Difference between revisions of "Equipment"

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The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.
The stuff that [[hero|heroes]] carry to protect themselves and fight off [[monster|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.
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.
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== Armor ==
== 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:
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. Heroes start off as farmers, with the clothes to match. When a hero gains a [[class]], they upgrade their clothes to something a little nicer and more class-specific, but still pretty basic clothing. Within each class, the next level up has 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.


[[File:Armor_farmer.png|200px]]
[[File:Armor_farmer.png|200px]][[File:Armor_level0mystic.png|200px]][[File:Armor_warriorProgression.png|400px]]


Much more suited to planting potatoes than fighting monsters. When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes:
{| class="wikitable"
 
! Class
[[File:Armor_level0mystic.png|200px]]
! colspan="2"|Tier 0
 
! colspan="2"|Tier 1
Something a little nicer and more class-specific, but still pretty basic clothing. The next level up is where things start to get interesting:
! colspan="2"|Tier 2
 
|-
[[File:Armor_warriorProgression.jpg|400px]]
| rowspan="2"|'''Warrior'''
 
| rowspan="2"|[[File:WarriorM armorClothes.png|center|150x150px]]
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.
| rowspan="2"|'''Humble Ginnings'''<br />Armor: 1
| [[File:WarriorM armorGard1.png|center|150x150px]]
| '''Brawlgard'''<br />Armor: 2<br />Stunt Chance: 10<br />Dodge: 5
| [[File:WarriorM armorGard2.png|center|150x150px]]
| '''Wildergard'''<br />Armor: 3<br />Stunt Chance: 15<br />Dodge: 10
|-
| [[File:WarriorM armorMail1.png|center|150x150px]]
| '''Linkmail'''<br />Speed: -0.5<br />Armor: 4<br />Dodge: -5
| [[File:WarriorM armorMail2.png|center|150x150px]]
| '''Knightmail'''<br />Speed: -0.5<br />Armor: 6
|-
| rowspan="2"|'''Hunter'''
| rowspan="2"|[[File:HunterM armorClothes.png|center|150x150px]]
| rowspan="2"|'''Humble Ginnings'''<br />Armor: 0.5<br />Dodge: 5
| [[File:HunterM armorTraff1.png|center|150x150px]]
| '''Traveltraff'''<br />Armor: 1<br />Dodge: 15
| [[File:HunterM armorTraff2.png|center|150x150px]]
| '''Ghosttraff'''<br />Armor: 2<br />Dodge: 25
|-
| [[File:HunterM armorBark1.png|center|150x150px]]
| '''Graybark'''<br />Speed: -0.2<br />Armor: 2
| [[File:HunterM armorBark2a.png|center|150x150px]]
| '''Thornbark'''<br />Speed: -0.5<br />Armor: 4
|-
| rowspan="2"|'''Mystic'''
| rowspan="2"|[[File:MysticM armorClothes.png|center|150x150px]]
| rowspan="2"|'''Humble Ginnings'''<br />Warding: 0.2
| [[File:MysticM armorDrab1.png|center|150x150px]]
| '''Dustydrab'''<br />Armor: 1.5<br />Warding: 1<br />Spell Damage: 0.5
| [[File:MysticM armorDrab2.png|center|150x150px]]
| '''Heatherdrab'''<br />Armor: 3<br />Warding: 2<br />Spell Damage: 1
|-
| [[File:MysticM armorRobe1.png|center|150x150px]]
| '''Embergown'''<br />Armor: 0.5<br />Warding: 2<br />Spell Damage: 1
| [[File:MysticM armorRobe2.png|center|150x150px]]
| '''Ravenwing'''<br />Armor: 1<br />Warding: 4<br />Spell Damage: 2
|-
|}


== Augments ==
== Augments ==
''Main article:'' [[Augment]]


See [[:Category:Augment|Augments]] for a list of unique and/or named weapons.
See [[:Category:Augment|Augments]] for a list of unique and/or named weapons.
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| Bracelet || One or Both wrists
| Bracelet || One or Both wrists
|-
|-
| Broach || Pinned to the shirt
| Brooch || Pinned to the shirt
|-
|-
| Cloak || On the Shoulders and down the back, behind.
| Cloak || On the Shoulders and down the back, behind.
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== Weapons ==
== Weapons ==
 
''Main article:'' [[Weapons]]
See [[:Category:Weapon|Weapons]] for a list of unique and/or named weapons.


