LazerOfDensity
New member
These are 2 slots that hold items that provide some extra utility
Shields (Fortitude), Backpacks (Strength), Robots (Intelligence), Exploration Gear (Agility), Scanners and Radar (Perception)
Shields: Fortitude -> Combat Perks -> The Brawler
Armor bonus and critical resistance from the front, mobility and stealth penalty, sprinting into enemies will bash them. Only used with one handed items; pistols, clubs, knives, batons, ect. When using a two handed weapon or are holding an item or empty handed they’ll provide extra armor and critical resistance from hits to the back.
They can also be equipped on the toolbar and used as a melee weapon
Normal Attack: Shield shoulder bash that can cripple and stun enemies
Heavy Attack: Shield haymaker with the rim that knocks back and knocks down enemies
If shields are equipped in both accessory slots, the back will always be covered even if a shield is in use
Medium Armor Shields:
Wooden Shield
Brass Shield
Riot Shields
Heavy Armor Shields:
Scrap Shield
Iron Shield
Steel Shield
Repairs with Repair Kit
* Wooden Shield repairs with wood, and Scrap Shield repairs with iron
The Brawler:
Level 1: additionally reduces shield durability loss 15% and shield stamina and movement penalty by 5%
Level 2: additionally reduces shield durability loss 30% and shield stamina and movement penalty by 10%
Level 3: additionally reduces shield durability loss 45% and shield stamina and movement penalty by 15%
Level 4: additionally reduces shield durability loss 60% and shield stamina and movement penalty by 20%
Level 5: additionally shields are usable with all two handed weapons and tools
Medium and heavy armor perks further reduce penalties
Mods:
Shield Spikes: Enemies hitting the player from the front or shield bashed have a chance to bleed
Heated Rim: Red hot metal, enemies hitting the player from the front
Shield Lanturn: Shield gives a lightsource
Tungsten Rim: Increases Knockdown and stun chance
Titanium Rim: decreases stamina and movement penalty
All armor plate mods can be equipped as mods
Backpacks: Strength -> General Strength Perks -> Pack Mule
Pack Mule gives a mobility penalty reduction from being over encumbered with items to work with backpacks.
These accessory items expand the player inventory and give more normal and encumbered inventory slots. Inventory expands with a scroll wheel. If two backpacks are equipped they’ll stack.
Additionally they can be placed in the world as a storage chest and picked up by an interaction wheel. When it’s picked up with items it’s got additional encumbrance per stored item stack.
Unequipping a backpack item will stash any items in it that would overflow out of your inventory.
Hits to your character can damage backpacks.
Backpacks:
Backpack (9 inventory slots, 9 encumbrance slots)
Rucksack (18 inventory slots, 9 encumbrance slots)
Hiking Pack (18 inventory slots, 18 encumbrance slots)
Duffle Bag (26 inventory slots, 18 encumbrance slots)
Repairs with Sewing Kit
Pack Mule:
Level 1: additionally reduces encumbrance penalties by 15% and reduces backpack durability loss by 10%
Level 2: additionally reduces encumbrance penalties by 30% and reduces backpack durability loss by 20%
Level 3: additionally reduces encumbrance penalties by 45% and reduces backpack durability loss by 30%
Level 4: additionally reduces encumbrance penalties by 60% and reduces backpack durability loss by 40%
Level 5: additionally reduces encumbrance penalties by 75% and reduces backpack durability loss by 50%
Mods:
Hydration Pack: Automatically drink a Water in your inventory when dehydrated
Hip Straps: +4 encumbrance limit
Any armor pocket mod
Any armor padding mod
Robots: Intelligence -> Combat Perks -> Robotics Inventor
Drones and robotic turrets are merged into Robots. Equipping a robotic weapon in an accessory slot will mount it on a flying drone for all ranged Robotic Turrets, or a 1 block tank tread platform for melee Robotic Turrets. Players can walk through hitboxes of friendly robots and no friendly fire between friendly players and robots. They can perform all the standard functions of drones and will teleport to the player if they get stuck or are too far away. This removes the need to manually place them.
