Equipment

The game features a full inventory and equipment system. As you acquire loot from killing monsters, you will find it placed in your inventory.

To equip an item, just tap it to select it in the inventory, then tap the box you want it to go into. Note that equipment has specific slots it has to go in. If a piece won't go into a slot make sure it's the right type of equipment for that slot.

You start the game with a basic weapon for a single class. To collect the other class weapons, visit the Beginner Weapon Smith in the Great Tree of Highsteppe.

### Effects & Restrictions

Equipment gives you Attack and Armor. Increasing both makes you more effective in combat. You'll notice that the equipment is type-specific currently -- so you can only get the benefit of cloth gear if you're using a cloth wearing class. If you aren't the right class, you can still equip different types of armor, but it just won't have any effect (and it will look like you don't have it on).

You can "hover" over an item in your Inventory with your finger (while pointing) for a second and it will show a box with more information on the item.

### Managing Inventory

To destroy an item in your inventory (and free up space to get more items), just select the item, then tap on the Trash icon along the bottom. A notice along the top will appear, which allows you to confirm that you want to destroy the item. If the item is armor or a weapon, you will get a Minor Shard, Major Shard, Glimmering Shard, or Effervescent Shard upon destroying it, and that item's skin will become an available Transmog.

### Durability

Equipment in your inventory has durability. When you die, your equipped items take durability damage. After the durability of an item reaches 0, it is broken, and will appear with a red background on your inventory screen. Find an Apprentice Blacksmith in Highsteppe and Graveyards and speak to them to repair your items in exchange for a small fee.

### Soulbound vs Tradable Items

In OrbusVR, every item in the game has one of two states: soulbound or tradable. Most items in the game are soulbound as soon as you acquire them. That includes all gear from non-shard dungeon instances, quest rewards, and many drops from monsters. These items can never be traded to another player (or sold), and therefore do not affect the economy.

Some items are tradable. Nearly everything that crafters in the game produce are tradable. Many crafting ingredients are tradable. Shard Dungeon and Raid drops are temporarily tradable to those who were in the instance when it dropped. Note that if a player leaves that instance, they can no longer trade those items.

### Stats

Each weapon and armor in the game comes with a variety of stats. Note that some stats may only appear on higher-level items

* A**ttack**: This is the base state for weapons. Higher attack equals more damage. This is the most important stat in the game for increasing your damage, and should almost always be prioritized above anything else. The attack of all weapons is always the same based on the level of the monster that dropped it. So for example all Level 20 Bows will have the same Attack.

* **Armor**: This is the base state for armor in the chest, shoulder, glove, and head slots. Like Attack, it's the same for all items of the same level.

* **Strength**: Increases your physical damage attacks. These are non-ability attacks such as basic sword swings, basic arrows, basic Musketeer bullets, etc. Each point of Strength adds .03% damage.

* **Intellect**: Increases your magical damage attacks. These are all Runemage spells, Warrior combos, Musketeer orb effects, and Ranger ability arrow effects. Each point of Intellect adds .03% damage.

* **Wisdom**: Increases the rate at which your Super ability recharges.

* **Luck**: Increases your chance to get loot, and increases your chance to catch fish.

* **Vitality**: Increases your hitpoints. The number of hitpoints gained for each point of Vitality changes based on your class. For example, Warriors gain more hitpoints for each Vitality point than Runemages.

### Affixes

Epic and Legendary-level weapons and rings will drop with Affixes. These are powerful additions to the gear that imbue it with unique effects that can help shape the battle. Here are the currently-known affixes available.

#### Weapon Affixes

* **Lifesteal**: A small percent of all damage that you deal heals you as well.
* **Charged Strikes**: You are guaranteed to have a critical strike every 10 attacks (in addition to your base crit chance).
* **Unbending**: When a blow would kill you, instead you are reduced to 1 HP. This effect can trigger once every 2 minutes.
* **Treasure Master**: You will find small amounts of dram in loot bags.
* **Giantkiller**: Increases your damage by 3% to all boss-level enemies.
* **Iceheart**: All attacks do 5% extra damage to enemies afflicted with Slow (e.g. by the Runemage Frostbolt or Warrior Hamstring).
* **Bleed**: All of your attacks have a small percent chance to inflict a bleed of 300% of the damage done over 5 seconds. Does not stack.
* **Lightning Forged**: All of your attacks have a small chance of triggering an arc of lightning, which damages the creature you attacked as well as nearby enemies.
* **First Strike**: You have a 100% chance that your first attack against a full-health target will be a critical strike.

#### Ring Affixes

* **Empowered**: Your critical strike damage is increased by an additional 5%.
* **Elite Hunter**: You deal increased percent damage to all elite-level enemies.
* **Elite Protector**: You take a decreased percent damage from all elite-level enemies.
* **Clear Headed**: Reduces the duration of stuns and slows against you by 5%.
* **Sticky**: Increases the duration of stuns and slows against your enemies by 5%.

## References

1. ↑ https://blog.orbusvr.com/february-pre-alpha-test-play-guide/
2. ↑ https://blog.orbusvr.com/february-pre-alpha-test-play-guide/