Purchased Base Items: Difference between revisions

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imported>Frankie1969 (historical)
imported>Eda (historical)
(better table, minor rewording)
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==Special Purpose==
==Special Purpose==
Items come in both Arcane and Technological styles to better match your base. Items always correspond. That is, the difference between Arcane and Tech is cosmetic only. (Except in the case of Empowerment Stations and Worktables, which accept only salvage of their own type.) While in the base editor, the categories for these items often show up only if you are currently in a room where they might be placed.
Items come in both Arcane and Technological styles to better match your base. The difference between Arcane and Tech items is cosmetic only. For every Tech based item there is a corresponding Arcane based item. (Except in the case of Empowerment Stations and Worktables, which accept only salvage of their own type.) Items are often referred to by their Tech names.
While in the base editor, item categories show up only if you are currently in a room where they might be placed. (For example, the [[Arcane Energy]] category will not appear when you are in a [[Workshop Room]].)




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{| border=".5" cellspacing="3" cellpadding="5"
{| border=".5" cellspacing="3" cellpadding="5"
|-
|-
| [[Arcane Defense]]
|rowspan='2' valign='center' align='center' cellpadding='5'|'''Defense'''
[[Tech Defense]]
|colspan='2' width='80%'|Defense items can be placed in certain rooms and provide limited protection for your base during [[base raid]]s. They draw energy and control in exchange for this protection.
| Defense items can be placed in certain rooms and provide limited protection for your base during [[base raid]]s. They draw energy and control in exchange for this protection.
|-
|-
|width='40%' align='center'|[[Arcane Defense|Arcane Defense Items]]
|width='40%' align='center'|[[Tech Defense|Tech Defense Items]]
|-
|-
| [[Arcane Control]]
 
[[Tech Control]]
 
| Control items offer control for Teleporters and Defense, allowing them to operate safely. Control is essential to a functioning base.
|-
|-
|rowspan='2' valign='center' align='center' cellpadding='5'|'''Control'''
|colspan='2' width='80%'|Control items offer control for Teleporters and Defense, allowing them to operate safely. Control is essential to a functioning base.
|-
|-
| [[Arcane Energy]]
|width='40%' align='center'|[[Arcane Control|Arcane Control Items]]
[[Tech Energy]]
|width='40%' align='center'|[[Tech Control|Tech Control Items]]
| Energy units power your base items, including control items. Energy is essential to a functioning base.
|-
|-
|-
|-
| [[Arcane Battery]]
|rowspan='2' valign='center' align='center' cellpadding='5'|'''Energy'''
[[Tech Battery]]
|colspan='2' width='80%'|Energy units power your base items, including control items. Energy is essential to a functioning base.
| Batteries offer limited energy to a single room worth of items.
|-
|-
|width='40%' align='center'|[[Arcane Energy|Arcane Energy Items]]
|width='40%' align='center'|[[Tech Energy|Tech Energy Items]]
|-
|-
| [[Arcane Teleport]]
 
[[Tech Teleport]]
 
| Teleport beacons and the actual teleporters draw both energy and control, but allow instant access to zones in Paragon City of the Rouge Isles for all supergroup members.
|-
|-
| [[Arcane Workshop]]
|rowspan='2' valign='center' align='center' cellpadding='5'|'''Batteries'''
[[Tech Workshop]]
|colspan='2' width='80%'|Batteries offer limited energy to a single room worth of items.
| Workshop items store items, or allow the crafting of other items. They draw modest amounts of control and energy.
|-
|-
|width='40%' align='center'|[[Arcane Battery|Arcane Batteries]]
|width='40%' align='center'|[[Tech Battery|Tech Batteries]]
|-
|-
| [[Arcane Empowerment]]
 
