Equipment Slots
Thy character possesses multiple equipment slots, each accepting specific types of gear. Filling these slots with quality equipment is essential for survival in the realm. A well-equipped warrior is worth ten poorly-armed peasants.
| Slot | Item Type | Primary Stats | Upgrade Cap |
|---|---|---|---|
| Main Hand | Weapon (any) | Attack, Speed | +10 |
| Off Hand | Shield, Secondary Weapon | Defense, Block, or Attack | +10 |
| Head | Helmet, Hood | Defense, Special Effects | +10 |
| Chest | Armor, Robe | Defense, HP | +10 |
| Hands | Gloves, Gauntlets | Attack, Crit | +10 |
| Feet | Boots, Greaves | Movement, Dodge | +10 |
| Accessory (x2) | Rings, Amulets | Varies widely | +5 |
| Back | Backpack | Inventory slots | N/A |
Two accessory slots allow for diverse stat combinations. A warrior might wear two damage rings, whilst a crafter prefers rings boosting material yields. Experiment to find combinations matching thy playstyle.
Weapons
Weapons define thy offensive capability. Each type offers different tradeoffs between damage, speed, and special properties. Choose based upon thy skills and preferred combat style.
| Type | Damage | Speed | Special Property |
|---|---|---|---|
| Sword | Medium | Fast | Balanced, +5% crit chance |
| Axe | High | Medium | Armor penetration |
| Mace | High | Slow | Stun chance on hit |
| Dagger | Low | Very Fast | +15% crit chance, backstab bonus |
| Bow | Medium | Medium | Ranged attacks, kiting potential |
| Staff | Low | Slow | Magic damage, spell amplification |
Two-handed weapons occupy both main and off-hand slots but provide significantly higher damage. The choice between dual-wielding, sword-and-shield, or two-hander depends upon thy preferred balance of offense and defense.
Armor
Armor provides defense against physical damage. Three armor classes exist, each favoring different playstyles and skill requirements.
| Class | Defense | Movement Penalty | Best For |
|---|---|---|---|
| Light | Low | None | Scouts, archers, dodge builds |
| Medium | Medium | -5% | Balanced warriors, hybrid builds |
| Heavy | High | -15% | Tanks, front-line fighters |
Movement penalty affects both travel speed and combat mobility. Heavy armor makes retreating difficult, so such warriors must commit fully to engagements. Light armor users may kite enemies but cannot withstand sustained damage.
Set bonuses reward wearing matching armor pieces. A complete set of Dragonscale armor, for example, grants fire resistance and a damage reflection aura. Collecting full sets is a worthy goal for dedicated adventurers.
Consumables
Consumables provide temporary buffs, healing, or special effects. Wise adventurers maintain stocks of essential consumables for dangerous expeditions.
| Category | Effects | Duration | Stacking |
|---|---|---|---|
| Health Potions | Instant HP restoration | Instant | 10-second cooldown between uses |
| Buff Potions | Stat increases (attack, defense, etc.) | 5-30 minutes | One buff type per category |
| Bandages | HP over time (out of combat) | 30 seconds | Interrupted by damage |
| Food | HP/stamina regen, well-fed buff | 1 hour | One food buff active |
| Bolas | Immobilize target for 5 seconds | 5 seconds | 30m range, single target |
Bolas are particularly useful against fleeing creatures like Phase Skitterers. Thrown within 30 meters, they immobilize the target for 5 seconds—enough time to prevent an escape and secure the kill.
Backpacks & Storage
Thy carrying capacity depends upon thy equipped backpack. Starting adventurers receive a basic satchel, but larger packs must be crafted or purchased.
| Backpack | Slots | Weight Limit | Special |
|---|---|---|---|
| Starter Satchel | 12 | 50 kg | Cannot be lost |
| Traveler's Pack | 20 | 100 kg | — |
| Adventurer's Haversack | 30 | 200 kg | Water-resistant |
| Merchant's Trunk | 40 | 500 kg | Trade bonus |
Beyond thy backpack, storage may be expanded through Storehousesbuilt on thy territory. These structures hold items indefinitely and may be accessed by kingdom members if permissions allow. Protect thy storehouses well— enemies may raid them during war.
Stacking Rules
Stackable items combine into single inventory slots, conserving precious space. Understanding stacking rules maximizes thy carrying efficiency.
| Item Type | Stack Size | Notes |
|---|---|---|
| Raw Materials | 999 | Ore, wood, herbs, etc. |
| Refined Materials | 999 | Ingots, leather, planks |
| Consumables | 20-50 | Varies by item |
| Currency | Unlimited | Gold, bricks (separate counter) |
| Equipment | 1 | Never stacks (unique instances) |
Equipment never stacks, as each piece has unique upgrade levels and potential enchantments. Plan thy inventory accordingly—a full set of backup equipment consumes significant space.
The auto-sort function organizes thy inventory by category, combining partial stacks and arranging items logically. Use it frequently to maintain order amidst the chaos of adventuring.