While there are four types of armor (Plate, Chain Mail, Leather, and Cloth) there are also three classifications of armor depending on the specific class:
- 1. Role Effective
- 2. Defensive Effective
- 3. Offensive Effective
Role Effective armor is armor that provides a specific bonus towards each classes’ role (i.e., Assassins will gain increased resource management and DPS output for instance, while Bards will have increased duration to buffs, CCs, and debuffs). The benefit received is based on the class in question as each class has their own unique take on their roles.
Defensive Effective armor is armor that will allow a class to use a slightly heavier style of armor resulting in them giving up their role bonuses for wearing the Role Effective armor but giving them more defense to all elements. Each class has their own Defensive Effective armor except for classes that wear Plate as their Role Effective armor.
Offensive Effective armor is armor that allows the bulky Plate armor tanks to give up a bit of overall resistance to damage to increase their secondary effectiveness. Only a couple of classes have this armor classification available to them as their primary role is a heavy focus on being defensive already.
When it comes to player power and class style, our armor system is where the player will stand out. Within our system the player will be able to define how their abilities interact with their targets based on effects already on them and additional effects once abilities land.
Our system has four armor types, similar to many MMOs and single player games out there today: Plate, Chain Mail, Leather, and Cloth. Each class has access to two armor types as their Role Effective and either Defensive Effective or Offensive Effective options. This will allow players to not only diversify how their abilities function once cast but also allow players who perform well enough but need a little bit more survivability, or in a few cases offense for tanks, to lose a bit of their role effectiveness in order to gain an additional edge.
As far as wearable equipment slots we are currently sitting at the following:
Chest, Legs, Helm, Hands, Feet, Shoulders, Armguards x2, Waist, Back (yes, capes), Main hand, Off Hand, Neck, Ring x2, Earring x2, Bracelet x2, and Charm
This is a LOT of space for your character, up to 18 pieces. Essentially, while it is a lot of gear to keep track of and maintain, it also provides ample opportunity to set yourself apart through the Armor Slot system laid out below.
This was a concept we loved from the Elder Scrolls single player series! So much so that we thought, why not? Let’s be honest, armor isn’t just about the stats that you gain from it, a lot of gamers, even the end game progression types, spend hours focused on their appearance as well. And why not? Isn’t that the reason you went out and obtained those incredibly difficult Epics in the first EverQuest? Because people standing around knew right away where it came from.
We will be providing a similar concept here. Each tier will provide stronger gear in what you can put within the slots, explained further down, as well as how powerful the armor actually looks. Dropped armor appearance cannot be purchased via the cash shop, nor obtained via any other means, it is solely unique to NPC drops. Which brings us to the concept: What the NPC is wearing is what the items will look like if that NPC drops any wearable items!
For instance, if you are in tier 10 killing in an area populated by Orcs and a shaman drops his armor you will receive an item with the same basic appearance. We say basic because, as explained below, no dropped armor comes with an assigned armor type. Once you have inserted the rune to define the armor type it will take on its true appearance and you can now equip it (so long as your class can equip that armor type).
This means that no matter what armor type you are wearing, if you like how that Orc Shaman looks, in general, you can begin your slaughter of Orc Shamans in the hopes to obtain a full set. Or simply piece together different appearance gear from several different locations that you think will set you apart in a unique and fun way. The only thing holding you back from doing it immediately is the fact that there are drop rates, as this is an MMO and if everyone got the items they were looking for the first time around then there would truly be no reason to continue playing for longer than a few hours… You must earn your rewards through tedium and dedication, as with all things.
The following is a direct exert from our MMO Content Concepts Outline document that we put together before we even began production on Sacrament™
Each piece of gear will have five key aspects to it:
- 1. Rune Slots
- 2. Ability Slots
- 3. Combination Slots
- 4. Role Slots
- 5. Resist Slots
Rune Slots provide players with their armor type, increases to resources, and resource management capabilities.
Ability Slots will provide players with bonuses to certain abilities. The FIRST slot is not interchangeable. Class abilities on a piece of gear will limit that gear to that class type. This slot allows players to build what abilities they use around their gear OR find gear that works around their abilities.
Combination Slots provide players with bonuses for using certain abilities when other players or NPCs are affected by certain elements. For example: A piece of gear may have a combination bonus that allows a healer to increase their target’s mitigation if they have a ward on, whereas, another piece of gear may allow a player’s mesmerize ability to apply a memory wipe on a mob that has a magic resist debuff on it. This will allow players to further customize how effective the abilities they choose are. ALL Combination Slots are customizable.
