Equipment

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Revision as of 11:34, 9 February 2018 by Annie (talk | contribs) (→‎Augments)

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


Armor

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 to 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.

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!



They can have some Equipment Descriptions.