Greetings everybody!
Monday again, smells like the new devlog is here. Today we decided to tell more about loot in Stoneshard, there is a lot to say about generation and rarity aspects. Let's get started!
In Stoneshard items can be divided into two types: equipment and consumables. Equipment is all that your character can put on. The outfit in every way modifies the characteristics of the character - in general, the standard theme for the RPG. In total, the character has 10 equipment slots: helmet, body, belt, arms, legs, neck, two rings and two arms slots – customise the the way you want. By the way, the player will be allowed to save two weapon sets and, if desired, to switch between them - a very convenient function for archers or crossbowmen, who suddenly found themselves engaged in melee.
In terms of visual design, we try to adhere to moderate realism: usually, objects are created on the basis of actually existing weapons (got exclusions, everyone likes epic badass super-duper gear), it will not do without fantasy samples. All items are also ranked by level: from the first to the last level you will come across completely different outfits. No autoscale, the encountering loot changes depending on the level of location in which you found it. If at the beginning of the game you fight almost by what came handy, then in the end the equipment will look much scarier than a swiss knife.
RPG is no RPG without rare items. We have 5 different qualities:
- Common Common, regular, normal, ordinary, usual, routine, everyday, frequent, rife, easy to find, nothing special items, believe me. The item has exactly the characteristics that the game designer assigned it (I did that).
- Uncommon A little bit more special, always has one enchant, that affects the item characteristics in different ways. We will tell more further.
- Rare Stronger enchants, more uncommon than uncommon.
- Epic Very rare items from the equipment sets. The more items of the set are equipped - the bigger and steeper the bonuses are. We will add many of them, how about the armor of the Vagabond Knight or the robes of the Forsaken Mystic? (don’t worry about the Mystic, he was not really forsaken, it just sounds cool).
- Legendary! Legendary items are named so for a reason. As a rule ,they are top tier and are really rare: in each campaign, the legendary exist in a single copy, well, with some exceptions. Legendary items have different unique properties: for example, the legendary ring Magnar’s Eye shows you the location of the nearest enemies. Acquiring a legendary item is not that easy, you know, kill the Destroyer of Worlds, complete the main quest of your life, collect billion boulders (not really). The other way is to be patient and lucky.
Some epic quality gear.
Enchants also have a rarity and are divided into Secondary, Primary and Special. As you might have guessed, the rarity of enchantment affects the way characteristics are changed. Accordingly, secondary enchantments improve minor attributes, and primary upgrade more valuable basic ones - Strength, Agility, Perception, Intellect or Will. Special enchantments suggest far more interesting bonuses than just increments to numbers: for example, some weapons can steal life or mana, a helmet - passively increase Morale and Intelligence, and armor – heal you or return some of the damage to the attackers. This enchantments are strictly tied to the type of equipment: for example, the enchantments that increase Savvy (attribute, making it easier to work with locks and mechanisms), come across only on helmets and gloves.
That’s all by now. See you next Monday!
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