Equipment Overview

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There is no one piece of equipment, of any kind, that trumps all others at any point of the game.

There are a total of 22 clothing slots available. Some items of clothing are customizable (i.e. ability to roll up pant legs, zip/unzip jackets, wearing a baseball hat backwards, etc.) Equipping some items may use up more than one slot.

 

Shirt

Shoes
Pants Left Shoulder
Torso Right Shoulder
Legs Left Upper Arm
Head Right Upper Arm
Eyes Left Lower Arm
Ears Right Lower Arm
Mouth Left Upper Leg
Left Glove Right Upper Leg
Right Glove Left Lower Leg
Belt Right Lower Leg

Currently released information states the following information is displayed when an item is clicked on. This is not necessarily the final list.

Slots: The primary slot taken up by the item, such as “head” for a hat or “hand” for a gun.
Required Slots: Other slots the item occupies beyond the primary slot, such as a helmet taking up the ears slot or a two-handed weapon taking up two slots.
Weight: Weight of the item, measured in grams.
Resists: What sort of resistance to damage the item gives the wearer. Obviously this is primarily used for armor.
Ammo Type: type of ammunition a weapon uses, if any.
Ammo: Number of shots a weapon may fire before reloading.
Damage: The type and amount of damage the weapon does with each hit. The type is the damage category, such as Slashing, Piercing, Radiation, or Fire. The amount is the numerical base damage of the weapon before it is modified by skill, armor, etc.
Attack Skills: What skill is used when attacking with the weapon. This skill determines any damage modifiers due to skill levels.
Defensive Skills: skill used when defending against the weapon. This skill determines any damage modifiers due to skill levels.
Requirements: Any requirements to use the item. This is almost always a skill requirement, but some items may have an attribute, tradeskill, mutation path, or Faction requirement. This is never a level requirement.
Modifiers: Any modifiers to attributes, skills, mutation paths, tradeskills, or Faction ratings that equipping the item imposes on the user.
Delay: The delay between attacks when using a weapon, measured in seconds.
Reload: The time it takes to reload a ranged weapon such as a zip gun or a rifle, measured in seconds.
Description: A text description of the item, such as what it is made of or where the item comes from.
Effect: Any special effects the item creates if used, such as the healing effect of a first aid kit or the damage effect of a poison.

Keeping your gear up-to-date is an important part of gameplay. Equipment upgrades come in tiers every five to ten levels (about 10-50 hours of play). New weapon models will be introduced regularly and players can upgrade their existing weapons or get new weapon using the same model.

Check out the Factions pages for information on Faction-specific gear.

Resources: 18, 19, 26, 48, 53, 65, 69, 73, 74, 93

 

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