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Dusk Tactics

2D Isometric Turn Based Strategy RPG

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Items

Items

There are different types of items in Dusk Tactics. Each has a specific purpose and is categorized in the taxonomy seen below.

Consumables

Consumables are, like the name says, items that are typically consumed upon use. They are split up into multiple sub-groups: Potions, Tonics, Mixtures, Remedies, Misc, and Bombs.
 
Potions restore a unit’s HP (Health Points). They can heal using a fixed value or a percentage based on Max HP.
 
Tonics restore a unit’s MP (Magick Points). They can add a fixed amount or a percentage based on Max MP.
 
Mixtures (or Elixers) are essentially combinations of Potions and Tonics. They restore both HP and MP and some may have additional effects.
 
Remedies are special consumables used to completely remove specific debuffs. They can also be used revive KO’d units.
 
Miscellaneous consumables are a diverse category that are mainly used to grant specific buffs to allies or debuffs to enemies without using Magick.
 
Bombs are a special type of Consumable mostly used by Chemists and Alchemists. These are damaging items that can be used offensively in battle.

Every unit has a Bag, which allows them to carry a set amount of Consumables into battle. The default size is four (4), but there are passives that can expand this. Be aware that items in a unit’s Bag can potentially be stolen.

There are two parameters that come with Consumables that can be modified by specific Jobs. Item Potency and Item Range. Item Potency defaults at 1.0 and can be increased to raise an item’s effectiveness. Item Range, which defaults at 1, measures how far away a unit can ‘use’ an item. At ranges beyond 1, they essentially throw the items at the target unit.

Equipment

Equipment makes up anything units can equip. Each piece of equipment has different stats which can strengthen a unit. Weapons typically boost offensive stats while Shields and Armor boost defensive stats. Shields also have two special stats, Block Chance and Damage Reduction, which determine how often an attack is blocked and how much damage is mitigated upon a successful block.

    • Weapons
    • Shields
    • Armor
    • Accessories
Similar to Consumables placed in Bags, when a piece of Equipment is equipped and a unit enters battle, it is possible for it to be stolen. Stolen items will always appear as dropped loot, so it’s possible to get it back.

Materials

Materials are items that drop from various enemies, objects, or are given as rewards. They will be used in the Crafting System which has yet to be implemented. One type of Material, Trash, acts as a sellable item.

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