Items, Gear and Experienced Value
Items tiers, purpose, and value in the context of user experience, progress, and pursuit.
Items tiers, purpose, and value in the context of user experience, progress, and pursuit.
What categorical purpose various items serve.
Natural Resources
Raw items are, as they’re titled, the raw resources you find around the game world. Predominantly these serve to be scavenge-able items to harvest for resources. They are often minimal in quantity of Essence gained, abundant in natural environments, and basic in function.
Some Raw items can serve as a fallback equipment, doing low tier damage/effects with few charges available.
The left hand equip items.
Spell/Ability items are the items equipped in your left hand. They serve to augment and supplement your right handed combat equipment. The abilities housed in the items can be quick and immediate, like a palm blast. They can serve as a support effect like Bandages curing bleed, or Lucky Rabbit Foot increasing unit speed. Or they can be more spellcasting oriented, with casting charge times, powerful effects, vivid particles, and a long commit to yield the effect.
Because items have their singular effect and can be easily swapped with the quick equip wheel. They are meant to be unique, striking, and potent in their effects. With a broad enough ability pool, we can disperse different quantities of ability items in different biomes making regions significant for the powers you can access on a regional basis.
For example: You may find a flame blast ability from a “Everburn Root” at the base of a volcano. This region may be the only place you can find the item naturally occurring, the only other places being treasure rewards. This makes a journey (crawl) to the Volcano an essential step if you’re planning to go to the overgrown woods, which has frequent brush obstacles that take burn damage to break through. This enables situational unlocks of overgrown chests, or door passages covered in dry brush.
Lastly, Ability items are one of two classes. Items whos durability is consumed as cost of the spell, and cannot be repaired. These are most indicative of consumable Ability Items like the Lucky Rabbits Foot. Secondly is the ability equipment class, where durability may be lightly spent but instead the spell costs essence to cast. This is tied to major quest rewards and treasures, like the Blessed Elk Horn Pipe granted for completing Elder Elks quest line.
The equipment ability items are meant to last long periods and serve as an inventory capacity challenge as well as essence management challenge. While consumable ability items are meant to represent scarcity and passing availability.
Right Handed Equip Item
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Aimed Right Handed Equip Items
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Wearable Equips
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Raw and Crude Items – Low Value
Tier 0 items would be common and crude items regularly available throughout much of the game world. They serve as a low steady stream of essences and as weak fallbacks for basic functions like combat, range, armour, and restoration.
Entry level items, weapons, foods, and gear with the first functional effects and stats. Good for the first 1/3 of the game.
Tier 0 items would be common and crude items regularly available throughout much of the game world. They serve as a low steady stream of essences and as weak fallbacks for basic functions like combat, range, armour, and restoration.
A strong rise in force, necessary in facing the deadly and corrupted foes as the game elapses. Good for the middle of the game.
Tier 0 items would be common and crude items regularly available throughout much of the game world. They serve as a low steady stream of essences and as weak fallbacks for basic functions like combat, range, armour, and restoration.
Endgame gear. For facing the bosses at the end of the campaign.
Tier 0 items would be common and crude items regularly available throughout much of the game world. They serve as a low steady stream of essences and as weak fallbacks for basic functions like combat, range, armour, and restoration.
The items necessary to survive the agony of newgame plus.
Tier 0 items would be common and crude items regularly available throughout much of the game world. They serve as a low steady stream of essences and as weak fallbacks for basic functions like combat, range, armour, and restoration.