Loot and crafting

Items with random affixes in four rarities, uniques that name the world, and currency that changes items rather than buying them.

Loot and craftingArt in progress

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.

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.

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.