Difference between revisions of "Utility"
(Removing stub tag - Ict of anything else to include except maybe a value comparison for all of them, and thats huge and might be out of scope) |
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'''Utility''' items are items that are not not [[Armor]], [[Clothing]] or [[Weapons]], but are still equipped by pawns. They offer a variety of different capabilities. One person can only wear one utility item, however no utility item conflicts with any other apparel, regardless of layer or coverage. Utility items can be passive like a [[shield belt]], but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use. Some of these are only available if specific [[DLC]] is activated. | '''Utility''' items are items that are not not [[Armor]], [[Clothing]] or [[Weapons]], but are still equipped by pawns. They offer a variety of different capabilities. One person can only wear one utility item, however no utility item conflicts with any other apparel, regardless of layer or coverage. Utility items can be passive like a [[shield belt]], but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use. Some of these are only available if specific [[DLC]] is activated. | ||
− | Unlike [[apparel]], no utility item in the game currently gets [[tainted]] or deteriorates with | + | Unlike [[apparel]], no utility item in the game currently gets [[tainted]] or deteriorates with use, and neither does a damaged item cause the "tattered clothing" [[mood]] debuff, however the provision for all three exists in the game code. |
{{#vardefine:cellsize|width=116px height=20px}} | {{#vardefine:cellsize|width=116px height=20px}} | ||
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Revision as of 23:26, 22 February 2023
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Utility items are items that are not not Armor, Clothing or Weapons, but are still equipped by pawns. They offer a variety of different capabilities. One person can only wear one utility item, however no utility item conflicts with any other apparel, regardless of layer or coverage. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use. Some of these are only available if specific DLC is activated.
Unlike apparel, no utility item in the game currently gets tainted or deteriorates with use, and neither does a damaged item cause the "tattered clothing" mood debuff, however the provision for all three exists in the game code.