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]
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