Role Slots will provide bonuses that affect the characters role. Prime examples for this will be to allow DPS to do more damage with all piercing abilities or all DoTs, while Healers can convert a percentage (or all) of overhealing done as damage to their target’s target. Adding multiple forms of role bonuses will allow players to diversify how they play their class vs another player using the same class (one healer converts a portion of all healing into a ward on their target while the other healer converts all of the overhealing done as a DD to their target’s target).
Resist Slots will allow players to add resistances to elements such as Magic, Frost, Fire, CC, Critical Hits, etc…
NOTES: Each tier will add an additional slot to the item where the value of the bonus that goes into that slot is based on the rarity of the item. The order of slots that are applied are Rune, Ability, Combination, Role, and Resist until players hit t10 where the additional slot is randomly added at an equal amount (i.e., a t17 piece of gear cannot have 5 rune slots, 3 ability slots, 3 combination slots, and 3 role slots, 3 resist slots; it must hold an equal amount +/- one slot).
Weapons will hold a slightly different approach to this as they will have all of the foregoing but will also include Effectiveness, in place of “Attack Power”. This stat will further drive your characters ability to perform their role and for DPS and Healers will directly affect the output of DPS and Heals. However, for Tanks we are talking about increasing threat generation, CC will have a greater chance to perform debuffs and snares and other elements, and Support will have increases to how much haste can be applied and to how many additional targets and so on. “Attack Power” just didn’t cover these concepts, so we removed it and converted it into something a little easier to understand.
The basic functionality here is to provide players with the ability to increase their capabilities in specific areas or even spread their capabilities to a few different locations by spreading out what combinations and bonuses appear on what pieces of gear. This will be one of the more difficult systems for us to weigh and bring balance to, and will likely be one of the key focuses as testers beat our system to death… and that, like the tier system for you, is our challenge that we accept willingly in order to bring a unique complexity to the MMO world that gamers have been craving.
Something we’d like to mention is the way the Rune Slots works and their emphasis on resource pool management is that this game is not about starving your resources or having quick fights that end in a few hits. This game is designed to test your skill and your endurance. To test the knowledge of your class and the way you play with those around you. These types of things cannot be tested by entering a fight that lasts less than thirty seconds and is over before you even begin to get into the groove of your class.
Raid fights especially! Our raid fights will take you no less than 15 minutes to accomplish at tier. This is a drive for us as we want raid nights to be challenging and rewarding, and nothing is nearly as challenging as enduring a 15 minute fight only to wipe at 1% because your healer sneezed or your CC forgot to stun a group of adds. Frustrating? Absolutely. Rewarding when you finally defeat that boss? Beyond measure! We know… we’ve all been on both ends and every possible result in between.
One thing that is not clearly outlined is the approach we’ve taken to removing stats off of the gear itself; strength, dexterity, intelligence, etc… Believe us when we say that we fully understand those of you that want to find that unique difference in stats to stand out even further, we agree. The issue comes down to the simple fact that those who will believe they have truly created a dominating character and then force groups to deal with a horrible stat allocation into areas where they shouldn’t even be placing them is beyond daunting. This only ever provides ample reason for many of us to simply stay away from most PUGs in fear that others will have no clue what they are doing.
Your critical hit rating and damage, for instance, will be held within the Ability, Combination, and Role Slots and not considered a straight stat. Of course, these numbers will still be displayed on a character sheet, but you will not find a raw “20 Critical Strike Chance” on any piece of gear; instead it will read as a “If you strike an enemy with a fire ability while it is inflicted with a Disease ability your critical strike chance (or damage) will be increased by x% for that ability.” Be ready for crit chance vs crit damage arguments to flare up again as they always do!
Do not think, however, that we are attempting to create a “dummy style” system here. Our Slot system proves otherwise. However, when faced with the idea that you will likely be forced to group with people you don’t know at times, for many reasons, we do not want you to hate the experience. Yes, players can absolutely fail to perform their roles and place horrible ability bonuses and combos on their gear. This has not been overlooked. Unfortunately, with this new system the combination of bad Slots and horrible stat allocation just seemed to end in nothing but disaster and frustration for players that do not deserve it.
Now, if you screw up your Slot system, you have no one to blame but yourself. We encourage you, as players, to go out and test new setups and adapt as you must. We are also aware that there will always be incredibly stubborn players who refuse to make those adaptations. It is much easier to avoid those players in the first place than it is to discover that our entire player base is failing to figure out the Slot and Stat Allocation systems. To that end, we realized that with so much information to take into consideration when building a character, many players would simply look up the best stat allocations and apply them automatically, without testing... so we cut out the middle ground and assumed it for you.
Believe us, we know this idea will strike many players in a bad way. That the desire to fail more times than succeed is important and while we absolutely want you to get your butts whooped, we simply do not see a need beyond the challenge we are already applying to you. You will survive this, we promise!
