Jul 17, 2024 4:28:41 GMT
Post by Toffee on Jul 17, 2024 4:28:41 GMT
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Inventory, the character sheets layout of one's classes, items, skills, and abilities. Most of the rules to these things are laid out elsewhere, but most of the rules only care to address the class and what it offers the character. However, it is only one of three, or four, for summoners and pet classes, sections within the sheet. The following rules detail out the limits of other parts of the Inventory.[break][break][break][break][break][break]
Inventory Rules
Inventory, the character sheets layout of one's classes, items, skills, and abilities. Most of the rules to these things are laid out elsewhere, but most of the rules only care to address the class and what it offers the character. However, it is only one of three, or four, for summoners and pet classes, sections within the sheet. The following rules detail out the limits of other parts of the Inventory.[break][break][break][break][break][break]
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01
[attr="class","maintext"]ITEM LIMITS. Inventories while being able to store items of any size, having a limited space of 20 Slots Total. Merchantile classes start with an additional 5 slots as trade and commerce via items is often their primary source of interaction with the system. Within that maximum item capacity objects are classified as one of three things: Class Items, General Items, and Materials. These categories decide how they are counted within the limitations of the inventory space.[break][break]
Class Items are never counted against the inventory, these being items that are most commonly related to or necessary for a class's core. For example, the item related to a Gift class' anchor. Other items such as those granted for being part of a Guild and special event items can be classified as [Class] items as well, so keep an eye out![break][break]
General Items: the bulk of all inventory items fall to this category and take a single slot from the inventory. If an item has an ability but isn't a Class item, it's probably a General Item![break][break]
Materials are the final item category, being items that have no ability and are solely meant to be combined with another in the forge. Unlike General Items the lack of usable abilities makes them carriable in larger quantity needing two materials to fill a single inventory slot. (E.g. If you had no General Items you could potentially carry 40 materials across your 20 inventory slots.)[break][break]
As your character grows, certain level milestones unlock changes for your inventory:[break][break]
Class Items are never counted against the inventory, these being items that are most commonly related to or necessary for a class's core. For example, the item related to a Gift class' anchor. Other items such as those granted for being part of a Guild and special event items can be classified as [Class] items as well, so keep an eye out![break][break]
General Items: the bulk of all inventory items fall to this category and take a single slot from the inventory. If an item has an ability but isn't a Class item, it's probably a General Item![break][break]
Materials are the final item category, being items that have no ability and are solely meant to be combined with another in the forge. Unlike General Items the lack of usable abilities makes them carriable in larger quantity needing two materials to fill a single inventory slot. (E.g. If you had no General Items you could potentially carry 40 materials across your 20 inventory slots.)[break][break]
As your character grows, certain level milestones unlock changes for your inventory:[break][break]
Level 20: All [Materials] now take up no slots.[break]
Level 40: Gain +2 Item Slots[break]
Level 60: Gain +2 Item Slots[break]
Level 80: Gain +2 Item Slots[break]
Level 100: Gain +4 Item Slots
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02
[attr="class","maintext"]SKILL LIMITS. Similarly to items Skills too have a hard limit to the number in which you can have and keep actively on one's sheet being 20 Slots Total. With no difference of classification every skill on a character takes up a slot regardless of effect. In addition, in any given thread a player may only have 6 Active Skills. Unique Synergy Skills, Guild-Awarded Skills, and skills that otherwise alter party composition ignore the restriction even if they are not chosen as an active skills, up to 4 Additional Skills.
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03
[attr="class","maintext"]EXCHANGING ITEMS/SKILLS. When a character's item and skill lists are full and they are offered a new item or skill they can specify an item/skill they would like to exchange out for it when given rewards. The removed item or skill will then award points based on its rarity as if sold normally. This is true for items/skills that are rejected by the player once awarded, opting out of exchanging will automatically sell the new item/skill and award points as if sold normally.
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04
[attr="class","maintext"]SKILL AND ITEM TAGS. Many items on site have bracketed tags next to their name. Materials, for example, say [Material]. These have a wide variety of meanings, such as [Consumables] being consumed upon use, but most are related to certain character's abilities. If you have an item with a tag that you're not sure what it means, don't hesitate to ask![break][break]
{Various Tags}[Class] - This item falls into the class category and doesn't use any inventory slots.[break]
[Material] - This item falls into the material category, and probably is meant to be combined with other items in the Forge![break]
[Forged] - This item was combined with another item in the forge![break]
[Enchanted] - This item was combined with 2 other items in the forge![break]
[Material] - This item falls into the material category, and probably is meant to be combined with other items in the Forge![break]
[Forged] - This item was combined with another item in the forge![break]
[Enchanted] - This item was combined with 2 other items in the forge![break]
Item and Skill Rarity
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[attr="class","maintext"]All Skills and General Items have a rarity. When an item is added or removed from an inventory its listed rarity exposes its worth to some degree. When traded in higher rarity items/skills are worth far more, as is common sense for more powerful things. This doesn't inherently mean that lower rarity items are of less use, but rather are usually needing to be used more carefully due to constraints. The rarities of Items are as follows:[break][break]
[Common][break]
[Uncommon][break]
[Rare][break]
[Unique][break]
[Epic][break]
[Legendary][break]
[Mythic][break]
[Common][break]
[Uncommon][break]
[Rare][break]
[Unique][break]
[Epic][break]
[Legendary][break]
[Mythic][break]
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