Items and Skills (launch numbers)
Closes in numbers what 17 describes and what 03, 08, 09, 18 and 22 have already decided. Everything here is a starting point for the prototype: the values will be adjusted with the Phase 1A metrics (06). Fixed rules this document cannot break: NFTs are only cosmetics and deeds; a crafted top-tier item binds on equip; power cap per tier, then horizontal progression; gold never becomes a token; no randomness is sold for money or tokens.
1. Number conventions
- WD = weapon damage (table in §7). Skills deal % of WD; spells deal % of the staff's WD (or of a base 40 without a staff) + 1% per 2 points of Mind.
- Resources: follow the formulas of
26§3 (health = 80 + Vigor × 6; stamina = 60 + Vigor × 2 + Dexterity; mana = 40 + Mind × 5 + Will × 2), ~140 health and ~100 mana at level 1; the shield and heal values below start from that order of magnitude. - Cooldown in seconds. Cost in stamina (S) or mana (M). Cooldown is per skill; potions have a shared cooldown per type (
22§7). - The server validates every strike and every spell; the VR gesture only reports direction and intent (
00, T3).
2. Rarities
| Rarity | Affixes | Power budget* | Unique effect | Origin |
|---|---|---|---|---|
| Common (gray) | 0 | 60% | — | Horde loot, NPC |
| Uncommon (moss green) | 1 | 70% | — | Loot, crafting |
| Rare (blue) | 2 | 80% | — | Loot, crafting |
| Epic (violet) | 3 | 90% | — | Elites, dungeon |
| Legendary (amber) | 4 | 100% | 1 (visible on the weapon) | Bosses, raids |
| Set (lantern green) | 3 | 95% | Set bonus | Dungeons and events |
| Masterwork (crafted) | 3 to 4, chosen | 90–100% | — | Crafting with quality ≥ 90 |
*Power budget: the fraction of the tier cap (§4) that the sum of affixes may use. Nobody goes above 100%.
Drop chance: common 60%, uncommon 25%, rare 11%, epic 3.5%, legendary 0.4% (boss) and 0.05% (horde), per elite or boss loot; weak hordes drop only common and uncommon. At night and at dawn the chance of rare or better rises by +25% relative (03).
3. Affix table (tier 1, level 1–20)
Each affix has a range in tier 1; later tiers multiply by the factor in §4. The value rolled within the range defines how much of the budget the affix spends. Prefixes go to the left of the name, suffixes to the right; an item does not repeat an affix.
| # | Affix | Type | Range (tier 1) | Where |
|---|---|---|---|---|
| 1 | Weapon damage | Prefix | +6 to +14% WD | Weapon |
| 2 | Strength | Suffix | +3 to +9 | All |
| 3 | Dexterity | Suffix | +3 to +9 | All |
| 4 | Vigor | Suffix | +3 to +9 | All |
| 5 | Mind | Suffix | +3 to +9 | All |
| 6 | Will | Suffix | +3 to +9 | All |
| 7 | Luck | Suffix | +2 to +6 | All |
| 8 | Max health | Prefix | +20 to +60 | Armor |
| 9 | Max stamina | Prefix | +10 to +30 | Armor, boots |
| 10 | Max mana | Prefix | +15 to +50 | Staff, cloak |
| 11 | Attack speed | Suffix | +3 to +8% | Weapon |
| 12 | Crit chance | Suffix | +2 to +6% | Weapon, ring |
| 13 | Crit damage | Suffix | +10 to +30% | Weapon |
| 14 | Life steal | Suffix | 1 to 3% of damage dealt | Weapon |
| 15 | Fire resist. | Prefix | +8 to +20% | Armor |
| 16 | Water and cold resist. | Prefix | +8 to +20% | Armor |
| 17 | Poison resist. | Prefix | +8 to +20% | Armor |
| 18 | Armor | Prefix | +10 to +25 | Armor |
| 19 | Guard break | Suffix | +8 to +20% | Mace, axe, shield |
| 20 | Fire damage on hit | Suffix | +3 to +8 | Weapon |
| 21 | Water damage on hit | Suffix | +3 to +8 | Weapon |
| 22 | Poison damage on hit | Suffix | +2 to +6 per 4 s | Weapon |
| 23 | Spell power (Arcane) | Prefix | +5 to +14% | Staff, ring |
| 24 | Spell power (Nature) | Prefix | +5 to +14% | Staff, ring |
| 25 | Spell power (fire/water) | Prefix | +5 to +14% | Staff, ring |
| 26 | Mana regeneration | Suffix | +0.5 to +1.5/s | Cloak, ring |
| 27 | Cooldown reduction | Suffix | −3 to −8% | Ring, amulet |
| 28 | Lower stamina cost | Suffix | −4 to −10% | Boots, belt |
| 29 | Movement speed | Suffix | +2 to +5% (10% total cap) | Boots |
| 30 | Lantern radius | Suffix | +1 to +3 m | Lantern |
| 31 | Fuel duration | Suffix | +10 to +30% | Lantern |
| 32 | Carry weight | Suffix | +5 to +15 kg | Bag, belt |
| 33 | Durability | Prefix | +10 to +30% | All |
| 34 | Craft quality | Suffix | +2 to +6 | Tools |
Rules: movement speed, life steal, cooldown reduction and crit have a summed cap (10%, 8%, 25%, 40%) so the build does not break combat. Anyone using the VR dash (03) gains no dash distance from affixes.