In our previous information release we explained the different armor types, how you can loot what you see, and the gear slot system and the concept of removing your basic stats, such as strength, dexterity, wisdom, etc. This left some questions as it pertains to gear that we’re going to cover now.
- White = the most common items; typically used for upgrading other items; can drop off of all mob types
- Green = slightly less common than white; can be used for leveling, selling, upgrading; can drop off of all mob types
- Blue = Far less common than white and green; can be used for leveling, selling, upgrading; only drops off of overworld bosses, dungeon bosses, and all raid mob types
- Purple = Rare, does not drop off of normal trash mobs; used for leveling, selling, upgrading; only drops off of overworld bosses, dungeon bosses, and all raid mob types
- Gold = Legendary Items are both extremely rare as well as only drop off of dungeon and raid bosses; though rarest from dungeon bosses
- Platinum = Epic items; cannot drop; cannot upgrade to this rarity; powerful rewards for proving your worth and completing long, challenging quest lines that will continue to upgrade your item through the tiers
- Bound Items will be items that are bound and can no longer be traded to any other character that is not on the account; these items become “Attuned” once equipped.
- Attuned Items are Bound Items that cannot be placed in the account’s shared bank; these items are stuck on that character until destroyed, broken down, or sold to a special vendor.
- Group Bound Items are items that were obtained when in a group and can be traded to a character that was present for more than 50% of the primary target’s health when the item was looted for the time designated on the item tooltip.
- Unique Items are items that a character can only have one of at a time within their inventory (equipped or otherwise).
Within several games white, green, and most blue items tend to become a part of your inventory until you sell it to a vendor. We wanted to bring back the value of these items without making them more powerful than intended so we came up with an item upgrading system.
Increasing a character’s power through gear has a few key elements to it. The first is the ability to upgrade gear that you find throughout the game on each tier. Combining multiple items together of the same tier and item slot (chest with chest, helm with helm, etc.) will upgrade an item to the next rarity level up to Gold (Legendary). You can choose to use all of the same rarity or mixture of items of less rarity to attempt to create a higher rarity item. However, you cannot use a higher rarity item to upgrade a lower rarity item nor can you upgrade the base item beyond two rarity upgrades.
An item that starts out as a white rarity item cannot be upgraded beyond a blue rarity item even though you can use white items to attempt to upgrade a purple rarity item to a gold rarity item. Caution: Using a lower rarity item will lower your chances of succeeding at upgrading the intended item.
White items require you to combine the item you are trying to upgrade with another item of the same tier and same slot for a total of two items. You have a 100% chance to successfully upgrade your item to green level rarity.
Green items require you to combine the item you are trying to upgrade with two other items of the same tier and same slot for a total of three items. Using all green rarity items will grant you a 100% success chance at upgrading the item. For every sub green item you use you lose 10% success chance at upgrading the item for a total of 20% lost success chance.
Blue items require you to combine the item you are trying to upgrade with three other items of the same tier and same slot for a total of four items. Using all blue rarity items will grant you a 100% success chance at upgrading the item. For every sub blue item you use you lose 15% for whites and 12% for greens towards your success chance at upgrading the item for a potential total of 45% lost success chance.
Purple items require you to combine the item you are trying to upgrade with four other items of the same tier and same slot for a total of five items. Using all purple rarity items will grant you a 100% success chance at upgrading the item. For every sub purple item you use you lose 20% for whites, 18% for greens, and 15% for blues towards your success chance at upgrading the item for a potential total of 80% lost success chance.
Failing at upgrading your item will destroy all items involved, including the item you are attempting to upgrade.
NOTE: In order to upgrade an existing item it must have an item type (Plate, Chain Mail, Leather, or Cloth). The items used to upgrade the primary item just needs to be the same tier, they do not require an item type nor are restricted if they do have an item type.
Players will also be able to progress their gear’s power by looting special crafting components that will let them work with crafters to create an even more powerful item than the dropped and/or upgraded version. However, while the dropped items cover all equipment slots the crafted items are limited to the visible slots (helm, shoulders, chest, hands, legs, and feet) leaving the non-visible slots (rings x2, wrist x2, earrings x2, waist, back, neck, and charms) and weapons open for different forms of enhancement.
These items can be purchased via the Guild Faction Vendor so long as players meet the required faction(s) and have obtained the necessary amount of raid only dropped currency. This currency will only drop off of raid bosses and at this time cannot be obtained through any other means; TPFEs, overworld raid bosses, nor static/dynamic world events).
