Overview: New Item System
Item Classes, Types, and Type Variants
Version 1.2 featured only about 16 different item types.
In contrast, 72 item types are going to build the base of the new item system which is integrated into the full version - a 350% increase.
All of these item types can be grouped into one of these more general
classes:
- Weapons
- Armor (Body Armor, Helms, Gloves/Gauntlets, Boots)
- Shields
- Scrolls
- Potions
- Special Items

Some of the above named classes can be subdivided further into
sub classes which in turn are finally composed of the specific item
types.
For instance, the 'Weapons' class is divided into sub classes 'Short-Range' and 'Long-Range'. The weapon class 'Short-Range' then includes the weapon types 'Clubs', 'Knives', 'Swords', 'Scepters', 'Axes', etc.
Each item type comes in various type variants. Some examples for variants of the 'Sword' type would be: 'Gladius', 'Short Sword', 'Broad Sword', and 'Claymore'.
Base attributes are defined for each type variant to serve as a template for item creation. Actual Items are randomly generated by taking into account these base values of the type variants plus several parameters like:
- level and inventory of the enemy
- type variant modifier values
- magic / additional modifiers
- random distribution
With some luck, additional value bonus is added to specific item attributes. Magically enhanced weapons, armor, or shields always have some additional attributes. However magic items also do have slightly minor peak values and are both harder to find and not usable without appropriate skill / magic values.
There is much more to the item system (like the magic/scroll system) than what is covered here.
But before we delve deeper into this within the next days we are going to reveal what the numerous item types are about.
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View Item List