symbaroum-dev-docs
  • Introduction
  • Aspects of the Game
    • Character Creation
  • Technical Aspects
    • Data
    • Internationalization
  • Game Mechanics
    • Values
    • Attacks
    • Defense
  • Characters
    • Stats
  • Models
    • Aspect
    • Character
    • Character Template
    • Stats
    • Race
    • Persistence
  • Items
  • Character Creation
    • Procedure
  • Properties
  • Security
    • Roles
    • Auditing
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  • Equipment
  • Armor Impediment
  • Item Levels
  • Equipment Slots
  • Artifacts
  • Prices

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Items

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Last updated 6 years ago

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Maybe they should be reduced to:

  • Equipable

  • Usable

Equipment

Some items, such as armors and weapons, modify a character when equipped.

Equipment has some dynamic stats:

  • Protection (can contain multiple values)

  • Impediment

  • Damage

  • Number of hands required

  • Price

  • Blackmarket flag

Armor Impediment

  • Light: -2

  • Medium: -3

  • Heavy: -4

Qualities, such as flexible or cumbersome, may modify this.

Item Levels

Item linked to an ability, mostly craftable items, have a level.

  • Elixirs

  • Minor artifacts

  • Traps

Levels increase the effectiveness of an item.

Equipment Slots

Each character can have any number of armors, showing the stats using each of them.

A character may have multiple sets of weapons, but they should fit in two hands (two one-handed or one two-handed)

Artifacts

These are complex items, which may include several abilities.

How to handle this?

Prices

The price of weapons and armors is affected by the number of qualities.