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.

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:

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:

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.