Equipping a robot in an accessory slot will take up an active robot. Can equip two active robots at Robotics Inventor 5.
Unequipping a Robot will keep its inventory and placing it down as a turret can still use an interaction wheel to grab any items. Picking up a drone with an inventory will add it to your total encumbrance.
In their interaction menu, they can disable or reenable their weapon to avoid combat and remove the weapon off their model. It would be a flying or rolling drone that follows and avoids combat. Placing down as a turret will always have it's weapon active.
Some additional types of Robots:
Robotic Bomber (Ranged) Uses Explosive Consumables, no friendly fire and minimal block damage
Robotic Flamer (Ranged) Uses Fuel, ignites instead of dismembers
Robotic Tesla (melee) electrocutes instead of dismembers
Robotic Saw (Melee)
Robotics Inventor:
Level 1: additionally reduces robotic drone and turret durability loss by 10%
Level 2: additionally reduces robotic drone and turret durability loss by 20%
Level 3: additionally reduces robotic drone and turret durability loss by 30%
Level 4: additionally reduces robotic drone and turret durability loss by 40%
Level 5: additionally reduces robotic drone and turret durability loss by 50%
Mods:
Melee robots can equip all melee and drone mods, ranged robots can equip all ranged and drone mods.
* Robotic Tesla can equip baton mods
* Robotic Flamer can equip vehicle fuel mods
Exploration Gear: Agility -> Athletic Perks -> Parkour
Climbing and gliding gear for exploration and zombie evasion. Gear use costs durability.
Exploration Gear:
Parachute: Jumping while falling will deploy a parachute for a safe slow descent with hindered horizontal movement
Glider Gear: Jumping while falling will deploy a glider to have a slow descent and a fast movement speed
Climbing Gear: Holding jump will treat all block surfaces as ladder faces, the surface material determines the speed of movement
Grapple Gear: Always have a grapple hook and rope ready, hitting the “Honk Horn” key (only free key I can think of) will throw out a grapple hook and drop a climable vertical rope that can go down 20 blocks wherever it lands. Interacting with the rope will remove it
Zipline Gear: Shoot a spear gun that launches a rideable zipline with the "Honk Horn" key, can be pressed and held for better aiming. It creates a cable anchored from the players feet to the spear impact. Interacting with it will attach the player to the zipline, forward and back keys will move the player across, angle determines speed. The anchor point can be repaired and holding the interaction key can take the zipline down at the anchor.
Repairs with Repair Kits
Parkour:
Level 1: additionally reduces durability loss of Exploration Gear by 20%
Level 2: additionally reduces durability loss of Exploration Gear by 40%
Level 3: additionally reduces durability loss of Exploration Gear by 60%
Level 4: additionally reduces durability loss of Exploration Gear by 80%
Scanners and Radar: Perception -> General Perception Perks -> The Infiltrator
These accessory items give extra info to get the drop on enemies and avoid ambushes, or help in looting and navigation.
Scanners:
These give a faint highlight to lootables in green, enemies in red, friendlies in blue, and trapps in yellow in a block radius
Portable Scanner (5 block radius Scanner)
Radio Scanner (10 block radius Scanner)
Wideband Scanner (15 block radius Scanner)
Radar:
These give a UI minimap that shows you a flat map of the surrounding area at your current hight, as well as show active enemies as red dots, and passive enemies and enemy triggers as yellow dots on the minimap and compass
Portable Radar (15 block radius Radar)
Radio Radar (30 block radius Radar)
Wideband Radar (45 block radius Radar)
Loses durability over time with use
Repairs with an Electronic Part
The Infiltrator:
Level 1: additionally reduces durability loss of Scanners and Radar by 25%
Level 2: additionally reduces durability loss of Scanners and Radar by 50%
Level 3: additionally reduces durability loss of Scanners and Radar by 75%
Mods:
Metal Detector: Scanners highlight ores
Danger Sensor: Scanners always highlight enemies targeting the player
Weather Sensors: Radar gives a weather forecast
DeFuzzer: Radar will scan traps
Shields (Fortitude), Backpacks (Strength), Robots (Intelligence), Exploration Gear (Agility), Scanners and Radar (Perception)
Shields: Fortitude -> Combat Perks -> The Brawler
Armor bonus and critical resistance from the front, mobility and stealth penalty, sprinting into enemies will bash them. Only used with one handed items; pistols, clubs, knives, batons, ect. When using a two handed weapon or are holding an item or empty handed they’ll provide extra armor and critical resistance from hits to the back.
