Items & Gear
Every item is born from a seed. The seed fixes its identity — its name, which affixes it can roll, its luck — while quality fixes the magnitudes. There are no level gates: your level scales expressed weapon power (70% baseline, +3% per level, capped at 160%). All items are tradable (select and 🤝 hand to an adjacent player; bags carry their contents).
The six gear slots
Each slot carries a share (its factor) of the quality roll and contributes to attack, defense, or both. Equip order: weapon → armor → helmet → legs → boots → ring.
| Slot | Stat | Factor | Name bases |
|---|---|---|---|
| Weapon | Attack | ×1.1 | Blade, Cleaver, Saber, Maul, Fang, Edge |
| Armor | Defense | ×0.9 | Plate, Hauberk, Aegis, Carapace, Mantle, Ward |
| Helmet | Defense | ×0.6 | Helm, Casque, Visage, Crown, Coif |
| Legs | Defense | ×0.7 | Greaves, Legguards, Cuisses, Tassets |
| Boots | Defense | ×0.5 | Boots, Striders, Treads, Sabatons |
| Ring | Attack + Defense | ×0.35 | Ring, Band, Loop, Signet |
Rarity tiers
An item's quality roll lands it in a rarity band; the band's multiplier scales its stats and grants a name suffix. Highest band satisfied wins.
| Rarity | Threshold | Stat × | Name suffix |
|---|---|---|---|
| Crude | quality ≥ 0 | ×0.8 | — |
| Sturdy | quality ≥ 6 | ×1 | — |
| Fine | quality ≥ 14 | ×1.25 | “of Merit” |
| Exalted | quality ≥ 26 | ×1.55 | “of the Deep Hunt” |
| Mythic | quality ≥ 42 | ×2 | “of the Unwritten” |
The generative forge
Weapons roll speed / crit / fire / ice / lightning / venom affixes by rarity tier (Crude → Mythic). At the temple forge you pour gathered materials into a seed; the inputs decide the item's stats, rarity and name. Upgrading pours materials into the same seed — identity preserved, numbers grow, and rarity can ascend. The forge does not judge: yes, you can forge a pumpkin into a weapon.
Item icons are rendered by a seeded procedural pixel engine
(client/src/spritegen.ts) — every weapon seed gets a unique icon,
drawn rarity-coloured on your hero.
Material name prefixes
The leading material lends the forged item its prefix.
| Material | Forged prefix |
|---|---|
| Bandit Iron | Outlaw |
| Bone Shard | Grave |
| Ancient Relic | Eldritch |
| Demon Heart | Infernal |
| Iron Ore | Forged |
| Rat Fang | Gnawed |
| Wolf Pelt | Lupine |
| Timber | Hewn |
Bags & carrying
Bag name bases: Satchel, Bag, Pack, Knapsack.
Starter weapons
New characters start with a humble, class-flavoured weapon at quality 3.
| Class | Starter weapon |
|---|---|
| Blademaster | Worn Practice Blade |
| Druid | Worn Oak Staff |
| Guardian | Worn Iron Hammer |
| Ranger | Worn Hunting Bow |
| Rogue | Worn Twin Daggers |
| Sorcerer | Worn Arcane Staff |
Slot, rarity and base-name data come straight from the live
/meta tables. See where materials come from in the
Materials codex.