Magic Item System: Difference between revisions

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(Created page with "== Overview == The Magic Items system in our server introduces a novel way of enhancing in-game items, providing players with a unique and customizable gameplay experience. == Concept == * Ordinary items have the potential to gain additional attributes, transforming them into magical items with enhanced statistics. == Item Acquisition == * When defeating monsters, there is a chance for dropped wearable loot to become a magical item with improved properties. * You ca...")
 
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== Concept ==
== Concept ==
* Ordinary items have the potential to gain additional attributes, transforming them into magical items with enhanced statistics.
* Ordinary [[Items|items]] have the potential to gain additional attributes, transforming them into magical items with enhanced statistics.




== Item Acquisition ==
== Item Acquisition ==
* When defeating monsters, there is a chance for dropped wearable loot to become a magical item with improved properties.  
* When defeating [[Creatures|monsters]], there is a chance for dropped wearable loot to become a magical item with improved properties.  
* You can find items to craft / enchant with in our custom Dungeon system, Elite monsters or Monster eggs
* You can find items to [[Magical Items|craft]] / enchant with in our custom [[Dungeons|Dungeon]] system, [[Elite Monsters]] or [[Monster Eggs|Monster Eggs]].




== Enchantment Methods ==
== Enchantment Methods ==
* Orb of Enchantment: Allows players to upgrade their items to higher rarity levels, making rarer items more powerful and unique.
* [[Orb of Enchantment]]: Allows players to upgrade their items to higher rarity levels, making rarer items more powerful and unique.
* Gems: Gems of different colors (Green, Blue, Red, Violet, Yellow) signify various rarity levels, ranging from Common to Legendary.
* [[Crafting anvils|Gems]]: Gems of different colors ([[Common Gem|Green]], [[Uncommon Gem|Blue]], [[Rare Gem|Red]], [[Epic Gem|Violet]], [[Legendary Gem|Yellow]]) signify various rarity levels, ranging from Common to Legendary.
* Prefix/Suffix System: Equipment dropped by monsters may receive magical stat enhancements, including prefixes, suffixes, or both, with a limit of two attribute bonuses. read more: [Enchantment methods]
* [[Magical Items|Prefix/Suffix System]]: Equipment dropped by [[Creatures|monsters]] may receive magical stat enhancements, including prefixes, suffixes, or both, with a limit of two attribute bonuses. Read more: [[Enchantment Methods]]




== Item Rarity Levels ==
== Item Rarity Levels ==
* Items are classified into five rarity levels: Common, Uncommon, Rare, Epic, Legendary.
'''Items are classified into five rarity levels: Common, Uncommon, Rare, Epic, Legendary.''' <br>
* Each level has distinct chances of discovery and item statistics.
'''Each level has distinct chances of discovery and item statistics.''' <br>


* <span style="color: #00FF00;">'''Common:'''</span>  Very common, low item stats... not very impressive. (5% Chance)
* <span style="color: #0000FF;">'''Uncommon:'''</span>  More rare then common items but still easily obtainable. (3% Chance)
* <span style="color: #FF0000;">'''Rare:'''</span>  Rare quality items have impressive stats, harder to find. (2% Chance)
* <span style="color: #FF00FF;">'''Epic:'''</span>  Epic quality items are very useful, very hard to find. (1% Chance)
* <span style="color: #FFFF00;">'''Legendary:'''</span>  The absolute best items you can loot, very difficult to find. (0.5% Chance)


== Item Attributes ==
== Item Attributes ==
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== Vocation Limitations ==
== Vocation Limitations ==
* Different vocations, such as Mage, Paladin, and Knight, have specific caps on the bonuses they can receive from magical items.
'''Different vocations, such as Mage, Paladin, and Knight, have specific caps on the bonuses they can receive from magical items.''' <br><br>
'''Mage'''
* Mages can gain a maximum bonus of 40 magic level, 15 melee/shield skills, 5% melee skills boost, 25% max health percent, 15% max mana percent, 250 bonus health, 1000 bonus mana, 75 points of regeneration, 100% walking speed, 25% hit chance, 100% attack speed, 35% absorbtion of elements, 160 life steal (10% chance), 160 mana steal (10% chance), 10% chance @ 50-100 damage for each element strike, 10% xp boost, 10% damage increase, 10% critical chance, 10% dodge chance, 5% chance to stun for a maxium of 3 seconds, 10% chance to multi-shot for a maximum of 3 creatures.
 
'''Paladin'''
*Paladins can gain a maximum bonus of 30 distance/shield skills, 15 magic level, 5% melee skills boost, 25% max health percent, 10% max mana percent, 400 bonus health, 500 bonus mana, 75 points of regeneration, 100% walking speed, 50% hit chance, 100% attack speed, 30% absorbtion of elements(Death absorbtion capped at 6%), 160 life steal (10% chance), 160 mana steal (10% chance), 10% chance @ 50-100 damage for each element strike, 10% xp boost, 10% damage increase, 10% critical chance, 10% dodge chance, 5% chance to stun for a maxium of 3 seconds, 10% chance to multi-shot for a maximum of 3 creatures.
 
