Wiki
Gear and Etchings
This page defines how ChonkyCraft should handle permanent gear, upgrades, and scroll based enchantment.
Status: Partially Implemented
This page defines how ChonkyCraft should handle permanent gear, upgrades, and scroll-based enchantment.
Current implementation baseline:
- armor sets are now live through the current
Frontier,Deep Frontier, and lockedBreachphase ladder - the first
Edge,Ward,Stride, andCallEtch Scrollfamilies are now live - the
Field Anvilnow has a first broader same-item target-slot upgrade flow forRootcleaver,Sap Scepter,Brood Whistle,Springstep Anklet,Archive Grapnel,Longline Grapnel,Voidquill Tome,Shadeweave Wrap,Duskveil Mantle, andPrismplate Aegis - the
Field Anvilnow also has a first dedicated target-slotEtch Scrollapplication flow forEdge,Ward,Stride, andCall - the first target-based gear conversion is now live too, with
Archive Grapnelcarrying its currentEtchingand upgrade tier forward intoLongline Grapnel - handheld
Etch Scrolluse still exists as a fallback path, but it is no longer the only way to apply those first etch families
The target is to preserve one of the best Necesse feelings:
you craft gear to keep it, improve it, and customize it
Not:
you finally craft something good and then babysit its durability
Design Goals
- Progression gear should support adventure instead of interrupting it
- Crafted tools, weapons, and armor should feel worth investing in
- Favorite gear should be improvable without flattening the whole progression ladder
- Enchantment-style customization should come through readable scroll-based upgrades
- Gear should unlock meaningful capabilities, not only number bumps
- The whole system should stay controller-friendly and easy to understand in co-op
Core Rule
Crafted progression gear should be non-breaking under ordinary play.
That means:
- No routine durability drain on progression weapons
- No routine durability drain on progression armor
- No routine durability drain on progression tools
- Player effort should go into upgrades and customization, not maintenance
If any breakable vanilla gear survives early implementation, the project should move players out of that loop quickly.
Upgrade Philosophy
The point of upgrading gear is to preserve attachment and build identity, not to let one early item outscale the whole game forever.
Rules:
- Gear lines can have controlled upgrade paths
- Upgrades should usually extend relevance by a phase or two, not through the whole game
- Boss materials are good candidates for upgrades because they make victories feel tangible
- Upgrades should be visible and understandable at the
Field Anvilor later equivalent stations
Capability-First Gear
Gear should feel exciting because it changes what the player can do.
Target capability directions:
- jump higher
- jump farther
- move faster on the ground
- dash more cleanly
- glide safely
- hover briefly
- reduce fall punishment
- improve airborne control
- enable later controlled flight support
Rule:
- Capability unlocks should arrive in a readable ladder instead of all at once
- Early upgrades should improve movement without trivializing terrain
- Later upgrades can approach glide, hover, and flight as major progression rewards
Tool Rules
Tools should improve in ways that matter to exploration:
- Faster harvesting
- Better harvest tiers
- New extraction or survival utility
- Biome-specific convenience
Tools should not exist mainly as durability containers.
Weapon and Armor Rules
- Weapons should progress through crafting, upgrades, and
Etchings - Armor should progress through crafted sets, upgrades, and focused bonuses
- Signature weapons can have slightly stronger upgrade identity than generic gear
- New biome gear should still matter even when upgrades exist for old favorites
Etching System
The project's enchantment equivalent is the Etching system.
Current direction:
Etch Scrollsare scroll-like consumables that apply or replace anEtchingEtchingsare readable gear modifiers, not obscure hidden math- Most
Etch Scrollsshould belong to a recognizable family or effect direction - Rare or boss-linked scrolls can grant more distinctive signature effects
Etch Scroll Rules
- Scrolls should clearly communicate which gear they affect
- Scrolls should signal their effect family before the player spends them
- Replacing an
Etchingshould be explicit and understandable - Applying a scroll should never destroy the gear item itself
- The system can include some variance, but should not become a full reroll casino
Current implementation note:
- Replacing a different
Etchingnow requires a second confirm-use with the same scroll on the same equipped target
Current effect-family direction:
Edge: damage, crit, armor break, attack tempoWard: armor, resist, sustain, hazard protectionStride: movement, dash, mount, grapnel, airborne supportCraft: harvesting, yield, expedition utility, repairless tool quality of lifeCall: summon and companion support
These family names are working direction, not final naming.
Acquisition Rules
Etch Scrolls should come from:
- Regional mob drops where the family fit is readable
- Boss rewards
- Structure chests
- Elite hunts
- Outpost services
- Contracts and field-guide rewards
- Crafted conversions at higher-tier stations
The player should not need to rely on one miserable random source.
UI Rules
The player should always be able to answer:
- Is this item upgradeable?
- What can this scroll apply to?
- What
Etchingis already on the item? - What changes if I replace it?
UI rules:
- Show the current
Etchingclearly - Show the replacement result clearly
- Warn before replacement
- Keep compatible item lists readable
- Keep controller focus order stable
Co-op Rules
- Important gear-upgrade items should be fair in multiplayer
- Boss-linked upgrade materials should not soft-lock the second player
- Scroll systems should be understandable for both players even if only one likes menu diving
- Shared progression should not hide upgrade paths from late joiners
Anti-Patterns
Avoid:
- Durability as the main balancing lever for adventure gear
- Upgrades that invalidate every new drop forever
- Scrolls with no readable compatibility or effect direction
- Enchantment systems that only feel understandable after wiki lookup
- Destroy-risk or gotcha interactions when replacing an
Etching
Pack and Mod Split
Use the pack layer for:
- Recipe-browser support around upgrades
- Minor drop-rate tuning for scrolls or upgrade materials
Use the custom mod for:
- Non-breaking progression gear definitions
- Upgrade paths and upgrade recipes
Etch Scrollitems andEtchinglogic- Application UI and replacement flow
Current Direction by Phase Band
Frontier Band: establish the first non-breaking crafted gear and simpleEtch ScrollfamiliesDeep Frontier Band: expand gear upgrades so boss materials meaningfully improve favorite items and open stronger movement capabilitiesBreach Band: introduce more distinctive signatureEtchings, glide or hover support, and high-tier traversal capability without turning the system into uncontrolled affix clutter