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+ | *Allows you to enter dark caves. |
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Revision as of 22:14, 28 February 2014
Tools
The only tool in the game, the Torch provides the player with the ability to venture into dark or dimly lit dungeons encountered on The Barren World.
Torch
"a torch to keep the dark away"
Cost:
- wood: 1
- cloth: 1
Effect:
- Allows you to enter dark caves.
Upgrades
Upgrades provide the player with permanent benefits for when they traverse The World; from greater water reserves, to additional carrying capacity, and increased health.
Waterskin
"this waterskin'll hold a bit of water, at least"
Increases water reserves to 20.
Cost:
- leather: 50
Cask
"the cask holds enough water for longer expeditions"
Increases water reserves to 30.
Cost:
- leather: 100
- iron: 20
Water Tank
"never go thirsty again"
Increases water reserves to 60.
Cost:
- iron: 100
- steel: 50
Rucksack
"carrying more means longer expeditions to the wilds"
Increases carrying capacity to 20.
Cost:
- leather: 200
Wagon
"the wagon can carry a lot of supplies"
Increases carrying capacity to 40
Cost:
- wood: 500
- iron: 100
Convoy
"the convoy can haul mostly everything"
Increases carrying capacity to 70.
Cost:
- wood: 1000
- iron: 200
- steel: 100
L armour
"leather's not strong. better than rags, though."
Leather Armour. Raises the avatar's HP to 15.
- Cost:
- leather: 200
- scales: 20
I armour
"iron's stronger than leather"
Iron Armour. Raises the avatar's HP to 25.
Cost:
- leather: 200
- iron: 100
S armour
"steel's stronger than iron"
Steel Armour. Raises the avatar's HP to 45.
Cost:
- leather: 200
- steel: 100
Compass
Unlocks The Dusty Path. When first purchased, it will point in a direction of interest.
Trade Cost:
- Fur: 400
- Scales: 20
- Teeth: 10
Weapons
Weapons provide the player with a means to defend themselves while traversing The World. Weapons can either be crafted, traded, or found in a variety of locations throughout The World.
It is important to note that with the exception of the Fists, carrying weapons does not override the ability to attack with either weapon; this means that if the avatar is carrying both an Iron Sword and a Steel Sword, they will be able to both "swing" with the Iron Sword and "slash" with the Steel Sword, and both weapons will experience cooldown timers independent of each other. In this way, it is typically advantageous to carry a variety of weapons, as their carrying cost is generally outweighed by the benefit to simultaneously attack with multiple weapons in battle.
Carrying more than 1 of any single type of weapon does not allow the avatar to attack twice with that weapon without a cooldown.
Fists
verb: punch
type: unarmed
damage: 1, 2, 6, or 12 (depending on perks)
cooldown: 2 seconds
Bone Spear
"this spear's not elegant, but its pretty good at stabbing"
verb: stab
type: melee
damage: 2
cooldown: 2 seconds
weight: 2
creation cost: 100 Wood, 5 Teeth
Iron Sword
"sword is sharp. good protection out in the wilds."
verb: swing
type: melee
damage: 4
cooldown: 2 seconds
weight: 3
creation cost: 200 Wood, 50 Leather, 20 Iron
Steel Sword
"the steel is strong, and the blade true."
verb: slash
type: melee
damage: 6
cooldown: 2 seconds
weight: 5
creation cost: 500 Wood, 100 Leather, 20 Steel
Bayonet
verb: thrust
type: melee
damage: 8
cooldown: 2 seconds
weight: 1
trade cost: 500 Scales, 250 Teeth
Rifle
"black powder and bullets, like the old days."
verb: shoot
type: ranged
damage: 5
cooldown: 1 seconds
use cost: 1 bullet
weight: 5
creation cost: 200 Wood, 50 Steel, 50 Sulphur
Laser Rifle
verb: blast
type: ranged
damage: 8
cooldown: 1 seconds
use cost: 1 energy cell
creation cost: Cannot be created
Grenade
verb: lob
type: ranged
damage: 15
cooldown: 5 seconds
use cost: 1 grenade
weight: 1
trade cost: 100 Scales, 50 Teeth
Bolas
verb: tangle
type: ranged
damage: stun
cooldown: 15 seconds
use cost: 1 bola
weight: 0.5
trade cost: 10 Teeth
Bullets
Used in conjunction with the Rifle.
Weight: 0.1
trade cost: 10 Scales
Energy Cell
Used in conjunction with the Laser Rifle.
Weight: 0.2
trade cost: 10 Scales, 10 Teeth