package plugin // Post-game (Tier 6) signature magic items — the ten hand-authored Legendary // drops from the five Mythic zones. Two per zone; the third zone drop is a // UniqueAlways crafting anchor (a treasure material, not an equippable), handled // on the loot side. // // These are real magicItemRegistry entries so the loot path can grant them as // equippable magic_item rows (see zoneLootToInventory) and the equip pipeline // can resolve them. Their combat numbers live in postgameSignatureEffects, the // magicItemEffectOverlay layer — bespoke, above the codified Legendary formula, // because these are meant to be the best-in-slot chase items. Numbers are // opening bids; the P7 sim sweep tunes them. // // The fancier one-shot riders each Note in postgame_zone_defs.go promises // (survive-a-killing-blow, refund-the-slot, negate-a-stun, auto-evade, …) are // Layer-2 boss/effect hooks deferred to P8 — encoded here is only what the // magicItemEffect struct can already express. // postgameSignatureMagicItems is wired into magicItemOverlay (magic_items.go) // as a plain var reference, so it resolves before buildMagicItemRegistry() runs. var postgameSignatureMagicItems = []MagicItem{ // ── The Ossuary Ascendant ──────────────────────────────────────────────── { ID: "crown_of_the_patient_king", Name: "Crown of the Patient King", Kind: MagicItemWondrous, Rarity: RarityLegendary, Attunement: true, Slot: DnDSlotHead, Value: 8000, Desc: "A thin band of black iron, warm as if just taken off. He respects a good plan; wear it and the fight waits for yours.", }, { ID: "valdris_quill", Name: "Valdris's Quill", Kind: MagicItemWand, Rarity: RarityLegendary, Attunement: true, Slot: DnDSlotMainHand, Value: 8000, Desc: "The lich's own writing implement, still wet. Spells drawn with it land where they were aimed and then some.", }, // ── The First Hoard ────────────────────────────────────────────────────── { ID: "aegis_of_the_first_scale", Name: "Aegis of the First Scale", Kind: MagicItemArmor, Rarity: RarityLegendary, Attunement: true, Slot: DnDSlotChest, Value: 9000, Desc: "A single shed scale of the Ember Before Fire, worked into a breastplate. Fire predates it and still cannot touch it.", }, { ID: "emberheart_greatblade", Name: "Emberheart Greatblade", Kind: MagicItemWeapon, Rarity: RarityLegendary, Attunement: true, Slot: DnDSlotMainHand, Value: 8000, Desc: "Forged around a coal that has never cooled. Its edge opens wounds that go on burning after the swing.", }, // ── The Unplace ────────────────────────────────────────────────────────── { ID: "needle_of_the_seam", Name: "Needle of the Seam", Kind: MagicItemWeapon, Rarity: RarityLegendary, Attunement: true, Slot: DnDSlotMainHand, Value: 8000, Desc: "The Seamstress's own needle, half here and half elsewhere. Spellwork slid along it finds the gaps in everything.", }, { ID: "mantle_of_elsewhere", Name: "Mantle of Elsewhere", Kind: MagicItemWondrous, Rarity: RarityLegendary, Attunement: true, Slot: DnDSlotCloak, Value: 8000, Desc: "A cloak cut from a room that isn't. Now and then a blow passes through where you briefly were not.", }, // ── The Drowned Star ───────────────────────────────────────────────────── { ID: "halo_of_the_sunken_dawn", Name: "Halo of the Sunken Dawn", Kind: MagicItemWondrous, Rarity: RarityLegendary, Attunement: true, Slot: DnDSlotHead, Value: 8000, Desc: "A ring of drowned light that never went out. Mercy carried through it lands heavier on those you mean to keep alive.", }, { ID: "tideglass_ward", Name: "Tideglass Ward", Kind: MagicItemArmor, Rarity: RarityLegendary, Attunement: true, Slot: DnDSlotOffHand, Value: 8000, Desc: "A shield of pressure-fused abyssal glass. Once a fight it drinks a wave whole and gives you back the room.", }, // ── The Last Meridian ──────────────────────────────────────────────────── { ID: "the_second_hand", Name: "The Second Hand", Kind: MagicItemWeapon, Rarity: RarityLegendary, Attunement: true, Slot: DnDSlotMainHand, Value: 8000, Desc: "A slim blade that keeps its own time. Now and then it lends you a moment you did not have to swing again.", }, { ID: "escapement_plate", Name: "Escapement Plate", Kind: MagicItemArmor, Rarity: RarityLegendary, Attunement: true, Slot: DnDSlotChest, Value: 8000, Desc: "Verdigris plate geared like a clock. The first blow that would stop you finds a moment already held in reserve.", }, } // postgameSignatureEffects is wired into magicItemEffectOverlay // (magic_items_gameplay.go). DamageReductMult is multiplicative (1.0 neutral, // <1.0 reduces damage taken); the aggregator ignores a 0.0, so weapons/wondrous // items that don't reduce damage simply leave it unset. Everything else is // additive. Legendary codified baselines for reference: weapon DamageBonus 0.25, // armor DamageReductMult 0.80, wand DamageBonus 0.15 + FlatDmgStart 5, wondrous // InitiativeBias 2.5 + MaxHP 10 — these sit at or above those. var postgameSignatureEffects = map[string]magicItemEffect{ // Ossuary "crown_of_the_patient_king": {InitiativeBias: 3.0, MaxHP: 14}, "valdris_quill": {DamageBonus: 0.20, FlatDmgStart: 6}, // First Hoard "aegis_of_the_first_scale": {DamageReductMult: 0.72, MaxHP: 10}, "emberheart_greatblade": {DamageBonus: 0.30, FlatDmgStart: 6}, // Unplace "needle_of_the_seam": {DamageBonus: 0.30, FlatDmgStart: 4}, "mantle_of_elsewhere": {DamageReductMult: 0.88, InitiativeBias: 2.0}, // Drowned Star "halo_of_the_sunken_dawn": {DamageReductMult: 0.92, InitiativeBias: 2.0, MaxHP: 12}, "tideglass_ward": {DamageReductMult: 0.80}, // Last Meridian "the_second_hand": {DamageBonus: 0.30, InitiativeBias: 3.0}, "escapement_plate": {DamageReductMult: 0.74, MaxHP: 8}, }