Items – Rarity and Affixes¶
Document: Game Design – Gameplay – Items – Rarity and Affixes
Status: Exploratory
Last updated: 2026-01-12
1. Purpose¶
This document defines:
- item rarity tiers in Atherion
- what rarity actually means (and what it does not)
- the affix system and its constraints
- how items remain meaningful without vertical power creep
The goal is to make loot exciting, readable, and long-lived — without turning the game into a numbers treadmill.
2. Core Philosophy¶
2.1. Rarity Is Not Raw Power¶
In Atherion:
- rarity does not equal exponential stat growth
- higher rarity increases complexity, flexibility, and specialization
- execution and build synergy matter more than item tier
A lower-rarity item used well can outperform a higher-rarity item used poorly.
2.2. Bounded Power Model¶
All numeric scaling follows hard caps:
- base stats have soft and hard limits
- no infinite scaling
- no “+X% forever” stacking
Rarity expands how you play, not how big the numbers get.
3. Item Rarity Tiers¶
3.1. Common¶
Purpose
- baseline equipment
- early crafting
- filler and experimentation
Properties
- minimal stats
- no affixes or very simple affixes
- fully tradable
Used to establish fundamentals.
3.2. Uncommon¶
Purpose
- entry-level customization
- early build direction
Properties
- 1 minor affix
- small stat adjustments
- easily replaceable
Introduces the concept of specialization.
3.3. Rare¶
Purpose
- core build pieces
- most long-term gear for average players
Properties
- 2 affixes (one major, one minor)
- conditional effects
- strong but bounded impact
Rare items are the backbone of most builds.
3.4. Epic¶
Purpose
- specialization and expression
- build-defining interactions
Properties
- 3 affixes
- synergy-based effects
- may alter skill behavior or timing
Epic items do not strictly replace Rare items — they change playstyle.
3.5. Legendary¶
Purpose
- long-term goals
- mastery rewards
- identity items
Properties
- fixed, curated affixes
- no random rolls
- unique mechanics or interactions
- requires blueprint + crafting
Legendary items are never “best in slot” universally. They are best at something specific.
4. Affix Design Principles¶
4.1. Affixes Are Conditional¶
Affixes should:
- trigger on specific actions
- reward timing, positioning, or coordination
- avoid permanent passive bonuses
Examples:
- “After a successful block, your next strike deals bonus damage”
- “Healing an ally below 30% grants them damage reduction for 3s”
4.2. No Mandatory Affixes¶
No affix should be:
- required for viability
- mandatory for endgame participation
- balanced around 100% uptime
Affixes are enhancers, not prerequisites.
4.3. Low Stacking, High Impact¶
- Most affixes do not stack with themselves
- Similar effects share diminishing returns
- Synergy comes from different affixes working together
This prevents buff spam and spreadsheet gameplay.
5. Affix Categories¶
5.1. Combat Flow Affixes¶
Affect:
- cooldown timing
- resource generation
- action chaining
These reward rhythm and mastery.
5.2. Role Interaction Affixes¶
Enhance cooperation:
- tank-generated openings
- healer-prevention synergies
- striker burst windows
Example:
- “Enemies staggered by a Vanguard take increased damage from Strikers”
5.3. Survival and Control Affixes¶
Affect:
- mitigation
- positioning
- recovery windows
Used primarily by Vanguards and Wardens.
5.4. Utility and Exploration Affixes¶
Non-combat advantages:
- movement
- gathering
- inventory efficiency
- environmental interaction
Keeps non-combat gameplay meaningful.
6. Randomness vs Determinism¶
6.1. Controlled Randomness¶
- Common to Epic items may roll affixes
- Affix pools are curated per item type
- No meaningless rolls
Randomness adds replayability, not frustration.
6.2. Legendary Determinism¶
Legendary items:
- never roll randomly
- have fixed, authored effects
- are balanced individually
This ensures fairness and long-term balance.
7. Affix Visibility and Readability¶
- Affixes use clear, natural language
- No hidden math
- UI highlights conditional triggers
Players should understand why an effect triggered.
8. Interaction with Adventurer Rank¶
- Higher Adventurer Ranks unlock access to higher rarity items
- Rank does not increase affix strength
- Rank increases option availability, not raw power
Recognition, not inflation.
9. Crafting and Affixes¶
9.1. Crafting Influence¶
Crafting may:
- influence affix selection
- lock certain affixes
- improve affix reliability
Crafters add precision, not raw power.
9.2. Reforging and Tuning¶
Limited systems may allow:
- rerolling one affix
- tuning values within bounds
- sacrificing materials to refine an item
No infinite reroll loops.
10. Anti-Power-Creep Safeguards¶
- New content introduces new interactions, not higher numbers
- Old affixes remain relevant
- Legendary items remain competitive across expansions
Power growth is horizontal, not vertical.
11. Why This System Exists¶
This rarity and affix model ensures:
- loot excitement without stat inflation
- build diversity without meta lock-in
- fairness between casual and hardcore players
- long-term economic stability
Items reward how you play, not how long you grind.
12. Open Questions¶
- Should some affixes be exclusive to certain content types?
- How many affixes is “too many” for readability?
- Should players be able to preview affix pools?
- Should crafting failures exist at high tiers?
These will be refined through iteration.
End of document.