# Gearing System ## Current Rule The game uses fewer playable content tiers and more gear upgrade steps. Content tiers: | Content Tier | Unlock Level | Purpose | | --- | ---: | --- | | iLvl 1 | 1 | First real gear set | | iLvl 10 | 10 | Midgame jump | | iLvl 20 | 20 | Endgame jump | | iLvl 25 | 25 | Hard endgame | Gear tiers: | Gear Tier | How It Is Used | | ---: | --- | | 1 | Crafted from iLvl 1 content | | 5 | Upgrade tier from iLvl 1 content coins | | 10 | Crafted/upgraded from iLvl 10 content coins | | 15 | Gear-only upgrade tier from iLvl 10 content coins | | 20 | Crafted/upgraded from iLvl 20 content coins | | 25 | Crafted/upgraded from iLvl 25 content coins | This keeps the dungeon/raid picker simple while still giving players steady gear goals. ## New Characters New characters start with no gear equipped. The first goal is to clear iLvl 1 content, earn raw boss coins, and craft the first iLvl 1 set. Starter gear exists as craftable gear, not automatic inventory. ## Coin Tiers Coins are component items. Each coin is tied to a boss and a content tier. | Content Tier | Coin Prefix | Rarity Key | Example | | ---: | --- | --- | --- | | 1 | Raw | common | Raw Bulldrome Coin | | 10 | Green | uncommon | Green Bulldrome Coin | | 20 | Purple | epic | Purple Bulldrome Coin | | 25 | Orange | legendary | Orange Bulldrome Coin | iLvl 5 and iLvl 15 gear do not have their own playable content tier. They use coins from the previous playable tier: | Gear Tier | Coin Tier Used | | ---: | ---: | | 1 | 1 | | 5 | 1 | | 10 | 10 | | 15 | 10 | | 20 | 20 | | 25 | 25 | ## Boss Loot Each boss drops one boss coin for the selected content tier. Examples: - Bulldrome at iLvl 1 drops Raw Bulldrome Coins. - Tigrex at iLvl 10 drops Green Tigrex Coins. - Barroth at iLvl 20 drops Purple Barroth Coins. - Anjanath at iLvl 25 drops Orange Anjanath Coins. ## Crafting And Upgrades The first gear item in a boss/item line can be crafted directly. Higher versions should be reached through Upgrade. Current rule: - Craft iLvl 1 boss gear directly. - Upgrade iLvl 1 -> 5 with iLvl 1 coins. - Craft or upgrade iLvl 10 gear from iLvl 10 content. - Upgrade iLvl 10 -> 15 with iLvl 10 coins. - Craft or upgrade iLvl 20 gear from iLvl 20 content. - Craft or upgrade iLvl 25 gear from iLvl 25 content. Upgrade consumes the old item and awards the upgraded item. This avoids duplicate clutter and keeps item identity clear. Examples: | Upgrade | Cost Source | | --- | --- | | Raw Bulldrome Helmet iLvl 1 -> Honed Bulldrome Helmet iLvl 5 | Raw Bulldrome Coins | | Green Tigrex Helmet iLvl 10 -> Blue Tigrex Helmet iLvl 15 | Green Tigrex Coins | | Purple Bulldrome Helmet iLvl 20 -> Orange Bulldrome Helmet iLvl 25 | Orange Bulldrome Coins | ## UI Behavior The dungeon and raid picker only shows playable content tiers: ```text iLvl 1 -> iLvl 10 -> iLvl 20 -> iLvl 25 ``` The equipment screen still shows gear recipes for: ```text iLvl 1 -> iLvl 5 -> iLvl 10 -> iLvl 15 -> iLvl 20 -> iLvl 25 ``` Direct crafting is blocked for recipes that have a lower item-level version in the same boss/item line. Use the selected item's Upgrade button for those. ## Roguelike Loot Roguelike gear should follow the same tier brackets. Recommended mapping: | Stage Band | Coin Tier | | --- | ---: | | 1-4 | 1 | | 5-9 | 10 | | 10-14 | 10 | | 15-19 | 20 | | 20+ | 25 | Boss-based coins are still preferred. A roguelike boss should award coins for its actual boss template when possible. ## Data Notes Authoritative gearing data lives in SQLite seed data: - `db/seed.sql` - `src/offline-starter-profile.json` Run this after changing seed data: ```sh npm run db:init npm run offline:export ``` `npm run build` already runs `offline:export`, so a production build also refreshes the offline starter profile. TrueNAS keeps its own persistent `data/game.db`. Pushing code does not merge or replace that database. The TrueNAS app applies seed/schema changes when the container starts and runs `npm run db:init`.