There are more than 1000 base items:

weapon, armor, costume jewelry and decoration, powders, mantras.

Only 10% of them have a requirement based on vocation, the requirements of rest 90% are based on attributes only. This is why there will be a great number of ways to equip your top-character.

Part 1. Types of items

For a more structured representation of items, it is reasonable to divide them into categories and sub-categories:

  1. Character’s outfit:
    • Weapon;
      • One-handed are daggers, swords, axes, hammers, one-handed staves, etc;
      • Two-handed are swords, axes, hammers, crossbows, bows, two-handed staves;
    • Ammunition are arrows and bolts;
    • Armor pieces are protection of the head, chest, girdle, hands, legs, feet, and also shields and obelisks;
    • Accessories are shoulder pads, capes;
    • Jewelry are amulets, bracelets, and rings;
    • Containers are bags (as a main container) and minor containers.
  2. Powders related to one or another of 4 elements;
  3. Mantras written in books;
  4. Recipes, also written down, but in other books;
  5. Items related to functionality of a castle such as potion elixirs, crystals;
  6. Consumables;
  7. Special. These could be either quest items, left overs of PvP (ears), tokens of teleportation, mounts, or other technical objects and items;
  8. Resources.

Part 2. Prefix of items, randomization when items are generated

This part is mostly about items related to weapon, armor and accessories. There are 3 slots for prefix:

  1. The slot that influences characteristics PA/MA/PD/MD, and also pluses and minuses of attributes, which are granted or taken away by this item (rounding is to whole numbers):
    • Proficient [P]: from +3 to 10% of base value;
    • Regular [R]: +-3% of base value;
    • Mediocre [M]: from -3 to -10% of base value.
  2. The slot that influences the requirement for stats (same range and rounding rule are applied):
    • Proficient [P]: from +3 to 10% of base value;
    • Regular [R]: +-3% of base value;
    • Mediocre [M]: from -3 to -10% of base value.
  3. The slot that influences durability:
    • Proficient [P]: from +10 to 30% of base value;
    • Regular [R]: +-10% of base value;
    • Mediocre [M]: from -30 to -10% of base value.

And right when an item, either loot or crafted one, appears in the world, a particular value will be generated. PPP items are very rare events during drop of loot, or the extraordinary craftsmanship and perseverance of a craftsman.

Part 3. Wear of item and their repair

“Sharpening” and upgrading of items are not intended. However, the wear of items is envisaged, and it influences characteristics of items directly.

This is especially noticeable for weapon and armor. Characteristics of attack and defense for weapon and armor decrease when the items wear-out.

Almost broken item of the 12th level will have only 50% of its initial characteristics, and it will be worse than a new item of the 8th level.

A lot of attention is devoted to the repair and restoration of broken items as well.