Difference between revisions of "Equipment"

From SpiralKnights

Jump to: navigation, search
(Shields: images thumbnail and go inline pretty easily)
(Moved 'Bound and Unbound Items' section from main items page, with adjustments (correct me if I made any errors!))
Line 38: Line 38:
  
 
'''Upgrades''' and '''trinkets''' are two special types of equipment whose usage is unlocked by spending [[Official:Energy|Energy]]. They provide a wide array of benefits, such as additional slots for equipment, as well as more mundane bonuses like increased health in The Clockworks or resistance to damage.
 
'''Upgrades''' and '''trinkets''' are two special types of equipment whose usage is unlocked by spending [[Official:Energy|Energy]]. They provide a wide array of benefits, such as additional slots for equipment, as well as more mundane bonuses like increased health in The Clockworks or resistance to damage.
 +
 +
== Bound and Unbound Equipment ==
 +
Equipment is unbound when first acquired. Weapons and Gear will be bound to a single character when equipped. A bound item cannot be traded, but it can be used in [[Alchemy]] to make an improved item.
  
 
__NOTOC__
 
__NOTOC__

Revision as of 09:08, 5 November 2010

Equipment are types of items that can be set into your knight's equipment slots. Collecting new and better pieces of equipment and leveling them up is vital if you ever hope to reach the Core!

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 weapon.

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 second to "reload" every few shots, so make sure you 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 to your knight will bestow 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 modify other aspects of your knight positively, such as by providing them with several extra 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

Bestplanever.jpg

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.

Upgrades & Trinkets

Upgrades and trinkets are two special types of equipment whose usage is unlocked by spending Energy. They provide a wide array of benefits, such as additional slots for equipment, as well as more mundane bonuses like increased health in The Clockworks or resistance to damage.

Bound and Unbound Equipment

Equipment is unbound when first acquired. Weapons and Gear will be bound to a single character when equipped. A bound item cannot be traded, but it can be used in Alchemy to make an improved item.



NEXT: Crafting Materials
Personal tools