'''Knight'''
*Knights can gain a maximum bonus of 40 melee/shield skills, 6 magic level, 5% melee skills boost, 30% max health percent, 10% max mana percent, 600 bonus health, 300 bonus mana, 75 points of regeneration, 100% walking speed, 25% hit chance, 100% attack speed, 20% absorbtion of elements, 160 life steal (10% chance), 160 mana steal (10% chance), 10% chance @ 50-100 damage for each element strike, 10% xp boost, 10% damage increase, 10% critical chance, 10% dodge chance, 5% chance to stun for a maxium of 3 seconds, 10% chance to multi-shot for a maximum of 3 creatures.




== Talk Actions ==
== Talk Actions ==
* Players can use certain commands to check their current magic find percentage, current stats, and the maximum stat limits for their vocation.  
* Players can use certain commands to check their current magic find percentage, current stats, and the maximum stat limits for their vocation.  
* !mf - see how much magic find you have  
* !mf - see how much magic find you have.
* !statslimit - see what the limits are  
* !statslimit - see what the limits are.
* !stats - see your current stats
* !stats - see your current stats.





Latest revision as of 11:58, 10 November 2024

Overview[edit]

The Magic Items system in our server introduces a novel way of enhancing in-game items, providing players with a unique and customizable gameplay experience.


Concept[edit]

  • Ordinary items have the potential to gain additional attributes, transforming them into magical items with enhanced statistics.


Item Acquisition[edit]


Enchantment Methods[edit]


Item Rarity Levels[edit]

Items are classified into five rarity levels: Common, Uncommon, Rare, Epic, Legendary.
Each level has distinct chances of discovery and item statistics.

  • Common: Very common, low item stats... not very impressive. (5% Chance)
  • Uncommon: More rare then common items but still easily obtainable. (3% Chance)
  • Rare: Rare quality items have impressive stats, harder to find. (2% Chance)
  • Epic: Epic quality items are very useful, very hard to find. (1% Chance)
  • Legendary: The absolute best items you can loot, very difficult to find. (0.5% Chance)

Item Attributes[edit]

  • The system offers a broad spectrum of attributes like Max Health, Max Mana, Regeneration Rates, Attack, Armor, Magic Level, etc.
  • These attributes grow stronger with the item's rarity.


Vocation Limitations[edit]

Different vocations, such as Mage, Paladin, and Knight, have specific caps on the bonuses they can receive from magical items.

Mage

  • Mages can gain a maximum bonus of 40 magic level, 15 melee/shield skills, 5% melee skills boost, 25% max health percent, 15% max mana percent, 250 bonus health, 1000 bonus mana, 75 points of regeneration, 100% walking speed, 25% hit chance, 100% attack speed, 35% absorbtion of elements, 160 life steal (10% chance), 160 mana steal (10% chance), 10% chance @ 50-100 damage for each element strike, 10% xp boost, 10% damage increase, 10% critical chance, 10% dodge chance, 5% chance to stun for a maxium of 3 seconds, 10% chance to multi-shot for a maximum of 3 creatures.

Paladin

  • Paladins can gain a maximum bonus of 30 distance/shield skills, 15 magic level, 5% melee skills boost, 25% max health percent, 10% max mana percent, 400 bonus health, 500 bonus mana, 75 points of regeneration, 100% walking speed, 50% hit chance, 100% attack speed, 30% absorbtion of elements(Death absorbtion capped at 6%), 160 life steal (10% chance), 160 mana steal (10% chance), 10% chance @ 50-100 damage for each element strike, 10% xp boost, 10% damage increase, 10% critical chance, 10% dodge chance, 5% chance to stun for a maxium of 3 seconds, 10% chance to multi-shot for a maximum of 3 creatures.

Knight

  • Knights can gain a maximum bonus of 40 melee/shield skills, 6 magic level, 5% melee skills boost, 30% max health percent, 10% max mana percent, 600 bonus health, 300 bonus mana, 75 points of regeneration, 100% walking speed, 25% hit chance, 100% attack speed, 20% absorbtion of elements, 160 life steal (10% chance), 160 mana steal (10% chance), 10% chance @ 50-100 damage for each element strike, 10% xp boost, 10% damage increase, 10% critical chance, 10% dodge chance, 5% chance to stun for a maxium of 3 seconds, 10% chance to multi-shot for a maximum of 3 creatures.


Talk Actions[edit]

  • Players can use certain commands to check their current magic find percentage, current stats, and the maximum stat limits for their vocation.
  • !mf - see how much magic find you have.
  • !statslimit - see what the limits are.
  • !stats - see your current stats.


Exclusions and Limitations[edit]

  • Some items and vocational items are restricted from certain enhancements.
  • For example, items suited for Sorcerers and Druids are excluded from melee-oriented enhancements.


Enchantment Attributes[edit]

  • The system encompasses various groups of enchantments, including Default Group (Attack, Armor), Skills Group (Club Skill, Sword Skill), Support Group (Max Hit Points, Speed), Absorb Group (Physical Protection), Strikes Group (Physical Strike, Energy Strike), and Special Group (Attack Speed, Crit Chance). Read more here


System Impact[edit]

  • This Magic Items system enriches the gameplay by offering depth and variety, encouraging players to engage in battles for the chance to acquire and upgrade unique and powerful items.
  • It also enables a high degree of customization and strategic depth in how players equip and utilize their characters.