Difference between revisions of "Equipment"

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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 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!
== 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.
Weapon types are currently: swords, axes, maces, spears, daggers, bows, staves, and wands. Some melee may be better at sweeping through enemy groups, while some are better for packing a heavier punch to a single target.
Beyond the makeshift weapons of the farmers, weapons currently have 3 tiers. Tier one weapons are your rusty sword, your standard hunting bow, and little more than a 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.
Generally, a hero can only hold/equip one weapon at a time. An extra weapon can be stored on the back, but switching to it in combat requires an action.
== 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.





Revision as of 12:03, 9 February 2018

The stuff that heroes carry to protect themselves and fight off monsters.


Armor

Armor farmer.png

Our heroes start off as farmers, with the clothes to match. Much more suited to planting potatoes than fighting monsters.

Armor level0mystic.png

When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes to something a little nicer and more class-specific, but still pretty basic clothing.

Armor warriorProgression.jpg

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.

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.

Augments

AugmentSetComparison.jpg

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 current augment "slots" are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)

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!


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.

Weapon types are currently: swords, axes, maces, spears, daggers, bows, staves, and wands. Some melee may be better at sweeping through enemy groups, while some are better for packing a heavier punch to a single target.

Beyond the makeshift weapons of the farmers, weapons currently have 3 tiers. Tier one weapons are your rusty sword, your standard hunting bow, and little more than a 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.

Generally, a hero can only hold/equip one weapon at a time. An extra weapon can be stored on the back, but switching to it in combat requires an action.


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.