|This game is currently in development. There is no download or playable content as yet. All information is based on Developer Journals, the Kickstarter, and community discussions with developers.|
Features of Inventory[edit | edit source]
Limited[edit | edit source]
Limited inventory creates not only opportunities for dramatic storytelling, but also dedicated Gatherers. It costs money to effectively tow the day's haul from the mines back to town. By requiring people to invest in pack animals, carts, wagons, and other means of transportation, it forces them to decide whether it's worth the investment, or whether it's better just to pay someone to do it for you.
On person[edit | edit source]
All items stored on your person, that aren't hidden or within another container, will be visible to the outside world.
A craftsman can create equipment (boots, pouches, belts, backpacks to name a few) which can be used to store more items on your person or to add more storage capacity to currently crafted equipment.
In the world[edit | edit source]
Furniture may be crafted which can be used to store items in (Chests, boxes, shelves, armour and weapon racks etc..) Elyria that would otherwise not fit on your person.
Containers[edit | edit source]
Chronicles of Elyria uses a unique system of containers where all objects on your person, pack-animal, or other mode of transportation must either be in a container, or held in your hands.
Your character's equipment has multiple slots for storing boots, backpacks, bracers, belts, etc... The experienced leather workers, tailors, and blacksmiths can craft items which provide additional storage in the form of pouches, pockets, purses and hidden compartments.
For example, a talented cobbler could put a hidden compartment in a boot that allows for the storage of daggers or retractable blades. Armor smiths can create bracers with places for either retractable blades or wrist-mounted crossbows.
Tailors and leatherworkers can make garters with places for hidden weapons, belts with a varying number of attachment points, cloaks with sewn in hidden compartments, and most pants come with pockets for carrying a small amount of coins or other items.
Of those, belts are among the most interesting and again speaks to CoE's goal of making people measurable from a distance. When purchasing a belt with two attach points you can use both for additional storage, one for a coin purse and the other for a scabbard mount, or if you plan on dual wielding, you can actually put two separate scabbard mounts. The more talented the leatherworker, the more attach points can be placed on a belt. Assassins may find it particularly interesting to put pockets for thrown weapons, or even several places for extra daggers.
Volume & Weight[edit | edit source]
Chronicles of Elyria uses a weight and volume system for all containers. While Chronicles of Elyria uses a grid system to allow players to keep their inventory organised, the number of slots are infinite up to the maximum volume or weight limit of the container. In this way, players are still able to fill a container with many small items if they desire.
It's also important to note that the grid system uses multiple grid slots for different size items. This is mostly to help users understand the relative size of objects, to be able to estimate volume quickly without having to hover over an item, and to help quickly locate items of different types.
The important thing to though is that additional items cannot be placed into a container that would go over either the weight or volume limit.
Stackable Items[edit | edit source]
As with many other MMOs Chronicles of Elyria utilizes stackable items within containers. If you've got 15 blank scrolls in your backpack, having them all grouped into a single slot saves space on the screen, time spent scrolling, and makes the inventory more readable at first glance.
See Also[edit | edit source]
References[edit | edit source]
- Walsh, Jeromy "Caspian" Design Journal #11: Equipement and Inventory. Design Journals - Chronicles of Elyria.