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#1 Neofito

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Posted 21 November 2012 - 00:20

Since we can learn skills from different schools, and assuming a classic system for the bonuses given by weapons/armors, something like:
  • Staves/wands give bonuses for magic/healing
  • Swords/axes give bonuses for melee.
  • Bows/dagers give bonuses for accurancy and attack speed.
  • Robe armor give magic bonuses.
  • Leather armor give DPS bonuses.
  • Chain armor give deffense bonuses.
I was wondering how will it work; let's think in a melee/healer char:

Weapons
  • Can we wear different weapons at the same time?.
  • Can we switch weapons in the middle of the fight?, let's say tha this char is fighting a mob with his great sword and at certain point is HP is low and want to cast a healing spell. Will he be able to change the great sword for his cool staff and this way get the bonus on healing spells given by the staff, and come back again to his great sword in order to keep doing a decent damage on the mob thanks to the damage bonuses given by the sword?.
  • If this change can be done; will it be done automatically based in the weapons we are carring and the skill we cast, or player intervention is required?.
  • If this switch system isn't available; will exist items with mixed bonuses, like a sword giving bonuses for physical attacks and also for magic spells?.
Armors
  • Will we have more than one armor sets posibilities; and if this is the case, will we be able to switch them in the middle of the battle?.
  • Will be there armor items with mixed bonuses for more than one school?.
  • Will be there "armor sets" with special bonuses if all the pices of the set are equiped?.

In life the things aren't white or black, the certain is that they are composed of a beautiful variety of grey tones.


#2 Savanc

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Posted 21 November 2012 - 01:16

Since we can learn skills from different schools, and assuming a classic system for the bonuses given by weapons/armors, something like:

  • Staves/wands give bonuses for magic/healing
  • Swords/axes give bonuses for melee.
  • Bows/dagers give bonuses for accurancy and attack speed.
  • Robe armor give magic bonuses.
  • Leather armor give DPS bonuses.
  • Chain armor give deffense bonuses.

Sounds very likely to me. :)



My best guesses are in red.
These are mainly guesses. I don't claim to know these things for sure. Only the developing team can really answer these questions.

I was wondering how will it work; let's think in a melee/healer char:

Weapons

  • Can we wear different weapons at the same time? Carrying yes, wearing depends. It would be quite weird to be carrying bow & arrows and at the same time a huge battle axe; we'd run out of hands to hold them all. But it should be possible to wear a one-handed sword/axe and a shield at the same time, or a one-handed sword and a long dagger.
  • Can we switch weapons in the middle of the fight?, let's say that this char is fighting a mob with his great sword and at certain point is HP is low and want to cast a healing spell. Will he be able to change the great sword for his cool staff and this way get the bonus on healing spells given by the staff, and come back again to his great sword in order to keep doing a decent damage on the mob thanks to the damage bonuses given by the sword? An archer should be able to switch to melee weapons/armor when getting attacked, while otherwise he'd use ranged weaponry. It may take a few seconds to change weaponry though.
  • If this change can be done; will it be done automatically based in the weapons we are carrying and the skill we cast, or player intervention is required? No idea. I would say manually; unless you can set your combat settings to specific situations. For example, if an archer takes more than an X amount of damage from melee then he will switch to melee weaponry; or if an ally gets below 10% of his HP then the healer will switch to his healing gear. But this automation can be rather annoying if it happens when the player does not want it to happen.
    Another option would be if the change of weaponry only occurs on special actions. For example, if a healer click on his ally to heal him then the healer will automatically change into his healing gear. That kind of automation would work better most of the time.
  • If this switch system isn't available; will exist items with mixed bonuses, like a sword giving bonuses for physical attacks and also for magic spells? No idea.
Armors
  • Will we have more than one armor sets posibilities; and if this is the case, will we be able to switch them in the middle of the battle? Most likely you will be able to wear different types of armor. A knight may be able to wear solid steel armour or iron chainmail; just like an archer might wear leather armour or light chainmail.
    I have no idea whether it will be possible to switch during combat, but I think it would be best if it is. If you face several enemies with distinctly different types of attack then it might be good to switch armor if you have defeated the big/tough/sturdy enemies in solid armour (which can take a hit) and then want to go after the very agile creatures (for which leather armour gives you more mobile)
  • Will be there armor items with mixed bonuses for more than one school? No idea, but I'd say quite likely. Some players will specialise in one school of damage while others will diversify. Armor that give bonuses to several schools will help those that diversify. For example, a mage that has both Blood and Ice magic can benefit from armor that gives 5% damage bonus to both types, while a mage that specialises in only Ice magic will prefer armor that gives 8% more damage for Ice spells.
  • Will be there "armor sets" with special bonuses if all the pices of the set are equiped? If it's not at the very beginning of the game then I'm sure sets will be introduced at some time.