[[Tech Empowerment]]
 
| Empowerment stations can be placed only in Workshop rooms and allow base salvage to be converted into long lasting buffs for individual supergroup members. They draw no energy or control.
|-
|rowspan='2' valign='center' align='center' cellpadding='5'|'''Teleportation'''
|colspan='2' width='80%'|Teleport beacons and the actual teleporters draw both energy and control, but allow instant access to zones in Paragon City of the Rouge Isles for all supergroup members.
|-
|width='40%' align='center'|[[Arcane Teleport|Arcane Teleport Items]]
|width='40%' align='center'|[[Tech Teleport|Tech Teleport Items]]
|-
|-
|-
|-
| [[Medical#Arcane_Medical|Arcane Medical]]
|rowspan='2' valign='center' align='center' cellpadding='5'|'''Workshop'''
[[Medical#Tech_Medical|Tech Medical]]
|colspan='2' width='80%'|Workshop items store items, or allow the crafting of other items. They draw modest amounts of control and energy.
| Medical units allow supergroup members to Resurrect after being defeated or buy inspirations. They draw modest amounts of energy and control.
|-
|width='40%' align='center'|[[Arcane Workshop|Arcane Workshop Items]]
|width='40%' align='center'|[[Tech Workshop|Tech Workshop Items]]
|-
 
 
|-
|rowspan='2' valign='center' align='center' cellpadding='5'|'''Empowerment'''
|colspan='2' width='80%'|Empowerment stations can be placed only in Workshop rooms and allow base salvage to be converted into long lasting buffs for individual supergroup members. They draw no energy or control.
|-
|width='40%' align='center'|[[Arcane Empowerment|Arcane Empowerment Station]]
|width='40%' align='center'|[[Tech Empowerment|Tech Empowerment Station]]
|-
 
 
|-
|rowspan='2' valign='center' align='center' cellpadding='5'|'''Medical'''
|colspan='2' width='80%'|Medical units allow supergroup members to Resurrect after being defeated or buy inspirations. They draw modest amounts of energy and control.
|-
|width='40%' align='center'|[[Medical#Arcane_Medical|Arcane Medical Items]]
|width='40%' align='center'|[[Medical#Tech_Medical|Tech Medical Items]]
|-
|-


|}
|}


==Items of Power==
==Items of Power==

Revision as of 00:04, 2 December 2007

Overview

Numerically, the vast majority of base items are decorative. They cost very little and serve no function, other than to promote atmosphere and theme in a base. The most talked about items, however, are those that give some tangible benefit to the members of the supergroup lucky enough to own them. These include Special Purpose items and Items of Power. Collecting the right combination of shiny items (those that allow you to craft, buy, sell, or buff) and utilities (energy and control units) is no small feat.


Special Purpose

Items come in both Arcane and Technological styles to better match your base. The difference between Arcane and Tech items is cosmetic only. For every Tech based item there is a corresponding Arcane based item. (Except in the case of Empowerment Stations and Worktables, which accept only salvage of their own type.) Items are often referred to by their Tech names. While in the base editor, item categories show up only if you are currently in a room where they might be placed. (For example, the Arcane Energy category will not appear when you are in a Workshop Room.)


Defense Defense items can be placed in certain rooms and provide limited protection for your base during base raids. They draw energy and control in exchange for this protection.
Arcane Defense Items Tech Defense Items
Control Control items offer control for Teleporters and Defense, allowing them to operate safely. Control is essential to a functioning base.
Arcane Control Items Tech Control Items
Energy Energy units power your base items, including control items. Energy is essential to a functioning base.
Arcane Energy Items Tech Energy Items
Batteries Batteries offer limited energy to a single room worth of items.
Arcane Batteries Tech Batteries
Teleportation Teleport beacons and the actual teleporters draw both energy and control, but allow instant access to zones in Paragon City of the Rouge Isles for all supergroup members.
Arcane Teleport Items Tech Teleport Items
Workshop Workshop items store items, or allow the crafting of other items. They draw modest amounts of control and energy.
Arcane Workshop Items Tech Workshop Items
Empowerment Empowerment stations can be placed only in Workshop rooms and allow base salvage to be converted into long lasting buffs for individual supergroup members. They draw no energy or control.
Arcane Empowerment Station Tech Empowerment Station
Medical Medical units allow supergroup members to Resurrect after being defeated or buy inspirations. They draw modest amounts of energy and control.
Arcane Medical Items Tech Medical Items


Items of Power

Items of Power grant bonuses to every member of the Supergroup that owns them. The Cathedral of Pain Trial is currently not accessible, so no new Items of Power can be obtained. You can, however, buy some related items: anchors and bases.

Decorative

Decorative items are divided in the base editor based on their type. Things aren't always where you would expect, and it's best to look around for what you want.

See Also