Gear and Equipment

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Introduction

The Multiverse can be dangerous place, basher.


Whether you're being burned by endless fire of the Plane of Fire, navigating through deadly undead of a long forgotten Prime, or even avoiding a baatezu's greensteel blade, a walker ought to be prepared for anything that can get in their way, or they get penned into the deadbook. Now, a walker can have their wits about them, be canny with the worms in their bonebox, maybe even got a wing or tail, might be good with a spell or few, well-lanned with some friends, can swing a sword, but a walker's nothing without good equipment, be it blades, armor, survival gear, maybe even the odd magical item.

Doesn't matter if you made it or you found it, good use of gear and equipment's what separates the planar legend from the planar dead end.


Preparing for the Planes

If you are entirely new to Sigil: Planar Legends, visiting Beginner's Guide to Planeswalking may be useful for you! But so could this information.



  • Certain Planes themselves harm the players, meaning finding and keeping items which protect against the elements, or against certain effects may be wise to do.


  • The Planes host very different, often dangerous creatures, with a wide array of abilities and ways to harm a Planeswalker.
    • Protecting one's mind or body, or even curing ailments or curses, can be an utmost priority.


  • Healing Kits are very useful, but they are not usable in combat, compared to vanilla NWN.
    • This makes collecting potions, healing wands, staves and other things very useful.


  • Consumables, such as potions or even rarer writ rewards can turn the tides of battle and allow even a mundane warrior to match a wizard's abilities.
    • Much rarer and stranger consumables or even infinitely usable items exist, it is up to you to discover them and what they do.
    • Unlike in vanilla NWN, even pure spellcasters can find something useful for themselves, as Caster Level boosting potions and consumables exist.


  • Ioun stones can allow a Planeswalker to reach new heights of their abilities, if one can find them.


  • Sometimes, everything that can go wrong, does go wrong, so stock up on Revive scrolls, or kitten belts, or prepare an escape plan ahead of time.
    • Hardcore characters may not be in such luck, if saving a hardcore character is not done fast enough (or they die too many times), they're off to meet their (un)makers.


Gear on SPL

Gear and Equipment on Sigil: Planar Legends is very diverse, allowing many different playstyles and concepts to be viable, as well as rewarding creativity and ingenuity. Due to the setting's high magic, many things are possible, and some may not be.


Crafted Equipment

Crafting allows a lot more freedom to a Planeswalker, if they can find the time, effort and jink to learn the craft and make the equipment.


Additionally, a good enough crafter can push the limits of gear in certain cases, much more than those mentioned below. For more information, read Crafting.


Exotic & Random Equipment

SPL hosts a variety of different exotic and strange pieces of equipment which can be gained from Planar Trials, or very powerful dungeons.

Many of them are bound to the Planeswalker, or group of Planeswalkers, who had found it! To possibly unbind it for a great sum of jink, look into the Tower of Mysticism.


Random Equipment

Within the Spire of Valor, the Blight of Ysgard, the Torment System and Vaults, Planeswalkers can be rewarded with randomized loot, scaling with difficulty of the trial itself (though limited to a point).

Randomized equipment is not as special or creative as actual loot pool equipment, but it can often be used to fill in niches for certain items, or even outdo them in very specific circumstances. It also allows one to find rarer equipment bonuses which may not be found otherwise.


Vault gear is not soulbound, unlike other randomized equipment, and can be freely traded without unbinding.


Reforged Gear

Planeswalkers can turn unneeded gear and equipment into new, randomized gear named Reforged Gear in the Tower of Mysticism.


Set Equipment

Certain items, when worn in a set, grant the Planeswalker powerful boons, though finding such a set can be difficult. Rumors speak of great wyrms hiding away certain treasures of long forgotten planeswalkers, but who knows?


Artifacts

Long forgotten fragments of great power, split into parts, can be found in extremely rare circumstances. They can be used for many different things, but some use them for great magical prowess, martial training of great renown, but some use them for extremely rare items of power.


Runes and Gems

These items greatly differ from vanilla NWN equipment, changing a Planeswalker's abilities and power in unimaginable ways. For more info, look into Crafting, Runes and Gems.




Limitations on Stats

In order to maintain balance, SPL does have limitations on the range of stat increases from items, though exceptions always exist in certain circumstances. Spells often match or even beat these limits, going beyond the limits. Usually, when an item has more than +3 to its base AB/EB, AC or ability score increases, the character might have to have more at least 15 character levels to equip it. Crafted items can sometimes go above the limits under specific circumstances (see Advanced Crafting for more info).

Exceptions always exist, but a player can expect to see items limited to:


Armor

  • Up to +4 AC
    • Up to +5 AC on "bane armors", such as:
      • Armors vs. Alignments (evil, good, etc.)
      • Armors vs Races/Types (outsider, vermin, beast, etc.)


Weapons

  • Up to +4 AB/EB
    • Up to +5 AB/EB on "bane weapons", such as:
      • Weapons vs. Alignments (evil, good, etc.)
      • Weapons vs Races/Types (outsider, vermin, beast, etc.)


Ability Scores

  • Up to +4 ability scores
    • As in vanilla NWN, the cap from magical effects (items, buffs, etc.) is +12


Regeneration

  • Up to +4 regeneration


Elemental Resistances

  • Up to DR 20/-
    • Rarer damage types have less or even no resistance items


Elemental Immunities

  • Up to around 20%
    • Full elemental immunity is achievable for some elements
Note: Unlike Physical Damage Immunity, Elemental Immunity continues to be additive.


Physical Damage Resistance & Reduction

  • Up to 5 DR/-
  • Up to 5/5+ Soak


Physical Damage Immunity

  • Up to around 20%, but largely depends on the item's intended class uses.


Note: The Physical Damage Immunity formula has been altered. For more info, see Physical Damage Immunity.
x = Immunity %
x / (135 + x) = y
100(y) + 0.5 = Z% immunity
Meaning the more immunity you have, the less it is worth, and it is also impossible to cap out physical damage immunity.


Feats on Items

  • SPL offers feats on items a lot more than usual, especially in stronger equipment, as well as crafted gear. Once can expect Weapon Focuses, Improved Critical, Proficiencies, Ambidexterity and Two-Weapon Fighting; Extend, Maximize, Spell Focuses and a lot more things. The guaranteed reference would be the list of feats on craftable gear, but there's always surprises in the loot pool, as well as unique twists on certain items. Best explore or ask around!