Items in Warman are stat sticks with personality. A weapon doesn't just deal damage. It has a base type (determining the attack animation, class skills, and visual attachment) plus a set of randomly generated effects that make each drop unique. Two swords of the same base can feel completely different depending on their rolls.

Effect Types and Tiers

Each item effect has a type (like "increased attack speed," "added physical damage," or "health regeneration") and a tier (0 through N, where N depends on the item's level). The tier determines the magnitude. Tier 0 fire damage might be +5, tier 3 might be +25. The value calculation is per-type. Some effects scale linearly, others use custom curves.

Effect types are categorised as offensive or defensive. Attack speed, damage bonuses, and crit chance are offensive. Health, armor, resistance, and regeneration are defensive. This categorisation drives the generation algorithm.

The Generation Algorithm

When an item drops, the game rolls its effects. The number of effects depends on rarity: common items get the base amount, each rarity tier above common adds one, and uniques have a fixed count. The algorithm then rolls each effect one at a time.

Within the chosen category, the system picks a random type from the item base's allowed types. Duplicates are forbidden. Each type can only appear once per item. After picking the type, a tier is rolled randomly between 0 and the maximum allowed for the item's level (exclusive of the max, so items never drop with perfectly maxed rolls).

Item Drop +Crit (OFF) 40% 60% +Armor (DEF) 50% 50% +Dmg (OFF) 35% 65% ITEM 2 OFF 1 DEF Offensive Defensive Bias shifts after each roll to balance the mix
Item effect generation: offensive/defensive bias rebalances after each roll

The Item Base

Every item type (EquippedItem) defines which effect types can appear on it through an EffectTypeSet. A sword might allow attack speed, physical damage, crit, health, and armor. A ring might allow totally different types. The filtering keeps items thematically appropriate. You won't get "increased melee range" on an amulet.

Item bases also carry fixed effects (base stats that every item of that type always has), optional modifiers (permanent buffs applied while the item is equipped), and a special skill slot (some items unlock an extra ability when equipped).

Rerolling at the Blacksmith

The blacksmith lets players improve items through two operations: selecting a new effect type (keeping the tier) and upgrading an effect tier (keeping the type). Both cost currency scaled to the item's level and current stats. The reroll system uses the same generation functions as the drop system: the pool of possible types excludes all types already on the item, and the new tier can go up to the current maximum for the item level.

The result is an endgame loop where players farm items for a good base, then incrementally improve the rolls through the blacksmith. A common drop with a perfect effect type combination but low tiers can be upgraded into a strong item over time.