Note: Weapons and Items and Items pages have now been combined into the single Items page.
Weapons and items in the game fall into three basic categories: equipables, ingredients, consumables, and use-items. No item will ever be marked as class-specific; the game is designed to allow a high degree of customization, so a given item need never be specific to a given class. For example, Warrior, Ranger, and Rogue classes are all interchangeable through facet-swap, so while a given item may help someone using rogue skills, a warrior could have taken those same proficiencies and thus use it.
- 1 Size
- 2 Equip Items
- 3 Other Items
- 4 Item Lists
- 5 See Also
Size is used in a number of areas including Inventory, how many runes can be placed on it, and for determining material-based bonuses. Size is used to tell how many runes can be applied to the item. Only items that go in an equipment slot can have runes placed on them, this applies to any equipment slot, including jewelry, clothing, etc.
- Very Small
- Very Large
Weapons, armor, jewelry, or anything else equipped to the character is an "equipable". Equipables come in three varieties: random, crafted, and named.
Randomly-generated items are mostly weapons and other gear generated by the game-engine as "loot". These will usually include one or two simple crafted effects (enchantments or runes), depending on rarity.
Crafted items are obviously items made using the crafting system. Note: while crafting allows players to name items they create, this does not make those items "named".
Named items are special pieces of equipment, usually high-value loot. They may have better stats or unique functions, and are often very hard to find. Some named items may drop randomly around the world.
Each character has 22 equip slots on their avatar, these include armor, jewelry, and hands.
The player also has a place to equip a quiver or other ammunition bag.
- Armor: There are eight slots for armor: head, hands, wrists, feet, shins, legs, chest, and shoulders.
- Hands: The player has two slots for hands, Main Hand and Off Hand, but some weapons require two hands and thus take up both slots. Some equip items are not actually weapons, but anything you hold goes in this slot.
- Jewelry: The players' jewelry-equip slots consist of: Neck, two Earrings, and eight Rings.
Jewelry is made through smithing, and follows a different set of rules for enchantment properties. For jewelry, quality does not increase the amount of available enchantments, only the enchantment-type. Poor items can only take basic enchantments and Simple to Very Fine can take any kind. The same rules still apply for runeing.
- Earrings: earrings are too small to hold the -Imbued property, thus material makes no difference. They can have only one enchantment each and cannot hold above a Tier II. Earrings are always Tiny in size. Earrings only gain material-type bonus from Mithril.
- Rings: rings can be -Imbued and add special bonuses to SV based on material-type. Rings are always Very Small and can hold a single rune. They can hold any enchantment tier but only 1 enchantment each.
- Necklaces: necklaces are considered Small and can hold 1 enchantment if Poor, 2 if Simple or Fine, and 3 if Very Fine. Like rings, necklaces gain a material-type bonus if made of a particular material.
While weapons are divided into many categories, two basic distinctions are important: melee rand ranged.
- Melee: A Melee Weapon is any weapon that must come into close quarters with an enemy in order to function.
- Ranged: a Ranged Weapon is any weapon that fires a projectile from a distance, with the projectile striking the enemy.
This distinction is particularly important for various effect rules and in crafting/understanding what types of weapons can exist. For example, a Hooked Bow would be ridiculous. That doesn't mean you can't have one.
All Bladed, Blunt, and Martial weapons count as melee, while everything in the Ranged category, as well as throwing weapons, counts as ranged.
Unlike other games, Mage Wars will not use individual arrows/bolts/axes/bullets/etc. because that system just gets seriously annoying, with the necessity of collecting new shots from the NPC dead. Instead, ammunition is essentially generated by an ammo bag. So a basic Crossbow Quiver contains an infinite number of crossbow bolts, having it equipped will ensure that you always have bolts to use.
Different bags apply to different weapons: a player using a longbow needs arrows, a player using a slingshot needs rocks, etc. In order to use a given weapon that requires ammunition, the player must have the appropriate ammo bag equipped.
Higher-level bags will also produce more powerful ammo, such as a flaming bolt bag that makes crossbow bolts which do additional fire damage. Ammo bags are craftable but will require relatively high levels of crafting expertise to create.
- This Is Important: Ammo bags are not magical items. The player may not turn a quiver upside down and empty out an infinite number of arrows, and then sell them to a vendor for cash. The idea is that if you have a bag, it has appropriate ammunition in it, and leave it at that. The only other option is to obsessively count arrows, and that gets really stupid.
Item Minimum Levels
Item MLs are based on a point system. Quality levels Poor through Fine have no effect, but Very Fine items have 1 point added to their minimum level. Every special property added brings in another point. Base items have their own Minimum levels (certain weapon sub-types, plate armor, etc). So for example, a single Fire-Imbued piece of leather armor would have a minimum level of 2. For enchantments, each tier of the enchantment is also worth 1 point, so a Tier III enchantment adds 3 to the minimum level required to equip the item. Each + point on a weapon also adds to the minimum level, however this does not include the +1 for being Very Fine. A base +2 Very Fine weapon would still be ML3, not ML4.
