Devlog: Armor & Accessories

Hello adventurers and welcome back to Matergari! This is the first of a series of posts aimed at giving a general overview about how itemization works in the game. [h3]General[/h3] In Matergari, equipped items are a passive source of power. Based on their [i]rank[/i] and [i]rarity[/i], [b]Armor[/b] and [b]Accessories[/b] bring an array of bonus attributes for the player to toy with when defining a build for their character. [h3]Armor[/h3] Along with said bonus attributes, this category of items also provides implicit defense and consists of three item slots: [b]Chestpiece[/b], [b]Hands[/b] and [b]Feet[/b]. A choice is to be made between [i]avoidance[/i] or [i]damage mitigation[/i], with some middle ground options. [u]Armor pieces are also grouped into sets[/u]: mixing different types might result in a suboptimal way of survive as equipping a full set grants an additional defensive layer. [img]{STEAM_CLAN_IMAGE}/37625018/4ee60092e94300f2cf78799222afd98233cda151.png[/img] [i]A visual representation of some armor sets: Leather, Plate and Mail[/i] [h3]Accessories[/h3] A simpler class of items, but not to be underestimated. A well-rolled accessory is what makes or breaks a build as its lack of defensive traits is compensated with additional bonus attributes. Accessories are split into two slots: [b]Amulets[/b] and [b]Rings[/b]. [img]{STEAM_CLAN_IMAGE}/37625018/91d38442d090c7b18385dbb7ab1cb5c22c1ecc81.gif[/img] [i]Accessories extravaganza![/i] That's all, for now - stay tuned for more updates! Thank you from Quantum Sufficit. [img]{STEAM_CLAN_IMAGE}/37625018/c416a01fc9f89f8341d1e3ef8ec1678a943db983.png[/img] [url=https://www.instagram.com/quantum_sufficit/]Instagram[/url] [url=https://discord.gg/VMdsrGU]Discord[/url]