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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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