Loot and crafting
Items with random affixes in four rarities, uniques that name the world, and currency that changes items rather than buying them.
Items come in four rarities. Normal items are a base and nothing else; magic items have up to one prefix and one suffix; rares have more; uniques are fixed designs with their own lore. Affixes roll from tiers, and the best tiers only appear on items from deep enough.
Sanguine Iron Helm of the Salamander
Armour: 36
- +(15–29) to maximum Life
- +(12–17)% to Fire Resistance
Crown of the Drowned KingIron Helm
Armour: 36
- +(40–60) to maximum Mana
- +1 to Level of all Spell Skills
- (15–25)% increased Spell Damage
- +(25–35)% to Cold Resistance
He ruled the tide until the tide ruled him.
TwinflameDriftwood Wand
Wand
Physical damage: 2–5
Critical strike chance: 7%
Attacks per second: 1.4
- (8–12)% increased Spell Damage
- Skills fire 1 additional Projectile
- (30–40)% increased Fire Damage
- (10–15)% increased Cast Speed
One flame for the living, one for the dead.
A magic helmet with second-tier life and fire resistance, and two of the game's uniques. Values
in brackets are the ranges an item can roll. In the game today: 45 item bases,
34 affixes with up to five tiers each, 7
uniques and 8 currencies. Each player rolls their own drops and sees only
their own; I opens the inventory, with the eight equipment slots and the currency pouch.
How items work has the rules.
Crafting
Currency is crafting material: every orb does one thing to an item. The coin of drowned Velmarch was minted from the Ember, and it is still alive: seven kinds of fire that add to an item, and one of seawater that strips it bare.
Upgrades a normal item to a magic item.
Adds a modifier to a magic item with room for one.
Rerolls the modifiers of a magic item.
Upgrades a normal item to a rare item.
Upgrades a magic item to a rare item, adding a modifier.
Rerolls a rare item with new random modifiers.
Adds a random modifier to a rare item.
Removes all modifiers, making an item normal.
Proposal
There is no gold. Because every orb is useful, currency doubles as what friends trade with, and rare orbs are worth more than most items.