Equipments

Overview
Equipments are a specific type of Item that can be equip in a character's Equipment Slots

Depending on their type, equipments can come with: Equipments only fit certain slots but don't have any stats requirement to be equipped. (Everyone can equip everything)
 * Values: Damage, reach, etc... that will determine basic weapon behavior and power
 * Passive bonuses: Stats upgrade and other unique passives (Ex: +10% crit chance, etc..)
 * Abilities sets: List of active abilities carried by the item, usually a combination of basic and specific abilities

Equipments are divided in two main categories:
 * Hand Equipments (or Weapons)
 * Body Equipments

Hand Equipments (or Weapons)
Hand Equipments define what Active Abilities are available for each character during a turn which are the main actions players will have at disposal. (See Combat Turn)

Hand Equipments are restricted to Hand Slots (See Equipment Slots)

Hand Equipments can be one-handed or two-handed:
 * One-handed equipments fill only one hand slot, allowing players to create every combinations they want

Hand equipments are items like sword, shields, staff, etc... but for communication purposes in the project's team..."All hand equipments are called 'Weapons' (even shields, books, etc...)"There are two very distinct types of Weapons:
 * Two-handed weapons fill both hand slots
 * Fighting Weapons
 * Casting Weapons

Design direction
For the moment, body equipments can be left TBD until later in the project since they can be redisgned without having too much impact on the rest of the game systems. Body Equipments will need to fulfill two design goals with the way they are implemented:
 * Define how well each character will sustain incoming attacks of each damage type
 * Serve as a flexible way to orient and emphasize strenghts of characters' builds with passive bonuses and rune slots

First design draft
Body Equipments exists in two types:
 * Armors
 * Rings

Unlike Hand Equipments that can equipped in any hand slot, Body Equipments have a specific body slot where they fit. (See Equipment Slots)

Armors
Armors are composed of: For balance purpose, various armor set will have their focus balanced between the three listed components above. Trade-off must be made when designing armor between resistance and utility.
 * A value of Physical Armor and Magic Resistance
 * A set of Rune Slots
 * A set of Passive Bonuses

Rings
Rings are only carrying one Passive Bonus.

The passive bonuses design for rings must be quite unique and powerful, they need to have a meaningful impact in orienting the build of a character.

Rings ID List TBD

Misc
Still need to define the exact flow of menu used to equip/unequip something on a character