Items and Binding¶
Document: Game Design – Gameplay – Items and Binding
Status: Exploratory
Last updated: 2026-01-12
1. Purpose¶
This document defines how items work in Atherion, with a focus on:
- progression without player levels
- meaningful loot without power creep
- supporting companies and crafting
- limiting RMT and smuggling
- preserving long-term economy health
Items are a core pillar of identity, progression, and cooperation — not disposable stat sticks.
2. Item Philosophy¶
2.1. Items Represent Opportunity, Not Raw Power¶
In Atherion:
- power does not scale infinitely
- items unlock options, build paths, and execution depth
- no item trivializes content on its own
Player skill, coordination, and encounter knowledge remain primary.
2.2. Items Are Designed for Longevity¶
Items should:
- remain relevant across multiple content tiers
- support different playstyles
- encourage horizontal progression
Older items may lose optimality, but not usability.
3. Item Categories¶
3.1. Equipment¶
- Weapons
- Armor
- Accessories
Equipment provides:
- base stats (bounded)
- modifiers (conditional, situational)
- synergy hooks (traits, skills, reactions)
3.2. Crafting Materials¶
- Common materials
- Refined materials
- Rare / legendary components
Materials are always tradable unless otherwise specified.
3.3. Blueprints and Schematics¶
Blueprints unlock:
- new crafting recipes
- unique item effects
- legendary item creation paths
Blueprints are never fully tradable (see Binding).
3.4. Consumables¶
- Potions
- Buff foods
- Utility items
Consumables provide temporary advantages, never permanent progression.
4. Binding Types¶
Binding defines who can use, trade, or move an item.
4.1. Unbound¶
- Fully tradable
- Can be sold on trading posts
- Can be mailed or handed over
Used primarily for:
- raw materials
- common items
- basic consumables
4.2. Account-Bound¶
- Usable by any character on the same account
- Cannot be traded externally
- Can be moved freely between characters
Used for:
- progression-critical items
- unique rewards
- non-tradable blueprints
4.3. Soul-Bound (Character-Bound)¶
- Bound permanently to the character that equips or earns it
- Cannot be traded or mailed
Used for:
- high-end equipment
- personal achievements
- execution-based rewards
4.4. Company-Bound¶
- Bound to a specific company
- Tradable only within that company
- Binding activates after a cooldown (anti-abuse)
Used for:
- company-crafted items
- legendary crafting projects
- internal logistics and support
5. Binding Triggers¶
5.1. Bind on Acquire¶
Item becomes bound immediately upon receiving it.
Used for:
- blueprints
- rank promotion rewards
- story-critical items
5.2. Bind on Equip¶
Item remains tradable until equipped.
Used for:
- most equipment
- market-driven items
5.3. Bind on Upgrade¶
Item binds when:
- upgraded beyond a threshold
- infused with rare components
- attuned to a build path
This allows early trading, but prevents endgame smuggling.
6. High-End Content Rewards¶
6.1. Strikes and Raids (Example)¶
Clearing an Everspire Strike may grant:
- crafting materials (unbound or account-bound)
- blueprint fragments (account-bound)
- company project progress
- cosmetic tokens
Direct legendary items do not drop fully formed.
6.2. Blueprint-Based Progression¶
Legendary items require:
- blueprint acquisition
- company collaboration
- crafting specialization
- multiple content clears
This ensures:
- long-term goals
- social dependency
- economic stability
7. Crafting and Binding Interaction¶
7.1. Who Crafts What¶
- Low / mid-tier items: any qualified crafter
- High-tier items: specialized crafters
- Legendary items: company-backed crafting
7.2. Company Crafting Requests¶
Players may:
- request items from company crafters
- contribute materials
- track project progress
Crafted items may be:
- company-bound initially
- soul-bound on final attunement
8. Anti-RMT and Smuggling Measures¶
8.1. No Direct Player-to-Player Trading (High-End)¶
High-value items:
- cannot be freely traded
- require company association or account binding
8.2. Company Cooldowns¶
- Joining a company activates a cooldown before accessing company-bound items
- Prevents rapid RMT cycling
- Cooldown length scales with item value
8.3. No Gold-for-Power Exchange¶
Premium currency:
- cannot directly purchase high-end items
- cannot bypass binding rules
9. Inventory and Storage¶
9.1. Inventory Limits¶
- Players have limited personal inventory
- Capacity can be expanded via:
- bags
- storage upgrades
- company vault access
9.2. Company Vaults¶
- Shared storage for company members
- Permission-based access
- Logs for transparency
Encourages:
- trust
- internal economy
- logistics gameplay
10. Solo Players and Items¶
Solo players:
- can fully progress without companies
- access all content (with more effort)
- rely more on account-bound and soul-bound items
Companies provide efficiency, not exclusivity.
11. Why This System Exists¶
This item and binding model ensures:
- no pay-to-win
- no infinite power scaling
- meaningful crafting roles
- strong social incentives
- long-term item relevance
Items support the journey — they do not replace it.
12. Open Questions¶
- Should company-bound items ever become soul-bound?
- Should some legendary items require personal execution milestones?
- How visible should binding types be in UI?
- Should failed crafting attempts consume rare components?
These will be refined through playtesting.
End of document.