Miscellaneous ==
Certain utility items such as [[Floating glowsphere]]s can be equipped in the Floating Nearby slot. This slot can also hold weapons and armor through the use of a [[High-powered magnet]].  
Certain utility items such as [[Floating glowsphere]]s can be equipped in the Floating Nearby slot. This slot can also hold [[magnetized]] metallic weapons, shields, and armor.


* Floating Nearby
* Floating Nearby
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