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Items and gear

Items and gear

Gear is generated rather than hand-placed: templates roll into an item with a rarity, a level band and affixes. Higher rarities roll more affixes and better ranges, and the smith upgrades an item's tier from +1 to +5.

Rarities

Six tiers. Rarity decides how many affixes an item rolls and how generously, so a high-rarity item is not simply a bigger version of a low-rarity one - it has more lines doing more things.

  • Common (gray)
  • Uncommon (green)
  • Rare (blue)
  • Epic (purple)
  • Legendary (orange)
  • Unique (red)

Equipment slots

  • Helmet
  • Armor
  • Gloves
  • Boots
  • Weapon
  • Runic
  • Necklace
  • Ring I
  • Ring II

Set bonuses

Wearing several pieces of the same set grants bonuses at 3 / 5 pieces. Sets are the reason a coherent lower-rarity kit routinely beats a bag of mismatched legendaries, and the reason it is worth finishing a set before chasing an upgrade that breaks it.

Level bands

Every template is registered to a level range, and loot rolls from a band around your level that reaches further down than up. That is deliberate: gear stays usable for a while instead of being replaced every two levels, and you are never handed something from the next bracket for free.

The smith

Upgrades raise an item's tier from +1 to +5, scaling every stat line on it. The essence forge, which opens later, converts surplus gear into the materials those upgrades need.