hp determines how much your item heals the player
negative values of hp would hurt the player by that much
ex: the potion is consumable and has 25 hp
maxHP determines how much your item increases the player's max hp
negative values of maxHP would lower the player's maxHP by that much
ex: an item with 50 maxHP would make the player go from 200/200 to 200/250
adds to the player's attack damage
negative values of atk would subtract from the player's attack damage
ex: an item with 5 atk would increase the player's attack by 5
adds to the player's defense
negative values of defense would subtract from the player's defense
ex: an item with 5 defense would increase the player's defense by 5
increases the players's speed value. for every 1 speed the defender has over the attacker's accuracy, the defender has a 10% extra dodge chance. ex: defending monster has 3 speed and player golem has 1 accuracy, so the monster has a 20% dodge chance.
negative values of defense would subtract from the player's speed value
ex: an item with 2 speed would increase player speed by 2
accuracy helps the player's ability to hit fast moving targets.
negative values of defense would subtract from the player's accuracy
ex: an item with accuracy 2 would increase player accuracy by 2
carry str increases the player's ability to this and other items with high weight.
negative values of defense would subtract from the player's carrying
ex: a bag item might have carry str 30, increasing the player's ability to carry heavy items by 30
consumable determines whether or not your item can be used or simply gives its effect when picked up. put 0 for non-consumable, 1 for consumable.
no values except 0 and 1 for consumable will have any effect
ex: an item with 0 consumable and 50 maxHP gives the player 50 max hp as long as it is in their inventory. an item with 1 consumable and 50 max hp gives the player 50 max HP PERMANENTLY after it is consumed
if and only if your item is consumable, uses determines how many times the player may consume it for its effect. effects consumed in this way do stack permanently.
negative values of this have no effect, nor do any values if the item has a 0 for consumable
ex: a consumable item has 3 uses and 5 defense. when the player consumes this item 3 times, it disappears and he is left with 15 permanent defense
common items drop only from easy monsters. uncommon items drop only from moderate monsters. rare items drop only from hard monsters. legendary items drop incredibly rarely, and only from the rarely spawning legendary monsters. if there is no monster of that type, your item will not drop until there is one. there is no way to make one item of the same rarity different from another item of that rarity, i.e. all rare items have an equal chance of dropping from a hard monster.
ex: an item has a common rarity, and the only other common item in the game is the potion. whenever an easy monster drops an item, there is a 50% chance it will be a potion and a 50% chance it will be this item
if the total weight of all the items the player is carrying plus the item they want to pick up exceeds their carrying strength, they cannot pick up that item. ex: a player is carrying items that total 28 weight and has 30 carrying strength. this item weighs 3, so the player cannot pick it up. if it weighed 2, the player would be able to pick the item up and would be left with 0 carrying strength
special abilities can give the player special effects above and beyond normal stats. abilities can be combined, but use sparingly. leave an ability at 0 to not give your item that ability. abilities can use positive numbers as well as negative numbers for an opposite effect. abilities on non-consumable items are given to the player when in their inventory, and abilities on consumable items are given to the player PERMANENTLY once consumed. if the player already has that ability, the numbers are added together.
each point gives your class 5% of the damage they deal to a monster back as life.
negative values would make your class lose 5% per point of their damage as life.
ex: a class with vampiric 5 attacks a monster for 20 damage and gains 5 (25%) of it back as health.
each point gives your class 10% increased healing effect from any source.
negative healthy would reduce healing effects by 10% per point
ex: a class with healing 5 uses a potion which would normally heal them 25, but instead heals them 25 + 25 * 0.5 or roughly 37
each point gives your class 10% damage resistance from any source. a class cannot have more than 10 points of stoneskin, as that would make them invlunerable
negative stoneskin would increase all damage your class takes by 10% per point, and it can go over -10.
ex: a class with stoneskin 1 takes a 20 damage attack, but reduces it to 18 (90%)
each point gives your class 1 health point back per turn if they are hurt
negative regen would make your class lose 1 health per point each turn
ex: a class with regen 3 takes a step and gains 3 health
each point gives your class a 10% chance of freezing the player on attack, a class or monster cannot have more than 10 points of freezing, as it would cause them to freeze on every attack.
negative freezing has no effect
ex: a class with 3 freezing attacks and has a 30% chance of freezing the monster it's attacking
class applies a poison on attack, which deals 1 damage per point each turn for 5 turns
negative poison would cause the class to apply a healing buff to any monster it attacks, healing them for 1 health per point for 5 turns
ex: a class has poison 5 and attacks a monster, then walks off. that monster takes 25 damage over 5 turns, 5 damage per turn, and then is no longer poisoned. further attacks on the monster do not stack the damage, but instead reset the timer (so the poison will wear off 5 turns from the most recent attack)
class applies a non-stacking defense debuff, which lowers defense by 1 per point for 5 turns
negative weaken would cause the class to apply a defense buff to any monster it attacks
ex: a class has weaken 5 and attacks a monster, then walks off. the monster will have 5 decreased defense for 5 turns, and then is no longer weakened. further attacks on the monster do not stack the debuff, but instead reset the timer.
anyone who attacks your class is dealt 1 damage per point
negative thorns heals attackers by 1 damage per point
ex: a class with -4 thorns is attacked by a monster, who then is healed for 4 health points
each point gives your class a 10% chance to deal double damage, has no effect after 10 points
negative critical has no effect
ex: a class with critical 10 will deal double damage 100% of the time, or on every attack.
each point gives your class a 10% chance on being attacked to reflect the damage back to the attacker, taking no damage itself, has no effect after 10 points
negative reflect has no effect
a class with reflect 2 is attacked by a monster and has a 20% chance of reflecting that damage back to the monster, while negating all damage from the attack itself.
each turn it attacks, the class temporarily gains 1 attack damage per point for as long as it stays attacking. as soon as it performs a non-attack move, the class resets to its pre-bloodlust damage.
negative bloodlust would cause the class to lose damage instead of gain it ex: a class with bloodlust 10 attacks a monster, kils it, then attacks another monster. it now has its original attack + 20. it then moves to another square that has no monster on it and loses its bonus attack damage.