Equippables

Equippables are items, usually armor or rings, that can be equipped by a human using the Q menu.

### Armor

Armor comes in several pieces: helmet, cuirass, gauntlets, greaves, and boots. When physical damage is taken, it is reduced based on how much armor the player has, and also reduces the durability of a random piece of armor based on the amount of damage taken (before damage reduction is applied.)

#### Horse and worth menu

A single leather cuirass is available from the worth menu, all leather armor is purchasable from the horse, and can be repeatedly upgraded and fully repaired by crafting it with an enhancer.

#### Lockboxes

**Cuirass of Burden:**

An equippable that decreases dexterity by 3 but provides a large amount of armor and 1000 durability, when enhanced it decreases dexterity by a larger amount but gives more armor. The penalty to dexterity can be mitigated by using the cyborg attribute or by using the evade skill to bunny hop.

**Gold Cuirass**

Provides an incredible 500 armor, over quintuple that of full ebony armor, but only has 50 durability (this increases to 100 once enhanced.) this item is best used to prevent a large amount of damage a few times, or enchanted with durability and worn with other armor so that the substantial armor boost lasts longer.

### Rings

Rings do not have a durability and do not provide a bonus to armor, instead applying a passive effect.

#### Wizardry

**Lich Ring:**

Increases the wearers intelligence and mana regen massively, sets their model to a skeleton, and automatically drops non-magical items.

#### Lockboxes

**Ring of Fate:**

When equipped: will permanently increase a random ability score by 1, but has a 1 in 10 chance to instantly kill the player.

#### Special

**Jade Ring:**

Dropped by the skeleton mage, allows the player to heal from zombie gibs, but occasionally summons jade monsters.

**Ring of Hircine:**

Obtained as a permanent reward from hell, makes the player change appearance into a werewolf, forces third person camera, applies a 100 max hp boost, prevents fall damage, prevents them from being knocked down, sets the players speed to a fixed amount regardless of dexterity, gives a special item, "werewolf claws", and sets the player's armor to 25, regardless of equipment.

As a downside, while the ring is equipped the player can not be healed by restoration magic, use destruction custom spells, or use any item that is not werewolf claws. Also, any armor worn will be rendered useless by the ring forcing your armor value to 25, but worn armor will still take damage to durability.

Despite being a melee weapon, werewolf claws are not affected by strength. While the damage is fairly low for a melee, it can hit multiple zombies in an area and allows the player to rightclick to "lunge." If werewolf claws are enchanted, they will function normally but lose all enchantments once the ring is taken off.

### Misc.

**Nerf Vest:**

All damage taken is either converted into 1 or 100, (most likely, taking 100 damage is the same chance as a crit.) Being lit on fire will activate the effect once for each tick, it is recommended to wear a Ring of Fire Resistance to reduce the risk of wearing this item.

#### Lockboxes

**Cloak of Shadows:**

While crouching the player becomes invisible, this item has 10 durability and drains durability every second the player is invisible. Enhancing it allows it to regenerate while not crouching.

**Reflector Cloak:**

Prevents bots from attacking the player, but makes health aura more visible to player zombies. Spawns in lockboxes once 8 or more players are online. Enhancing it gives it infinite durability.

**Strange Hat:**

Makes the top half of your screen black, will either increase or decrease your ability scores based on if they are an even or odd number.

Like all "Strange" items, its main use is in the ancient witches trial, where they become much stronger.

**Strange Robes:**

When damage is taken, it is either halved or doubled. Since the damage reduction is 50% while the damage increase is 100%, this works out to a net increase in damage taken, although at high levels of luck the damage reduction will trigger more often, decreasing average damage taken.

**Strange Boots:**

If the player is aligned with an invisible grid they will receive incredible forward momentum