Itemization
Base Item Types
While it’s very unlikely we’ll see a new base type category prior to 1.0, there are plans to add more in the future to fill out certain archetypes that are currently missing. However, new base types within existing item categories are much more plausible in the near future and expected over the long-term.
June 23, 2023
Q: Are you guys looking into making more base item types at all or is that quite far down in the list?
Mike: So making more chest pieces, making more helmets, making more belts, making more boots – that is something we’re going to keep doing and keep adding. Adding like a new category of base type, like adding crossbows into the game or something like that, that’ll be a post-1.0 thing.
Source: Forum Link
June 23, 2023
Q: Any new belt types coming or new belt implicits? It would be sweet to see new stuff in this slot.
Mike: Nothing specific. There’s no new belts…there’s no new base types that have been created since 0.9.1 or 0.9.2 yet, and I don’t know if any will be or not. I’d like to see more, it’d be sweet. There will be more added eventually. I’m pretty darn confident about that. Especially because it’s a slot type that doesn’t require 3D art assets for it. Like nothing…I mean I’m wearing MTX so really nothing will happen, but if you take your belt on and off nothing happens visually to your character. So it’s cheaper to make new belts than it is to make new helmets, for example.
Source: Forum Link
June 23, 2023
Q: Are there any new weapon types being discussed and set to potentially release, like actively going through design?
Mike: No, nothing’s actively going through design for new weapon types right now.
Source: Forum Link
July 14, 2023
Q: Any plans to add more crazy weapon types? I recently played Undecember and they have a weapon type called Bow Gun, which is basically dual wielding crossbows.
Mike: Yeah, there are some very intentionally missing weapon types that we think will fit really well with certain archetypes that aren’t in the game yet and we’re kind of leaving open in preparation for that. There are people who rummage through the game files a bit and they would have noticed a couple of these types that already have ID’s in the lists of item types ready to go but there’s just no item of that type in the game. For example, fist weapons and two-handed crossbows already have an item ID but there are none in the game.
We’ve intentionally left room for other item types to be slipped in as well. So things like, and I have no idea if any of these will be added but these are just the ones that come to mind for myself personally, things along the lines of a one-handed spear. There’s no one-handed spears in the game. There’s no two-handed shields in the game. There’s definitely room for some less conventional weapon types in the future. Maybe a one-handed crossbow.
As far as getting actual like “gunpowder” in the game, that’s not something we’re planning at the moment. It’s possible as a far future feature but not as anything anytime soon, especially not for 1.0.
Reimer: [In Twitch comments] We have ideas for sure, but nothing new planned in the near future.
Source: YouTube Link
Set Items
It was announced that there’s a plan to prototype a mechanical change for set items. No timeframe was given for this change, but it’s unlikely to happen prior to 1.0.
April 7, 2023
Q: Are there any plans to rebalance set items at some point?
Mike: So sets have – there are some good set items that are a lot more specific and a lot more niche than uniques or rares. They’re generally very specific in what they’re good at doing and in the situations where they are good they’re actually pretty decent, in some cases. There’s a handful of them that are pretty good. Are they good enough for us to not do something with? No.
We actually, for the first time, have a plan to prototype a mechanical change for set items and their place in the item pools. So we’ve landed on a prototype plan for them and we’re going to test it and see how it feels and decide if we want to add it to the game or not. It is something that we’re looking at, and it’s something that we hear the feedback on pretty loud and clear.
Source: YouTube Link
April 14, 2023
Q: Any teasers on what you intend for set items? While I enjoy them they can use some LP type of chase. Maybe a progress tree you can feed other set item drops into.
Mike: That’s a cool thing that we have talked about doing, where you need to find like 40 of this set item to fully power up the set piece or set bonus or whatever – and there’s some real problems there so we aren’t going to do that.
We do have plans for set mechanics and improving of set mechanics and expanding on the possibilities because there’s definitely room for awesome and they’re not awesome yet and we want awesome so we’re going to make them awesome. However, I can’t tell you exactly what it’s going to look like yet. We did very recently, last week, agree on a mechanical change for set items going forward that we’re going to test. It’s not in yet, we haven’t touched it yet…so it’s in the “queued for development” column.
