<aside> ⚠️ Items are going to be released progressively with the game. We fear that ramping up the complexity as soon as the game launches would deter interest from new players and that it is in the best interest of the longevity of RaidParty that expansive additions such as items are drip-fed into the game loop.
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Equipment items are items that can be attached to Fighters for DPS boosts. There are three equipment slots per fighter: Ring, Necklace, and Earring. Note that these are non-visible, and do not appear on the fighter. Each item would have a relative additive effect on DPS, mostly just adding, but expect rarer items to add relative to the Fighter's Base DPS, scaling the bonus with its fighter through enhancement. Examples:
We expect to very slowly "drip-feed" equipment to the community, and most players will have mostly empty slots (unless they purchase equipment on secondary.) We do not want to create a supply flood and devalue equipment given and/or subsequent equipment we release in the future.
Consumables are one time use items, and are going to be the most generic type of item. Most consumables may be used in the Raid for extra damage. Only one consumable effect may be active at a time. Examples:
We can have a different type of consumable that helps other mechanisms within the game. For example:
Again, these are single-use. These items are able to be bought and sold by players on secondary markets and would settle at their own market established prices. Ex: Because the Fighter Doll acts as a pseudo-fighter when minting a Hero, the Fighter-Doll secondary market price should lay close to the floor of the RaidParty Fighter collection. The free market will decide the variance between the value of the two.