Items & Economy
Items, Equipment Tiers & Economy
This document details the item definitions, equipment tier progression, resource node lifecycles, and dynamic loot drop weight systems in Saints Gaming.
1. Item Data Schema & Properties
Every item is defined in src/shared/game/items.ts with typed metadata:
typescriptexport interface GameItem { id: string; // e.g. "bronze_sword" slug: string; // Canonical URI slug name: string; // Display title description?: string; // Tooltip narrative type: 'weapon' | 'armor' | 'tool' | 'consumable' | 'material' | 'currency'; slot?: 'head' | 'cape' | 'neck' | 'body' | 'legs' | 'hands' | 'feet' | 'mainhand' | 'offhand'; reqSkill?: string; // e.g. "attack", "defence", "mining" reqLevel?: number; // Level requirement (1-99) stats?: { attackBonus?: number; strengthBonus?: number; defenceBonus?: number; magicBonus?: number; hpBonus?: number; }; value: number; // Base gold and High Alchemy coin value }
2. Equipment Progression Tiers
Equipment tiers progress across 9 primary tiers spanning Levels 1 to 99:
| Tier | Level Req | Metal / Melee | Ranged Leather | Magic Vestments |
|---|---|---|---|---|
| 1 | Lv 1 | Bronze | Rawhide Leather | Novice Robes |
| 2 | Lv 10 | Iron | Hardened Leather | Apprentice Robes |
| 3 | Lv 20 | Steel | Studded Leather | Mystic Vestments |
| 4 | Lv 30 | Mithril | Green Dragonhide | Astral Vestments |
| 5 | Lv 40 | Adamant | Blue Dragonhide | Zarosian Vestments |
| 6 | Lv 50 | Rune | Red Dragonhide | Archmage Robes |
| 7 | Lv 60 | Dragon | Black Dragonhide | Elder Void Robes |
| 8 | Lv 80 | Masterwork | Royal Stalker Hide | Celestial Silk |
| 9 | Lv 99 | Celestial | Singularity Stalker | Singularity Raiment |
3. Gathering Nodes & Crafting Matrices
Resource extraction is linked to specific map objects and artisan stations:
- Mining Nodes: Rocks contain finite charge counts ($3\text{--}8$ ores). Upon depletion, the node turns into a depleted rock mesh and starts a respawn timer ($15\text{--}120\text{s}$).
- Woodcutting Trees: Trees grant logs and experience per chop tick, converting into a temporary tree stump upon falling.
- Smithing Furnaces & Anvils: Smelt ores into metal bars at furnaces, then hammer bars with a hammer tool at anvils to craft armor and weapons.
- Cooking Fires & Ranges: Raw fish and meats combine with seasoning to produce restorative foods that restore HP in or out of combat.
4. Dynamic Loot Tables & Drop Rates
Loot tables (lootRefs.ts, /api/loot/tables) use cumulative weighted rolls:
$$\text{Drop Chance}(i) = \frac{\text{Weight}i}{\sum{j=1}^{N} \text{Weight}_j}$$
[Defeated Enemy] ──► Roll Guaranteed Drops (Bones/Coins)
──► Roll Primary Loot Table (RNG Seed 1..TotalWeight)
──► Roll Rare Drop Table (1/512 Capstone / Relic Check)
[!TIP] The Loot Manager in Studio (
LootManagerPanel.tsx) allows creators to simulate 10,000 drop rolls in real-time to verify drop balance before deploying changes to live shards.