Source: YouTube Link
April 28, 2023
Q: Set items are in generally a bad place (mostly unused), any plans to change them?
Mike: I think this rhetoric around set items ignores a lot of good uses that set items do currently have, which is unfortunate. While there are more problematic set items than there are non-problematic set items, I would argue that the ratio of problematic to not problematic set items is actually pretty similar to Diablo 2, for example, which I would argue has three good set items in it…well five, I’ll give you five – not sets, set items.
Anyways…the answer to the question is yes, we do have plans to change the set system in general such that it reflects a better progression into later endgame content and more customization in your gear.
Source: YouTube Link
May 12, 2023
Q: How cool are the set item changes?
Mike: It’s very cool and I don’t think people will see it coming, but I know people have suggested it before. I’ve seen the suggestion in the past.
Source: YouTube Link
May 19, 2023
Q: Set items, for the most part, seem very underwhelming.
Mike: For the most part I would agree with you there. There are some really good ones but yes for the most part set items are underwhelming.
Q: Am I crazy or is there a reason behind this madness?
Mike: Um, set items are kind of scary, from the developer perspective, and we’ve definitely aired on the side of caution with them – and aired is an appropriate term because they’re not what we want them to be. We do have a plan to bring them to where we want them to be. We haven’t executed the plan yet, so at least for this patch [0.9.1] they will continue to be a little bit underwhelming. A big part of it for a lot of people is that they don’t scale fantastic into the late, late game.
So set items have a lot going on with them, their tooltips are huge. I think I just got a ring…yeah, like this is I think the smallest set item tooltip of all – I think this might actually be the smallest one. Then if you hold Alt it’s already almost the full height of the screen. When we were making the tooltip system we had to make a system to shrink tooltips so they wouldn’t go off the screen, up/down. So they dynamically change their size so they can fit on the screen, even before holding Alt in some cases.
It’s just too much stuff to just slap legendary potential on them, but we do have a way that we think we can make set items – like get the core interesting part of a set item and incorporate that into your builds and have fun with it.
I kind of glossed over it but one of the big reasons why they’re scary is because you can really quickly get into a situation where your build is defined entirely by a set. Having that situation where like, ‘oh I’m going to play a Sorcerer this cycle and the Tal Rasha’s set’, for lack of a better term just because it’s the Sorcerer set in D2, and ‘Tal Rasha’s set is just the best set for it possible’ and so three quarters of your gear is just dictated by the set and away you go. There’s no real planning, there’s no real like, ‘oh how can I fit this item into my build’ and it cuts away a lot of the other systems entirely.
So we do really want to get it involved more in your build crafting and have it be in a situation where it’s not going to kind of take away that puzzle of putting together your gear.
Source: YouTube Link
June 3, 2023
Q: Mike, again about the set items rework, is this planned for the 1.0 release or is it supposed to come earlier?
Mike: It’s a flex feature.
Q: I have no idea what that means, sorry.
Mike: It means that I don’t have a set time.
Source: Discord Link
June 5, 2023
Q: How would you bring the power of set items up to speed to make them viable considerations next to legendaries and exalteds?
Judd: Cool ideas! We’ve actually brought up a couple of these internally in game design meetings as well, especially tying them to dungeon rewards. We have an idea that we’re going to try out that’s a bit different that a few team members are pretty enthusiastic about, but we enjoy these conversations because it’s possible someone will come up with something better than we’re imagining atm!
Source: Reddit Link
June 16, 2023
Q: Will you be buffing set pieces to make them a bit more viable?
Mike: We have a plan for set items in a more systematic level change. So something that will change the way set items interact with the item systems, in general, and the other items you’re collecting and things like that. We’re not quite prepared to reveal what that is and how that’s going to work, because it’s still in like just out of design phase. We will continue to rebalance the game as we go, in general.
Source: YouTube Link
June 23, 2023
Q: How’s progress on the set item changes you guys were testing?
