YVALDIS
III · Gameplay

Items and Skills (launch numbers)

Document 30 · 12 min read

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)

  1. Same cap: crafted and loot obey the tier cap. Nothing crafted goes above 100% of the budget.
  2. 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.
  3. 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.
  4. Binds on equip: masterwork and legendary loot bind to the character when worn (08). Before that, they are sold for gold, never for tokens.
  5. Crafting quality (0–100) comes from the minigame (09), mastery and materials. Quality 90+ unlocks masterwork. Minigame with varied inputs (anti-macro).
  6. 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.
  7. 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).