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PROCEDURAL EQUIPMENT — generation + equipped visuals

STATUS: spec v1 (design locked; implementation is a build task on starborne.html).
Goal: generate most gear from (template × material × gem) with stats from BALANCE.md and a **composed
procedural visual that renders when equipped / used** (in-hand on the hero, body tint, light pool, and an
inventory icon). Quest-unique & chest-unique pieces are hand-authored and skip this generator.

1. GENERATION MODEL buildEquip(template, material, gem, seed) → piece

the palette (resource hex → 3 shades + metallic highlight), and feel mods (steel +stagger, leather

+speed/light, gold +arcane/+1 socket, silver +anti-Veil).

affix to land in the material's BALANCE band, with a small ±5% variance so drops "roll" (high-roll = the

Minecraft grind chase). Derive secondary stats (reach/speed/socket count) from template + material.

"Gold Amulet of Storm (Topaz)", "Black-Iron Hammer of the Veil (Black Diamond)".

2. EQUIPPED / USED VISUALS (must render in-game)

Compose from layers so any generated piece can be drawn:

    the template's procedural path (shape only).
    palette from the resource hex: dark base → mid → light edge + a metallic specular streak

(leather = matte; gold/silver = bright specular; black diamond = dark with violet sheen).

    inlay/pommel/socket drawn in the gem colour with a soft glow.
    element on action: Ruby→ember sparks on swing, Sapphire→frost puff, Topaz→spark arc,

Emerald→green motes, Diamond→white flash, Black Diamond→violet blood-wisp (+the blood-bias HP tick).

On the hero: the equipped weapon draws in-hand over the procedural hero (per facing/pose); armor

tints the body layer with the material palette (light→robe drape, heavy→bulkier silhouette); light gear

sets the carried lantern's colour + safe-pool radius. Inventory icon = the same composer at icon scale.

3. IMPLEMENTATION NOTES (for the build pass — not this design phase)

buildEquip(t,m,g,seed) returning {id,name,slot,stats,affix, drawIcon(ctx,x,y,s), drawOnHero(ctx,hero,pose)}.

high-roll. Keep procedural fallbacks; never break the build (comments end-of-line / / / only).

CROSS-REFS

RESOURCES.md (materials/gems) · CAVES.md (where mats come from) · BALANCE.md (POWER bands) · EQUIPMENT.md

(the fixed/uniques + tier ladder this generator fills out) · ITEMS.md (taxonomy).

1051 linked entries · source: content · living wiki, auto-synced from the game's design.