Mike: Ah, we haven’t actually got to implementing them yet. So not much. [Mike laughs]
Source: Forum Link
June 30, 2023
Aaron: I’m really hoping your guys’ plan for set items is an augmentation system designed around a dungeon. You don’t have to say yes or no. You don’t have to blink. It’s just a blanket statement. I think that would be really fun, just like how you can augment a unique to turn into a legendary in one. I think that’d be really cool for a dungeon.
Mike: Yeah. I will say that the – here’s what I’ll give you. The thing we’re going with I didn’t think it’d be possible. I’d heard the suggestion before and it was sort of like a – when we decided for it at the meeting someone was like, and I can’t remember who said it but someone kind of said it as a joke and then someone else was like, ‘I mean we could do that.’ And everyone was like, ‘Are you sure?’ I was like, ‘Okay, well if we can do that, can we do that? Like let’s do that!’
Source: YouTube Link
August 11, 2023
Q: Concerning sets, will you allow us to transform a set piece into another random set piece to help us complete sets or do you plan for us to have to find each set piece “the hard way”?
Mike: We don’t have any plans for converting set pieces at the moment. I think there’s lots of opportunities for specific crafting on set items, essentially, through dungeon rewards. I think that’s a good place to put things like that and I think there’s lots of time to add those dungeon rewards. There’s also some changes coming to set items – which are not implemented yet, they’re planned, they’re not done, we’re working on it, but it’s going to be a bit still – that will change how you ask that question. I don’t know how else to say that without giving anything away. [Mike laughs]
Source: YouTube Link
Weaver's Will Uniques
While more Weaver’s Will uniques are planned to be added in the future, none are expected at 1.0. There’s also a story element concerning the Weaver that we’ve yet to see. While only a theory, this story element may actually be contained within a future dungeon whose reward might incorporate these items in some way,.
June 9, 2023
Q: Are there any plans on making more rare endgame Weaver’s Will items or are they going to stay as more common leveling uniques? I feel like we’d need a dungeon to modify them if we had any super rare ones, to be honest.
Mike: They’re a little bit in the experimental phase still. We’re definitely looking at feedback from players and how they’re experiencing them and what they like and what they don’t like about it. This is actually interesting, in what we were just talking about – there’s a few things that we’ve kind of got in the pipe for changes and upgrades and expansions to the system that we’re kind of being like, ‘We think that people are going to feel this way about it and they’re going to like this and not like this and if we do this down the road with maybe a dungeon reward or something it’ll expand that and enhance it more for people in a few patches, or something like that.’
Getting that feedback is important to try and solidify those changes down the road. So yeah, there’s definitely room for expanding that system and, you’re right, the early versions of a lot of them were more focused around making more of an earlier game leveling item. It helps scale you into endgame but there’s not a lot of the Weaver’s Will uniques that are available now that you’re like, ‘I’m going to theory-craft my endgame build around that Weaver’s Will item.’ That’s not happening a ton right now, which is fine.
Source: YouTube Link
July 14, 2023
Q: What is the teams current opinion on Weaver’s Will items? Did it meet expectations?
Mike: Weaver items are really interesting, from like an expectations standpoint. We didn’t have – it wasn’t a very big project. It was actually a very tiny project that kind of just – we were like, ‘Oh something cool, slap it in. Yeah do it. Go!’ So I’d say they’re doing well. They were never intended to be as big of a splash, and I don’t think we tried to tout them as such, as like the legendary system in general. I’m pretty happy with how they’re working. I think they’re interesting enough and fun enough that they’re sitting in a nice spot.
I think there’s lots of room for the types of Weaver’s Will uniques that get created to expand on. There’s been a few really cool ideas that have come through the pipe recently that I think they’re going to grow into a really great part of our item system. They’re a little thin right now, which is expected and known and…yeah. However, I think people will be very happy with how they fit into the 1.0 Last Epoch itemization system, as well as going forward beyond that. I’m very happy with them overall.
Source: YouTube Link
July 14, 2023
Q: What I dislike about Weaver’s Will uniques and regular uniques with LP is that Weaver’s are fundamentally too similar as an end result. Only the way how to get them is different. And they don’t even try to combat one of the major complaints about legendary crafting: RNG. So they don’t really “add” anything.
