Grades & Options
Equipment Grade System
The Equipment Grade System is a mechanic that allows players to determine the quality of their equipment by revealing a Grade. Each grade defines how many Random Options an item can receive and affects the possible strength of those options.
This system is designed to:
- add controlled randomness to equipment progression,
- prevent instant best-in-slot items,
- create long-term item hunting and improvement goals.
Grades can be determined only once per item and cannot be changed or rerolled.
General Overview
When the grade of an item is determined:
- The item receives a Grade (I, II, or III)
- Based on the grade, the item gains:
* 1 random option (Grade I) * 2 random options (Grade II) * 3 random options (Grade III)
- Each option is rolled independently with its own value range
Important rules:
- Grade determination is irreversible
- Items that already have a grade cannot be graded again
- Items that do not support options cannot receive a grade
- The grading item is consumed regardless of the result
Which Items Can Be Graded
Only equipment items that support random options can receive a grade.
Supported categories include:
- Weapons
- Armors
- Garments
- Shoes
- Shields
- Accessories
Items that are excluded:
- Costume equipment
- Shadow equipment
- Time-limited (expired) items
- Items with disabled grade support
Grade Determination Chance
The first step is checking whether a grade is successfully determined.
There are currently two grading modes, depending on the item used to initiate the process.
| Mode | Description | Chance to obtain a grade |
|---|---|---|
| Standard | Basic grading item | 40% |
| Guaranteed | Premium grading item | 100% |
If this check fails, the item remains unchanged and no grade is applied.
Grade Distribution (When Successful)
If the grade determination succeeds, the system rolls which grade is applied. The probabilities depend on the grading mode.
Standard Mode
| Grade | Number of Options | Chance |
|---|---|---|
| Grade I | 1 option | 80% |
| Grade II | 2 options | 15% |
| Grade III | 3 options | 5% |
Guaranteed Mode
| Grade | Number of Options | Chance |
|---|---|---|
| Grade I | 1 option | 65% |
| Grade II | 2 options | 25% |
| Grade III | 3 options | 10% |
These chances apply only after a successful grade determination.
Overall Probability Summary
The table below shows the final effective chance of obtaining each grade, taking into account both the grade determination chance and grade distribution.
Standard Mode (40%)
| Result | Effective Chance |
|---|---|
| No Grade | 60% |
| Grade I | 32% |
| Grade II | 6% |
| Grade III | 2% |
Guaranteed Mode (100%)
| Result | Effective Chance |
|---|---|
| No Grade | 0% |
| Grade I | 65% |
| Grade II | 25% |
| Grade III | 10% |
Random Options per Grade
The grade determines how many random options the item receives.
| Grade | Options Granted |
|---|---|
| Grade I | 1 random option |
| Grade II | 2 random options |
| Grade III | 3 random options |
Each option:
- Is selected from a predefined pool based on its slot
- Has its own minimum and maximum value
- Is rolled independently
Option Value Scaling by Grade
Option values scale with the grade slot.
- Option 1 uses the Grade I value range
- Option 2 uses the Grade II value range
- Option 3 uses the Grade III value range
This ensures that:
- Higher-grade items receive more options
- Later options can roll stronger values
Failure Conditions
Grade determination will fail if:
- The item is not equipped
- The item already has a grade
- The item does not support random options
- The player does not have the required grading item
On failure:
- The grading item is consumed
- No grade is applied
- The equipment remains unchanged
Visual Effects
Upon successful grade determination, a visual effect is displayed to nearby players, highlighting the rarity and importance of the upgrade.
Design Notes
- The system intentionally favors lower grades to control item power inflation
- High-grade items are meant to be rare and valuable
- Guaranteed grading items provide consistency while preserving randomness
- The system is tightly integrated with the random option framework
Future Extensions
Possible future additions:
- Grade reroll mechanics
- Grade protection items
- Grade-based content restrictions
- Special event-only grade rules