Sarim uses two connected perk layers: properties attached to equipment and account-level choices inspired by league-style progression.
The important part is that perks should influence decisions. A useful perk can change the best item for a situation, encourage a new combat pattern, or make a specialized build worth maintaining.
Item perks
Item perks give individual pieces of equipment additional identity. Rather than treating every upgrade as a simple increase in numbers, a perk can reward a specific spell type, resource pattern, defensive choice, or encounter strategy.
League-like account perks
Account perks create a broader progression layer. Players can combine choices that complement their preferred combat style or provide utility outside of combat.
Design priorities
- Perk descriptions must state exactly what the effect does.
- Active choices should be visible and easy to review.
- Perks should not silently share state between players.
- Combat effects must be reliable before balance values are finalized.
Long-term direction
The perk system will continue to grow alongside new encounters. Future additions should support recognizable archetypes while leaving room for unusual combinations discovered by players.