Mike: Yeah, the types of items that we – the reason that they’re in there is because the types of items that we can create with them is different and so you end up with more types of unique items. And a different way, what am I talking about – a different way to get them is also valuable and interesting, I think.
Source: YouTube Link
August 3, 2023
Q: What are your feelings about weaver’s will items? Are you satisfied with the result? What is the feedback from the community?
Mike: I think the experiment went very well overall. We learned some lessons and will continue to expand upon the item type in the future.
It won’t be the last special item type variant you see.
Source: Discord Link
August 4, 2023
Q: Will those item types remain as random drops, or will weavers will items eventually be added to a boss “Weaver”?
Mike: Weaver’s Will items may have changes in the future, 0.9.2 doesn’t see any major changes to WW items. I can’t really go into details on their future as they are undecided so far.
Source: Discord Link
September 8, 2023
Q: Do you think it would be possible to “influence” the choices of the Weaver, when it comes to the affixes chosen. Like a shrine to appease him and get a specific loot pool in return?
Mike: Um, I think that sounds like a really cool idea – to be able to like modify the destiny of that…just to maybe like peek at the prophecy of what that item is going to be or have some way to really showcase how that gets picked more deterministically a little bit, possibly, I don’t know. There were definitely no hints in that whatsoever, I swear.
Source: YouTube Link
Shards
There are plans for a shard conversion system that will essentially convert one shard to another at a loss, though no timeframe for its inclusion has been provided.
April 21, 2023
Q: Any plans to have crafting material combinations, like adding “a” with “b” makes “c”?
Mike: We do have plans for allowing you to basically convert shards from one to another at a loss to deal with that.
Source: YouTube Link
April 28, 2023
Q: Any plans to convert shards we have a significant stash of to others?
Mike: Yes. Yeah, there’s definitely plans to convert them at a loss in bulk. So like 20 strength shards for 5 intelligent shards – I don’t know what the ratio is going to be, but something along those lines in that style.
Source: YouTube Link
May 5, 2023
Q: As some shards are insanely common, do you think an option to say tick a box and use 10 shards instead of 1…for an extra chance at crit success or something could make it into the game?
Mike: No, because there’s all these different things that are multiplying together to have the chance of having an item that is, let’s say, an 80% item – so an item that is 80% of the maximum power and there’s a whole bunch of different things, basically chances, that get multiplied together to say like, ‘this is the chance of it happening, here you go.’ If we say you can modify that chance pretty heavily by just dumping more resources into it then it puts an additive modifier on a multiplicative chance and it can cause some problems.
We’re probably more likely going to be taking a – because the other thing that doesn’t solve is say you’re like, ‘I play Rogues, I only ever play Rogues period and you have this increased void damage sitting over here and you’re like well I can’t do anything with that because I never use void damage because there’s no void damage on Rogues’ – there might be a tiny bit somewhere, anyways, the point is this still doesn’t solve that because you’re still not using any of those as well.
So there’ll probably be a vendor somewhere that’ll have – this is not next patch [0.9.1], for the record – but eventually we’re planning on having a vendor somewhere that’s just like, ‘oh I’ve got these super rare shards for sale and they cost 10 of any one shard to buy’ or something like that, you know. So you’re just trading in shards, like ones you don’t use for ones you do use. It’ll also kind of create this weird thing where like suddenly items that are just awful but have just like a bajillion affixes on them as they naturally drop are suddenly useful to pick up, which would be kind of funny, but I think you’ll still be picking up ones that have specific shards you want more.
Source: YouTube Link
June 23, 2023
Q: Are there any plans on adding more affixes and suffixes or any changes?
Mike: Yeah, new affixes get added frequently. Last patch we just added new affixes for area stats. You’ll see…I don’t think I have anything, but there’s affixes that now say like “increased area for area skills” or “increased damage for area skills.” So yeah, new affixes just got added. There’s also a new style of affix that we’re working on right now that’ll hopefully be in really soon. Yes, but there are um – affixes get tweaked all the time and new ones get added all the time too. So yes, we will continue to add and update affixes for sure. I think there should be a set of affixes coming next patch…I think.