- Example 1: a piece of leather armor is Very Fine, Fire-Imbued, and has a Tier-I enchantment on it. The Minimum Level is 4.
- Example 2: a piece of leather armor is Poor, Fire-Imbued, and has a Tier-I enchantment on it. The Minimum Level is 3.
- Example 3: a piece of plate armor is Very Fine, Fire-Imbued, and has a Tier-III enchantment on it. The Minimum Level is 8.
Runes: every 3 runes add 1 point to the minimum level. A single rune has no effect. Certain runic inscriptions may have different rules.
Ritual Enchantments have no effect on Minimum Level.
All Crafted Items have a -1 to Minimum Level, and more advanced smiths can lower that even more.
Items are valued according to numerous factors. Much like minimum levels, special properties contribute. Each item has a base-value. Each property a modifier associated with it. The modifiers are totaled up separately, then multiplied by the base value.
See MRPG Item Prices.
Items come in 6 levels of rarity:
Unique items are, as the name implies, unique, or only one in existence per server.
Rarities are based on a 1 per 100 rate, so for every 100 common items the player can expect to find 1 uncommon, and so on. Since most crafting ingredients are common, that will be the most frequently found item.
Drop-rates are based on a global for all items dropped, meaning for every 100 drops period the player can expect 1 uncommon, not just for every 100 weapons 1 uncommon weapon.
Additionally, certain drops will have pre-programed rates. A chest might be coded to contain at least 1 rare. Drops for uncommons and rares will also be higher for bosses and higher-level content.
Loot Attributes by Rarity
(See MRPG Crafting for details)
Randomly generated Equip items (such as weapons, armor, and robes):
- Common will just be your very basic blank or finished item. These can generate in any quality level, but will not have an inherent +value.
- Uncommon will include a basic enchantment, tier according to level. Uncommon items can only generate in Simple to Very Fine and can be up to +2.
- Rares will have 1-3 enchantments, tiered according to level, and can only be Fine or Very Fine. Rarely some items might have one exotic property OR one ritual already on them.
Mythic, Epic, and Unique items do not auto-generate.
Randomly generated loot cannot have -Imbued or Runes.
Named Items are exactly what the name implies: items with a specific name. These are always the same, with no randomized properties.
- Common There will be no common named items.
- Uncommon will be equivalent to their random counterparts, but can be -Imbued and runed(though runes will be uncommon within the uncommon demographic).
- Rare, Mythic, and Epic named items will have specific, laid-out sets of enchantments, rituals, exotic properties, and runes selected to compliment each other. They may also have special (unique) attributes.
Additionally, many Rare named items have Mythic and Epic versions that can be obtained through Ritual Crafting. In these casses, the mythic and epic versions never drop, only the components to upgrade the item. These items may also have unique rituals meant to further enhance them. Fully-upgraded Epic items will be the rarest and most powerful of all, and will always have at least one attribute unique to Epic items.
Various NPCs in-game will offer the player the chance to "trade up" accepting a stack of 100 items in exchange for 1 of the next highest rarity, up to epic. This allows even the humblest of players, with patience, to obtain "epic" items, simply by collecting enough commons(it would require 10,000,000,000 commons to obtain 1 epic in this fashion)
Item trade-ups will be based on item types, for example 100 weapons. For equip items, it is based on equipment slot. So 100 swords will not necessarily return a sword but will always return a weapon.
A "bound" item is an item that is tied to a specific character or player account. Every item with a bind-effect will pop up an "are you sure?" dialogue box when first equipped. Some items may be Bind on Acquire, while others (many) will be bind-on-equip (BOE), allowing for the 1-time selling and trading. Still others will simply have no binding-state whatsoever.
Most items in Mage Wars RPG will be Bound to Account, allowing players to share them between their various characters. Some will be specifically Bound to Character, though this will be restricted primarily to Named items and items specific to completing some quest or another(a magical key, for example, that opens a door, and that the character has completed a quest in order to obtain).
Basic things like ingredients and consumables will never be bound. Some use-items might be BOE or BOP, this only applies to higher-level items such as smithing tools.
There may be a better name for this later, but players will be able to perform a special ritual that binds one equip-item to their character in a unique way. The item then becomes Bound to Character. This lowers the item minimum level by 1, and if it is a weapon, the strength requirement by 2.
This may be required to unlock certain attributes or even just to use some Named weapons.
Ingredients are items used exclusively in crafting, these have no other function. Ingredients can be found as loot, collected in outside environments, or bought from vendors. Most ingredients will be available from vendors.
Items that have a finite number of "uses" and disappear when that number is reached are consumables. Potions are an example of a single-use consumable, wands would be a multi-use.
Use items are items that have some effect but are not equipped. Scrolls are a prime example. Other items, such as smithing tools and transcription components, are used but never equipped.
Healing Item Lists
Item Effect Lists
Item Table Lists
Non yet, this stuff is hard ok?