Equipment

We really tried to embrace the Gacha ethos when designing our "Equipment". Items drop from equipment categories or archetypes based on dungeon so you can grind strategically. Weapons in one place, armor in another, and accessories in others. All items have both random stats and randomized rarity. I think back fondly of days grinding ARPG/MMO games looking for that perfect item with perfect stats and we're hoping we can recreate that here. The majority of ingame loot will be pulled from chests with keys awarded at the end of dungeon runs. The deeper your heroes can push into a dungeon will increase the quality of your looted "chests". Which in turns increases your odds of pulling "better" items. A perfect endgame item in the TGG world would be a level 100 epic with "aligned" maxed RNG stats. Rarity on a weapon for example will multiply it's base damage. Just as rough guidelines for rarity, we'll be using Common/Uncommon/Rare/Legendary/Mythic

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