Ancient Tier Overview
Ancient-tier equipment expands endgame loot with three escalating rarity flags.
Rarity Bands
Eligible base items include weapons, armor, and lights between levels 30 and 91. Anything outside those level bands or carrying pre-existing tier flags is skipped when boosts are applied.
- Ancient: reserved for level 90–91 drops.
- Runic: available on levels 60–89.
- Elite (Mythic): available on levels 30–59.
Drop Rates and Forced Rolls
Loot rolls happen automatically when an eligible object instance is created. Each tier has an independent chance threshold that is checked in order from highest to lowest rarity:
- Ancient: 1% chance.
- Runic: 5% chance if the Ancient roll fails.
- Elite: 10% chance if the earlier rolls fail.
Implementers can guarantee a tier via the ancients
command. Passing ancients ancient|runic|elite <vnum>
conjures a copy of the prototype with that tier’s bonuses after validating the level range. This workflow is useful for testing item balance without waiting on a lucky drop.
Bonus Packages
Successful rolls apply one permanent package based on item type:
- Armor and lights receive a randomly selected stat bonus. The command may enhance hitroll, damroll, mana, hit points, or movement. Ancient packages range from 60–120 points, Runic grants 40–80, and Elite grants 20–40.
- Weapons receive 25/25 (Ancient), 10/10 (Runic), or 5/5 (Elite) boosts to damage dice count and size.
All boosts log to the console for visibility, replacing the older Discord broadcast system. Multiple tier flags on a prototype or object trigger warning logs and are sanitized before new boosts are applied.
Command Output and Tracking
ancients
with no arguments lists every live object carrying a tier flag, showing its vnum, holder, and location. Optional filters (ancients ancient
, ancients runic
, or ancients mythic
) restrict the output and display both the visible count and total copies in the world. Results truncate after 200 matches to stay readable.
Safeguards
Tier bonuses never stack: existing flags are stripped before reapplying a new package. Items that fail the eligibility checks keep their original stats, and the command explains why a forced tier was rejected. These guardrails preserve balance while still letting immortal staff showcase the system as a featured mechanic.