I am working on a action rpg with a really slimmed down item-inventory (it only really has two items; resurection from death and HP/MP restoration). Weapons do not really give stats increases but rather different techniques for use in battles and for solving puzzles. In order to make the stores less barren and add some immersion to the towns I want to add clothes/armor to the things being sold, but I do not want to use them for stats since my game relies very little on levels and stats but rather using the right weapon and approach for the job at hand. The question is, what can the armor category be used for instead? The most obvious ideas that all clothes are actual costumes that changes the appearence of the character. This will however lead to a lot of extra work and probably break immersion a bit if all shops sell the same ten or so pieces of clothing. Another idea I toyed with is that clothes can be used as an alternative to convey lore. My game is based on icelandic sagas where items sometimes come with an elaborate backstory of its own. Buying clothes in the game could be a way to get more backstory for those interested. A final idea I toyed around with a bit is that clothes are simple collectibles that are part of a sidequest and exchanged for rewards and new places to explore. When giving suggestions, feel free to come up with ideas that normally lies outside of the scope of the engine. Within reason I should be able to custom script the new functions needed.