Difference between revisions of "MRPG Items"

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'''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 [[Mage Wars RPG Classes|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.
 
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 [[Mage Wars RPG Classes|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.
 +
 +
==Size==
 +
Size is used in a number of areas including [[MRPG Inventory|Inventory]], how many runes can be placed on it, and for determining [[MRPG Materials|material]]-based bonuses. Size is used to tell how many [[MRPG Runeing#Size|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.
 +
 +
'''Sizes:'''
 +
*Tiny
 +
*Very Small
 +
*Small
 +
*Medium
 +
*Large
 +
*Very Large
 +
*Immense
 +
 +
Visit the individual [[MRPG Weapons|weapon]] and [[MRPG Armor|armor]] pages to check the sizes for those items.
  
 
==Equip Items==
 
==Equip Items==
Line 5: Line 21:
  
 
*'''Random'''
 
*'''Random'''
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.
+
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'''
 
*'''Crafted'''
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*'''Named'''
 
*'''Named'''
Named items are special pieces of equipment, usually high-end 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.
+
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.
  
 
===Equipment Slots===
 
===Equipment Slots===
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The player also has a place to equip a quiver or other [[MRPG Weapons and Items#Ammunition|ammunition]] bag.
 
The player also has a place to equip a quiver or other [[MRPG Weapons and Items#Ammunition|ammunition]] bag.
  
====Armor====
+
*'''Armor:''' There are eight slots for [[MRPG Armor|armor]]: head, hands, wrists, feet, shins, legs, chest, and shoulders.
The players armor-equip slots consist of:
+
 
*Head
+
*'''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.
*Hands
 
*Wrists
 
*Feet
 
*Shins
 
*Legs
 
*Chest
 
*Shoulders
 
  
===Hands===
+
*'''Jewelry:''' The players' jewelry-equip slots consist of: Neck, two Earrings, and eight Rings.
The player has two slots for hands, Main Hand and Off Hand, some weapons will 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===
 
===Jewelry===
The players jewelry-equip slots consist of:
+
Jewelry is made through [[MRPG Smithing|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 [[MRPG Runeing|runeing]].
*Neck
 
*2 Earrings
 
*8 Rings
 
  
 +
*'''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.
  
==Weapons==
+
*'''Rings:''' rings can be -Imbued and add special bonuses to SV based on [[MRPG Materials|material-type]]. Rings are always Very Small and can hold a single rune. They can hold any enchantment tier but only 1 enchantment each.  
Weapons come in an extremely wide variety, with [[MRPG Facet List|facets]] available to focus right down to a specific sub-type.  
 
  
===Sub-Types===
+
*'''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.
The weapon proficiencies are bladed, blunt, ranged, and martial, so a player with the Bladed skill can wield any weapon falling into the bladed category. Each category will have sub-groups and of sub-types.
 
  
'''Example:''' Bladed has the following sub-groups: swords, axes, and spears. Swords have a further level of sub-typing down to specific varieties such as long swords, bastard swords, broadswords, rapiers, etc, for each specific sub-type of the weapon.  
+
===Weapons===
 +
[[MRPG Weapons|Weapons]] Can be made from any [[MRPG Materials|material]], with [[MRPG Materials#Metals|metal]] the most common.
  
A player will be able to take proficiencies that focus them down to a specific sub-type, giving them extra damage if they use specifically a rapier vs any other bladed weapon.
+
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.
  
==Ammunition==
+
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.
Unlike other games, Mage Wars will not use individual arrows/bolts/axes/bullets/etc because that system just gets seriously annoying. 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.
+
All Bladed, Blunt, and Martial weapons count as melee, while everything in the Ranged category, as well as throwing weapons, counts as ranged.
 +
 
 +
===Ammunition===
 +
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 [[MRPG Crafting|craftable]] but will require relatively high levels of crafting expertise to create.
 
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 [[MRPG Crafting|craftable]] but will require relatively high levels of crafting expertise to create.
  
==Ingredients==
+
*'''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.
Ingredients are items used exclusively in [[MRPG Crafting|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.
+
 
 +
===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.
 +
 
 +
[[MRPG Runeing|Runes]]: every 3 runes add 1 point to the minimum level. A single rune has no effect. Certain runic inscriptions may have different rules.
 +
 
 +
[[MRPG Ritual Enchanting|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.
  
==Consumables==
+
===Item Values===
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.
+
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.
  
==Use-Items==
+
See [[MRPG Item Prices]].
Use items are items that have some effect but are not equipped. Scrolls are a prime example. Other items, such as [[MRPG Crafting#Smithing|smithing tools]] and transcription components, are used but never equipped.
 
  
==Item Rarities==
+
===Item Rarities===
 
Items come in 6 levels of rarity:
 
Items come in 6 levels of rarity:
  
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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.
 
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===
+
====Loot Attributes by Rarity====
 
(See [[MRPG Crafting]] for details)
 
(See [[MRPG Crafting]] for details)
  
Common [[MRPG Weapons and Items#Equip Items|Equip]] items(such as weapons and armor) will just be your very basic blank item.
+
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 [[MRPG Exotic Properties|exotic property]] OR one [[MRPG Ritual Enchanting|ritual]] already on them.
  
