Difference between revisions of "Equipment"

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| Obtained from [[Astroslide Field Lockerroom]]. Causes [[special infections|Rubber Puma]] infection when worn.
 
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Revision as of 02:05, 24 June 2018

List of Equipment

Equipment is a category of items that are worn by the player as additional gear. Only one piece of equipment can be placed on a given slot of the player's body. These generally accessorize the character's appearance, though some may grant other effects, benefits or penalties. The main benefit these may give comes if the item can act as armour.

There only exist a few items of equipment in the game at present.

Armour

Armour items provide an opportunity to block damage from blows, protecting against a portion of the damage the player will take. There are three armour types in the game: body armour, helmets and shields. Armour has two defensive values: AC (the amount of protection it can provide) and effectiveness (the likelihood it will be able to block a blow). If the block roll succeeds, the damage taken is reduced by a percentage based on the armour's AC value. Within the context of the game, armour does not stop all damage from attacks, only preventing some of it. Blows which would have been fully blocked are considered part of the normal hit/miss roll within the game.

Within the code of the game, first the player's shield will have an opportunity to deflect part of the blow's damage, rolling against its effectiveness to see if it can succeed. If successful, the damage is reduced by the appropriate amount. This generally something between 5 to 20%, with the typical values ranging from about 8-12%.

After the shield (if any), a section of the player's armour will be checked. In most cases, this will randomly be selected to either be the body (75%) or head (25%) armour. That armour then checks its effectiveness. If successful, it provides its full AC protection; otherwise, it may still provide partial protection. That value is then combined with a player's natural protection, which is considered a base AC of 10, but boosted higher by the Toughened feat, and a calculation is done to see what, if any damage, if blocked.

AC and Effectiveness

As stated above, the AC and effectiveness of armour dictates how much protection it can provide and how likely it is to be effective at doing so. A more comprehensive detailing of how armour functions, what these values mean and examples of their values can be found on the Board. A bare summary will be provided here to help you evaluate the effectiveness of the equipment listed below.

  • AC values range from about 10-50 (eventually growing to max 100). The represents the armour's actual stopping power when it blocks a strike on the player, evaluating its ability to protect the player from harm.
    • For armour and helmets: An AC of 10 can provide about 12% damage reduction, 25 gives about 20% (roughly equivalent to the Toughened feat) and 50 gives about 34% protection. This is contingent on the effectiveness roll succeeding.
    • For shields: The math for shields, being simpler, calculates directly at AC/5 = percentage of damage blocked on a successful effectiveness roll.
  • Effectiveness values can go from 0 to 80% max. This represents the degree of protection the armour provides and is generally a function of the coverage it gives. Smaller pieces of armour or that have gaps or weak points will have a lower effectiveness than armour that does not. For example, while the chain mail forming a chain mail bikini provides a greater AC than a leather jacket, the jacket will have a higher effectiveness because it covers more of the player's body. This means the bikini would block more damage when it's successful, while the leather jacket will successfully block more often.
    • For armour and helmets: If the effectiveness roll fails, partial protection may still occur, with a percentage of the AC value being carried over (up to the armour's effectiveness). This represents a partial deflection of the blow by the armour.
    • For shields, no partial effectiveness is obtained, as a successful effectiveness roll already represents a partial deflection.

List of Armour

There only exist a few items of armour in the game at present.

Headgear

Name AC EFF Weight Notes
Combat Helmet 25 60% 4 lbs Potentially found during the 'Lost Gear' event during Outside Exploration.
Jaguar Headdress 12 35% 0 lbs +1 dodge/damage bonus. Found by beating the Museums Jaguar Warrior multiple times.
Mindshield helmet 10 40% 1 lb Protects against mental attacks. Found in the 'mindshield storage' event underneath Trevor Labs.
Red Cap 10 40% 1 lb Potentially obtained during the 'The Cap' event in the Museum.
Leopard Suit 16 70% 5 lbs One of the rewards for helping the strange researcher, Omio.
Yellow Helmet 20 55% 1 lb Found in the locker room of the Orc Lair. Player must have been captured once and have full Orc Warrior infection to access.
Football Helmet 40 80% 3 lbs Obtained from Roman.
Urban Explorer Helmet 30 80% 2 lbs Found during the "Lost Explorer" Warehouse District event.
Bike Helmet 20 40% 1 lb Unavailable.
Protective Helmet 30 60% 2 lbs Unavailable.
Motorcycle Helmet 60 80 3 lbs Unavailable.

Body Armour

Name AC EFF Weight Notes
Chainmail Vest 40 60% 20 lbs Potentially obtained during 'Getting the Knife' event (on a successful Int + Per check).
Feathered Cloak 20 80% 1 lb Reward from Nadia, requires her to be at her final stage (6), have had at least 20 children and the 'Lost Chick' event completed. After all the requirements have been fulfilled, get her monstrously pregnant and walk into the library's second floor.
Firefighter Coat 12 65% 5 lbs Obtained at the Fire Station 86 after completing the Red Light District 'Pertho' event.
Leather Duster 22 75% 10 lbs Given to the player by Fancy in thanks for gathering some repair items.
Leopard Suit 16 70% 5 lbs One of the rewards for helping the strange researcher, Omio.
Police Vest 50 50% 1 lb Found in the locker room of the Orc Lair. Player must have been captured once and have full Orc Warrior infection to access.
Sailor Outfit 10 40% 1 lb Obtained from the Outside Exploration 'Magical Girl' encounter.
Shoulder Pad 13 13% 2 lbs Obtained from the 'DbLD' scavenging event (any scavenging area).
Silver Dress 10 40% 1 lb Obtained after completing the 'Clotho' (RLD) and 'Atropis' (HRD) events.

Shields

NOTE: Recall that shield AC calculates differently from the other armour, working about to AC/5 for its percentage of damage blocked.

Name AC EFF Weight Notes
Garbage Can Lid 28 (5.6%) 30% 4 lbs Obtained from the 'Smelly garbage' event during Outside Exploration.

List of Clothing

Clothing can usually be worn at the same time as armor. It adds no additional AC or Effectiveness, but it adds cosmetic changes to many scenes.

Name Body Weight Notes
Face Mask face 3 lbs Found among the starting equipment in the bunker during some game scenarios. Provides a protection bonus against the spray attack the skunk
Muscle Shirt chest 3 lbs Found during the 'Fashion Statement' event Outside by digging in the pile of ruined clothes.
Apocalypse Skirt waist 1 lb Found during the Outside Exploration event "clothing store"
Apocalypse Shorts waist 1 lb Found during the Outside Exploration event "clothing store"
Apocalypse Hoodie chest 1 lb Found during the Outside Exploration event "clothing store"
Apocalypse Scarf face 1 lb Found during the Outside Exploration event "clothing store"
Summer Outfit chest 1 lb Purchased from Andromeda
Blouse Outfit body 1 lb Purchased from Andromeda
Summer Outfit body 1 lb Purchased from Andromeda
Tuxedo body 2 lb Purchased from Andromeda
T-shirt and Blue Jeans body 2 lb Purchased from Andromeda
Spiked Collar neck 2 lb Purchased from Andromeda. Can be given to Korvin.
Silk Collar neck 1 lb Purchased from Andromeda. Can be given to Korvin.
Nametag Collar neck 1 lb Purchased from Andromeda
Rubber Sneakers feet 0 lbs Obtained from Astroslide Field Lockerroom. Causes Rubber Puma infection when worn.
Tin-foil Hat head 0 lbs Unavailable.
Grey Fedora head 0 lbs Unavailable.
Knitted Skullcap head 0 lbs Unavailable.