Item Cards: MD2

At the start of a quest, each hero chooses 1 starting weapon, 1 starting armor, and 1 starting potion. Equipment comes in 3 rarities in normal mode and 4 in Campaign mode. The rarities are Common, Rare, Epic, and Legendary. Starting items are treated as having a Common rarity for the purpose of forging items. Additionally, Mobs spawn with a Mob Item Card, matching the mob's level (1-2, 3-4, or 5 in normal mode, or 6-7, 8-9, or 10 in Campaign mode).

Contents

The New Loot System [ ]

There is a lot to talk about the new system but let’s start from the beginning: the Treasure Bag. One of the coolest things about finding loot and item drops in many games we play is the chance of finding items of rarity. In the original Massive Darkness there was a chance to find slightly better items but those were always from the deck of the corresponding Dungeon Level, allowing little choice and strategy from the players. We decided to give this a bit of a twist and drive the game into a direction where players are deliberately looking for rarity rather than only getting an automatic response based purely on game mechanic.

And that’s where the Treasure Bag comes in. In Massive Darkness: Hellscape every time players come across a Treasure icon, they draw Treasure tokens from the Treasure Bag and the drawn tokens determine from which deck the player draws Treasure Cards. You'll find the Treasure icon as a token inside chambers, which means that when you populate the chamber according to the setup of the quest, you draw the Treasure token(s) and place them on the indicated Zone, where they stay until a Hero picks them up and then collects the Treasure Card.

You'll also find Treasure icons when spawning a Mob or Roaming Monster: the Treasure icon on the upper left of the Mob or Roaming Monster card shows how many Treasure tokens are to be randomly drawn from the bag and placed on the Monster cards.

As soon as a Hero defeats the Monster (in case of a Mob, when they defeat the Leader, which is the very last figure to die) they get all Treasure cards matching the tokens. In both cases only then the token(s) goes back to the bag.

With this approach, we're adding a new layer of excitement by making killing monsters not only more fun and rewarding but also creating a moment of suspense for the party when finding loot, while still using the knowledge of available loot to drive their actions. There are 3 rarity levels in Hellscape and they are: Common, Rare, and Epic. The higher the rarity, the better the Item, but of course there is a balance concern here. In order for players not to have overwhelmingly powerful Items from the Epic deck at the start of the game, the bag usually starts with 15 Common Tokens, 5 Rare Tokens and no Epic tokens, which means there is a small chance of finding Rare items at the start of the game while Epic items are only available later on (note: some Quests may change the initial odds).

As soon as a Hero reaches Level 2 they add 1 Rare Treasure token to the Treasure Bag. After that, when they reach level 3, they add the first Epic token to the bag, so players can only start finding Epic items by reaching this level. As Heroes Level Up, the chances of finding better items increase, since every Hero adds a Token to the bag as they each new Levels. At Levels 4 and 5 every Hero also adds another Epic Token.

The Treasure Tokens [ ]

One thing we realized during the design by observing people playing the original Massive Darkness after its release was that a lot of items were collected but many were not being used and concluded that one of the reasons for that was that players often found items for slots that were already occupied. To solve that and also to make equipping items be a deeper experience while increasing the possibilities of creating interesting combos we decided to create new slots for equipping gear in Massive Darkness: Hellscape. To achieve this, we changed the Hero Dashboard by adding equipment slots:

Besides the usual 2 slots for hands and the body slot for armor, Heroes have a slot for Legs, Head, and Miscellaneous; which means players will be finding not just pieces of armor and weapons but also helms, boots, rings, amulets, gloves, etc.

To ensure balance in the game and to make sure players won't be finding the same type of items over and over again and falling in the same problem of having lots of unused items in the backpack we're carefully working with the percentages of each deck:

- The Monster Item deck, which contains the items that Mobs carry in entirely composed of Weapons - and that’s the main source from where players will be finding Weapons.

- Another new thing players will find are Potions, which are consumable single-use Items that are not just mana or health-related, but may also improve a Hero's Attack, Defense, and Movement among other things. We opted to focus Potions on the Common Treasure deck, so we have the Common Treasure deck composed as 30% consumables, 40% helms and body armor, 20% weapons, and 10% leg armor and Misc.

- The Rare Treasure Deck and the Epic Treasure decks don’t have any consumables, which opens room for the other type of items. The Rare deck is made 40% body armor and helms, 30% weapons, and 30% leg armor and Misc.

- Finally the Epic deck's breakdown is 40% weapons, 30% body armor and helm, and 30% leg armor and Misc. It's also important to mention that the weapons for the Shadowbane Set are found on this deck.

The Item Cards [ ]

These are all the known Item cards for Massive Darkness 2: Hellscape, revealed from the Kickstarter project (including all updates) and from the playable demo for Tabletop Simulator.

Note: If you are on PC, expand the page to better view the list.

