Gear
Heroes need cool gear! Humans can use weapons, off-hand items, armor, and augments. If a human loses a hand or two, then some of these will not be equippable. For full-body swaps, armor will be off limits too. Augments that can't be shown visually may still be equipped and grant effects, however.
TODO fill me out!
Weapons
Tiers
Types
Variants
Improvements
Enchantments??
Armors
Armors are specific to character class. Warriors, Hunters, and Mystics each get their own armors, and they cannot be traded across classes.
Off-Hand items
Gosh, we need to implement this
Augments
Augments are smaller items like cloaks, talismans, rings, that sort of thing, that a hero might wear. They confer a variety of bonuses. Augments use a slot system, so a hero can only have one Cloak at a time, but can get a sash and a ring in addition.
Augment Slot | Description |
---|---|
Belt | Worn around the waist |
Bracelet | One or Both wrists |
Broach | 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. |
Trim | Modifies armor with cute little designs sewn in. |
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