Items. Treasure, rewards, loot, spoils. They are often an integral part in the familiar RPG experience, regardless of the exact form they assume. Jinx: Womb of Cosmos has its own share of items, neatly divided into a few distinct categories depending on their use. Along with Gold (the abstract measure that acts as a representation of wealth) and Ether shards (a crystallization of raw magic that Jinx can form when the proper conditions apply), items can be found in many ways, including the spoils of combat, as rewards for helping others, or hidden in secret areas within dangerous dungeons or ancient ruins.
Weapons and armor are often the most important items one can find in an RPG, but not in Jinx: Womb of Cosmos. Each character has their own, personalized, weapons and armor, and they wouldn't easily toss them aside for a slightly shinier sword. They can, however, learn how to utilize them better and eventually reforge them to increase their potency; the Blacksmith in Castle Sin will be able, with some gold for materials, of course, to enhance the weapons with Ethershards and unlock new powers from within their potential.
The role of potions take Crystals, a form of crystalline pattern that can contain (and thus store) magical workings to be called forth with minimal effort whenever needed. Those effects can be very varied, from healing and protection to granting options for offense. Crystals can only store so much, but a spent Crystal is far from useless; a quick trip to the Alchemist of Castle Sin will allow their recharge with raw Ether shards. Additionally, the Alchemist can also synthesize new Crystals from a combination of older ones, or augment them with Crystallite Shards to allow them to affect the whole party.
Trinkets are usually ancient, mysterious devices that seem to operate with a combination of physical laws and the workings of magic, although few know how to use them and even fewer can guess the purpose of their original design. Although some trinkets can be found in working order, they are usually quite weathered. The most common means to access the enigmatic devices is to find ancient books that contain schematics, themselves quite rare, and have someone at hand that can attempt to build the device from them. Thankfully, the Lorekeeper in Castle Sin can decipher books and extract schematics, and the Arificer is well-versed in such constructions; he can even strip down the most common trinkets in order to repair, or perhaps improve, damaged ones.
The majority of trinkets are reactive, activating when a certain condition is met, and their effects are exceedingly varied.
A sometimes underrated aspect of combat is the trophies, usually because of its occasional morbidity. Trophies, however, are often good for morale, and certainly make for an interesting conversation around the campfire. They can be anything from a torn-off hood from a sadistic cultist to the spectral residue of a destroyed apparition, but they are little but adornments without proper evaluation. The Hunter in Castle Sin can classify Trophies, a process that both gives them meaning and allows their prominent display; they usually grant minor morale-related bonuses against the enemies they were retrieved from. The Hunter, however, can combine minor Trophies, like wolf fangs, into refined collections, such as a fang necklace, or even create more complex items that exhibit the prowess of the collector.
Original blog: Jinxrealm.com