Name Rarity Type Slot Melee Dice Ranged Dice Magic Dice Defense Dice Ability Source
Dupla Fejsze 1: Kezdő Kincs Két-Kezes 1 narancs Attack: 1 (Reroll) MD: Demo
Crossbow 1: Common Reward Two-Handed 1 Yellow 1 Orange MD: Demo
Staff of Darkness 1: Common Reward Two-Handed 1 Orange Attack (1 Mana): +1 (Yellow Die) MD: Demo
Devil's Crossbow 1: Common Reward Two-Handed 1 Yellow 1 Yellow Attack: +1 (Hit) MD: Demo
Great Sword 1: Common Reward Two-Handed 1 Yellow, 1 Orange MD: Demo
Devil's Bow 1: Common Reward Two-Handed 1 Yellow 2 Yellow Shadow Mode Attack: +1 (Hit) MD: Demo
Serrated Dagger 1: Common Reward Hand 1 Yellow Attack: Defender -1 (Save) MD: Demo
Staff of Darkness 2: Rare Reward Two-Handed 2 Yellow Shadow Mode Attack (1 Mana): +1 (Orange Die) MD: Demo
Precision Bow 2: Rare Reward Two-Handed 2 Yellow 1 Yellow, 1 Orange First attack of turn: +1 (Yellow Die) MD: Demo
Skull Axe 2: Rare Reward Two-Handed 1 Yellow, 1 Orange Ignore 1 (Retaliation). The defender takes the (Retaliation) instead of you. MD: Demo
Demon Sword 2: Rare Reward Two-Handed 1 Yellow, 1 Orange Shadow Mode: +1 (Orange Die) MD: Demo
Crossbow 2: Rare Reward Two-Handed 2 Yellow 2 Orange MD: Demo
Bone Knuckler 2: Rare Reward Hand 2 Yellow Attack (1 Mana): -1 (Blue Die) MD: Demo
Golden Axe 3: Epic Reward Hand 2 Orange Ignore 2 (Retaliation). The defender takes the (Retaliation) instead of you. MD: Demo
Blade Knuckler 3: Epic Reward Hand 1 Yellow, 1 Orange Attack (1 Mana): -2 (Blue Dice) MD: Demo
Serrated Axe 3: Epic Reward Two-Handed 3 Yellow Attack: roll a (Black Die). If (Monster Icon), double your (Hit). MD: Demo
Devil's Horn 3: Epic Reward Hand 3 Yellow Attack (1 Mana): +1 (Hit) (∞) MD: Demo
Piercing Javelin 3: Epic Reward Hand 2 Yellow 2 Orange Attack (1 Mana): Deal 1 Wound. MD: Demo
Wooden Shield 1: Common Treasure Hand 1 Blue MD: Demo
Light Sword 1: Common Treasure Hand 1 Yellow Attack: +1 (Hit) MD: Demo
Silver Ring 1: Common Treasure Misc Action: Heal 2 MD: Demo
Rusty Sword 1: Common Treasure Hand 1 Yellow MD: Demo
Greaves 1: Common Treasure Legs Defense (1 Mana): 2 (Rerolls) MD: Demo
Mana Staff 1: Common Treasure Two-Handed 2 Yellow Attack: +1 (Mana) MD: Demo
Leather Hose 1: Common Treasure Legs Defense (1 Mana): +1 (Save) MD: Demo
Health Potion 1: Common Treasure Consumable Heal 3 MD: Demo
Long Bow 1: Common Treasure Two-Handed 1 Yellow 2 Yellow Attack: 1 (Reroll) MD: Demo
Reinforced Leather Armor 1: Common Treasure Chest 2 Blue MD: Demo
Small Sword 1: Common Treasure Hand 1 Yellow Attack: 1 (Reroll) MD: Demo
Breastplate 1: Common Treasure Chest 2 Blue Defense: 1 (Reroll) MD: Demo
Forge Gate Spell 1: Common Treasure Consumable Place your Hero in the closest Forge. MD: Demo
Steel Helm 1: Common Treasure Head Defense: 1 (Reroll) MD: Demo
Leather Helm 1: Common Treasure Head Defense: +1 (Save) MD: Demo
Sprint Potion 1: Common Treasure Consumable Immediately move 2. MD: Demo
Heavy Mittens 1: Common Treasure Misc Attack (1 Mana): +1 (Hit) MD: Demo
Magical Robe 1: Common Treasure Chest 1 Blue Defense: +1 (Mana) MD: Demo
Mana Potion 1: Common Treasure Consumable 2 (Mana) MD: Demo
Leather Gloves 1: Common Treasure Misc Attack (1 Mana): 1 (Reroll) MD: Demo
Frost Staff 2: Rare Treasure Two-Handed 1 Yellow, 1 Orange Attack (1 Mana): Add 1 (Frost Token) to the defender. MD: Demo
Fire Staff 2: Rare Treasure Two-Handed 1 Yellow, 1 Orange Attack (1 Mana): Add 1 (Fire Token) to the defender. MD: Demo
Skull Axe 2: Rare Treasure Two-Handed 2 Orange MD: Demo
Sling 2: Rare Treasure Two-Handed 1 Yellow 1 Orange Attack: +1 (Yellow Die) for each previous attack this round. MD: Demo
Great Health Potion 2: Rare Treasure Consumable Heal 5 MD: Demo
Berserker's Sword 2: Rare Treasure Two-Handed 1 Yellow, 1 Orange (Wounded 3)

Attack: +1 (Orange Die)

Attack: Flip 1 (Yellow Die) to any result to any result.

Item Cards Trivia [ ]