Off-hand Items

*"You've got two hands, why not use 'em both?"*

## Shields

Shields are off-hand items that sacrifice mobility for security.

Crouching with a shield will block, but your roll is replaced with a shield-bash that knocks back enemies. Shield bashing at the exact moment the enemy attacks will cause a "shield parry" and will unbalance the enemy for a long period of time, allowing for a comeback. Crouching at the exact moment an enemy attacks will cause a "good block", that will stun the enemy for less time than a shield parry.

After enough bashes, you'll start doing "weak bashes"; the shield will need to be reset by crouching for a short period of time. Weak bashes don't inflict the shield's special effect and won't stun/ parry the enemy. If an entity is strong enough blocks can be broken tumbling the shield user.

## Amulets

As an alternative to a shield, you can wield an amulet. They grant passive powers to the user.

Amulets have three power levels:

* Amulet is unknown (usually still works, effect is weakest)
* You recognize the amulet as (amulet name)
* You realize the true power of your amulet (some amulets grant a new powerful effect)

Amulets are recognized by having at least 3 INT. Amulets are realized (true power) by having at least 8 INT. However, unlike recognized amulets, amulets will cease to be realized if the wearer's INT falls back down to below 8 (e.g. removing equipment with a positive INT value).

### Amulet of Light

Illuminates the dungeon around you. The downside is that enemies will spot you very quickly from very far away.

* True power: When near a light source, you will quickly start to shine in a blinding light. This grants temporary +DEF which instantly fades after a hit or gradually away from light. Magic torches are not bright enough to trigger this.
	+ Your Intelligence is added to your Defense. This is shown on the character screen.
	+ Using equipment "of Light" or "Glowing" will enable the you to have the buff at all times.
	+ Having the buff enabled will lock out 2 energy bars.

The amulet is easy to identify even when unrecognized. Simply drop it on the ground, an amulet of light will shine brightly.

### Amulet of the Void

Drains the user of Energy. Also drains energy from nearby enemies.

* True power: The user acts like a little black hole, pulling and damaging enemies, items and even boulders towards them.
	+ Destroys **EVERYTHING** except the Orb of leveling.
	+ Only pulls things while draining energy from enemies.

### Amulet of Force

Simply pushes away items, corpses and even boulders from the user. Aside from a few corner cases like dislodging a stuck boulder and making projectiles such as Poison Blob move faster, it's an undesirable effect. It makes the game a lot harder to play, as potions will happily roll into spike pits, orbs of leveling bounce into lava, and looting corpses requires a chase and quick reflexes. It does have a visible effect on smaller enemies like slimes.

* True power: No surprise, the amulet simply starts pushing stronger with each power tier.

### Amulet of Fortune

Improves chest quality and amount of gold earned.

* True power: no special effect observed.

### Amulet of Health

A very solid choice. It heals the user over time.

* True power: Faster healing rate.

### Amulet of Hunger

Depletes the food gauge, much like the Hungry trait.

* True power: Eat food without any consequences.

### Amulet of Life Saving

A classic roguelike amulet. It crumbles upon receiving a fatal blow, and the user is fully healed.

* True power: unknown, if any.

### Amulet of Shadows

Makes the wearer harder to spot by enemies when away from light. Additionally, it makes the player character somewhat harder to see.

* True power: Invisible when not near any light sources, inflicted with Weakness otherwise.

### Amulet of Alchemy

Turns bottles of water into water potions such as "mighty water", "freezing water", etc.

* True power: When picking up a potion, the potion will already be combined with another potion effect.