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Player Inventory Design

Jay Garcia edited this page Oct 14, 2019 · 4 revisions

Player inventory boils down to consumables and non-consumables.

Consumables help refill life, magic and help gain access to spaces (keys).
Non-consumables are enhancing devices like rings, amulets, spell books, boots, gloves and a stronger sword.

Spell books, amulets and rings

Each of these items can be used for progression in the game.

  • Spell books: Used to cast spells to defeat the wizards.
  • Amulets: Used for defense against wizard's magic.
  • Rings: Used to attack Mid-bosses.

Spell book attack rules

The following is the Spell book attack matrix. Arrows means Equip this spell book to deal damage with a magic attack against this type of enemy.

Spell book rules:

  • Spell books can deal 1.1 x base sword attack damage to any dungeon enemy
  • Spell books deal 1.5x damage to the boss it opposes. Example. Use water to hurt energy boss.
  • All spells deplete 1/4 of your magic inventory.
  • (Stretch goal) Use the wrong spell and you may replenish some life of your enemy.

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Ring attack rules

Based on the following matrix, Rings enable additional damage to be dealt to your opponent via slash attack only.

Ring attack rules:

  • Rings can deal 1.1 x sword attack to any dungeon enemy
  • Rings can deal 1.25 x sword attack to the boss it opposes
  • Rings do not deplete magic
  • (Stretch goal) Use the wrong ring and you may replenish life of your enemy.

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Amulet defense rules

Based on the following matrix, Amulets reduce the damage you can take on by the end-level bosses only.

Amulet attack rules:

  • Amulets have no bearing on generic enemies
  • Wearing the correct Amulet allows your damage to be reduce by .25 (direct lines)
  • Wearing the wrong Amulet will deal 2x the damage (dotted lines) by your enemy.

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