Source: Forum Link
August 29, 2023
Q: Over time I have collected tons of shards. There are shards that I will probably not use. Will there be an alternative option in the future to make use of the collection of these shards?
Mike: We are planning a system by which you can trade in groups of shards you don’t want for those you do at some sort of loss ratio. It’s not implemented yet but I’ll hoping to get it in relatively soon.
Source: Discord Link
Runes
A new rune was added in patch 0.9.2 and it’s unknown if any further runes will come at launch.
May 5, 2023
Q: Has there ever been a discussion about a rune that would change the base type of an item randomly?
Mike: Yes, we’ve definitely talked about that. Please note that it is still not in the game, intentionally.
Source: YouTube Link
June 30, 2023
Q: I saw on your stream that you liked the idea of some kind of rare glyph and/or rare/time-consuming method to revert slammed uniques back to LP legendaries. However, you guys then changed your mind and reverted to “maybe”, and then even further into “low chance of happening”.
What are the reasons to avoid doing it? Diablo 2 had Hel runes, to clear runewords and reroll rune bases, and it was not an issue and never introduced any sort of power creep. Is it a technical limitation of some sort? Hard to code?
Mike: Yes, I do like that idea. I’m far from the arbiter of what gets put in the game or not so the best I can say for an idea I like is “maybe”. Having suggested similar ideas in the past myself and having them not make it out of the discussion stage for reasons that also apply to this idea, I think it has a “low chance of happening”.
It shifts the rarity of the items. Yes, D2 has Hel runes, the rarity of runewords was set around that being in the game. Adding a Hel rune to LE changes that rarity. To be clear, Hel runes did increase the average power of characters in D2. Not by much but it did. Also, Hel runes are a little different because in almost every case (yes there are a few exceptions), high tier runeword costs are skewed pretty heavily towards the runes, not the bases. LE is kinda the opposite, especially with the ability to use a Rune of Creation on the exalted to copy it and get 2 cracks with it.
I like to joke about knock on consequences of changes sometimes by saying “a finger on the monkey’s paw curls inward…”. Well, in this case it could be something like that the average LP chance of items would probably go down as a result to maintain a similar overall average power level. These changes rarely happen in a vacuum.
Personal anecdotes and hyperbole aside, we do watch suggestions-and-like-to-see and feedback for what people want to see change about the game and what people feel about how the game is now.
Source: Discord Link
Glyphs
A new glyph was added in patch 0.9.2 and it’s unknown if any further glyphs will come at launch.
April 7, 2023
Q: Any plans on adding new crafting glyphs/runes before 1.0?
Mike: Yeah, there’s at least one that I know of that’s planned – a new glyph. So at least one new glyph is planned. This glyph is something that I’ve never seen suggested. There’s been a ton of rune and glyph suggestion threads and this glyph is one that I’ve never seen suggested and I don’t think anyone would ever suggest it because it’s just insane. It kind of doesn’t have anything to do with crafting.
Source: YouTube Link
April 14, 2023
Q: Do you have plans for further/other crafting options, especially for endgame crafting?
Mike: Yeah, I mean, so there are – we’d like to add in more runes, glyphs, and things like that. I think that as you get further into the game – as you get into endgame and your power level goes up the room for improvements is going to go down just because you’re finding really specific things and needing to have those specific affixes on your gear is going to make a big difference.
So, yeah, we’ll be adding more glyphs. I mentioned this last time that there’s a new glyph coming. I think it’ll probably be down here. [Mike points to where he thinks it’ll be displayed on the crafting inventory screen] There’s a new glyph coming right there. It won’t really have anything to do with crafting so it’s not really a good answer but there are things that we’re looking at to expand crafting here and there – some like dungeon rewards are a great way to add in new crafting mechanics.
I’m trying to say things without giving stuff away about stuff we’re going to do here. But yeah, there’s things we’re planning and looking at doing for sure. What am I talking about, the Circle of Fortune is going to be a great way to do that – to help with deterministic item finding and crafting and stuff, so yeah.
