How to approach modifiable item stats

Glad it helped. :slight_smile: I had another thought.

You could turn the Attribute class into a Node, and hang each one off the Player based on the stats you want. I give an example of doing so with Health and Hunger components in this thread: Am I doing Components/composition right? - #3 by dragonforge-dev

I think that would help you to encapsulate the code more, and pull a lot out of the Player script. And you could make it generic the way the Weapon script is. Then you could dynamically add them at runtime pulling from your attribute Dictionary. My example had a lot of interdependencies that you may not have, which might make this similar.