Tri Quality System

As of world 10, all items have a singular quality, which effects various formulas depending on the typeof object. for example, Curiosity quality directly effects its LP.
Outdated as from Pre World 10:
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Items in Hafen now have 3 distinct quality meters: Essence, Substance and Vitality.
Depending on the type of item, be it a Food or a Curiosity, the effect that each quality has is different. The Weapons row at the moment only contains information about melee weapons: bows appear to have different effects.
 	Essence 	Substance 	Vitality 	Average (Avg = \sqrt{\frac{Ess^2+Sub^2+Vit^2}{3}})
Curiosities 	 	 	 	Increases LP: LP Gain = Base LP \sqrt[4]{\frac{Essence^2+Substance^2+Vitality^2}{300}}
Food 	Lowers Satiation amount (not chance): Sat = \frac{Base}{\sqrt{\frac{Ess}{10}}} 	Lowers Hunger: Hun = \frac{Base}{\sqrt{\frac{Sub}{10}}} 	Increases FEP's: FEP = Base * \sqrt{\frac{Vit}{10}} 	
Armor 	Increases Deflection (X of X/Y): X = Base * \sqrt{\frac{Ess}{10}} 	Increases Absorption (Y of X/Y): Y = Base * \sqrt{\frac{Sub}{10}} 	Increases max Wear: W = Base * \frac{Vit}{10} 	Increases stat modifiers
Weapons 	Increases effective agility: eagi = \sqrt{agi*Ess}, confirm? 	Increases damage: damage = Base*\sqrt{\sqrt{str*Sub}/10} 	Increases weight of MC attacks: emc = \sqrt{mc*Vit} 	
Ranged Weapons	Affects range. 	Increases damage, alongside Perception: damage = Base*\sqrt{Per*Sub} 	Affects max aim and aim speed, alongside MM. 	
Symbel 	Increases FEP Bonus: _{FEP}Mod = Base * \sqrt{\frac{\frac{Ess}{10} * (maxWear - curWear)}{maxWear}}	Increases Hunger Reduction: _HRed = Base * \sqrt{\frac{\frac{Sub}{10} * (maxWear - curWear)}{maxWear}}	Increases max Wear: W = Base * \sqrt{\frac{Vit}{10}} 	
Symbel 	Note: Final values are rounded to nearest value instead of being truncated. 	Note: Final values are rounded to nearest value instead of being truncated. 	Note: Final values are rounded to nearest value instead of being truncated.