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  #1  
Old 03-28-2012, 12:16 PM
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Default Equipment

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Last edited by eisprinzessin; 04-13-2012 at 12:22 AM. Reason: set links for 'requirements', 'looting vs. buying' and 'sets'
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  #2  
Old 03-28-2012, 12:18 PM
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Default Overview

Your equipment consists of weapons, shields or other left-hand items, armor [1], rings, necklaces, medals and talismans. [2]
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  1. Remove Stat Requirements From Gear. May 2010
  2. What are all these boxes for?! Mar 2010
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Old 03-28-2012, 10:53 PM
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Default Melee weapons

Grim Dawn has swords [1], axes [2] and blunt weapons [3] like clubs and maces. [1]

Some swords are looking pretty brutal. Part of the thinking behind swords is that they may not have been in as much use prior to the apocalypse but afterwards became a much more useful weapon. The big blocky sword is an early unique called "The Magistrate's Censor" which actually has the words "magistrate" on the blade along with chipped red paint and looks like it was crudely fashioned out of an old metal sign or something. [4]

The time period on Earth that the game most closely relates to, was a time when both guns and melee weapons co-existed on the battlefield. In Cairn, it makes sense for melee weapons to retain considerable value and effectiveness even with the advance of gunpowder weapons due to types of enemies humans are confronted with - namely hordes of zombies and other supernatural foes. [5]

Weapons have an attack speed. Swords are fast-hitting, lower damage weapons. Maces are slow-hitting, high damage weapons. [6]

You can dual wield one-handed weapons. [7] The developers want to tie this to a dual wield skill, because if it is a general option, it has to be balanced as a default attack, which doesn't make it nearly as cool or powerful. Dual wield skills with slightly different flavors can be made in more than one mastery. [8]

Two-handed melee weapons was the $450k stretch goal during the Grim Dawn Kickstarter campaign and unlocked for the initial release. [9] They might make a whip weapon in an expansion, too. [10]
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  1. screenshot Inventory May 2011
  2. screenshot Forgotten Cellar Mar 2012
  3. Blunt weapons / Item dmg Nov 2010
  4. Skills and Weapon Question Mar 2010
  5. guns in GD?? Dec 2010
  6. Caps and breaking them Mar 2012
  7. About the items May 2010
  8. Will we get 2-handed melee weapons? Mar 2010
  9. external Main 'Grim Dawn' Kickstarter page May 2012
  10. Class Main hand / Off-hand Aug 2010
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Last edited by eisprinzessin; 10-01-2012 at 04:45 PM. Reason: updated info on 'two-handed melee weapons'
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Old 03-30-2012, 07:36 PM
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Default Ranged weapons

Players will be able to use firearms [1] pistols [2] and rifles [3]. Technologically it fits the time period and, in terms of gameplay, it fits the role of the primary weapon for ranged-class characters in place of bows. Replacing bows by guns is really just a time-period appropriate art change. [4]

Guns will be a little more advanced as the developers didn't want to just lock themselves into the really early firearms. Some of the guns will be a little more WW1 style. [5] However, they're not going in a science-fictiony direction... no energy guns or anything like that. [6]

Grim Dawn will have some exotic weaponry - for instance, there is a triple barrel rifle and a pepper box style pistol in the game. [7] They'll be standard gunpowder and bullet weapons [8], but the developers are taking some liberties with guns though, so it won't all be exactly standard victorian-era fare. [6]

When you accurately model real guns, especially older ones, they often come out looking really insubstantial. This is especially true for a top-down perspective. Crate will be basing most of the guns off real-world designs but then beefing them up and taking other liberties to scale up the "badassness" to appropriate levels. They won't be over-the-top Doom style weapons but they won't be skinny colonial rifles either. Some happy middle-ground. [9]

Grim Dawn may have crossbows but only if it can be figured out how to design them so that they look good with the existing gun animations. Seems like it should work though. [4, 10, 11, 12] There may be some gatling-style unique guns [13], but it is probably a feature that will come later. [11, 12]

Ammunition - the tedium of picking it up quickly gets old. [14] Therefore guns will have unlimited ammunition. [15] Limiting it is one of these gameplay dynamics that are cool / fun for while but eventually add to the "user-fatigue" of playing the game. [14]

You can equip pistol and shield. The developers need to add some tech to support dual wielding pistols let alone wielding sword and pistol. [16] Dual wielding pistols was the $350k stretch goal during the Grim Dawn Kickstarter campaign and unlocked for the initial release. [17]
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There won't be any staffs or wands, as the developers see them as redundant, alternative ranged weapons. A staff in TQ is basically a bow with different art and animations. [18, 19]
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  1. Skills and Weapon Question Mar 2010
  2. Weapons Oct 2010
  3. Randomized Barriers Nov 2011
  4. guns in GD?? Dec 2010
  5. Skills and Weapon Question Mar 2010
  6. What are all these boxes for?! Mar 2010
  7. Weapons Apr 2011
  8. weapon question Jan 2010
  9. Skills and Weapon Question Mar 2010
  10. Sniping Hounds May 2011
  11. New HUD Layout! Dec 2011
  12. screenshot HUD with crossbow and gatling gun Dec 2011
  13. Skills and Weapon Question Mar 2010
  14. weapon question Jan 2010
  15. Will we have to buy Ammunition? Jul 2010
  16. About the items May 2010
  17. external Main 'Grim Dawn' Kickstarter page May 2012
  18. Remove Stat Requirements From Gear. May 2010
  19. Remove Stat Requirements From Gear. May 2010
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Last edited by eisprinzessin; 10-01-2012 at 04:36 PM. Reason: updated info on 'dual wielding pistols'
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  #5  
Old 03-30-2012, 07:40 PM
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Default Left-hand items

Casters will be able to wield either melee weapons or guns but there will be a left-hand item called a fulcrum that will function as a sort of supporting piece of gear similar to a shield, but probably more oriented towards boosting offensive power and energy. [1]
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  #6  
Old 03-30-2012, 09:43 PM
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Default Weapon swap

Some character builds require to switch between ranged and melee, weapons with different bonuses, or from dual wield to one-hand weapon with shield. To accommodate different types of multi-weapon class builds and tactics, you can equip two sets of weapons. [1]
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