New Item Slots
Today I want to talk a bit about the new item slots that are available in this client. In the picture below you can see there are two additional ring slots (so 4 total now) and four new item slots below those.
First we will talk about the ring slots, which we covered briefly in the past. In the core rules they unlock at high level milestones (76 and 81 I believe). We can potentially change when they unlock, but we can’t change the graphic used that shows the old unlock levels. I am considering making them unlock at 70 and 80, but I’d like to hear people’s thoughts on this topic. One thing I do want to make clear, you can never equip more than two of the same kind of ring, even if you have all the ring slots. This is a limitation they already had and I think it’s a good one so I don’t plan on changing it.
The four new item slots are a much more complicated. The existing items in the database had nonsensical names, and no clear way they were supposed to be obtained. Some did nothing, others were very powerful. There was no clear way to identify which ones went in which slot as a player. The game calls them ‘Talisman Left/Right” and “Relic Left/Right”. To address this, I decided it was best to start fresh and create new items, each with a naming scheme and general stat role. Here is what I have currently:
Relic (Right) -> Curio of (BLANK)
Relic (Left) -> Relic of (BLANK)
Talisman (Right) -> Artifact of (BLANK)
Talisman (Left) -> Rune of (BLANK)
Items of each type will have the word Curio/Relic/Artifact/Rune in the name 100% of the time, so that players can easily know what spot that item goes in.
Now here is a rundown of what we currently plan to have them do and some potential examples:
Curios = Health/Mana
Curio of Minor Health -> 25hp
Curio of Health -> 50hp
Curio of Major Health -> 100hp
Curio of Minor Mana -> 25mp
Relics = HPR/MPR
Relic of Regeneration -> 15hpr
Relic of Restoration -> 7mpr
Relic of Revitalization -> 15hpr 7mpr
Artifacts = Defensive Stats (MR/AC/DR)
Artifact of Resiliance -> 5ac
Artifact of Resistance -> 10mr
Runes = Utility Effects
Rune of Teleportation -> ROTC effect
Rune of Summoning -> ROSC effect
Rune of Polymorph -> ROPC effect
A couple things I want to make a note of here. First, these items and their stats, as well as the item slot focus, are all hypothetical at the moment. None of these items drop yet, they just exist for testing purposes. I designed them this way because I don’t want each slot to just become “Equip the one that gives +int”. That’s also why currently none of them give core stats. I would rather these be small to moderate bonuses for your character that are not essential for success. Lastly, the Rune slot is intended to make life easier for end game characters so they don’t need to swap rings constantly.
This leads me to my next question, how do people feel these should be obtained? The easiest answer is to have them drop as items, which is certainly a direction we could go. Some of these I think make sense as crafted items, like Relic of Revitalization being crafted by combining the other two relics or making a rune of teleportation by crafting it out of rings of teleportation. We could also make them quest rewards, so that every player can obtain them. And lastly, we could just do all of these things since we are not limited to just having one way of obtaining them. Maybe early ones are quest rewards, with a way to upgrade those via crafting using rare drops as materials.
Finally, we could just not implement these at all and leave those four inventory spots unequipped. I’m not a huge fan of this option, since it feels like it’s a waste of something this version of the client adds, but it’s definitely something we can consider.
Leave your comments below!