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Attribute-based equipment

Other (objects, etc.) concept

*123*
60
games
14
platforms

Items, even trivial ones, can't be used unless you meet certain basic and often quite arbitrary attribute limitations.

Notable people involved: Hidetaka Miyazaki, Yuka Kitamura, Yui Tanimura and Tomohiro Shibuya

Such as battle axe requiring strength 16, rapier requiring dexterity of 14, book on esoteric mechanics requiring intelligence of 18, and so forth. This tag is for cases where the game absolutely requires the stated attribute values or higher before the player can even try using them. Usually the attribute requirements rise with for how high level character the equipment is for, so instead of having clear level requirement, it has attribute requirement that reflects the level.

A more realistic case is where the attribute requirements only state how much you need to fully take advantage of the item (e.g. rapier's attack speed might not be optimal for characters with less than the stated requirement, but these are likely to increase the attack speed beyond what is stated when the attribute overflows the requirement). Though even in such cases the reduction in efficiency can seem so abnormal that they should be tagged with this anyway. This makes some sense in terms of how much items weigh and therefore requiring higher strength to wield them, but in case of anything else it's unrealistic.

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Parent group

Artificial limitations

Games by year

96980002040608101214161820 82460

The first Attribute-based equipment video game was released on December 1996.

Blizzard published most of these games.

Platforms

Windows23
Linux6
X3605
PS44
Mac OS X4
PS34
Pandora3
Mac OS Classic3
Xbox One2
Switch2
BeOS1
PS51
Xbox Series X1
PS1

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