This article was written by the player
Rhorae
and posted on May 9, 2011.
It was last updated by
Shadowfax on May 23, 2014.
Introduction
Equipment is one of the most important
factors influencing a character's
abilities. There are many helmets, gloves,
magical items, swords and staves with a
vast array of effects which can aid a
character. My aim is to explain these
effects, give suggestions on what to look for
based on your character's class, how to go
about conducting your search, and include
examples of real equipment.
When you begin the game, the equipment
you find in the first couple of areas is often
sufficient to assist you in completing the first
few quests and getting your first batch of
levels. Once you leave the camp and start
exploring the outside world, however, you
will find your enemies increasing in power
quickly, and you will need to upgrade your
equipment accordingly. With so many items
available to choose from, determining what
is best can quickly become a confusing
process for a beginner!
I just found something, how do I know what it does?
Let's start by examining the commands we can
use to help us. The game provides powerful
tools for obtaining details about items and
about your character.
When dealing with
equipment, the most important tool for gathering information is
the identify feature. The
'
identify'
command (id for short) will allow you to
view the complete information of any item
level 30 or below, totally free. In order to
identify items that are higher level, you will
need to use an identify spell on it. Many mobs
in the newbie areas may be found carrying
'a scroll of identify', which is a magical scroll
that can cast the identify spell on any
item. These can also be purchased in the
guarded encampment and the Vemarken
newbie grounds for a very affordable
price. Finally, if you are a level 13 or higher
mage, you can learn and cast the
identify
spell yourself. All of these methods provide
the same information.
You can also use the '
compare' command to
see the stats of two objects and compare them.
Let us now identify an object, and break
down the information we get piece by piece
so we can understand it. I'm going to go
shoplift something random ... Ok, here we
are:
Item: 'pair studded black gloves metal'
Weight: 1 Size: 1'0" Level: 10 (relatively uncommon)
Object is: THIEF
Type: ARMOR Composition: FABRIC Ac-apply: 5
Wear locations are: HANDS
Item has effects as:
Affects: DAMROLL by 1
Affects: HIDE by 1
The first line gives us every keyword we can
use to refer to the item. This is called the
"name" or "insult" string. You can use these
keywords to make the item respond to
commands. For example, '
wear gloves' and
'
wear black' will both allow one to wear this
item.
The next line shows us how large the
item is, and its level. In this case, the gloves
weigh 1 pound and are a foot long. The size
and weight doesn't have too much of an impact,
except you won't be able to pick them up if
you are carrying too much weight (see the
"Encumbrance" line in the
'
score' screen
or '
show encumbrance'
for how much weight you can carry) and can't
put them into a bag that's smaller than the
item's size. The level on the other hand is a
bit more important; it tells us what level we
have to be in order to use the item. If a
level 7 character attempted to wear this pair
of gloves, they would be unable to do
so. Also on the second line is the phrase
'relatively uncommon'. This refers to the
item's rarity and gives an overall estimate
of how many people possess this item. Rarity
is unimportant except for a few high-level
objects.
The next line contains the item's flags, or
special characteristics. This one has only
one, 'THIEF'. What this flag does is restrict
the use of this item to thief characters, or
more specifically, characters who are at
least level 10 in the thief class, because of
the level 10 requirement on the line
above. There are many other flags that
items can have. Some, such as glow, rare, or
light, offer information about the
eq. Others, such as cleric,
anti_evil, or good, describe restrictions on
who can use the item. (For a detailed
presentation of such flags, see
here.)
Next we come to what type of item this thing
actually is, and what it's made out of. These
gloves have the type "armor", and are made
of fabric. Since they are of type armor, we
are also informed of their 'ac-apply', or how
much protection these gloves can offer. In
this case, they provide a bonus of 5 to your
character's AC. If the number here was 3,
they would provide only 3 AC points worth of
protection. Objects of the "magic" type
also convey their ac-apply to the
wearer. Although there are several other
object types, most wearable equipment will
be type armor, magic, other or weapon.
The next line tells us where the item can be
worn. Since this is a pair of gloves, they are
worn on the hands. Note that some pieces
of equipment can be worn in more than one
location (though not at the same time, of
course, unless you have multiple
copies). Also note that the wear location
influences the effectiveness of the ac-apply
on the previous line, see
'
help armor multipliers'
in-game for details of each
location. As an example, if a breastplate
worn on body had an ac-apply of 5, it would
actually add 15 points to your AC, because
items worn on body have their ac-apply
multiplied by 3.
All lines after this detail extra effects the
item gives you while it is equipped. These
are very important and range widely in their
usefulness. Many items in the game are
excellent simply because of their effect list,
while some have effects which cripple them
severely.
