title: Too many subclasses while making equipment for character (Role Playing Game)
body: <p>I'am building a small RPG. A character has multiple stats, like: strength, magic, archery and defense. Also a player can wear equipment, like a helmet, torso, legs, boots, gloves and a weapon. Each piece of equipment has it own stats. For example, a <em>silver torso</em> has 10 defense.</p>
  <p>When the character has, say 15 defense, and he wears a <em>silver torso</em>, his defense will now be 25. Anyway, in order to wear equipment, it needs to be produced. At the moment I designed it with a Abstract Factory Pattern (see image).</p>
  <p>The design has a lot of classes, with most of them are basically useless, like <em>Bronze Helmet</em>, <em>Silver Torso</em> et cetera, because they only have an instance of the class Stats.</p>
  <p>Therefore, my question is: What is the best way to produce equipment, with less classes which are more useful. Since it is for a school project, I preferably want to make use of Design Patterns.
  <a href="https://i.stack.imgur.com/7oMOL.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/7oMOL.jpg" alt="enter image description here" /></a></p>