Difference between revisions of "MRPG Items"

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(See Also)
(See Also)
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==See Also==
 
==See Also==
 
*[[Mage Wars RPG]]
 
*[[Mage Wars RPG]]
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*[[MRPG Weapons and Armor]]
 
*[[MRPG Items]]
 
*[[MRPG Items]]
 
*[[MRPG Weapons]]
 
*[[MRPG Weapons]]

Revision as of 05:20, 24 July 2012

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.

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-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.

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

The players armor-equip slots consist of:

  • Head
  • Hands
  • Wrists
  • Feet
  • Shins
  • Legs
  • Chest
  • Shoulders

Hands

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

The players jewelry-equip slots consist of:

  • Neck
  • 2 Earrings
  • 8 Rings


Weapons

Weapons come in an extremely wide variety, with facets available to focus right down to a specific sub-type.

Sub-Types

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.

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.

Ammunition

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.

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.

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 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)

Common Equip items(such as weapons and armor) will just be your very basic blank item.

Uncommon will include a basic enchantment.

Rares will have an enchantment and a rune.

Mythin items will have an enchantment, a rune, and an alchemical enchantment,

Epic items will have all of the available crafting enhancements.

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. 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.

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 item to their character in a unique way. This item will then work with specific facets to do additional damage or have extra abilities.

See Also