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− | '''Condition:'''
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− | This attribute is present on most wearables and indicates the current hitpoints remaining on the items. The left figure represents the current hitpoints on the item and the right represents the total max possible hitpoints. A wearable that reaches 0 condition can still be equipped and receive properties from it, with the exception of armor. Armor will lose all effective properties, with the exception of skill modifiers. Items at 0 condition cannot be repaired.
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| '''Volumn:''' | | '''Volumn:''' |
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| For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|Inventory Mechanics]] | | For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|Inventory Mechanics]] |
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− | '''Skill Mods:'''
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− | This attribute is found on any item in which skill modifiers have been placed onto it. For player crafted items with sockets, this attribute can be created on the item if the player adds a skill tape or attachment to the item. For looted items, this attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25. Looted Wearables are allowed up to 3 skill mods. The exception to this are the special loot wearables which have innate mods to them. These items can have up to 4 total skill mods.
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− | Attributes available to this category include:
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− | * '''Alertness'''
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− | * '''Armor Assembly'''
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− | * '''Armor Experimentation'''
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− | * '''Armor Repair'''
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− | * '''Artisan Assembly'''
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− | * '''Artisan Experimentation'''
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− | * '''Berserk'''
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− | * '''Bleeding Resistance'''
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− | * '''Camouflage'''
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− | * '''Carbine Accuracy'''
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− | * '''Carbine Accuracy While Moving'''
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− | * '''Carbine Aiming'''
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− | * '''Carbine Speed'''
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− | * '''Clothing Experimentation'''
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− | * '''Clothing Assembly'''
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− | * '''Clothing Repair'''
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− | * '''Combat Bleeding Defense'''
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− | * '''Combat Medicine Assembly'''
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− | * '''Combat Medicine Effectiveness'''
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− | * '''Combat Medicine Experimentation'''
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− | * '''Combat Medicine Use'''
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− | * '''Cover'''
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− | * '''Creature Taming Bonus'''
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− | * '''Defense vs. Blind'''
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− | * '''Defense vs. Dizzy'''
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− | * '''Defense vs. Intimidate'''
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− | * '''Defense vs. Knockdown'''
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− | * '''Defense vs. Posture Change (Down)'''
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− | * '''Defense vs. Posture Change (Up)'''
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− | * '''Defense vs. Stun'''
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− | * '''Disease Resistance'''
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− | * '''Droid Assembly'''
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− | * '''Droid Complexity'''
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− | * '''Droid Customization'''
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− | * '''Droid Experimentation'''
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− | * '''Droid Precision'''
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− | * '''Droid Speed'''
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− | * '''Fire Resistance'''
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− | * '''Food Assembly'''
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− | * '''Food Experimentation'''
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− | * '''Foraging'''
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− | * '''General Ranged Aiming'''
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− | * '''Group Terrain Negotiation'''
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− | * '''Healing Range'''
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− | * '''Heavy Weapon Accuracy'''
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− | * '''Heavy Weapon Speed'''
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− | * '''Injury Treatment'''
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− | * '''Injury Treatment Speed'''
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− | * '''Intimidation '''
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− | * '''Medical Foraging'''
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− | * '''Medicine Assembly'''
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− | * '''Medicine Experimentation'''
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− | * '''Melee Defense'''
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− | * '''One Handed Weapon Accuracy'''
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− | * '''One Handed Weapon Speed'''
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− | * '''One Handed Melee Damage'''
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− | * '''Pistol Accuracy'''
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− | * '''Pistol Accuracy While Moving'''
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− | * '''Pistol Accuracy While Standing'''
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− | * '''Pistol Aiming'''
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− | * '''Polearm Damage'''
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− | * '''Pistol Speed'''
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− | * '''Poison Resistance'''
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− | * '''Polearm Accuracy'''
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− | * '''Polearm Speed'''
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− | * '''Ranged Defense'''
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− | * '''Ranged Injury Treatment Speed'''
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− | * '''Rescue'''
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− | * '''Rifle Accuracy'''
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− | * '''Rifle Accuracy While Moving'''
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− | * '''Rifle Aiming'''
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− | * '''Rifle Speed'''
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− | * '''Steady Aim Bonus'''
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− | * '''Structure Assembly'''
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− | * '''Structure Complexity'''
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− | * '''Structure Experimentation'''
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− | * '''Surveying'''
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− | * '''Terrain Negotiation'''
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− | * '''Thrown Weapon Accuracy'''
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− | * '''Tracking Droid Effectiveness'''
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− | * '''Tracking Droids'''
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− | * '''Two Handed Melee Accuracy'''
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− | * '''Two Handed Melee Damage'''
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− | * '''Two Handed Melee Speed'''
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− | * '''Unarmed Accuracy'''
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− | * '''Unarmed Damage'''
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− | * '''Unarmed Speed'''
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− | * '''Volley Fire Bonus'''
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− | * '''Warcry'''
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− | * '''Weapon Assembly'''
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− | * '''Weapon Experimentation'''
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− | * '''Weapon Repair'''
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− | * '''Wound Treatment'''
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− | * '''Wound Treatment Speed '''
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− | '''Sockets available'''
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− | This attribute appears only on wearables that can contain sockets. Jewelry, personal shield generators and all looted items are not allowed to have sockets. Sockets allow for the placement of attachments into the item. Attachments such as clothing and armor attachments add skill modifier bonuses to an item. Each attachment will consume one socket. As sockets are used up, their count will decrease and eventually the attribute will be removed once the last socket is used. Items that can contain suckets may hold anywhere from 0 to up to 4 sockets total.
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| See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers | | See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers |
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− | '''***Special Note***'''
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− | This attribute appears when a player places an item within an anti decay kit.
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− | == Transfered Component Attributes ==
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