Dungeon loot: patterns, masterworks, relics, uniques

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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rope 2026-10-24 13:48:16 +01:00
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8 changed files with 358 additions and 18 deletions

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@ -71,6 +71,11 @@ Beta. The core game is in place; changes from here are mostly balance and tuning
before the first pull. A wipe repeats the pull, three on one pull end the
run, and the run waits while anyone looks away. Bosses give everyone
their own loot; clearing pays gold, a trophy and reagents.
- **Dungeon loot:** dungeons don't hand out finished gear. Every boss drops the
dungeon's relic and now and then a pattern: a crafter learns it once, then
reforges one of the tier's pieces with relics into a masterwork (a third
stronger, named for the dungeon). Each last boss also has a unique, worn as a
ring, amulet or trinket, that changes one or more abilities.
- **Armour:** three weights. Heavy plate (Smithing) is strong against blows
and weak to magic, light cloth (Tailoring) the other way round, medium
leather (Leatherworking) a bit of both. Every trade gathers its own base