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The gameplay/authored-content decisions in this issue are preserved. This revision changes only the technical implementation path for the fresh MIT Go/Rust replacement program. atrinik/content remains separately/mixed licensed data; MIT engine/tooling code does not relicense the corpus.
Replacement implementation contract
Keep the legendary-item roster, acquisition, uniqueness, naming, lore, power, and content-curation decisions in this issue. Author definitions through the MIT toolkit; the Go server provides rarity (#6), encounter attribution (#23), progression (#30), treasure/actions, and native quest/dialogue services; Rust only presents typed state.
Common migration gates
Stable authored identities and behavior remain the source of truth; localized/rendered text and filesystem order are never identity.
Content is parsed, validated, transacted, and compiled by released content-toolkit; production Go/Rust consumers do not add private source parsers.
Runtime authority belongs to native Go services and bounded compiled definitions/CEL; Starlark is considered only through the residual go/no-go issue.
Verification uses deterministic compiler/conformance fixtures and wrapper-managed Go-server/Rust-client scenarios.
Verified original past work by an approved MIT provenance grantor may be copied, migrated, translated, or relicensed under MIT only through the merged complete-history provenance directive; all asset/data notices remain exact.
Content release-line scope
This future feature targets content@main and the canonical replacement stack. It is not automatically backported to content@1.x; any separately approved classic maintenance uses a linked pull request under #45, preserves the same gameplay/content decision and attribution, and validates only compatible classic consumers.
Preserved product/design specification and historical implementation notes
Curate Atrinik's initial Mythic, Relic, and Legendary equipment after atrinik/server#6 establishes the persistent rarity field, generation defaults, protocol, and shared client presentation.
This issue owns content classification, balance, acquisition, placement, and deterministic reward paths. It must not block delivery of the rarity data model or UI, and it must not redefine the rarity enum or item-packet contract.
Initial roster audit
Audit these existing candidates before assigning their final tier:
Artifact ID
Existing placement/evidence
Initial direction
cloak_rhun
King Rhun quest-container reward; authored one_drop
Legendary launch candidate
armour_skel_lord
Demonic skeletal-dragon drop in Underground City IV
Legendary after encounter/drop-rate/stat audit
gloves_drula
Kriabe quest-container reward; authored one_drop
Legendary launch candidate
boots_kriabe
Named equipment on the Kriabe encounter
Legendary or Relic after repeatability audit
shield_holy_light
High item power and explicit prized-shield lore
Legendary after adding an appropriate acquisition path
cloak_underworld
High item power with a strong protection/penalty identity
Legendary or Relic after adding an Underworld acquisition path
hierro_ring_ice
Seasonal one-drop from the unique Hierro encounter
Legendary launch candidate
hat_cornuthaum
Unique animated, spell-reflecting named archetype
Relic initially; promote only with capstone acquisition
Audit other named rewards into appropriate lower tiers rather than treating every artifact, proper name, quest reward, or one-drop as Legendary.
New acquisition opportunities
Develop only a small number of build-defining sidegrades with clear setting-specific stories:
Scursaur's Heartscale: dragon/acid-oriented shield or cloak with a real weakness or slot tradeoff.
Zechna's Grave-Scepter: a properly authored personal boss reward inspired by the existing non-pickable set piece, with bounded charges, cooldown, or defensive cost.
Rhun's Crucible Maul: a weapon-build alternative tied to Rhun's alchemical experiments.
Marrowflame: a bounded crafting goal using skeletal-dragon materials, providing a duplicate/trophy sink and player choice.
Tempest Reaver: an original storm-themed weapon for a future high-level encounter.
Names and exact designs remain proposals until lore, acquisition, and balance review are complete.
Acquisition and reward contract
Prefer personal or quest-container rewards, bounded crafting goals, deterministic trophy exchange, or other contention-resistant paths.
Important
The gameplay/authored-content decisions in this issue are preserved. This revision changes only the technical implementation path for the fresh MIT Go/Rust replacement program.
atrinik/contentremains separately/mixed licensed data; MIT engine/tooling code does not relicense the corpus.Replacement implementation contract
Keep the legendary-item roster, acquisition, uniqueness, naming, lore, power, and content-curation decisions in this issue. Author definitions through the MIT toolkit; the Go server provides rarity (#6), encounter attribution (#23), progression (#30), treasure/actions, and native quest/dialogue services; Rust only presents typed state.
Common migration gates
content-toolkit; production Go/Rust consumers do not add private source parsers.Content release-line scope
This future feature targets
content@mainand the canonical replacement stack. It is not automatically backported tocontent@1.x; any separately approved classic maintenance uses a linked pull request under #45, preserves the same gameplay/content decision and attribution, and validates only compatible classic consumers.Preserved product/design specification and historical implementation notes
Parent and ownership
Summary
Curate Atrinik's initial Mythic, Relic, and Legendary equipment after atrinik/server#6 establishes the persistent rarity field, generation defaults, protocol, and shared client presentation.
This issue owns content classification, balance, acquisition, placement, and deterministic reward paths. It must not block delivery of the rarity data model or UI, and it must not redefine the rarity enum or item-packet contract.
Initial roster audit
Audit these existing candidates before assigning their final tier:
cloak_rhunone_droparmour_skel_lordgloves_drulaone_dropboots_kriabeshield_holy_lightcloak_underworldhierro_ring_icehat_cornuthaumAudit other named rewards into appropriate lower tiers rather than treating every artifact, proper name, quest reward, or one-drop as Legendary.
New acquisition opportunities
Develop only a small number of build-defining sidegrades with clear setting-specific stories:
Names and exact designs remain proposals until lore, acquisition, and balance review are complete.
Acquisition and reward contract
Delivery plan
Acceptance criteria
Non-goals