4. Item tiers per chapter
| Tier | Chapter (25) |
Level | Affix factor | Item power cap* |
|---|---|---|---|---|
| T1 | 1 — Realm of Lumen | 1–20 | ×1.00 | 100 |
| T2 | 2 — Forests and Crater | 20–35 | ×1.12 | 112 |
| T3 | 3 — Overseas | 35–40 | ×1.24 | 124 |
| T4 | 4 — Eastern Lands | 40–45 | ×1.36 | 136 |
| T5 | 5 — Frozen North | 45–50 | ×1.48 | 148 |
| T6 | 6 — The Sky | 50 | ×1.60 | 160 |
*Sum of the points of an item's affixes (1 point ≈ 1% damage or 1 attribute). After level 50 (the level cap in 26 §4) and tier 6 there is no new cap: progression becomes horizontal (styles, weapon mastery, specialization, utility, appearance).
A new chapter adds only +12% raw power. With PvE scaling (20 §2.4) and the ranges above, the previous tier's gear remains useful (25, rule 3). T1 items can be elevated once to the next tier with materials from the new chapter, without exceeding its cap.
5. Crafted × loot (balance rule)
- Same cap: crafted and loot obey the tier cap. Nothing crafted goes above 100% of the budget.
- Loot has variance, crafted has control. Legendary loot: average of 78% of the cap, 100% only on a perfect roll; unique effect. Masterwork: minimum 90%, affixes chosen by the smith, no unique effect.
- No unique effect on crafted and no complete build possible from crafting alone: 2 of the 4 strongest affixes only drop as loot. Crafting and looting complement each other.
- Binds on equip: masterwork and legendary loot bind to the character when worn (
08). Before that, they are sold for gold, never for tokens. - Crafting quality (0–100) comes from the minigame (
09), mastery and materials. Quality 90+ unlocks masterwork. Minigame with varied inputs (anti-macro). - Reroll: one affix can be rerolled with materials and gold earned by playing, at most 3 times per item; never with money, tokens or a cosmetics-store item. There is no loot box.
- Cosmetics (weapon and lantern appearance, including NFTs) keep the base item's numbers (
08).
6. Sets (tier 1)
Four sets of 4 pieces; bonuses at 2 and 4 pieces, within the cap.
