Gear (11 slots: weapon, off-hand, helm, chest, legs, boots, gloves, ring ×2, amulet, companion-slot). Tools (one per gathering skill; tiered by floor; High Quality (HQ) tools raise Material Quality reads). Consumables (Cooking meals, Alchemy tonics, Runecraft wards, Inking oils, Manuals). Materials (basics, keystones, cores, relics, parts, quality-rated). Keys (Depth). Writings (Notes, Books, Maps, Manuals). Deeds (Holds, stalls), Charters (guilds), Loans (loans). Cosmetics (the only paid thing).
Rarity, six tiers: Regular / Uncommon / Rare / Epic / Legendary / Mythic. Rarity is a bonus and nothing else: a compiled multiplier on the item's budget (capped at one floor of power at Mythic, so rarity never skips a floor) plus more affixes, sockets, and, at Legendary and Mythic, a property from the closed library. Flags on top of rarity: Unique (1 of 1, in the Ledger of Uniques), High Quality (HQ) (SYS-09), Struck (Erratum-touched: one chaotic hidden affix; cannot be Bound), Drafted (found in Drafts: one hidden property, wonderful or wrong, identified only by Lore). Mythic drops only from Sealed Wardens, Archons, Errata, and Masterworks on Wet.
Every item has a Lineage (bible §6.5); every unique is in the Ledger of Uniques.
Hidden
There is more to this system than the rules above. Nobody has registered a discovery yet.
Generated from the game's own rules and tables by the Wiki agent. If the wiki and the game disagree, the wiki is out of date, not wrong.