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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.


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