Once a player has purchased these items they will need to level them up by equipping them and killing… well… anything. Each item will require its own amount of experience to reach the next quality level (blue, purple, and gold) and will start at blue. Initially the item may not be better than what they currently have equipped but the final item’s capabilities will be equivalent to raid crafted gear (you can see the maximum potential in the Guild Faction Vendor window).
NOTE: The currency to purchase these items and the items themselves will be non-tradeable to other accounts; currency is bound to the character that earns them while the gear can be traded via shared bank slots within a player’s home.
So with our upgrading system, what is the true value of players going and killing harder content when they can reach purple rarity items through upgrades via normal overworld trash mobs? Aside from the limitation on upgrading an item up to only two levels, even blue items you get from overworld bosses could eventually compete with raid dropped items, right?
Wrong. With our current itemization setup you could essentially get any bonuses placed on any gear. However, killing an overworld boss or instanced dungeon boss will provide a unique bonus to the Ability Slot and Combination Slot (that will sync up to ensure they match the capabilities of the class designated by the Ability Slot bonus) and killing raid bosses will provide unique bonuses to the Ability Slot, Combination Slot, and Role Slot.
While all of these bonuses can drop of any of these bosses (the only true restriction being that raid bosses are the only ones that provide a bonus to all three slots presented), specific bosses will have a handful of the bonuses attached to their Primary Loot Table, with all other versions for classes that are within the group attached to their Secondary Loot Table, and all other gear for classes not present in the group are attached to their Tertiary Loot Table.
A Sniper who is looking for a bonus to his Snipe Ability (not the actual name of an ability at this moment, just an example) will farm the boss in the Kethnor Undergrounds below the Forsaken Castle (all imaginary names at this point) for the chest and legs drop and then turn his head towards another boss for the helm and arms drop and so on. A Bard looking to increase her ability to mesmerize targets would farm the same second boss but a completely different set of bosses for the rest of her gear. During the farming, some of the items from the each of the bosses Secondary Loot Tables has provided a few members of the group with items that they were going to farm on a different boss and have so cut down the time required to farm all of these items for their additional bonuses.
As you can see, a group who might be struggling within a tier and has spent a month within tier 12 can take advantage of these slightly more powerful bonuses and farm out, through skill and dedication, the items necessary to give their group what it takes to move on up to the next tier. If it is not clear, we are exceptionally excited about this process of allowing players to isolate certain targets and farm them by importance to the group vs blindly hacking away and never obtaining a single item they desire.
If the item rarity is purple or higher than the item will be flagged as a “No Drop” item and cannot be traded to any other player. The only exception is if the item is obtained within a group then that item can be traded to any player that was present and earned credit for the kill within the next 24 hours. This trade can only occur once.
Groups can choose to go with the typical “Need Before Greed” system where a window will pop up asking players how they wish to role. If an item has class abilities on it (Ability Slot) or an effect for a certain role (Role Slot) for a present class then players that match those prerequisites will have the Need rights for that item while all other players will only have Greed rights. If none of the Ability Slot or Role slot bonuses listed pertain to any of the characters then all characters will have an equal chance to roll Greed on the item.
Groups can also choose to set a master looter (assigned by the group leader) who can assign loot rights to items past a certain rarity threshold (assigned by the group leader) while all other items remain random, free for all, or even automatically go towards the master looter.
Each player can choose to have items assigned to them automatically moved into their inventory when someone loots the corpse. This way 12 players are not required to find and loot the body. Any error messages stemming from players already owning a unique item or having no room in their inventory can be turned off in the options menu.
The game will feature a “Smart Loot” mechanic that will determine the current classes and reduce the drop chance for any class NOT PRESENT to less than half of what it normally is.
In any contested content players will be able to compete for “Kill Credit” which is accumulated according to combat effectiveness. Kill Credit will consider damage done to the target, damage mitigated by each player (or group) from the target, damage healed that was caused by the target, and any buffs to players or debuffs to the target to further increase the effectiveness of other players or decrease the effectiveness of the target; all the data being fed to the Combat Meters.
Upon initiating combat the player (or group) that generates threat first (debuff, damage, otherwise interacts with the target) is the only party that has access to the Primary Loot. Primary Loot will be the target’s highest item drop value (blue, purple, and gold items, as well as spell scrolls and any other items that are unique in any way) and 75% of the total currency dropped.
Once a second player (or group) initiates combat with the target (healing players or buffing players does not count) then the competition for Secondary Loot begins. Secondary loot will consider all Kill Credit data and reward the group accordingly. Secondary Loot will consist of all white and green items as well as 25% of the currency that drops off of the target.
NOTE: For the most part only overworld bosses and raid boss targets will have Primary and Secondary loot. This should not be confused with Primary, Secondary, and Tertiary loot tables.