Items
*Every provided number are subject to change and may/will change in time depends on our testing & thoughts.
Items are group of everything you can get to your inventory, their are splited to many categories depends ond their type, quality, tier, etc.
Properties
Property groups
Property flags
- Consumable - can be consumed
- Equipable - can be euiped
- Droppable - can be dropped to ground by player
- Tradable - can be traded
- Sellable - can be sold to NPC vendor
- Stoleable - can be marked as stolen
Category
| Item Category | Description | Equipable | Consumable |
|---|---|---|---|
| Materials | Materials are intermediate items which can be used to process or craft into another item | NO | NO |
| Weapons | Weapons are items you can use as combat items to fight physical. Weapons can a also have bonuses to even magic | YES | NO |
| Armors | Armors are items you can equip and change your appereance, but their also gives you protection. Armors can be build as sets. | YES | NO |
| Jewelery | Jewelery are small items which can be equiped to protect you from debufs and magic. They can also give bonuses to your stats. | YES | NO |
| Potions | Potions | NO | YES |
| Scrolls | Potions | NO | YES |
| Books | Potions | NO | YES |
| Blueprints | Potions | NO | YES |
| Coins | Coins are raised by kingdom and catch good price, they are heavy so their are not not optimal to be taken in big amount | NO | NO |
| Ore | Ores are subset of materials are | NO | NO |
| Bars | Bars are melted ore inside heavy, clean bars, which can be sold with good price | NO | NO |
Tier
Tiers are bounded to levels, you can't use weapon from highter tier efectively enought. There is big penalty if you do. Higher tier weapon have better stats. Tiers are applicated mostly to equipable items like Weapons, Armors & Jewelery
| Item Tiers | Required level |
|---|---|
| No tier | 0 |
| I. tier | 10+ |
| II. tier | 20+ |
| III. tier | 30+ |
| IV. tier | 40+ |
| V. tier | 50+ |
- Item's can be reforged to higher tier by player specific player Artisan.
- No tier items can't be forged
- Some items starts at higher tears
- Reforge cost partial amount of cracting materials. (Example - if you reforge II. tier to III. tier, it will cost partial of what would cost crafting III. tier item)
- Reforge has same % chance of success like crafting
Quality
Quality is property bounded to every Material, Consumable & Equipable item. Quality of this item is determined by skill of creator and an quality of provided materials & equip if there is some. (Some items are created diferently than by players - for example Quest reward)
| Quality | Created by | Bonuses* | Auguments |
|---|---|---|---|
| Poor | Beginner | -25% of properties | 1 |
| Common | Beginner | 0% | 3 |
| Uncommon | Novice | +25% | 4 |
| Good | Advanced | +50% | 5 |
| Fine | Journeyman | +75% | 6 |
| Rare | Experienced | +100% | 7 |
| Unique | Non craftable | +125% | 8 |
| Epic | Master | +150% | 9 |
| Legendary | Grand-master | +200% | 10 |
Beginner Novice Advanced Journeyman Experienced Master Grand-master
Armors
| Armor Type | |
|---|---|
| Head | YES |
| Body | YES |
| Legs | YES |
| Gloves | YES |
| Boots | YES |
Weapons
| Weapon Types | Dual wielding |
|---|---|
| Swords | YES |
| Axes | YES |
| Daggers | YES |
| Bows | YES |
| Hammers | YES |
| Blunts | YES |
| Shileds | NO |
| 2h swords | NO |
| 2h axes | NO |
| 2h hammers | NO |