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Crafting  Alchemy 49 | Armorsmithing 49 | Cooking 49 | Jewelry 49 | Leatherworking 49 | Tailoring 49 | Weaponsmithing 49
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Savanc       Savavita              Savavimala               Mage          Savanhildur    Savashengli    Savahathor
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Savy           Savanikomachos   Savafionnchadh       Assassin   Savalina         Savajahangir
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#3 Anakiro

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Posted 21 November 2012 - 09:40

So, generally speaking, weapons and armor will have stats based on who's most likely to use them. So staffs, for example, will carry more magic-related stats than a dagger. Armor is the same, a full plate piece will generally carry more melee and defensive stats than a robe. Although you might find exceptions to that rule.

One-handed weapons can be equipped two at a time. Even of different types, so you could equip a one-handed sword and axe at the same time. Maybe one has melee stats and one has healing stats to help out your assassin who's handy with a healing spell or two. Perhaps you'd prefer a shield in your offhand instead of the extra healing. That's fine too. Two-handed weapons can only be equipped one at a time. That being said, your two-handed weapons will carry significantly more stat bonuses, so there's no disadvantage to either method. If you go full out mage, you may see no need to mix up your stat bonuses. In which case a nice powerful staff will be just what you need.

I've just checked in the most current build I have, and at the moment you can switch weapons and armor while in combat. I can't guarantee that will be the case when we actually release. When you switch equipment, your stats automatically adjust to the new item you've equipped, so your scenario of switching weapons to cast a healing spell will be perfectly viable. However you must change your equipment manually, we don't really have a way of detecting what you might need at a specific moment and acting on it.

And yes, we have armor sets. They're pretty. :D

#4 Neofito

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Posted 22 November 2012 - 00:38

Thanks for the answer Anakiro, I'm expectant to see the outcome :D

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#5 Xero

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Posted 22 November 2012 - 18:23

Just to add to Anakiro's reply, she forgot one thing;

Players have 2 melee/shield inventory slots (right & left hand) and 1 ranged slot. That means you can be actively carrying a sword, shield and bow all at the same time. Visually your character will show you either carrying nothing, the melee weapons or the ranged weapon. You can cycle between the 3 states manually, and the game will auto switch between them based on the last attack/skill/action used. When you have your bow out, your sword and shield will be displayed holstered on your back and vice-versa. A nice little touch! ;)
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#6 Neofito

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Posted 22 November 2012 - 20:53

Just to add to Anakiro's reply, she forgot one thing;

Players have 2 melee/shield inventory slots (right & left hand) and 1 ranged slot. That means you can be actively carrying a sword, shield and bow all at the same time. Visually your character will show you either carrying nothing, the melee weapons or the ranged weapon. You can cycle between the 3 states manually, and the game will auto switch between them based on the last attack/skill/action used. When you have your bow out, your sword and shield will be displayed holstered on your back and vice-versa. A nice little touch! ;)

Great; I had in mind something like this, seems my wishes have been fulfilled :P
Thanks for the answer Xero.
But now I have a doubt, what about the ones that use staves, or huge/two hand sords/axes? (I suppose there are this type of items).

