Gear

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Revision as of 08:58, 19 March 2018 by Nate (talk | contribs)

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

Getting Gear

Upgrading Gear