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- Stat values will be predominately the same but may be able to be adjusted by crafters who are capable with that type of armor.
- Certain armor types are going to have certain type of predominant stat values. So there's going to be certain waterfall stats and/or certain primary attributes that are available on certain armor types; and then if you want to have the one that's not more prominently available- those will be rare to get- you'll have to elicit the services of a crafter who's very capable within that particular type of armor in order to get the non-traditional stats and/or waterfalls available. So there's still the ability to get whatever on these but they're going to be more predetermined for certain types of stats and waterfalls. – Steven Sharif
- Set bonuses are granted to wearers of exclusively one type of armor, for example: all cloth, or all plate.
- There'll be certain types of set bonuses granted across specific full sets or partial sets of armor types. There will be a similar function in how damage is mitigated based on the type of armor you're wearing and how that relates to physical or magical incoming damage. So that's something to keep in mind. It's going to be situational what type of adversarial foe am I facing and what armor is the best against that to mitigate damage. – Steven Sharif
- The "type" of armor (cloth, leather, plate) a character is predominantly wearing is visible in their nameplate.
- You're going to have certain strengths and weaknesses of armor sets and those can be specced into by your opponents. For example, I might place some type of elemental enhancements on my weapon that horizontally changes my outgoing damage and that's going to reflect based on the opponent on my target opponent and what type of armor they have available to them to counter that. – Steven Sharif
- Itemization choice may potentially play into universal skill sets such as Dodge, Parry, and Active blocking.
- We're playing a little bit with the idea of these universal skill sets, such as dodge, parry, block, active blocking, stuff like that; and progression within those areas. There is something to be said I think for incorporating itemization choice as part of that system as well; and how it might affect that system. That's something that I think is going to be coming up in the pitch phase here shortly from design as we implement those universal skills. So you can look out in the future for more information on that. – Steven Sharif
- Light armor is more mobile than heavier armor.
- Light armor is geared towards magical damage mitigation.
- Heavy armor typically has more HP than lighter armor.
- Heavy armor is geared towards physical damage mitigation.
- Chest armor.
Class weapons and armor
Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items. – Steven Sharif
Racial weapons and armor
The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races. – Steven Sharif
Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks. – Steven Sharif
When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that you know Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to kind of tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race. – Steven Sharif
- Different tiers of gear are accessible based on a character's level.
- Players gain bonuses depending on the number of pieces of the set they have equipped.
- There are passive abilities that can be chosen to become more adept with certain set types.
- There will be viable non-set builds.
- Racial appearance of gear sets is tied to the character model of that race.
- Podcast, 29 September 2021 (52:58).
- Interview, 18 July 2020 (1:02:08).
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- Livestream, 28 August 2020 (2:00:09).
- Interview, 28 July 2020 (49:35).
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- Interview, 18 July 2020 (1:02:44).
- Livestream, 8 April 2018 (AM) (32:15).
- Livestream, 16 October 2017 (15:11).
- Livestream, 30 July 2021 (1:07:03).
- Livestream, 26 June 2020 (1:08:11).
- Livestream, 9 February 2018 (7:31).
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- Livestream, 28 July 2017 (31:30).
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- Video, 30 September 2020 (2:44).
- Livestream, 30 September 2020 (47:47).
- Livestream, 26 July 2019 (54:06).
- Livestream, 26 May 2017 (44:11).
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- Podcast, 4 August 2018 (53:43).
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- Livestream, 30 November 2020 (48:39).
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- Livestream, 17 November 2017 (22:33).
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- Livestream, 30 April 2021 (41:18).
- Livestream, 29 May 2020 (1:33:11).