Source: YouTube Link
Idols
Further additions to the idol system are a design space they’re purposely leaving open for after launch. Also, it’s likely we’ll see further common (small, humble, and stout) idols added at 1.0.
May 5, 2023
Q: Is there a possibility of rerolling or gambling for idols?
Mike: There’s nothing in the works right now for idols. I think that’s something we’re kind of intentionally leaving as a bit of a gap for post 1.0 features. I’d say there’s a good chance that we’ll see some sort of dungeon reward interacting with the acquisition of or modification of idols in the future, but I don’t think we’ll see that pre-1.0.
Source: YouTube Link
August 4, 2023
Q: How about the equivalent of the Forge but for tinkering idols a bit?
Mike: We’ve very intentionally not added anyway to mess with idols yet. I think there’s a lot of room in the dungeon reward system or even just rewards for other endgame mechanic systems for making changes to idols. We’re sort of planning on exploring that avenue a little bit.
Source: YouTube Link
August 4, 2023
Q: Anything you can share that’s planned for idols?
Mike: There are no concrete things ready for idols yet. However, the new masteries coming out – so like when Runemaster, Warlock, and Falconer do come out there will be new idol affixes that go with the skills that they get. There’s a lot of idol affixes because they reference specific skills. So the new skills that get added in also get idol affixes that come with them. So there’s that, but as far as system-wide mechanic changes…nah.
Source: YouTube Link
Gear Progression
The addition of Item Factions at launch is expected to bring a certain level of power creep to the game. I believe these systems are going to require a lot of finetuning from the developers in order to strike the required balance.
September 6, 2023
Terek: How does EHG feel about the current gear progression? You were talking about trade, so how will Item Factions affect it?
Karv: Oh yeah, so of course you’re going to be trading so you’re going to have access to better items faster than before so you’re going to be able to destroy your enemies way faster. Also, the Circle of Fortune guys, like myself, can boost their item drops through prophecies to be able to target farm more and they’re also going to be getting better gear. So our power is going to be higher than the enemies would normally be. We have a bit of a low point in the early endgame where we have a bit of a plateau when it comes to the gear progression. So obviously the ceiling is going up now as you’re going to be able to trade for items so the plateau is like way up there now, and the same goes for the Circle of Fortune.
So that means that there’s going to be power creep – so the players are going to be stronger than the enemy so we have to understand that. So we have two things; one thing that we’ve already been doing, which is whenever we have a major patch we are increasing the monster health and damage. You can see this in the patch notes if you go way back. The second thing we’re doing is we’re making better monsters that are smarter, have cooler abilities, they’re way more engaging, and we’re reworking old and kind of bad monsters into way better ones as well.
Source: YouTube Link
Socket System
A socket type system has been something they’ve toyed around with in the past but don’t expect one until after launch. Also, expect it to be somewhat different than other socket systems considering their crafting system, with the act of placing affixes into gear, is already too similar to sockets.
June 30, 2023
Aaron: Anything about a future socket system? And I know you’re going to say the crafting system is sockets outside of crafting.
Mike: Yes, I was going to say that. But no, we don’t have any plans for sockets at the moment. When we do eventually – so a socket style system is one of those things that I would call a core expectation of most ARPG players to have somewhere in the game. Whether that’s like PoE’s is with their skill system and it’s wildly different than D2’s but it’s still kind of that similar socket style system, mechanically at least. Meaning it has that functional process of taking two items and combining them together and having them actually be physical things, and all that sort of stuff.
We’ve toyed with slotting that into a few places, socketing that into the game in a few places, but none of them have really come together the way that we wanted them to. However, I’d be surprised if one doesn’t find its way in. I know there’s a couple sort of back burner plans that have continued to float around with, in regards to sockets or socket style system. Maybe even one of them is something that was a name that was dropped from development and that the name would probably come back relating to sockets.
Source: YouTube Link
Item Models
Not all item 2D art will have matching 3D art at launch.
August 24, 2023
Q: Don’t forget all the items missing 3D art when equipped.
Mike: That’s not going to be completed by 1.0. We said the weapon and off-hand slots done by 1.0.
Source: Reddit Link