In life the things aren't white or black, the certain is that they are composed of a beautiful variety of grey tones.


#7 Anakiro

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Posted 23 November 2012 - 09:45

Ah, I did forget about the ranged slot. I usually play a healer anyway, who needs ranged weapons? ;)

But now I have a doubt, what about the ones that use staves, or huge/two hand sords/axes? (I suppose there are this type of items).


To answer this concern, essentially your larger weapons take up both your main and offhand slot. It still works exactly the same way as Xero described though with either your main weapon, ranged weapon, or nothng on display.

#8 Neofito

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Posted 23 November 2012 - 20:38

Ah, I did forget about the ranged slot. I usually play a healer anyway, who needs ranged weapons? ;)



To answer this concern, essentially your larger weapons take up both your main and offhand slot. It still works exactly the same way as Xero described though with either your main weapon, ranged weapon, or nothng on display.

Thanks for answer, it looks neat for almos all cases, but maybe could be a problem for some char builds; think of char that use bow for large range damage, dual wielding for melee damage and certain healt skills for support, he would like to use a bow, 2 weapons in main and offhand and a staff for healing, this gives us 3 options:
  • Char performing melee skills, with melee weapons in main and offhand, and staff and bow holstered at the back slots.
  • Char performing healing skills, with staff in main and offhand, and melee weapons and bow holstered at back slots.
  • Char performing bow skills, with bow in main and offhand; and here comes the problem since the staff and the 2 melee weapons need to be holstered in the 2 back slots for melee weapons but they are 3 items, therefore we are missing a space.
I may have misunderstood something, if this is not so, I suppose that the solution are the items with mixed bonuses.

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#9 Savanc

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Posted 24 November 2012 - 15:53

Thanks for answer, it looks neat for almos all cases, but maybe could be a problem for some char builds; think of char that use bow for large range damage, dual wielding for melee damage and certain healt skills for support, he would like to use a bow, 2 weapons in main and offhand and a staff for healing, ...

Even if a character doesn't use a ranged weapon but 'only' uses melee weapons and staffs (a Warrior-Healer combination for example) the problem is still there. While in combat you'd probably want to use melee weapons, or melee weapon and shield, but if you or an ally is low on HP then you'll like to switch to a staff so you can heal (more effectively).
Then you'll have to manually switch weapons for a staff before giving the healing command.

In the current situation it works well for characters that use ranged + melee and those that use ranged + magic, but melee + magic has a slot problem. :huh:

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Characters (all level 49)
Prophet    
Savanc       Savavita              Savavimala               Mage          Savanhildur    Savashengli    Savahathor
Warrior  
Savy           Savanikomachos   Savafionnchadh       Assassin   Savalina         Savajahangir
Ranger      Savakainda  Savatakoda         Savaraxka               Templar   Savastanislav  Savasegolene


#10 Neofito

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Posted 25 November 2012 - 11:35

Even if a character doesn't use a ranged weapon but 'only' uses melee weapons and staffs (a Warrior-Healer combination for example) the problem is still there. While in combat you'd probably want to use melee weapons, or melee weapon and shield, but if you or an ally is low on HP then you'll like to switch to a staff so you can heal (more effectively).
Then you'll have to manually switch weapons for a staff before giving the healing command.

In the current situation it works well for characters that use ranged + melee and those that use ranged + magic, but melee + magic has a slot problem. :huh:

Hummm, I don't see the problem in your example, when in melee mode the char will have melee weapons in main hand and offhand and the staff at his back, and when in healing mode the melee weapons will go to his back and the staff to his main hand and offhand, and the switching between weapons will be as intended:

Just to add to Anakiro's reply, she forgot one thing;

Players have 2 melee/shield inventory slots (right & left hand) and 1 ranged slot. That means you can be actively carrying a sword, shield and bow all at the same time. Visually your character will show you either carrying nothing, the melee weapons or the ranged weapon. You can cycle between the 3 states manually, and the game will auto switch between them based on the last attack/skill/action used. When you have your bow out, your sword and shield will be displayed holstered on your back and vice-versa. A nice little touch! ;)

The problem comes when a char try to mix: range + melee + magic/healing schools.