[[File:Weapons.jpg]]
[[File:Weapons.jpg]]


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.
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.
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 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.
Every elemental spirit can enchant one of the currently wielded weapons of the hero who catches it. 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.
Every element gives a different bonus when a hero stunts.
{| class="wikitable"
|'''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. An exception being Tier 0 weapons who get replaced by a Tier 1 weapon of the same type.
Enchanting a weapon type unlocks all Tiers for that weapon to craft. For example, enchanting a Tier 1 sword with Fire allows you to craft up to Tier 3 swords with the Fire enchantment.
Whenever an enchantment is unlocked for a weapon type you can craft that weapon type with the enchantment in future campaigns without having to catch the spirit in that campaign. Salvaging a weapon while you do not have its enchantment unlocked yet does '''not''' give you access to crafting it in the future.


== Off-Hand Items ==
== Off-Hand Items ==
''Main article:'' [[Off-Hand]]


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.
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]].
== Equipment droprate ==
 
=== Throwing Net ===
[[File:Item_offhand_net.png|200px|thumb|right|A 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.''
Weights: weapon = 0.3, armor = 0.31, augment = 0.4, offhand = 0.1<br />
For securing, there's a 10% chance of getting a weapon/armor/offhand/augment (plus a 100% chance of getting an augment if you chose the long option)<br />
For missions, there's a 35% chance of getting weapon/armor/offhand,<br />
and then a 50% chance of getting an augment/offhand (and if both of those fail, it'll give you a weapon/armor/offhand/augment)


Adds [[poison]] 1 lasting three turns. The poison applies to the hero's next attack, even if they switch weapons in the meantime.
Artifact vs non-artifact is determined after it knows you're getting a weapon. <br />Every time you get a non-artifact weapon, the chance increases by 0.15. <br />Every time you get an artifact, the chance decreases by 0.5. (So, you're guaranteed an artifact at least every 7 weapons)


[[Category:Battle]]
[[Category:Battle]]
[[Category:Pinned]]
[[Category:Equipment]]
[[Category:Poisoned]]

Revision as of 23:59, 30 December 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. Heroes start off as farmers, with the clothes to match. When a hero gains a class, they upgrade their clothes to something a little nicer and more class-specific, but still pretty basic clothing. Within each class, the next level up has 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.

Armor farmer.pngArmor level0mystic.pngArmor warriorProgression.png

Class Tier 0 Tier 1 Tier 2
Warrior
WarriorM armorClothes.png
Humble Ginnings
Armor: 1
WarriorM armorGard1.png
Brawlgard
Armor: 2
Stunt Chance: 10
Dodge: 5
WarriorM armorGard2.png
Wildergard
Armor: 3
Stunt Chance: 15
Dodge: 10
WarriorM armorMail1.png
Linkmail
Speed: -0.5
Armor: 4
Dodge: -5
WarriorM armorMail2.png
Knightmail
Speed: -0.5
Armor: 6
Hunter
HunterM armorClothes.png
Humble Ginnings
Armor: 0.5
Dodge: 5
HunterM armorTraff1.png
Traveltraff
Armor: 1
Dodge: 15
HunterM armorTraff2.png
Ghosttraff
Armor: 2
Dodge: 25
HunterM armorBark1.png
Graybark
Speed: -0.2
Armor: 2
HunterM armorBark2a.png
Thornbark
Speed: -0.5
Armor: 4
Mystic
MysticM armorClothes.png
Humble Ginnings
Warding: 0.2
MysticM armorDrab1.png
Dustydrab
Armor: 1.5
Warding: 1
Spell Damage: 0.5
MysticM armorDrab2.png
Heatherdrab
Armor: 3
Warding: 2
Spell Damage: 1
MysticM armorRobe1.png
Embergown
Armor: 0.5
Warding: 2
Spell Damage: 1
MysticM armorRobe2.png
Ravenwing
Armor: 1
Warding: 4
Spell Damage: 2

Augments

Main article: Augment

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.

AugmentSetComparison.jpg

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

Main article: Weapons

Weapons.jpg

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.

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.

Off-Hand Items

Main article: Off-Hand

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.

Equipment droprate

Weights: weapon = 0.3, armor = 0.31, augment = 0.4, offhand = 0.1
For securing, there's a 10% chance of getting a weapon/armor/offhand/augment (plus a 100% chance of getting an augment if you chose the long option)
For missions, there's a 35% chance of getting weapon/armor/offhand,
and then a 50% chance of getting an augment/offhand (and if both of those fail, it'll give you a weapon/armor/offhand/augment)

Artifact vs non-artifact is determined after it knows you're getting a weapon.
Every time you get a non-artifact weapon, the chance increases by 0.15.
Every time you get an artifact, the chance decreases by 0.5. (So, you're guaranteed an artifact at least every 7 weapons)