Difference between revisions of "Equipment"
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* Once you own an enchanted weapon, you can [[craft]] upgrades to it. | * Once you own an enchanted weapon, you can [[craft]] upgrades to it. | ||
* The enchantment for that weapon type is written in to your [[Legacy]] when you win a game | * The enchantment for that weapon type is written in to your [[Legacy]] when you win a game. Then you will be able to craft that enchanted weapon type in future games, without having to capture another Spirit. | ||
* It is only necessary for a spirit to have created a weapon of that type for you, not for you to have ever used it or even taken it in your possession. That is, you can tell a fire spirit to enchant your dagger, have it make a fire dagger for you, and then Salvage it immediately -- and once you win the [[campaign]] it will be unlocked in your [[legacy]]. | |||
== Off-Hand Items == | == Off-Hand Items == |
Revision as of 11:06, 29 June 2021
The stuff that heroes carry to protect themselves and fight off monsters.
Humans can equip weapons, off-hand items, armor, and augments. If a human loses limbs or undergoes some transformation, some of these items may not be equipped.
Gear cannot be transferred or traded among heroes. Wildermyth does not intend for players to spend time managing inventory.
Armor
Armor is the hero's base set of clothing and provides the main protection against monsters. Armor is colored by a hero's primary and secondary "favorite" colors. Our heroes start off as farmers, with the clothes to match:
Much more suited to planting potatoes than fighting monsters. When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes:
Something a little nicer and more class-specific, but still pretty basic clothing. The next level up is where things start to get interesting:
Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers, with the possibility for special unique sets of armor remaining open.
Augments
See Augments for a list of unique and/or named weapons.
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero's strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero's primary and secondary colors.
The example above shows two different full augment 'sets," but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!
The current augment "slots" are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads
Augment Slot | Description |
---|---|
Belt | Worn around the waist |
Bracelet | One or Both wrists |
Brooch | Pinned to the shirt |
Cloak | On the Shoulders and down the back, behind. |
Knee | Covers the knees. Knee pads? |
Necklace | Around the neck, on top of armor. |
Pauldron | On the shoulders, on top of armor. |
Ring | On one hand. Can only equip one ring. Ask me to tell you the story of how Grobar the One-Handed got his nickname. |
Sash | Around the waist, above armor, below belt probably. |
Scarf | Around the neck, below necklace. |
Strap | Across the chest, above armor. |
Talisman | Hung from the belt, on top. |
How Augments are Generated
Oh my goodness. The current design allows for a large variety of augments, which have moderately powerful effects, which are tied to particular biomes. This design is in need of updating, but the general approach of having several "sets" of augments which give bonuses under particular conditions is likely to endure.
Special or one-off augments
Some story events call for particular augments with particular abilities. These will eventually be unlockables: Once you have acquired them via some story, they enter the pool of augments that can show up in future games.
Weapons
See Weapons for a list of unique and/or named weapons.
Not going to get very far fighting monsters without weapons, are you? Our farmers start off with whatever weapons they can scrounge up—hammers, pitchforks, etc. But soon, they'll discover and create much better ones.
Generally, a hero can only hold/equip one weapon at a time, but an extra weapon can be stored on the back. Switching to it in combat is an unlimited free action.
Weapon types are currently: swords, axes, maces, spears, daggers, bows, staves, and wands. A hero may choose to carry two weapons in order to have a melee and a ranged attack option, or may prefer to have options with different wield for high-dodge enemies, or different attack effects like shred or knockback, or different elemental stunt bonuses.
Tier
Weapons come in four tiers. Tier 0 is the makeshift weapons of the farmers. Tier 1 weapons are your rusty sword, your standard hunting bow, and a nice stick for a wand. Tier 3 starts to get way more fun/ridiculous, including maces made from fallen stars and staves with glowing orbs and curling antlers.
Elemental Enchantments
Every once in a while your party might encounter an elemental spirit during a mission (See Spirit Captured for an example). This spirit will vanish in four turns and run away from your party, ignoring obstacles like doors while doing so. If you catch it, it can enchant one of the currently wielded weapons of the hero who catches it, or give you a legacy point.
- Catching a spirit is done automatically while moving adjacent to it. This can be done mid movement or when ending your turn.
- A spirit can be caught from all eight tiles next to it.
- Catching a spirit does not break grayplane.
- If you complete all objectives of the mission while the spirit hasn't been caught or hasn't vanished yet, you still get the opportunity to catch the spirit before it vanishes and the mission completes.
Each element gives a different bonus when a hero stunts.
Fire | Damages up to three nearby enemies. |
Water | Refunds one action point. (Can only occur once per turn) |
Leaf | Grants two temporary hit points. (This effect can stack) |
Stone | Shreds 1 Armour of all enemies in a two tile radius. |
- Enchanting a weapon replaces that weapon with a weapon of the same type and Tier with the enchantment; except for Tier 0 weapons which get upgraded to a Tier 1 weapon of the same type.
- Enchanting an existing elemental or Artifact weapon overwrites the current bonus with the new elemental one.
- Once you own an enchanted weapon, you can craft upgrades to it.
- The enchantment for that weapon type is written in to your Legacy when you win a game. Then you will be able to craft that enchanted weapon type in future games, without having to capture another Spirit.
- It is only necessary for a spirit to have created a weapon of that type for you, not for you to have ever used it or even taken it in your possession. That is, you can tell a fire spirit to enchant your dagger, have it make a fire dagger for you, and then Salvage it immediately -- and once you win the campaign it will be unlocked in your legacy.
Off-Hand Items
These are, as you might guess, items that a hero can hold in the hand that's not currently holding a weapon. Off-Hand items include but are not by any means limited to: lanterns, orbs, books, scrolls, or torches. These items may be necessary for a specific quest, may give a hero additional abilities, or may simply give a passive combat bonus.
They can have some Equipment Descriptions.
Throwing Net
Once per combat as a free action, Hero hurls a throwing net. If it connects, it will pin the foe for two turns.
Shield
Shields reduce damage from non-flanking attacks by 1.
Poison
Applies a poison to your weapon. It will be delivered by your next attack. Poisoned enemies will take true damage at the start of their turns. Usable twice per mission as a free action.
Adds poison 1 lasting three turns. The poison applies to the hero's next attack, even if they switch weapons in the meantime.