Taking a look at these gloves, we see they
have 2 affects: DAMROLL by 1 and
HIDE by 1. DAMROLL by 1 increases the
damage you will be able to do in melee
combat, while HIDE by 1 makes it easier to
hide without being detected. Equipment
effects will be continually referred to in this
article.
Whew, so much information packed into so few
lines of text!
I understand what this item does now, but is it good?
Now that we know how to determine what a
piece of eq will grant us, we can work on
figuring out what kinds of eq we're looking
for and recognizing it when we find it. I'm
going to outline the two main types of
classes, caster and fighter, and the
equipment a character of these classes
should attempt to obtain below.
Caster Classes
Mages, clerics, necromancers and druids are famed
for their magical prowess, but what some
may not know is that their equipment set
aids them greatly with their
spellcasting. Caster class equipment relies
almost exclusively on its effect list to be of
use. The main effects casters should look for on their eq
are:
- MANA - This directly impacts your maximum
mana. The more mana your character has,
the more spells you can cast before having
to sleep.
- MANA_REGEN - Influences how quickly your
character will regenerate its mana. The
number given is the extra (or subtracted, if
negative) mana you will gain per tick
(approximately 30 seconds). Note that this is
the same regardless of whether you're
sleeping or standing and in a
fight! Characters who have built up a good
mana regen set can regenerate well over
50 mana in 30 seconds, even while
fighting! While sleeping, this number can
exceed 100.
- INT - Modifies your character's intelligence
stat temporarily, for as long as the item is
equipped. Having higher intelligence
provides more mana, can slightly improve
mana regen, and might allow you to learn
and cast a spell you wouldn't be able to at
your base stats. For example, icebolt
requires 23 intelligence, but you have only
trained your int to 21. No problem, just wear
some equipment with effects totaling at
least 2 intelligence points and voila! You can
learn and properly cast icebolt.
- WIS - Modifies your character's wisdom stat
temporarily, for as long as the item is
equipped. Having higher wisdom provides
more mana, can slightly improve
mana regen, and might allow you to learn
and cast a spell you wouldn't be able to at
your base stats. For example, icebolt
requires 19 wisdom, but you have only
trained your wis to 16. No problem, just
wear some equipment with effects totaling
at least 3 wisdom points and voila! You can
learn and properly cast icebolt.
- MAGE_CAST_LEVEL - This effect allows you
to cast spells as if you are a higher level
mage than you actually are. This is
powerful, and especially prominent at high
levels. Equipment of this sort for early to
mid-levels is often limited and can be rare or
pricy, but it is definitely worth the
investment. You can type
'show clevel'
to see your casting level for each of the
caster classes.
- CLER_CAST_LEVEL - Same thing as
MAGE_CAST_LEVEL, except it applies to
clerical spells.
- NECR_CAST_LEVEL - Same as the two above
effects, but boosts the level of necromancy
spells instead.
- DRUID_CAST_LEVEL - Same as other castlev equipment, but
for druids.
- CAST_ABILITY - This influences your chance
to succeed when casting spells. Wearing
equipment with positive cast ability will make
it less likely for you to fail to cast
spells. Many magic users even claim to have
cast spells they don't even know with the aid
of this type of equipment!
Equipment examples:
Item: 'brilliant dark amethyst necklace'
Weight: 2 Size: 2'0" Level: 18 (very common)
Object is: ARTIFACT
Type: ARMOR Composition: CRYSTAL Ac-apply: 1
Wear locations are: NECK
Item has effects as:
Affects: MANA_REGEN by 3
Affects: WIS by 1
Affects: INT by 1
Affects: MANA by 7
This necklace provides 3 extra mana regen
per tick, 1 added to intelligence, 1 added to
wisdom, and 7 added to your maximum
mana for as long as you're wearing the
item. This is a powerful item for its level,
and a great addition to any casting
character's eq set. Rumour has it a map has
been found by one of the inhabitants
stranded on the island near Kordan. This
map will assist in hunting this necklace
down.
Item: 'wizard wizard's black staff'
Weight: 3 Size: 5'0" Level: 11 (very common)
Object is: RARE GLOW FLOATING
Type: WEAPON Composition: WOOD
Weapon damage: 5 to 30 pound, 14 strength to use.