In life the things aren't white or black, the certain is that they are composed of a beautiful variety of grey tones.


#11 Savanc

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Posted 25 November 2012 - 13:10

Hummm, I don't see the problem in your example, when in melee mode the char will have melee weapons in main hand and offhand and the staff at his back, and when in healing mode the melee weapons will go to his back and the staff to his main hand and offhand, and the switching between weapons will be as intended.

I don't see where it is said that a healing staff will be at your back in that situation. I think it should be but all that is mentioned is ranged+melee. And staffs fit neither description.

A bow will be on your back if you use melee+ranged and are currently using melee weapons.
Melee weapons will be on your back if you use melee+ranged and are currently using ranged.
But the staff+melee combo (as well as the ranged+staff combo) is not mentioned.

I can imagine staffs being treated as melee-type items. Then ranged+staff combo works, but not the melee+staff combo. If staffs are treated as ranged then it's the other way around.

Gathering  Crystal Cutting 49 | Farming 49 | Fishing 49 | Foraging 49 | Forestry 49 | Prospecting 49 | Skinning 49
Crafting  Alchemy 49 | Armorsmithing 49 | Cooking 49 | Jewelry 49 | Leatherworking 49 | Tailoring 49 | Weaponsmithing 49
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Characters (all level 49)
Prophet    
Savanc       Savavita              Savavimala               Mage          Savanhildur    Savashengli    Savahathor
Warrior  
Savy           Savanikomachos   Savafionnchadh       Assassin   Savalina         Savajahangir
Ranger      Savakainda  Savatakoda         Savaraxka               Templar   Savastanislav  Savasegolene


#12 Neofito

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Posted 25 November 2012 - 15:32

I don't see where it is said that a healing staff will be at your back in that situation. I think it should be but all that is mentioned is ranged+melee. And staffs fit neither description.


it's what I've understood in this answer

Ah, I did forget about the ranged slot. I usually play a healer anyway, who needs ranged weapons? ;)


Great; I had in mind something like this, seems my wishes have been fulfilled :P
Thanks for the answer Xero.
But now I have a doubt, what about the ones that use staves, or huge/two hand sords/axes? (I suppose there are this type of items).


To answer this concern, essentially your larger weapons take up both your main and offhand slot. It still works exactly the same way as Xero described though with either your main weapon, ranged weapon, or nothng on display.


By other hand, if what I've understood is wrong, even your concers about builds with staff would be only partially.

I can imagine staffs being treated as melee-type items. Then ranged+staff combo works, but not the melee+staff combo. If staffs are treated as ranged then it's the other way around.

Since if staff is considered melee weapon you will always be able to wield the staff or melee weapons, the problem is that never will be able to holster both of them and have your hands empty, this is a cosmetic issue but shouldn't be a problem in order to use skills from different schools. And if staff is considered range weapon the cosmetic issue is for range+staff builds.

But what is sure is that we won't have any doubt after an official word
:P

Edited by Neofito, 25 November 2012 - 15:48.

In life the things aren't white or black, the certain is that they are composed of a beautiful variety of grey tones.


#13 Savanc

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Posted 25 November 2012 - 15:44

it's what I've understood in this answer

I see.

But from what I understand from the first part is that Anakiro mainly/only uses staffs so there is little to no need to switch.
And it's quite unclear in the rest how staffs are treated because it's just about two-handed weapons.

If I use a sword+shield for melee and a two-handed staff for magic then how will that work?
If staffs are treated the same as melee weapons then I will not be able to hold both a staff and melee weapons (unless it is possible to hold two sets of melee weapons (such as two-handed axe and sword+shield) because staffs are treated as melee weapons and those can go together with other melee weapons).

Anyhow, I think we can discuss all we want, but our questions can only be answered by a HCS member.

