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An avatar's combat numbers — life, damage, attack speed — currently come from a level-based placeholder curve and a stand-in weapon. This delivers real stat derivation from what the avatar actually wields.
Player story
You enter an engagement and your fighter is unmistakably yours: the life pool and the weapon you strike with reflect the gear you've earned and chosen, not a generic loadout. Upgrading an item is felt the next time you fight — hits land harder, you survive longer. Two avatars at the same level with different gear fight differently, and nothing about your build is lost or swapped out when a fight starts.
You are what you equipped.
Scope
An equip mechanic: designate which owned items an avatar wields, per slot
A mapping from a rolled item (base, rarity, affixes) to combat stats (damage, speed, life contributions)
Simulation input seeds from the equipped build, captured at activity start so verification stays deterministic
The engagement plate and avatar profile read the same derived stats
An avatar's combat numbers — life, damage, attack speed — currently come from a level-based placeholder curve and a stand-in weapon. This delivers real stat derivation from what the avatar actually wields.
Player story
You enter an engagement and your fighter is unmistakably yours: the life pool and the weapon you strike with reflect the gear you've earned and chosen, not a generic loadout. Upgrading an item is felt the next time you fight — hits land harder, you survive longer. Two avatars at the same level with different gear fight differently, and nothing about your build is lost or swapped out when a fight starts.
You are what you equipped.
Scope
Notes