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Rarity Tiers ​

Every item has a rarity - Common, Rare, Epic, or Legendary. Rarity drives three things at once: how big the item's stat budget is, how many bonus stats it can roll, and how much it costs to buy.

A legendary weapon

The Four Tiers ​

RarityStat BudgetMax Bonus StatsPrice
CommonBaselineUp to 1Baseline
RareNoticeably biggerUp to 1Noticeably higher
EpicSubstantially biggerUp to 2Substantially higher
LegendaryDramatically biggerUp to 3Dramatically higher

Non-common items display with their rarity prefix in the UI - "Rare Raider's Blade," "Epic Amulet of Focus," "Legendary Crown of Kings." A colored name and a rarity badge make the tier visible at a glance.

How Rarity Affects Stats ​

Rarity applies a budget multiplier on top of the item's base level budget. A rare weapon at level 20 has more raw stats than a common weapon at the same level; an epic has more again; a legendary substantially more.

The multiplier shapes the whole item - base stats and bonus stats alike are scaled by rarity. A legendary isn't just "more stats" - it's better stats in every category, on top of having more of them.

How Rarity Affects Price ​

Shop prices scale faster than stats do. A rare item has modestly more stats than a common of the same slot and level, but it costs noticeably more. A legendary has double the stats of a common but costs several times more.

The gap is deliberate - higher rarities are a gold sink as well as a power boost. If rarity scaling were proportional (e.g. double stats, double price), you'd always buy the highest rarity available. The premium makes common gear a real choice when you're saving for something specific.

Drop Rates in the Wild ​

Rarity appears at different rates depending on the source:

  • Shop - mostly common, with independent chances per day at rare, epic, or legendary. Most daily shops contain a rare; epics and legendaries are rarer surprises.
  • Adventure quest drops - when an item drops, it's mostly common with meaningful but decreasing chances at each higher tier.
  • Dungeon first-clears - guaranteed Rare or better. Dungeons are the concentrated high-quality source.

Higher rarities never come guaranteed outside of dungeon first-clears; everywhere else, legendary drops are genuine surprises.

Level Bonus on Rare+ Items ​

When rare, epic, or legendary items are generated, their actual level rolls a small bonus above the target level. A level-20 rare weapon might be generated at level 22 - more stat budget than a straight level-20 roll would have given it.

Common items don't get this bonus; they match the target level exactly.

This means a lucky rare+ drop can pull your gear ahead of your own level, which adds to the excitement of seeing a rare+ roll come up.

Class Affinity and Rarity ​

Weapons and armor have a thematic class affinity, but rarity rolls don't care about your class. A Wizard's shop can roll a legendary Knight sword; you can buy it and equip it. The stats are what matter, not the theme.

See Equipment Slots for why class affinity is thematic only.

Rarity and the Loot Loop ​

The four tiers form the skeleton of the loot loop:

  • Common is the baseline - what you'll see most often. Good enough to keep you progressing.
  • Rare is the rung above - where meaningful upgrades start to show up.
  • Epic is the "that's a real step up" moment - genuinely stronger, genuinely expensive.
  • Legendary is the rare event. Seeing one in the shop or dropping from a quest is the kind of moment that makes you spend.

Over a long session, the distribution holds - mostly common, with occasional highlights. That's the design intent.