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.
