Secondhand Lands – Gear
This post is a collaborative post between myself, Patrick Rogers, and Bobby Thurman which is an open discussion about Secondhand Land’s item system.
Secondhand Lands is not WoW. Orcs do not battle against manly looking elves while wearing huge shoulder pads that make them look like clowns. Players will not adhere to a nightly guild-enforced raid calender.
Specifically, gear will not be “greater than all”. A skilled player with with well-chosen, synergistic skills will beat a worse player with “strictly better gear” 9 times out of 10.
The Rundown:
There are 5 gear slots: Eyes, Head, Neck, Back, and Feet.
The largest contributions to your character will be from your Back, Head and Feet armor.
These pieces will all add to your physical resistance score in varying degrees. Three sample Back pieces are as follows:
Red Magic Cape: Sheep favored item that gives 10 physical resistance and lets you jump 5% higher.
Really Heavy Plate: Gives a whopping 20 physical resistance. Sheep with less than 50 strength and constitution will move a reduced movement speed (it’s really heavy).
Sheepskin pelt: PvP piece favored by wolves and “black sheep”, 5 physical resistance that grants a bonus 2% damage versus sheep.
Feet and Head slots work similarly, trading off more or less physical resistance for more or less bonus to their skills and special abilities. Expect head pieces that increase head butt and bite damage. Expect boots that make your sprint and hoof slam attacks better.
Neck and Eye pieces are more rare, and give stranger, more esoteric effects.
Examples of eye pieces include a monocle that increases stealth detection and purely ornamental masks and sunshades.
Neck pieces could work as follows:
Spiked Collar gives wolves a bonus to their growl spellpower.
Blingin’ Gold Necklace: Gives a 2% bonus to all healing done. Wearer occasionally says “My mama didn’t raise fool.”
Each piece of gear, in short, should feel ‘different’ from another piece.
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