Difference between revisions of "Items"

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m (fixed links, added schematic powerup (name?))
(added precision that melee weapons can only get 1 of each mod)
 
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* [[10mm ammo]] - used for bullet weapons such as the [[pistol]] and [[chaingun]]
 
* [[10mm ammo]] - used for bullet weapons such as the [[pistol]] and [[chaingun]]
* [[Shotgun shell]] - used for shotguns
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* [[shotgun shell]] - used for shotguns
* [[Rocket]] - used for the [[rocket launcher]] and other explosive weapons
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* [[rocket]] - used for the [[rocket launcher]] and other explosive weapons
* [[Power cell]] - used for energy weapons such as the [[plasma rifle]]
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* [[power cell]] - used for energy weapons such as the [[plasma rifle]]
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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.
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* [[10mm ammo chain]] - provides 10mm ammo
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* [[shell box]] - provides shells
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* [[rocket box]] - provides rockets
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* [[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.
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[[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}}
* {{unique link|Nano Pack}}
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* {{exotic link|Nano Pack}}
* {{unique link|Onyx Armor Pack}}
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* {{exotic link|Onyx Armor Pack}}
  
 
== Powerups ==
 
== Powerups ==
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* [[schematics]]
 
* [[schematics]]
 
* [[Small Health Globe]]
 
* [[Small Health Globe]]
* [[Large health Globe]]
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* [[Large Health Globe]]
 
* [[Supercharge Globe]]
 
* [[Supercharge Globe]]
 
* [[Invulnerability Globe]]
 
* [[Invulnerability Globe]]
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* [[Megasphere]]
 
* [[Megasphere]]
 
* [[Backpack]]
 
* [[Backpack]]
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* [[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.

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.

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

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.

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).

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