Bridge inventory
Dimension Shards
A shard identifies one seeded dimension. Its rarity controls modifier count, its level controls available tiers, and its total danger changes projected monster item drops.
5 rarities2 current biomesOne shard per attempt
Normal drop chance1.368%
Elite drop chance2.736%
Neutral danger40
Save safety limit512
Find and use a shard
- Defeat monstersNormal and elite monsters use the live drop rates shown above.
- Collect the shardIt enters a separate pack section with rarity, biome, level, danger, projected item drops, and rolled affixes.
- Configure a routeThe Mosswild onboarding awards the first carried shard; later shards come from normal drops. Hover or focus a shard to inspect its seeded destination, layout, item-drop modifier, and affixes. Drag it from the left-hand panel into an unlit shard, then choose Enter beneath the array. Slots are drop targets and cannot be selected.
- Open the routeOpening the dimension consumes the inserted shard and applies its seeded rules.
One shard, one attempt
Completing the objective permanently records the route and its run statistics. Returning early or dying loses the unfinished route and turns the shard off.
Seeded destination biomes
A shard stores its selected biome and seed. Destinations remain deterministic across save loads; biome generators retain their published compatibility behavior when reopened.
| Biome | Presentation |
|---|---|
| Mosswild Forest | A living forest of connected clearings, waterways, ruins, and overgrown landmarks. |
| Saffron Wastes | A wind-cut desert crossed by worn routes through an outpost, oasis, pilgrimage camp, ancient reliquary, runic canyon, and Sirocco world gate, with optional Sunspire and market-waystation branches. |
Seeded layouts
New shards choose between the two layouts at equal odds. Layout is independently derived from the seed and does not change affixes, danger, rarity, monsters, or loot.
| Layout | Presentation |
|---|---|
| Clearing Network | Distinct regions connected by a seeded route network. |
| Open Expanse | One continuous expanse divided into landmark regions. |
Shard rarity
Rarity is rolled after a shard drops. The share column is conditional on a successful shard drop.
| Rarity | Affixes | Coverage | Share of shards | Normal monster | Elite monster |
|---|---|---|---|---|---|
| Neat | 1 | First modifier family | 41.667% | 0.57% | 1.14% |
| Good | 2 | 2 ordered modifier-family selections | 26.042% | 0.356% | 0.712% |
| Cool | 3 | 3 ordered modifier-family selections | 20.833% | 0.285% | 0.57% |
| Rad | 4 | 4 ordered modifier-family selections | 10.417% | 0.142% | 0.285% |
| DopeAF | 5 | 5 ordered modifier-family selections | 1.042% | 0.014% | 0.028% |
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Danger and projected item drops
Monster item-drop modifier
Total danger minus 40. Higher scores increase projected item drops; lower scores reduce them.
| Danger | Item-drop modifier | Interpretation |
|---|---|---|
| 20 | -20% | 20% fewer projected monster item drops |
| 40 | 0% | No change |
| 60 | +20% | 20% more projected monster item drops |
| 80 | +40% | 40% more projected monster item drops |
Storage rules
- Separate inventory
- Shards do not occupy normal equipment-bag slots.
- Saved identity
- Name, seed, biome, layout, generation version, level, rarity, affixes, danger, and projected item-drop modifier travel with the shard.
- Normalization limit
- Save normalization accepts up to 512 shards as a safety limit.