⚔️ Nexus Core Systems & Tiered Loot Update
(Full Transparency Overview)
This post explains how combat, stats, skills, PvP, and tiered items work in Nexus — with real numbers and expectations.
Nothing here is hidden. Everything applies equally to all players.
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🧭 Character Progression
Level cap: 300
Power scales smoothly all the way to endgame
No hard stat caps, but diminishing returns exist to keep builds balanced
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🔄 Class Specializations
Change specialization with !spec
Minimum level: 20
Cost: Free
You are encouraged to experiment and adapt your build
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⚔️ PvP & PvE Balance
🛡 PvP (Player vs Player)
PvP has its own balance layer to keep fights fair and skill-based.
Global PvP modifiers
Damage dealt: −15%
Damage taken: 100% (no bonus reduction)
Healing done: −30%
Crowd control duration: −35%
Life/mana leech: −40%
Class tuning
Warrior: −8% damage taken
Rogue: +2% damage taken
Mage: +6% damage taken
Hybrid: −2% damage taken
Level normalization
Level advantage is compressed
Maximum effective advantage: 40 levels
Skill and build matter more than raw level
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🐉 PvE (Monsters & Bosses)
No penalties
100% damage, healing, leech effectiveness
PvE difficulty assumes full use of skills and gear
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📊 Core Attributes & Soft Caps
Main stats:
Strength – Physical damage
Dexterity – Accuracy, evasion, finesse
Intelligence – Magic damage
Vitality – Health & survivability
🎯 Soft Caps (Diminishing Returns)
You can exceed these, but gains slow down:
Stat Soft Cap
Critical Chance 50%
Crowd Control Resistance 60%
Life/Mana Leech 20%
Accuracy & Evasion Diminishing after mid-game values
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🧮 Combat Rules (Important)
Damage varies by ±10%
Armor & resistances scale with level
Maximum damage reduction: 80%
Critical hits:
Base crit damage: 150%
+10% crit damage per 100 crit stat
Crowd control diminishing returns:
Each repeat CC is 25% weaker
Minimum effectiveness: 25%
Aggro is fully calculated — tanks matter
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🧠 Skill Slot System (Build Limits)
Your level determines how many skills you can equip:
Level Active Passive
1 2 1
20 3 2
50 4 3
100 5 4
200 6 5
300 7 6
⚖️ Build Tradeoffs
Some combinations carry penalties:
Burst → Sustain: −15%
Control → Damage: −10%
Sustain → Burst: −10%
This prevents “do everything” builds.
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🧩 Tiered Item System (Tier 1–15)
Tiered items are the core long-term progression system.
Higher tiers grant:
Stronger stat scaling
More affixes
Unique effects
Additional imbue slots at milestones
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⚔️ Which monsters can drop tiered items?
Tiered items can drop from hard monsters, including:
All bosses
Monsters with 50+ experience OR 125+ max health
➡️ Monsters like Orc Berserkers and above qualify.
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🎲 How often tiered items drop
When an eligible equipment item drops (weapons, armor, shields, rings, necklaces):
✅ ~25% chance for that item to become tiered
This results in:
~1–2 tiered items every ~15 kills
RNG still applies, but long dry streaks should be rare
> Gold, food, and misc loot do NOT roll tiers.
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📉 Tier distribution (once a tiered item drops)
Tiers are chosen using relative weights:
Tier Relative Chance
Tier 1 ~67%
Tier 2 ~20%
Tier 3 ~8%
Tier 4 ~3%
Tier 5 ~1%
➡️ Tier 1 is ~50× more common than Tier 5
➡️ Tier 4–5 drops are rare and exciting
Maximum natural drop tier: Tier 5
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🔨 Tier Upgrading (Risk vs Reward)
Tier Range Success On Failure
0 → 4 90% No loss
5 → 9 65% −1 tier
10 → 12 45% −2 tiers
13 → 14 30% −3 tiers
Tier 15 items are aspirational, not guaranteed.
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🧪 Affixes & Imbuements
Max affixes by tier
Tier 1–2: 1
Tier 3–4: 2
Tier 5–7: 3
Tier 8–11: 4
Tier 12–14: 5
Tier 15: 6
Imbuement slots
+1 slot every 5 tiers
Bonus slots can be earned
Max bonus slots: 3
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🎨 Item Rarity (Visual Only)
Tier Rarity
1–2 Common
3 Fine
4 Uncommon
5 Rare
6 Superior
7–8 Epic
9–10 Legendary
11–12 Artifact
13–14 Mythic
15 Ascendant
Rarity affects appearance, not hidden stats.
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🎯 What players should expect
Tiered items appear regularly
Strong monsters feel rewarding
Builds matter more than raw level
PvP rewards decision-making
Endgame progression is deep, not rushed
This system is actively monitored and tunable without wipes.
Happy hunting. 🗡️