The Velan Codex

Chapter

Item categories

(Idea) Four categories. Each item belongs to exactly one.

CategoryWhat it isStacksSell?Trade on the Market Board?
ConsumablesTonics, food, chalk, sand: used up when usedUp to 10 per itemYesYes
GearWorn on a wrist, the neck or the bodyUp to 9 per itemYesYes
MaterialsThings to sell, hand in for quests, or pay into commissions; includes valuablesUp to 99 per itemYesYes
Key itemsLetters, glyph fragments, seals and passesOne of each, no countNoNo

Consumables: when they can be used

Battle HP starts full in every battle today, so food doesn't heal: it raises max HP for the next battle instead. If HP ever carries over between battles, food becomes healing (open question).

Gear and two-thumb casting

Casting takes both hands, so gear is about the hands and the breath. There are four slots:

SlotHoldsWhat it mostly does
Left bandOne band or cuffPower for a drawing style, thumb sync, shields, heals
Right bandOne band or cuffThe same
CharmOne amulet, collar, pendant or stoneBreath and learning
CoatOne coat, robe or tunicGuard (less damage per hit)

Bands are per wrist, because each thumb is one hand. The Evane wear a glyph band on each wrist (Story Bible section 2); Aske still wears hers, inside out. What the two wrists wear together matters:

A matched pair needs two copies of the band, one per wrist.

Gear stats. Every stat maps onto something the scorer or the battle already has, so each one is a single number to apply:

StatWhat it changesToday's valueCap from all gear
Breath (ms or %)The spell's breath window, threads included (Codex section 6)600 ms default; per spell+50% of the spell's window
Sync grace (ms)How far apart the thumbs may start and end before timing costs80 ms+60 ms
Power (%)Effect size of spells of one drawing style (symmetry in the spell data: mirrored, parallel, independent) or all spells0.6x to 1.5x by quality+25%
Shield (%) / Heal (%)Shield and heal amountsPer spell+25% each
Stagger (s)Stagger a spell appliesPer spell+1.5 s
GuardDamage taken per enemy hit, flat; a hit always does at least 106
Learning bar (%)The score a trace needs to count while learning55%Down to 45%

Bonuses from all slots add up, then the cap applies. Breath bonuses add to the breath that player level grants later (Codex section 6). No stat changes the fizzle line, the shape floor or the scorer's error curve.

Tiers. Every item has a tier, shown as its frame colour: common (unaligned, plain), fine (better unaligned work), faction (an Evane faction's or the Facets' own, framed in that colour) and unique (one in the world). For now every item has fixed stats. Diablo-style random rolls would come later and need their own save shape (open question).

Materials

Materials are dropped by enemies, gathered in the world and sold to the Halfway weigh-house or any shop that buys them. They are handed in for quest orders ("bring Tobin five river reeds") and paid into commissions. There is no crafting system; commissions are the one place materials buy something. Valuables (silver measures, glass tokens) are materials with no use except their sale price.

Key items: letters, fragments, seals

Key items are held or not held; they have no count, can't be sold, dropped or traded, and the story decides when they come and go. Their state lives in story flags, which the dialogue already sets (<<set_flag letter.twinhold 1>> in the send-off), so a key item is "held" when its flag says so (section 7).

From Items and Economy › Item categories