Will a character be able to hold:
  • Ranged weapon, melee weapon (two-handed or two one-handed ones) AND a staff?
  • Ranged weapon AND a staff?
  • Melee weapon (two-handed or two one-handed ones) AND a staff?

Gathering  Crystal Cutting 49 | Farming 49 | Fishing 49 | Foraging 49 | Forestry 49 | Prospecting 49 | Skinning 49
Crafting  Alchemy 49 | Armorsmithing 49 | Cooking 49 | Jewelry 49 | Leatherworking 49 | Tailoring 49 | Weaponsmithing 49
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Characters (all level 49)
Prophet    
Savanc       Savavita              Savavimala               Mage          Savanhildur    Savashengli    Savahathor
Warrior  
Savy           Savanikomachos   Savafionnchadh       Assassin   Savalina         Savajahangir
Ranger      Savakainda  Savatakoda         Savaraxka               Templar   Savastanislav  Savasegolene


#14 Neofito

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Posted 25 November 2012 - 15:52

I see.

But from what I understand from the first part is that Anakiro mainly/only uses staffs so there is little to no need to switch.
And it's quite unclear in the rest how staffs are treated because it's just about two-handed weapons.

If I use a sword+shield for melee and a two-handed staff for magic then how will that work?
If staffs are treated the same as melee weapons then I will not be able to hold both a staff and melee weapons (unless it is possible to hold two sets of melee weapons (such as two-handed axe and sword+shield) because staffs are treated as melee weapons and those can go together with other melee weapons).

Anyhow, I think we can discuss all we want, but our questions can only be answered by a HCS member.

Will a character be able to hold:

  • Ranged weapon, melee weapon (two-handed or two one-handed ones) AND a staff?
  • Ranged weapon AND a staff?
  • Melee weapon (two-handed or two one-handed ones) AND a staff?

Well, I was editing my post while you was posting this (now I've re-edited it an set in green font the part I was adding while you was posting :P ), and seems that we both agree that the onl ones that can say how will it work are the HC guys

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#15 Anakiro

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Posted 26 November 2012 - 09:49

A staff is classed as a two-handed melee weapon. They will just carry much higher magical stats and far fewer melee stats. You can hit things in the face with it if you really want to. :D

So essentially you can have a sword and shield OR a staff OR a great sword (etc) equipped with your ranged weapon. If you wanted to switch from a sword to your staff for healing and back again you'd have to go ahead and actually change weapons.

Also, it's worth mentioning that you don't HAVE to have anything equipped to cast spells. You can keep your sword and shield and still cast a heal on yourself. It's just beneficial to have the staff (or whatever your magical weapon is) equipped for the stats boost. :D

#16 Savanc

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Posted 26 November 2012 - 12:08

A staff is classed as a two-handed melee weapon. They will just carry much higher magical stats and far fewer melee stats. You can hit things in the face with it if you really want to. :D

So essentially you can have a sword and shield OR a staff OR a great sword (etc) equipped with your ranged weapon. If you wanted to switch from a sword to your staff for healing and back again you'd have to go ahead and actually change weapons.

Also, it's worth mentioning that you don't HAVE to have anything equipped to cast spells. You can keep your sword and shield and still cast a heal on yourself. It's just beneficial to have the staff (or whatever your magical weapon is) equipped for the stats boost. :D

Thanks for the info!