They can also be equipped on the toolbar and used as a melee weapon
Normal Attack: Shield shoulder bash that can cripple and stun enemies
Heavy Attack: Shield haymaker with the rim that knocks back and knocks down enemies
If shields are equipped in both accessory slots, the back will always be covered even if a shield is in use
Medium Armor Shields:
Wooden Shield
Brass Shield
Riot Shields
Heavy Armor Shields:
Scrap Shield
Iron Shield
Steel Shield
Repairs with Repair Kit
* Wooden Shield repairs with wood, and Scrap Shield repairs with iron
The Brawler:
Level 1: additionally reduces shield durability loss 15% and shield stamina and movement penalty by 5%
Level 2: additionally reduces shield durability loss 30% and shield stamina and movement penalty by 10%
Level 3: additionally reduces shield durability loss 45% and shield stamina and movement penalty by 15%
Level 4: additionally reduces shield durability loss 60% and shield stamina and movement penalty by 20%
Level 5: additionally shields are usable with all two handed weapons and tools
Medium and heavy armor perks further reduce penalties
Mods:
Shield Spikes: Enemies hitting the player from the front or shield bashed have a chance to bleed
Heated Rim: Red hot metal, enemies hitting the player from the front
Shield Lanturn: Shield gives a lightsource
Tungsten Rim: Increases Knockdown and stun chance
Titanium Rim: decreases stamina and movement penalty
All armor plate mods can be equipped as mods
Backpacks: Strength -> General Strength Perks -> Pack Mule
Pack Mule gives a mobility penalty reduction from being over encumbered with items to work with backpacks.
These accessory items expand the player inventory and give more normal and encumbered inventory slots. Inventory expands with a scroll wheel. If two backpacks are equipped they’ll stack.
Additionally they can be placed in the world as a storage chest and picked up by an interaction wheel. When it’s picked up with items it’s got additional encumbrance per stored item stack.
Unequipping a backpack item will stash any items in it that would overflow out of your inventory.
Hits to your character can damage backpacks.
Backpacks:
Backpack (9 inventory slots, 9 encumbrance slots)
Rucksack (18 inventory slots, 9 encumbrance slots)
Hiking Pack (18 inventory slots, 18 encumbrance slots)
Duffle Bag (26 inventory slots, 18 encumbrance slots)
Repairs with Sewing Kit
Pack Mule:
Level 1: additionally reduces encumbrance penalties by 15% and reduces backpack durability loss by 10%
Level 2: additionally reduces encumbrance penalties by 30% and reduces backpack durability loss by 20%
Level 3: additionally reduces encumbrance penalties by 45% and reduces backpack durability loss by 30%
Level 4: additionally reduces encumbrance penalties by 60% and reduces backpack durability loss by 40%
Level 5: additionally reduces encumbrance penalties by 75% and reduces backpack durability loss by 50%
Mods:
Hydration Pack: Automatically drink a Water in your inventory when dehydrated
Hip Straps: +4 encumbrance limit
Any armor pocket mod
Any armor padding mod
Robots: Intelligence -> Combat Perks -> Robotics Inventor
Drones and robotic turrets are merged into Robots. Equipping a robotic weapon in an accessory slot will mount it on a flying drone for all ranged Robotic Turrets, or a 1 block tank tread platform for melee Robotic Turrets. Players can walk through hitboxes of friendly robots and no friendly fire between friendly players and robots. They can perform all the standard functions of drones and will teleport to the player if they get stuck or are too far away. This removes the need to manually place them.
