Edge of Olympia Edge of Olympia / Wiki / Items & Gear

Codex

Items & Gear

Every item is born from a seed. The seed fixes its identity — its name, which affixes it can roll, its luck — while quality fixes the magnitudes. There are no level gates: your level scales expressed weapon power (70% baseline, +3% per level, capped at 160%). All items are tradable (select and 🤝 hand to an adjacent player; bags carry their contents).

The six gear slots

Each slot carries a share (its factor) of the quality roll and contributes to attack, defense, or both. Equip order: weapon → armor → helmet → legs → boots → ring.

SlotStatFactorName bases
WeaponAttack×1.1Blade, Cleaver, Saber, Maul, Fang, Edge
ArmorDefense×0.9Plate, Hauberk, Aegis, Carapace, Mantle, Ward
HelmetDefense×0.6Helm, Casque, Visage, Crown, Coif
LegsDefense×0.7Greaves, Legguards, Cuisses, Tassets
BootsDefense×0.5Boots, Striders, Treads, Sabatons
RingAttack + Defense×0.35Ring, Band, Loop, Signet

Rarity tiers

An item's quality roll lands it in a rarity band; the band's multiplier scales its stats and grants a name suffix. Highest band satisfied wins.

RarityThresholdStat ×Name suffix
Crudequality ≥ 0×0.8
Sturdyquality ≥ 6×1
Finequality ≥ 14×1.25“of Merit”
Exaltedquality ≥ 26×1.55“of the Deep Hunt”
Mythicquality ≥ 42×2“of the Unwritten”

The generative forge

Weapons roll speed / crit / fire / ice / lightning / venom affixes by rarity tier (Crude → Mythic). At the temple forge you pour gathered materials into a seed; the inputs decide the item's stats, rarity and name. Upgrading pours materials into the same seed — identity preserved, numbers grow, and rarity can ascend. The forge does not judge: yes, you can forge a pumpkin into a weapon.

Item icons are rendered by a seeded procedural pixel engine (client/src/spritegen.ts) — every weapon seed gets a unique icon, drawn rarity-coloured on your hero.

Material name prefixes

The leading material lends the forged item its prefix.

MaterialForged prefix
Bandit IronOutlaw
Bone ShardGrave
Ancient RelicEldritch
Demon HeartInfernal
Iron OreForged
Rat FangGnawed
Wolf PeltLupine
TimberHewn

Bags & carrying

Backpack slots
16 (root capacity)
Bag nesting depth
up to 4 deep (classic bags-in-bags)
Bag capacity
6 + quality/3, clamped to 18

Bag name bases: Satchel, Bag, Pack, Knapsack.

Starter weapons

New characters start with a humble, class-flavoured weapon at quality 3.

ClassStarter weapon
BlademasterWorn Practice Blade
DruidWorn Oak Staff
GuardianWorn Iron Hammer
RangerWorn Hunting Bow
RogueWorn Twin Daggers
SorcererWorn Arcane Staff

Slot, rarity and base-name data come straight from the live /meta tables. See where materials come from in the Materials codex.