It's not a problem that melee+magic can't wear their items at the same time if there is a very easy and fast way to switch them.
If a warrior-healer sees and ally getting low on HP then (s)he'll probably has to switch from melee to healer and is in a hurry to cast a healing spell on him/her. :unsure:

Gathering  Crystal Cutting 49 | Farming 49 | Fishing 49 | Foraging 49 | Forestry 49 | Prospecting 49 | Skinning 49
Crafting  Alchemy 49 | Armorsmithing 49 | Cooking 49 | Jewelry 49 | Leatherworking 49 | Tailoring 49 | Weaponsmithing 49
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Characters (all level 49)
Prophet    
Savanc       Savavita              Savavimala               Mage          Savanhildur    Savashengli    Savahathor
Warrior  
Savy           Savanikomachos   Savafionnchadh       Assassin   Savalina         Savajahangir
Ranger      Savakainda  Savatakoda         Savaraxka               Templar   Savastanislav  Savasegolene


#17 Neofito

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Posted 26 November 2012 - 20:48

Thanks for answer Anakiro, but I still think that it wouldn't work with a char like:
  • Main skills from range school ( would use a bow)
  • Secondary skills from assassin school ( would use one weapon in main hand and other weapon in offhand)
  • A few skills from healing (maybe magic) school as support.
The problem would come when the char wan't to use the bow and set the rest of weapons at his back.

By other hand it seems illogical that the two-hand melee weapons (swords, axes, staves) need 2 back slots and bows (also two-hand weapons) only need 1 back slot.

I've been thinking on it, and at risk of become a pain in the neck :P , what about if (thinking of the current 3 slots at the back):
  • Each item ONLY need 1 of the back slots regardless if the item is one-hand or two-hands.
  • The max amount of one-hand items that can be at the back of the char at the same time is: 2.
  • If the char have allocated 2 two-hand items at his back, no more items can be allocated at the back.
Of course we always have the option of use items with bonuses for different schools ;)

In life the things aren't white or black, the certain is that they are composed of a beautiful variety of grey tones.


#18 Kukica

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Posted 27 November 2012 - 09:26

Hello everyone.Time to ask you some silly questions.Here i go *wink wink*:

-Is this a game?
-If it is can i play it on my computer?
-Can you move with the mouse and keys ingame?
-If you can use keyboard than can you move with wasd or with arrow?If its with the mouse,do you move with right click or left click?
-Does this game have spells like the magicians use?
-If it has i think its illogical to shot fireballs because you cant do that in real life so its better if you make that the character throws water ballons.
-?????

Well this is all for now.Have a wonderful day.

#19 D4VYJONES

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Posted 27 November 2012 - 12:06

Yes, Kukica. This is a game. You can play it on computer, right through the browser. ;)

#20 PhurieDae

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Posted 27 November 2012 - 12:57

Thanks for answer Anakiro, but I still think that it wouldn't work with a char like:

  • Main skills from range school ( would use a bow)
  • Secondary skills from assassin school ( would use one weapon in main hand and other weapon in offhand)
  • A few skills from healing (maybe magic) school as support.
The problem would come when the char wan't to use the bow and set the rest of weapons at his back.

By other hand it seems illogical that the two-hand melee weapons (swords, axes, staves) need 2 back slots and bows (also two-hand weapons) only need 1 back slot.

I've been thinking on it, and at risk of become a pain in the neck :P , what about if (thinking of the current 3 slots at the back):
  • Each item ONLY need 1 of the back slots regardless if the item is one-hand or two-hands.
  • The max amount of one-hand items that can be at the back of the char at the same time is: 2.
  • If the char have allocated 2 two-hand items at his back, no more items can be allocated at the back.
Of course we always have the option of use items with bonuses for different schools ;)


I think you've picked up the idea that weapons will take up different equipment slots depending on whether you are currently using them or not. That isn't the case. Your main weapon will appear in your hand and the others will appear on your back on your 3D character, but this doesn't effect your actual equipment slots. If you look at the picture of the new GUI that we posted on our Facebook page a few months back:

Posted Image

You can see that you have a space for your main hand weapon, the axe; your off-hand weapon, the shield (this slot will simply become unavailable when you have a two-handed weapon equipped in your main hand); and your ranged slot, the bow. These will stay in the same place no matter which one you are actively using and how they appear on your 3D player.

(Note - the stats shown here are completely made up numbers that I threw in for show, and this may not look exactly the same way upon beta/release, but the way it functions will stay the same!)
Louisa Gallie
Senior Concept & UI Artist


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