Equipping a robot in an accessory slot will take up an active robot. Can equip two active robots at Robotics Inventor 5.
Unequipping a Robot will keep its inventory and placing it down as a turret can still use an interaction wheel to grab any items. Picking up a drone with an inventory will add it to your total encumbrance.
In their interaction menu, they can disable or reenable their weapon to avoid combat and remove the weapon off their model. It would be a flying or rolling drone that follows and avoids combat. Placing down as a turret will always have it's weapon active.
Some additional types of Robots:
Robotic Bomber (Ranged) Uses Explosive Consumables, no friendly fire and minimal block damage
Robotic Flamer (Ranged) Uses Fuel, ignites instead of dismembers
Robotic Tesla (melee) electrocutes instead of dismembers
Robotic Saw (Melee)
Robotics Inventor:
Level 1: additionally reduces robotic drone and turret durability loss by 10%
Level 2: additionally reduces robotic drone and turret durability loss by 20%
Level 3: additionally reduces robotic drone and turret durability loss by 30%
Level 4: additionally reduces robotic drone and turret durability loss by 40%
Level 5: additionally reduces robotic drone and turret durability loss by 50%
Mods:
Melee robots can equip all melee and drone mods, ranged robots can equip all ranged and drone mods.
* Robotic Tesla can equip baton mods
* Robotic Flamer can equip vehicle fuel mods
Exploration Gear: Agility -> Athletic Perks -> Parkour
Climbing and gliding gear for exploration and zombie evasion. Gear use costs durability.
Exploration Gear:
Parachute: Jumping while falling will deploy a parachute for a safe slow descent with hindered horizontal movement
Glider Gear: Jumping while falling will deploy a glider to have a slow descent and a fast movement speed
Climbing Gear: Holding jump will treat all block surfaces as ladder faces, the surface material determines the speed of movement
Grapple Gear: Always have a grapple hook and rope ready, hitting the “Honk Horn” key (only free key I can think of) will throw out a grapple hook and drop a climable vertical rope that can go down 20 blocks wherever it lands. Interacting with the rope will remove it
Zipline Gear: Shoot a spear gun that launches a rideable zipline with the "Honk Horn" key, can be pressed and held for better aiming. It creates a cable anchored from the players feet to the spear impact. Interacting with it will attach the player to the zipline, forward and back keys will move the player across, angle determines speed. The anchor point can be repaired and holding the interaction key can take the zipline down at the anchor.
Repairs with Repair Kits
Parkour:
Level 1: additionally reduces durability loss of Exploration Gear by 20%
Level 2: additionally reduces durability loss of Exploration Gear by 40%
Level 3: additionally reduces durability loss of Exploration Gear by 60%
Level 4: additionally reduces durability loss of Exploration Gear by 80%
Scanners and Radar: Perception -> General Perception Perks -> The Infiltrator
These accessory items give extra info to get the drop on enemies and avoid ambushes, or help in looting and navigation.
Scanners:
These give a faint highlight to lootables in green, enemies in red, friendlies in blue, and trapps in yellow in a block radius
Portable Scanner (5 block radius Scanner)
Radio Scanner (10 block radius Scanner)
Wideband Scanner (15 block radius Scanner)
Radar:
These give a UI minimap that shows you a flat map of the surrounding area at your current hight, as well as show active enemies as red dots, and passive enemies and enemy triggers as yellow dots on the minimap and compass
Portable Radar (15 block radius Radar)
Radio Radar (30 block radius Radar)
Wideband Radar (45 block radius Radar)
Loses durability over time with use
Repairs with an Electronic Part
The Infiltrator:
Level 1: additionally reduces durability loss of Scanners and Radar by 25%
Level 2: additionally reduces durability loss of Scanners and Radar by 50%
Level 3: additionally reduces durability loss of Scanners and Radar by 75%
Mods:
Metal Detector: Scanners highlight ores
Danger Sensor: Scanners always highlight enemies targeting the player
Weather Sensors: Radar gives a weather forecast
DeFuzzer: Radar will scan traps
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