Equipment

In the Innocence Seekers video games, equipment refers to items which can be equipped by player characters. Unlike in most role-playing games, equipment in Innocence Seekers does not include named weapons and armour (not even something like "Leather Armour" or "Iron Sword"), and cannot be bought in shops. Instead, equipment in Innocence Seekers consists entirely of what are called modules, which come in several varieties, and are found in random dungeons. This is because in the Innocence Seekers setting, mages usually only possess one weapon in their lifetimes, which is often specifically designed for the mage. While it is possible for mages to use any random weapon they have found in their adventures, the weapons themselves are either not designed for mages (i.e. ordinary non-magical weapons which tend to break when used against anything which can fight a mage on equal footing) or the weapon is magical, but not tuned to the mage using it, reducing efficiency when casting spells.

Unlike all other items, equipment does not stack, and forms its own inventory. This is because, unlike other categories of items such as consumables, each piece of equipment has unique (or near-unique) effects which must be stored in the inventory data structure (i.e. the effects of each piece of equipment are not hard-coded into the game code).

Types of modules
In the video games, modules are split into two main categories:
 * Weapon modules
 * Accessory modules

The difference between these two categories is the stats which modules from the two categories modify. Weapon modules only modify ATK, INT, HIT, the element of the weapon and any status effects it inflicts. Accessory modules modify all other stats, including, but not limited to, HP, MP, DEF, RES, SPD, elemental resistances, status resistances, automatic status effects and reward modifiers. Note that specific types of accessory modifiers only modify specific stats (e.g. an element module can only modify elemental resistances; it cannot modify DEF or RES). Because only one weapon module can be equipped at a time, a single weapon module can modify all stats available to weapon modules.

Each character can equip one weapon module and up to four accessory modules.

Depending on the stats it boosts, the name of a particular module will vary. The following names may be used (note: list is incomplete):
 * Strike Module (only boosts ATK)
 * Magic Module (only boosts INT)
 * Accuracy Module (only boosts HIT)
 * Power Module (boosts ATK and INT)
 * Missile Module (boosts ATK and HIT)
 * Magic Bullet Module (boosts INT and HIT)
 * Attack Module (boosts ATK, INT and HIT)

Module fusion
In most cases, it is not enough to simply take modules from random dungeons and equip them. To obtain optimal use of the modules, it is necessary to fuse them. Fusion of modules allows one to combine two modules with different effects to create one module with effects of both modules. Fusing modules costs money, and the cost is determined by the effects of the resulting fused module. Note that other than fusing weapon modules with element or status modules, only two modules of the same type can be fused together. To fuse modules, the player must designate one module as the primary module and the other as the secondary module. The primary module will be used as the "base" of the fused module, with the secondary module contributing a proportion of its stats to the fused module.

The cost and maximum values of each stat are as follows (note: list is incomplete):

For all stats except elemental and status resistances/effects, the secondary module contributes 40 per cent to the fused module. The elemental and status resistances/effects of the fused module is the higher of the two modules for each element/status effect.