Item has effects as:
Affects: MAGE_CAST_LEVEL by 1
Affects: INT by 1
Affects: MANA by 10
This weapon provides a mage casting
level, in addition to 10 mana and 1
intelligence. Notice that there is a piece of
information we haven't encountered yet:
namely the strength to use. This just means
you will need 14 strength to wield the
staff. 14 strength isn't too much, and most
magic weapons have a relatively low
strength requirement, so don't worry about
it too much. Many adventurers report
receiving one of these for completing a
quest in the False Temple. Keep in mind this
item will not benefit a cleric or necromancer
as much as a mage, unless you are planning
on using mage spells anyway. As this is a
multiclass mud, I recommend keeping it
around in either case.
Item: 'adept insignia badge small yellow'
Weight: 1 Size: 0'3" Level: 23 (very common)
Object is:
Type: OTHER Composition: FABRIC
Wear locations are: NECK
Item has effects as:
Affects: CLER_CAST_LEVEL by 1
Affects: MANA by 8
This gives a cleric casting level, and
provides 8 mana. For a true newbie, this
item may be hard to come by, as it's in a
relatively high level area nowhere near the
newbie islands. However, many higher
level players are capable of obtaining one
and can sell one upon request. You should
also check shops and donation rooms
regularly! Keep in mind this item will be less
useful to a mage or necromancer than a
cleric, but should you intend to cast cleric
spells as well, it will benefit you the same
way.
Item: 'silver edged black band'
Weight: 1 Size: 0'7" Level: 12 (very common)
Object is: GLOW NECR
Type: ARMOR Composition: METAL Ac-apply: 1
Wear locations are: WRISTS
Item has effects as:
Affects: NECR_CAST_LEVEL by 1
Affects: MANA by 4
Affects: CHR by -1
This item gives a boost of 1 level to your
necromancer spells, as well as 4
mana. However, take a good look at that
third affect, CHR by -1. Here we are
introduced to negative effects on
items. There are many items in the game
with these, and it is important to evaluate
them. In this case, losing 1 charisma doesn't
really interfere with our ability to cast a
spell or fight, and if we have enough cleric
levels we can easily counteract its effect by
casting presence. However, if the band had
INT by -1 instead, it would be a lot more
problematic, as it could make spellcasting
more difficult, or at the very least lower our
mana and/or mana regen. It is said that the
soul faerie in the hidden Moogle forest has
the power to create these if given soul
crystals.
Fighter Classes
Thieves and warriors, in contrast to the
classes above, are primarily fighters. While
fighting, they wear equipment either
designed to dish out or take hits, or a
combination of both. At lower levels,
achieving a balance can be difficult, so my
personal recommendation is to focus on
hitting power first unless you plan to group a
lot and wish to be a tank.
Effects will still be the main determining
factor regarding the eq you use. However,
for protective eq, the AC-apply is also
important. Effects you should be looking for
are as follows:
- HITROLL - Hitroll improves your ability to hit
through your enemy's defenses. This
includes armor, parry and dodge.
- DAMROLL - Damroll adds to the amount of
raw damage each of your hits will
do. Damroll is also a critical calculation in
the damage done by the backstab skill.
- ATTACKS - Affects your overall attack
speed. Wearing equipment which raises this
will make you perform melee attacks faster
in combat.
- STR - This modifies your strength for as long
as the item is equipped. Strength also
influences how much damage you do, and
having a higher strength also allows you to
wield heavier weapons and carry more
weight.
- DEX - Modifies your dexterity for as long as
the item is worn. Dexterity helps you dodge
and parry your enemy's blows, and will
improve the chances of succeeding with
almost any thief skill.
- ARMOR - In addition to the ac-apply of an
item, it can also manually add to or subtract
from your armor class. Note that the
multiplier for wear locations does not apply
to this. If it says ARMOR by 7, that's what
you get, no matter where it's worn.
- HIT_POINTS - Directly modifies your
maximum hitpoints while the item is worn.
- CON - This modifies your constitution for as
long as the item is equipped. Having a
higher constitution raises your maximum
hitpoints and also aids in hitpoint
regeneration.
- DODGE - This influences the likelihood of
you dodging your enemy's attacks. If you
dodge their attack, it doesn't hit, and does no
damage.
- PARRY - This influences your likelihood of
parrying an enemy's attacks. If you block
their hit with your weapon, it does no
damage.
- THIEF_SKILL_LEVEL - Raises the level of your
thief skills. For
example, if you are a level 10 thief wearing +5 THIEF_SKILL_LEVEL,
most of your skills will be used as though you were a level 15 thief.
- WARRIOR_SKILL_LEVEL - This is exactly like
THIEF_SKILL_LEVEL, except that affects warrior skills instead of thief skills.
Keep in mind that out of the rather large list
of effects above, hitroll, damroll and armor
are the only ones you should worry about at
first. If a piece of equipment has strength or
dexterity on top of hitroll and damroll, great,
it'll help you out and you will find items like
that all over the place. But equipment sets
purely based on hp or dodge aren't
something a new player should worry
about. They have their uses, and once
you're more experienced, go ahead and
gather one up, but for now, consider them as nice bonuses if they happen to be on a good piece.
