New Item System

(AKA Virtual Items, Item Prototypes)

Traditionally, the server uses a list of predefined items, and rolls drops based on predefined loot tables. This is different. A completely new, experimental, and original (for Earth Eternal) random generation system for items.

Existing item sets will still drop. Drop rates for rares and epics have been reduced.

Due to the sheer number of equipment types and potential stat rolls, millions of distinct permutations are possible. Maybe you're a knight or rogue specializing in magic, a druid or mage looking to boost melee power. The stats you're looking for can exist on any item.

This allows completely random stat allocation to all weapons and armor types, with completely new modifier affixes which can enhance your stats beyond the capabilities of normal items.

This system is experimental. Equipment, icons, names, modifiers, stats, and drop rates may be subject to change. If certain modifiers are deemed too powerful, changes may be retroactively applied to existing items. Items may be deleted if necessary. Server crashes may prevent new items from being saved.

Possible rarities:

Rarity Color Level Max Mods Drop Chance
UncommonGreen1+11 in 25
RareBlue15+21 in 125
EpicPurple20+31 in 625
LegendaryYellow25+41 in 25000
ArtifactOrange30+51 in 250000

Level is the creature level. Higher levels increase the chance of achieving one additional max modifier.

In future versions, drop rates may be increased for certain dungeons, named mobs, and further increased for heroic/epic status. There may also be a magic-find attribute.

Items above epic are intentionally difficult to find. Because of the sheer number of stats and modifiers, they must be rare to prevent them being too overpowered. Stats may also be subject to change, so any items you do find may be nerfed.

These items do not bind.

Item fashion is random. You might want to refashion them.


Here are some additional modifiers you may encounter, and what they appear on. More modifiers and custom attributes will be added later.

Physical Critical Chance - Weapons, gloves.
Magic Critical Chance - Weapons, gloves. Affects fire, frost, mystic, and death abilities.
Block Chance - Shields.
Parry Chance - Melee weapons.
Dodge Chance - Ranged weapons, arms, feet.
Movement Speed - Feet.
Increased Attack Speed - Weapons, arms. Increases the speed of auto-attacks.
Increased Cast Rate - Weapons, arms. Decreases the warmup time for casting spells.
Fire Specialization - Armor.
Frost Specialization - Armor.
Mystic Specialization - Armor.
Death Specialization - Armor.
Healing Specialization - Armor.
Casting Setback Chance - Shoulder, belt, feet.
Channel Break Chance - Shoulder, belt, feet.
Hitpoint Regeneration - Armor. Increases the health restored every two seconds. Reduced regeneration while in combat still applies.

Technical Details

For anyone interested in the deeper mechanics.

Virtual Items are named due to the fact that they are dynamically generated and loaded into the system as the server needs them. They exist separately from the original item database, but are exposed to the client identically to normal items.

It is a somewhat complex system requesting randomized data from several sources of predefined lists and stat tables, constructing an entirely new item from scratch.

Some terms here:

Core Stat: One of the five basic character attributes (strength, dexterity, constitution, psyche, spirit). Core stats are applied by taking a flat number of points (as determined by rarity and item type) then distributing them among each of the 5 attributes until all points are assigned, or until the maximum number of attributes has been achieved, at which point any remaining points are dumped into the previously rolled attribute.

Stat Table: A list of min/max values for all levels, for all rarity types. Stat tables for armor, weapon damage, and core stats were derived by scanning the existing item database and formulating linear trends from level 1-70 based on existing level-to-stat ratios. For core stats, weapon damage, armor, and shop value, legendary items are 25% higher than epics, and artifacts are 25% higher than legendary.

Modifier: Any numerical stat or property assigned to an item, determined by looking up a value from a stat table. The value is retrieved by rolling between the min/max pairs for the required level and rarity.

Item Generation

Step 1: Roll for rarity. It searches backwards from rarest to most common, comparing the drop roll to see if it activates. If the rarity check fails, no item has qualified with the given roll, and no item will drop.

Step 2: Roll for equipment type. Select from a predefined list of weapon combinations (one handed, two handed, bow, etc) and armor (helmet, shirt, pants, boots, rings, etc).

Step 3: Apply intrinsic modifiers. These are typically special base properties granted to all items, regardless of rarity. They include weapon damage (min/max), armor rating, and shop value.

Step 4: Apply random modifiers. This is where most core stats are rolled, and additional bonus modifiers are applied. A list of available modifiers is generated based on the item's weapon or equipment type. Some modifiers are allowed to spawn multiple times.

Step 5: Basic assignment of several required fields, like level, rarity, item, and other stuff the client needs to display the item properly.

Step 6: Roll for appearance. Each equipment and weapon type for a particular rarity has a list of potential appearances. These appearances were compiled from the existing item database, as well as derived from creature appearances (thanks to Rockfire). So it's possible to find items that look like old set pieces, quest items, and even equipment that certain mobs are dressed with. If an appearance is not found for the requested rarity type, the search tier is lowered until one is found.

Step 7: Roll for icon. Icons are assigned based on the asset used by the appearance retrieved in Step 6. A list of potential icons was compiled by matching them to assets used in the existing item database. The background color of an icon corresponds to the rarity (green, blue, purple, yellow, red).

Step 8: Roll for base name. If an item looks like a sandal when equipped, it shouldn't be called a boot. Like icons, a list of possible names was compiled from the existing item database.

Step 9: Apply modifiers. Any applicable intrinsic and random modifiers are updated directly into the raw data fields required by the client (weapon damage, armor, value, str/dex/con/psy/spi).

Step 10: Apply name modifiers. Certain combinations of core stats, or bonus modifiers will apply a prefix and/or suffix to the base name. Each stat is given an arbitrary weight for importance, then sorted. The highest weighted stat becomes the prefix, and the second highest becomes the suffix.

Step 11: Generate flavor text. Iterate through the list of modifiers to determine a block of custom text that will appear in the item's mouse-over text. This allows the player to see what bonus modifiers have been granted to their item. For example, +5% Increased Attack Speed

Step 12: The item is done. Notify the item manager that a new item exists, so that it can be paged and stored on file. The item will be available for pickup from the slain creature.