Rune sockets, enchantment effects, and +N equipment upgrading.

Enchanting & Upgrading

Two optional gear-progression systems, each behind its own feature flag (Enchanting and Equipment Upgrade). Turn either off and the intents are rejected and the windows are hidden — nothing else changes.

SystemWhat the player doesWhat it costs
EnchantingSockets a rune into a piece of gear to grant an effectThe rune, plus a skill-gated success roll
UpgradingPushes an item to +1, +2, +3… with upgrade materialsMaterials, plus a skill-gated success roll

Runes Carry Their Own Enchantment

A rune is an ordinary item with a Rune config — authored under Items → Items, in the same editor as everything else. Creating a new rune opens a tabbed modal (Details / Enchantment) and you author the effect right there; the rune owns its effect, so there's no "create an effect first, then link it" dance. Power users can still point a rune at an existing shared effect.

Type-conditional effects

An enchantment is a list of branches, each gated by what it's applied to. One rune can read completely differently depending on the slot:

Branch gateExample effect
Applies to weapons15% chance to apply Burn on hit
Applies to armor+12 fire resistance
Applies to a specific item typePrecise overrides beat the general gate

Branch gates offer your world's authored weapon and armor types, not a fixed engine list, and each branch shows a live summary. An optional worn aura VFX plays while the enchanted item is equipped, and a dry-run shows exactly what a given item would receive.

Sockets

Gear defines how many rune sockets it has (Rune sockets on the item's gear config). New item instances inherit that count when they're created; older instances fall back to the definition's count when a player tries to enchant them. Applying a rune consumes it, rolls against the enchanting skill, and — on success — writes the enchantment onto that specific item instance. The effects are live in combat, not cosmetic.

Upgrading (+N)

Upgrade materials are their own item type with:

  • Min. Gear Tier — the lowest item tier this material can upgrade
  • Tags — which items the material is valid for
  • A max upgrade level per item, and a gating skill that governs the success roll
Success, failure and material consumption are all resolved server-side, and upgrade level travels with the item instance — so an upgraded item keeps its +N through trades, mail, bank deposits, and death.

In Game

Enchanting and Upgrading are two HUD windows. Players reach them by talking to an NPC with the matching role (an enchanter or blacksmith with the right station), or through an event command that opens the window directly. Both windows are ordinary panels: they take your theme accent and can be restyled and repositioned from the UI & HUD editor like anything else.

> Balance lives with the rest of your combat tuning: success formulas, skill gating and the gear-drop affix chance are all editable under Combat → Tuning.