Weapon-based example
Basic stats: Balance, durability, striking potential
Primary stats: Damage rating
Secondary stats: Weight, Strength requirements
T1 – readily available resources
Standard version of a T1 weapon – acceptable weight/durability, but primary stats are inferior to T2 (<85% of T2).
Unbalanced version of a T1 weapon – at the expense of increased stamina consumption, primary stats are close to T2 (85%-100% of T2).
Fragile versions of T1 weapons – to achieve basic stats close to T2 (85%-100% T2), you'll have to sacrifice up to 60-70% durability.
Strike potential won't be a crucial stat, more likely something to be sacrificed for others, but it will impact the uniqueness of gameplay with this weapon. It simply increases the chance to knock back or knock down an opponent when using appropriate moves.
This stat can also be triggered by previously ineffective attacks, such as a hilt strike, triggering a check and allowing you to knock down an opponent. Say, with a 5-10% chance at maximum values, making the move ineffective for regular weapons (without contributing to the stat).
T2 – rare resources and after repeated processing (metals)
Standard T2 – the standard version of armor of the tier without + and -.
Fragile version of T2 weapons – sacrifice up to 30-50% durability to reduce weight or strength requirements. The heavy version of a T2 weapon – we increase the weapon's strength requirements for better balance and striking power (nobody cares about durability).
The unbalanced version of a T2 weapon – we increase stamina consumption for better balance and striking power.
T3 – Top metals and resources from bosses
Similar to the armored version, using rare resources we eliminate penalties, gaining useful bonuses to primary and secondary stats. Or, if penalties are present, we "double" the effect of the received bonuses for the selected stat, going beyond the limits available to the T1 and T2 versions.
Shields
Basic Stats: Weight, Durability
Primary Stats: Defense Rating
Secondary Stats: Balance, Strength Requirements
Additional Rules for Shields
- When equipped with a shield, the Strength requirement is added to the weapon's Strength requirement. The shield drains some of the fighter's Strength, similar to using a two-handed weapon while mounted.
- When equipped with an unarmed shield, the player suffers a balance penalty based on the shield's class. An unbalanced shield in the off-hand shifts the character's balance and increases the chance of being knocked down.
T1 – Easily accessible resources
Standard version T1 – acceptable weight/durability, but the primary stats are inferior to T2 (<85% of T2).
Unbalanced version T1 – has good primary stats close to T2 (85%-100% of T2), but sacrifices balance – making us easier to push and knock down.
Fragile T1 version – to achieve basic stats close to T2 (85%-100% T2), you'll have to sacrifice up to 60-70% durability.
T2 – rare resources and after repeated processing (metals)
Standard T2 version – the standard version of the armor tier without the + and -.
Fragile T2 version – sacrifices up to 30-50% durability for better balance or strength requirements.
Robust T2 version – increases the strength requirements for shield use to reduce weight (this is a shield tailored to the character's arms, the weight of which is not felt).
Heavy shield versions are pointless, as there are shield classes for that.
T3 – Top metals and resources from bosses
Similar to the armor version, rare resources eliminate penalties, gaining useful bonuses to primary and secondary stats. Or, if there are penalties, we "double" the effect of received bonuses for the selected parameter and go beyond the limits available to T1 and T2 versions.
Bows
Basic stats: durability, flexibility
Primary stats: range
Secondary stats: resistance, strength requirements
Additional rules for bows.
- Bow draw is now the value the character must accumulate while drawing the bow.
- The number of "drawing points" gained depends on strength and is not counted by the Alvarin bonus.
- Interfering factors such as riding, running, and taking damage reduce the number of "drawing points" received by the player per tick.
- Taking damage may interrupt the bowstring draw, penalizing the character with a stamina penalty.
- Bow vibration stabilization begins only after the bowstring is drawn, not during the draw. (The bow has become an arcade weapon.)
- The bow is considered a fragile weapon; when receiving damage, slashing, or crushing to the arms, it takes 5-10x damage to the item's durability (a countermeasure against melee archers).
T1 – readily available resources
Standard version of T1 – acceptable flexibility/durability, but the main stats are inferior to T2 (<85% of T2 in the corresponding class).
The Tight T1 version has good primary stats close to T2 (85%-100% of T2 in the corresponding class), but the draw time is increased.
T2 - Rare resources and after repeated processing (metals)
Standard T2 - Standard version of armor of the tier without + and -.
Fragile T2 weapon version - sacrifices up to 30-50% durability to reduce strength requirements.
Heavy T2 version - increases weapon strength requirements for better flexibility.
Sturdy T2 bows - increase resistance for better flexibility. (Trades bow accuracy for rate of fire).
T3 - Top metals and resources from bosses
Rare resources eliminate penalties, gaining useful bonuses to primary and secondary stats. Or, if penalties are present, "double" the effect of received bonuses for the selected stat, going beyond the limits available to T1 and T2 versions.