Equipment examples:
Item: 'rusted orc spiked shield'
Weight: 6 Size: 2'0" Level: 11 (relatively common)
Object is:
Type: ARMOR Composition: IRON Ac-apply: 4 Requires 16 strength to use.
Wear locations are: SHIELD
Item has effects as:
Affects: HITROLL by 1
Affects: DAMROLL by 1
Affects: CHR by -1
This shield, pried from the dead hands of the
orc guard in the imp mines, boosts the hitroll
and damroll of the wearer by one each. At
low levels, this is pretty useful, and several
items like that will allow you to damage your
foes with ease. As your level rises, you will
want to look for items which give a larger
boost.
Item: 'demon shadow shadowy mask'
Weight: 13 Size: 1'1" Total levels: 65 (very common)
Object is: RARE GLOW
Type: ARMOR Composition: BONE Ac-apply: 1
Weapon damage: 2 to 4 fast pound, 23 strength to use.
Wear locations are: HEAD
Item has effects as:
Affects: DAMROLL by 2
Affects: HITROLL by 2
This mask gives a boost of 2 to both hitroll
and damroll. This is a powerful item for its
level, and many high level players use "2/2"
items in their equipment sets until they can acquire items that are even better,
which tend to be rare. Completing a quest in the Blackwater Hollows can result in obtaining this mask.
Item: 'mail banded glowing'
Weight: 18 Size: 2'0" Level: 20 (relatively common)
Object is: RARE GLOW
Type: ARMOR Composition: MITHRIL Ac-apply: 13
Wear locations are: ON_BODY
Item has effects as:
Affects: HIT_POINTS by 5
This piece of equipment is designed to
protect its wearer. If you noticed the ac
apply on the first two pieces of equipment,
you'll have seen that they were quite
low. This piece however has an excellent
base armor. 13 is fairly high, especially at
level 20. Because it's worn on the body, that
13 ac apply is boosted to 39, making it a
great mid-level tank item. This mail will also
provide 5 extra HP to its wearer. Somehow
a rather nasty squid got a hold of this, and
for some reason it lives on the viking ship
on Archais.
So where can I find equipment?
Equipment is everywhere! Useful equipment,
however, tends to be on more powerful
creatures or in chests and other treasure
hordes. There are also donation rooms in
various places, game-run shops and
player-run shops. If you feel you're in need
of an equipment upgrade, shop
around. Shops offer free identifies on items,
so you don't have to buy something just to
find out you're a mage who just bought
hitter eq, or anyone buying eq that doesn't
really do anything. Finally, there is a global
auction channel where people can buy or sell
things. If you know of a piece you want, or
at least some general specifications (mana
regen for a level 20 cleric), asking on the
auction
channel can sometimes yield
results. Try not to spam people by asking
too much, though!
When you defeat an enemy, look in their corpse
to see what equipment they have on them. Sometimes
enemies will drop eq that you didn't see beforehand
or will load eq on death. Occasionally, you
come across a piece of equipment labelled
(unique)
in a mob's (or its corpse's) inventory. Take
special care with these, because they often can
yield effects more powerful than usual.
Identify everything you come
across. Remove what you're currently
wearing in the same wear location as the
new item and identify that again. If the new
piece looks better, make a swap. For
example, you're wearing something with
mana regen by 2 on your waist, and you
pick up something with mana regen by 3
and 5 mana. The mana regen by 3 with 5
mana is clearly the better piece, so you've
just made an upgrade! If it's hard to tell
which one is better, for example mana
regen by 3 with 5 mana or mana regen by
2 with 12 mana and cast ability by 1, try
both pieces out and see what works for
you. Equipment upgrading is a constant and
neverending process, so just keep on the
lookout for anything that could be an
upgrade. Even if you can't use the item yet
because of level requirements, it can be
wise to make that purchase or kill anyway,
because once you have the levels you will
already have a brand new piece of
equipment to wear in addition to all the other
boosts levelling gives you!
Conclusion
There are many types of equipment on the
game. I hope this comprehensive article
has given you some insight into the
mechanics of equipment and how to
determine what you want to wear. There are
plenty of equipment categories I didn't
cover, such as equipment designed to
protect you from heat, magical wands,
equipment that can only be used by evil
people, etc. But you now have plenty of
information to get started, and there are
always help files in the game to answer any
more questions you may have.
Happy eq hunting!
Also see Dentin's
Equipment Optimization article.
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