| Set | Class | Where it drops | 2 pieces | 4 pieces |
|---|---|---|---|---|
| Lumen Vigil | Lantern Warden | Catacumbas de Lumen | +40 health, +8% guard break | Perfect block returns 15 stamina |
| Tide Step | Wanderer | Mina Afogada | +4% attack speed | Dash deals 60% WD to those it passes through |
| Ash of the Heights | Arcanist | Gruta das Marés | +8% Arcane power | Charged spell costs −15% mana |
| Dew Crown | Druid | Bosque Alto | +10% healing | Each heal applies 3 s of regeneration (2% health/s) |
7. Weapons (tier 1, level 20, common quality; average WD per strike)
| Weapon | Hands | Light WD | Heavy WD | Speed (strikes/s) | Reach | Light/heavy S cost | Notes |
|---|---|---|---|---|---|---|---|
| Sword | 1 | 20 | 36 | 1.6 | 1.1 m | 8 / 18 | Balanced |
| Two-handed sword | 2 | 34 | 62 | 1.0 | 1.5 m | 12 / 26 | Guard break 10% |
| Dual blades | 2 (1+1) | 12×2 | 24×2 | 2.2 | 0.9 m | 5 / 14 | Mobility |
| Axe | 1 | 26 | 46 | 1.2 | 1.0 m | 10 / 22 | Bleed 3/s for 4 s |
| Mace | 1 | 24 | 44 | 1.3 | 0.9 m | 10 / 22 | Ignores 15% armor |
| Hammer | 2 | 40 | 72 | 0.8 | 1.3 m | 14 / 30 | Ignores 25% armor |
| Spear | 2 | 22 | 40 | 1.3 | 2.0 m | 8 / 18 | Good mounted |
| Dagger | 1 | 10 | 20 | 2.4 | 0.6 m | 4 / 10 | Stealth ×3 |
| Bow | 2 | 26 | 54 (charged, 1.2 s) | 0.9 | 45 m | 6 / 16 | 1 arrow per shot |
| Crossbow | 2 | 38 | — | 0.5 | 40 m | 10 | Manual reload 1.6 s |
| Staff | 2 | 14 (strike) | 24 | 1.1 | 1.6 m | 6 / 14 | +20 magic WD, +Mind |
| Shield (left hand) | 1 | 8 (bash) | — | — | 0.6 m | block 6 per hit | Absorbs 70% |
| Lantern (weapon) | 1 | 10 + 6 fire | 18 (dazzles 1.5 s) | 1.2 | 0.8 m | 6 / 14 | Reveals within 8 m |
Per-tier adjustment: WD × the factor in §4. Block absorbs 60% of damage with a weapon, 70% with a shield, 85% with the right directional parry (only valid against elites and bosses, 17).
8. Durability
| Piece | Max durability |
|---|---|
| Weapon | 100 |
| Shield | 120 |
| Chest | 150 |
| Legs | 120 |
| Head | 90 |
| Hands, boots | 70 and 80 |
| Lantern | 80 |
- Loss: a weapon loses 1 per strike on an elite or boss and 0.25 per horde enemy; armor loses 1 per hit taken from an elite or boss and 0.25 per horde. Death in PvE: −10 points on each piece (revived by an ally: −3;
26§6). - Repair at an NPC: costs 0.05 gold × item level per point (1.0 at level 20, the maximum of Chapter 1; 1.5 at level 30;
33§3), scales with tier and reduces max durability by 3% of the original value. Repair by a player smith: cost 1 gold per point and max loss of 1%, with higher quality costing more. - With a max below 40% the item becomes worn out: it is only good for recycling (50% of the materials). A well-kept piece lasts 20 to 60 repairs.
- When broken (0 points) the item loses all affixes until repaired; it never disappears without warning.
9. Launch skills per class
A bar of 10 actives (17); each class has 8 to start (all by level 20, the Chapter 1 cap), plus the free physical ones. Mouse: bar key (1–8) and button; "H" is hold. VR: gesture; the result and the numbers are identical (18 §3). Magic forms only among the 4 at launch.
