Difference between revisions of "Items"
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m (ammo in lowercase) |
Evilpotatoe (Talk | contribs) (added precision that melee weapons can only get 1 of each mod) |
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* [[rocket]] - used for the [[rocket launcher]] and other explosive weapons | * [[rocket]] - used for the [[rocket launcher]] and other explosive weapons | ||
* [[power cell]] - used for energy weapons such as the [[plasma rifle]] | * [[power cell]] - used for energy weapons such as the [[plasma rifle]] | ||
+ | |||
+ | All types of ammo can also be found in ammunition packages (or ammo packs). Ammo packs contain a larger quantity of ammo than usual, and equipping an ammo pack in the prepared slot allows the wielder to reload from the pack taking only a fifth of the normal reload time. | ||
+ | |||
+ | * [[10mm ammo chain]] - provides 10mm ammo | ||
+ | * [[shell box]] - provides shells | ||
+ | * [[rocket box]] - provides rockets | ||
+ | * [[power battery]] - provides cells | ||
== Consumables == | == Consumables == | ||
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Mods amplify the various equipment collected in the game. Under normal circumstances, only one mod can be added to a piece of equipment (including normal and ranged weapons, armor, and boots). With the [[Traits#Whizkid|Whizkid]] advanced trait, this limit can be expanded (see trait for details). | Mods amplify the various equipment collected in the game. Under normal circumstances, only one mod can be added to a piece of equipment (including normal and ranged weapons, armor, and boots). With the [[Traits#Whizkid|Whizkid]] advanced trait, this limit can be expanded (see trait for details). | ||
− | [[Weapons|Standard]] and [[Specials|exotic]] weapons can hold a maximum of three mods per mod type, and normal and exotic [[armor]] can hold only one mod per mod type. Modification of [[Specials|unique]] equipment varies: see the appropriate page for details. | + | [[Weapons|Standard]] and [[Specials|exotic]] ranged weapons can hold a maximum of three mods per mod type, and normal and exotic [[armor]] and melee weapons can hold only one mod per mod type (unless you're adding the last mod to an assembly). Modification of [[Specials|unique]] equipment varies: see the appropriate page for details. |
=== Standard === | === Standard === | ||
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* {{exotic link|firestorm weapon pack}} | * {{exotic link|firestorm weapon pack}} | ||
* {{exotic link|sniper weapon pack}} | * {{exotic link|sniper weapon pack}} | ||
− | * {{ | + | * {{exotic link|Nano Pack}} |
− | * {{ | + | * {{exotic link|Onyx Armor Pack}} |
== Powerups == | == Powerups == | ||
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* [[Megasphere]] | * [[Megasphere]] | ||
* [[Backpack]] | * [[Backpack]] | ||
+ | * [[Light-Amp Goggles]] | ||
== Relics == | == Relics == |
Latest revision as of 14:25, 30 May 2013
Items are anything in the game that isn't already a weapon or a piece of armor, but is something you can pick up. Most items are stored in your inventory, though some are used immediately upon picking them up.
Contents |
Ammunition
Ammunition (or ammo) is used in the various ranged weapons found throughout the game. No ammo, no attack.
- 10mm ammo - used for bullet weapons such as the pistol and chaingun
- shotgun shell - used for shotguns
- rocket - used for the rocket launcher and other explosive weapons
- power cell - used for energy weapons such as the plasma rifle
All types of ammo can also be found in ammunition packages (or ammo packs). Ammo packs contain a larger quantity of ammo than usual, and equipping an ammo pack in the prepared slot allows the wielder to reload from the pack taking only a fifth of the normal reload time.
- 10mm ammo chain - provides 10mm ammo
- shell box - provides shells
- rocket box - provides rockets
- power battery - provides cells
Consumables
Consumable items can be carried and used one each, at the discretion of the user. No consumable items stack; each take up one inventory slot per item.
Standard
- small med-pack
- large med-pack
- phase device
- homing phase device
- envirosuit pack
- thermonuclear bomb
- lava element
Special
Modification Packs (Mods)
Mods amplify the various equipment collected in the game. Under normal circumstances, only one mod can be added to a piece of equipment (including normal and ranged weapons, armor, and boots). With the Whizkid advanced trait, this limit can be expanded (see trait for details).
Standard and exotic ranged weapons can hold a maximum of three mods per mod type, and normal and exotic armor and melee weapons can hold only one mod per mod type (unless you're adding the last mod to an assembly). Modification of unique equipment varies: see the appropriate page for details.
Standard
Special
Powerups
Powerups are immediately used when picked up.
- armor shard
- schematics
- Small Health Globe
- Large Health Globe
- Supercharge Globe
- Invulnerability Globe
- Berserk Pack
- Computer Map
- Tracking Map
- Megasphere
- Backpack
- Light-Amp Goggles
Relics
Relics are extremely rare and powerful items that act like consumables, but can be used as many times as you want (so long as you meet the requirements to use them).