Uncommon will include a basic enchantment.
+
Mythic, Epic, and Unique items do not auto-generate.
  
Rares will have an enchantment and a rune.
+
Randomly generated loot cannot have -Imbued or Runes.
  
Mythin items will have an enchantment, a rune, and an alchemical enchantment,
+
=====Named Loot=====
 +
Named Items are exactly what the name implies: items with a specific name. These are always the same, with no randomized properties.
  
Epic items will have all of the available crafting enhancements.
+
*'''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.
  
===Item Trade-Up===
+
Additionally, many Rare named items have Mythic and Epic versions that can be obtained through [[MRPG Ritual Crafting|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.
 +
 
 +
====Item Trade-Up====
 
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)
 
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.
 
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.
  
==Item Bindings==
+
===Item Bindings===
A "bound" item is an item that is tied to a specific character or player account. Some bound items will be bind-on-equip(BOE), allowing for the 1-time selling and trading of crafted and looted gear. Others are bind-on-pickup(BOP) but this will be very uncommon and mostly used for quest items. Most items will require the player to complete a "binding ritual" in-game, making the item bound to their character. This may be required to unlock certain attributes or even just to use some high-level weapons.
+
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.
 
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.
  
===Ritual-Bound===
+
====Ritual-Bound====
There may be a better name for this later, but players will be able to perform a special ritual that binds one item to their character in a unique way. This item will then work with specific [[MRPG Facet List|facets]] to do additional damage or have extra abilities.
+
There may be a better name for this later, but players will be able to perform a special [[MRPG Ritual Enchanting|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.
 +
 
 +
==Other Items==
 +
 
 +
===Ingredients===
 +
Ingredients are items used exclusively in [[MRPG Crafting|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.
 +
 
 +
===Consumables===
 +
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===
 +
Use items are items that have some effect but are not equipped. Scrolls are a prime example. Other items, such as [[MRPG Crafting#Smithing|smithing tools]] and transcription components, are used but never equipped.
 +
 
 +
*[[MRPG Scrolls]]
 +
*[[MRPG Smithing Tools]]
 +
 
 +
==Item Lists==
 +
 
 +
===Crafting Ingredients===
 +
*[[MRPG Materials]]
 +
*[[MRPG Enchanting Ingredients]]
 +
*[[MRPG Alchemical Ingredients]]
 +
 
 +
===Equip Items===
 +
Items equiped
 +
 
 +
====Hand Items====
 +
*[[MRPG Weapons]]
 +
*[[MRPG Focus Items]]
 +
*[[MRPG Shields]]
 +
*[[MRPG Spellbooks]]
 +
*[[MRPG Wands]]
 +
 
 +
====Armor====
 +
[[MRPG Armor]]
 +
 
 +
====Jewelry====
 +
*[[MRPG Rings]]
 +
*[[MRPG Necklaces]]
 +
*[[MRPG Earrings]]
 +
 
 +
===Healing Item Lists===
 +
*[[MRPG Bandages]]
 +
*[[MRPG Potions]]
 +
*[[MRPG Seals]]
 +
 
 +
===Item Effect Lists===
 +
*[[MRPG Weapon Effects]]
 +
*[[MRPG Enchanting Effects]]
 +
*[[MRPG Exotic Effects]]
 +
 
 +
===Item Table Lists===
 +
Non yet, this stuff is hard ok?
 +
 
 +
*[[MRPG bandage List]]
 +
 
 +
 
  
 
==See Also==
 
==See Also==
[[Mage Wars RPG]]
+
*[[Mage Wars RPG]]
 +
*[[MRPG Named Items]]
 +
*[[MRPG Weapons and Armor]]
 +
*[[MRPG Weapons]]
 +
 
 +
[[Category:Mage Wars RPG]]

Latest revision as of 18:03, 26 September 2018

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.

Size

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.

Sizes:

  • Tiny
  • Very Small
  • Small
  • Medium
  • Large
  • Very Large
  • Immense

Visit the individual weapon and armor pages to check the sizes for those items.

Equip Items

Weapons, armor, jewelry, or anything else equipped to the character is an "equipable". Equipables come in three varieties: random, crafted, and named.

  • Random

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

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

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.

Equipment Slots

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

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.

Weapons

Weapons Can be made from any material, with metal the most common.

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.

Ammunition

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.

Item Values

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.

Item Rarities

Items come in 6 levels of rarity:

  • Common
  • Uncommon
  • Rare
  • Mythic
  • Epic
  • Unique

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 Loot

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.

Item Trade-Up

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.

Item Bindings

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.

Ritual-Bound

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.

Other Items

Ingredients

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.

Consumables

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

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.

Item Lists

Crafting Ingredients

Equip Items

Items equiped

Hand Items

Armor

MRPG Armor

Jewelry

Healing Item Lists

Item Effect Lists

Item Table Lists

Non yet, this stuff is hard ok?


See Also