Lantern Warden (stamina)
| Skill | Cost | Cooldown | Effect | Mouse / VR |
|---|---|---|---|---|
| Wall | 20 S | 8 | Shield stance 3 s: absorbs 90%, reflects 30% | 1; shield arm raised in front |
| Shield bash | 15 S | 6 | 90% WD, pushes 3 m, stuns 1 s | 2 + click; push with the shield |
| Lantern flash | 18 S | 14 | 6 m cone: dazzles 2 s, reveals invisible 8 s | 3; raise the lantern to eye level |
| Vigil strike | 22 S | 7 | 160% WD, +50% against guard | 4 + H; vertical strike |
| Troop cry | 25 S | 30 | 10 m aura: +15% armor, 10 s (party) | 5; beat the weapon on the shield |
| Anchor | 15 S | 18 | Prevents being pushed 6 s, 40% less damage taken | 6; drive the weapon into the ground |
| Taunt | 10 S | 12 | Enemies within 12 m target you for 5 s | 7; point the lantern and turn the wrist |
| Firm step | 30 S | 16 | 7 m advance with shield (dash), knocks down hordes | 8; forward push with vignette |
Wanderer (stamina)
| Skill | Cost | Cooldown | Effect | Mouse / VR |
|---|---|---|---|---|
| Cross cut | 12 S | 3 | 2 strikes of 70% WD | 1 + click; X with both blades |
| Blade dance | 25 S | 10 | 6 strikes in 2 s: 220% WD total | 2; spin the wrists |
| Shadow step | 20 S | 9 | 6 m dash, 0.3 s invulnerable | 3; point and release the trigger |
| Wind cut | 15 S | 6 | 8 m line wave: 110% WD | 4; wide horizontal strike |
| Backstab | 18 S | 12 | 300% WD on an unaware target | 5; thrust from behind |
| Poisoned blade | 10 S | 20 | 10 s: +4 poison per strike | 6; run the blade through the vial on the belt |
| Kick | 8 S | 5 | Breaks guard, knocks down step/bridge | 7; kick with the foot (button) or short strike in the air |
| Short fury | 30 S | 35 | 8 s: +25% attack speed, −20% armor | 8; beat the chest |
Arcanist (mana; Arcane + fire and water)
| Skill | Cost | Cooldown | Effect | Mouse / VR |
|---|---|---|---|---|
| Arcane orb (projectile) | 12 M | 1 | 130% magic WD, 40 m | 1; palm push |
| Ember cone (fire) | 30 M | 6 | 8 m cone: 200% WD + burn 4/s for 4 s | 2 + H; spread the arms with the fire hand |
| Water lance (water) | 22 M | 4 | Piercing projectile: 150% WD, pushes | 3; point and push |
| Spark rain (area) | 45 M | 12 | 5 m circle for 5 s: 40% WD/s | 4 + click; point at the ground |
| Arcane shield (aura) | 35 M | 22 | Absorbs 120 + 2×Mind for 8 s | 5; cross the fists on the chest |
| Steam (fire + water) | 28 M | 15 | 6 m area: blinds 3 s | 6; join both hands |
| Glimmering leap | 20 M | 14 | 8 m dash with no stamina cost | 7; point and release |
| Controlled overload | 60 M | 40 | Next spell ×2 damage; 15% chance to "escape" (18 §5) |
8 + H; hold both hands until they vibrate |
Druid (mana; Nature + water)
| Skill | Cost | Cooldown | Effect | Mouse / VR |
|---|---|---|---|---|
| Touch of life (heal) | 15 M | 2 | Heals 80 + Mind on an ally or yourself (short heal projectile; the "touch" form only comes later, 18 §9) |
1; push the palm toward the ally, or hand on chest for self |
| Dew (aura) | 40 M | 20 | 8 m aura: 3 health/s for 10 s | 2; open the palms upward |
| Thorn barb (projectile) | 12 M | 1 | 110% WD, +6 poison for 4 s | 3; throw |
| Roots (area) | 38 M | 14 | 4 m circle: pins 3 s | 4 + click; hand toward the ground |
| Drizzle (water) | 35 M | 18 | 6 m area: heals 30% and puts out fire | 5; shake the vial upward |
| Spore cone (cone) | 28 M | 8 | 7 m cone: 120% WD + 30% slow | 6 + H; blow the powder (open hand) |
| Bark skin (aura) | 30 M | 25 | −25% damage taken for 10 s | 7; hand on chest |
| Bloom | 70 M | 45 | 8 m area heal: 200 + 2×Mind, +20% per ally within 4 m | 8 + H; short 2 s ritual with both hands |
What is left for later
- Light, Shadow, Air and Earth sources; touch, trap and summon forms (
18§9). - Rarity and affixes from tier 2 onward: final ranges come out of the alpha; here only the factor applies.
- Skills 9 and 10 of each class and the talent trees (the bar has 10; launch starts with 8).
- Numbered class synergies and party combos.
- Rune enchanting (needs the "enchant" process from
22). - PvP balance per class, after real arena data (
13). - Table of weapon recipes and materials per region (
09,20).