Difference between revisions of "Equipment"
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− | Equipment | + | '''Equipment''' can be used in your knight's equipment slots. Collecting new and better pieces of equipment and [[heat|leveling them up]] is vital for being able to play more difficult levels on higher tiers. Equipment is unbound when first acquired. Weapons and gear will be bound to a single character when equipped; a bound piece of equipment cannot be traded, but it can be used in [[crafting]] to make an upgraded item. Bound equipment can be unbound at [[Vise]]'s shop in the [[Bazaar]]. |
+ | == Weapons == | ||
+ | Equipping a weapon to your knight will allow you to perform new attacks while [[exploration|exploring]] the [[Clockworks]]. There are several different classes of weapon, each with a wide range of types available that have their own specific strengths and weaknesses. You will arrive on Cradle in possession of a Proto Sword and Proto Gun, basic examples of the Sword and Gun classes of weapons. | ||
− | == | + | === Swords === |
− | + | The traditional weapon of a Spiral Knight, [[sword]]s are powerful melee weapons that require you to get in close to attack enemies. As they are leveled up, they can acquire special abilities that require [[Controls|charging]]. Swords typically gain area attacks as charge abilities, but some swords are known to possess projectile [[charge attack]]s. | |
+ | === Handguns === | ||
+ | The standard ranged weapon in a Spiral Knight's arsenal, [[handgun]]s are versatile weapons which can deal a variety of damage types to enemies. Though you need not worry about keeping track of how much ammunition you are using, every handgun will automatically take a moment to "reload" every few shots; make sure to adjust your combat tactics accordingly. | ||
− | == [[ | + | === Bombs === |
− | Equipping gear | + | [[Bomb]]s are a special type of area effect weapon that ''only'' have a charge attack, and thus must be charged up before each use. Once set, however, they explode in short order and deal significant damage to a large area. Bombs are an excellent choice for use alongside other knights using different classes of weapon. |
+ | |||
+ | == Gear == | ||
+ | [[File:Bestplanever.jpg|right|240px]] | ||
+ | Equipping gear bestows passive benefits to your effectiveness while adventuring, such as increased health in the Clockworks, greater resistance to damage or status effects, and other useful boons. | ||
+ | |||
+ | === Armor === | ||
+ | [[Armor]] provides a base level of protection to a variety of damage types, as well as resistance (or vulnerability!) to certain status effects. Certain armors can also provide added health at the start of each Clockworks expedition. | ||
+ | |||
+ | === Helmets === | ||
+ | [[Helmet]]s, like armor, provide protection from damage. While most armor sets come with a matching helmet, don't feel bad about mixing things up: it's entirely possible that having a little bit of protection to a bunch of different elements and damage types might just save your life! | ||
+ | |||
+ | === Shields === | ||
+ | Much like armor and helmets, [[shield]]s provide protection from damage, and occasionally status effects. Having a shield equipped also allows you to [[Official:Controls|block attacks]], an extremely useful ability while exploring the Clockworks. Note that the statistics shields offer only apply if the shield is activated. If it is not, there is no advantage over not wearing a shield at all. | ||
+ | |||
+ | === Trinkets === | ||
+ | [[Trinket]]s can only be wielded by purchasing trinket slots with Energy. Once worn, they can provide a wide array of benefits such as increased health or resistance to certain damage types. Trinkets cannot physically be seen on a Knight. | ||
+ | |||
+ | =Other Links= | ||
+ | *[[Visual_Encyclopedia/Equipment|Visual Encyclopedia of Equipment]] | ||
+ | |||
+ | [[Category: Items]] | ||
+ | [[Category: Arsenal items]] |
Latest revision as of 01:13, 18 June 2012
Equipment can be used in your knight's equipment slots. Collecting new and better pieces of equipment and leveling them up is vital for being able to play more difficult levels on higher tiers. Equipment is unbound when first acquired. Weapons and gear will be bound to a single character when equipped; a bound piece of equipment cannot be traded, but it can be used in crafting to make an upgraded item. Bound equipment can be unbound at Vise's shop in the Bazaar.
Contents
Weapons
Equipping a weapon to your knight will allow you to perform new attacks while exploring the Clockworks. There are several different classes of weapon, each with a wide range of types available that have their own specific strengths and weaknesses. You will arrive on Cradle in possession of a Proto Sword and Proto Gun, basic examples of the Sword and Gun classes of weapons.
Swords
The traditional weapon of a Spiral Knight, swords are powerful melee weapons that require you to get in close to attack enemies. As they are leveled up, they can acquire special abilities that require charging. Swords typically gain area attacks as charge abilities, but some swords are known to possess projectile charge attacks.
Handguns
The standard ranged weapon in a Spiral Knight's arsenal, handguns are versatile weapons which can deal a variety of damage types to enemies. Though you need not worry about keeping track of how much ammunition you are using, every handgun will automatically take a moment to "reload" every few shots; make sure to adjust your combat tactics accordingly.
Bombs
Bombs are a special type of area effect weapon that only have a charge attack, and thus must be charged up before each use. Once set, however, they explode in short order and deal significant damage to a large area. Bombs are an excellent choice for use alongside other knights using different classes of weapon.
Gear
Equipping gear bestows passive benefits to your effectiveness while adventuring, such as increased health in the Clockworks, greater resistance to damage or status effects, and other useful boons.
Armor
Armor provides a base level of protection to a variety of damage types, as well as resistance (or vulnerability!) to certain status effects. Certain armors can also provide added health at the start of each Clockworks expedition.
Helmets
Helmets, like armor, provide protection from damage. While most armor sets come with a matching helmet, don't feel bad about mixing things up: it's entirely possible that having a little bit of protection to a bunch of different elements and damage types might just save your life!
Shields
Much like armor and helmets, shields provide protection from damage, and occasionally status effects. Having a shield equipped also allows you to block attacks, an extremely useful ability while exploring the Clockworks. Note that the statistics shields offer only apply if the shield is activated. If it is not, there is no advantage over not wearing a shield at all.
Trinkets
Trinkets can only be wielded by purchasing trinket slots with Energy. Once worn, they can provide a wide array of benefits such as increased health or resistance to certain damage types. Trinkets cannot physically be seen on a Knight.