Equipment Identity
No classes. What you wear defines what you can do.
The Core Rule
In JiJinia, there are no character classes. Your abilities, combat style, and role are entirely determined by your equipment. Any character can equip any gear (if they meet the requirements), allowing for endless build variety.
Equipment Slots
| Slot | Examples | Primary Function |
|---|---|---|
| Head | Helmets, hoods | Defense, perception |
| Chest | Armor, robes | Defense, abilities |
| Hands | Gloves, gauntlets | Attack speed |
| Legs | Greaves, pants | Movement, defense |
| Feet | Boots, sandals | Speed, terrain |
| Main Hand | Swords, axes | Primary attack |
| Off Hand | Shields, daggers | Secondary/defense |
| Back | Cloaks, quivers | Utility |
Visual Consistency Rule
What enemies wear = what you can loot.
If you see an enemy wearing red-tinted iron armor with a glowing sword, killing them drops exactly that. No invisible stats, no bait-and-switch. This creates a world where visual information is always reliable.
Build Examples
- Knight's helmet + assassin's daggers + monk's robes - A fast, lightly armored dagger user with good head protection
- Full plate armor + greatsword - Classic heavy warrior
- Leather armor + bow + light boots - Mobile ranged combatant
Affix System
Equipment has procedurally generated properties using a prefix + suffix naming system (inspired by Path of Exile):
"Blazing Steel Sword of the Bear" = Fire damage + Strength bonus
Rarity Tiers
| Tier | Color | Affixes |
|---|---|---|
| Common | White | 0 |
| Uncommon | Green | 1 |
| Rare | Blue | 2 |
| Epic | Purple | 3 |
| Legendary | Orange | Fixed unique + 2 |