The Fractured Archive - Rewards Primer
Quick facts

The Fractured Archive is coming later this year, we're here today to share our thoughts on making Raids rewarding.
Old School's fourth raid: The Fractured Archive, is set to launch later this year. Between now and then you can expect more than a fair share of blogs and progress updates to let you know how we're getting on, but we wanted to kick things off with a bit of a think piece on where our heads are at when it comes to one of the most important aspects of any raid: rewards.
The purpose of this blog is to explain our thought process heading into reward design, share with you the challenges that we're facing, and ultimately sense-check whether our line of thinking lines up with your expectations.
To kick things off, we'll keep things general. The first question we're asking ourselves is "What should a Raids loot table look like?" meaning we're less interested in the specifics of each item, but the number of items at each rarity, where their power sits, and whether they make sense holistically.
There's no exact science here, it's more of a vibe. As an example, we suspect that many of you would agree with the following: Chambers of Xeric feels like it has too many rewards, Theatre of Blood feels like it has too few, Tombs of Amascut feels like a good number of rewards but rarities could likely be shifted. This touches on all of the above! Chambers of Xeric boasts 12 unique rewards, which feels like too bloated a table when compared to the seven uniques available from Theatre of Blood and Tombs of Amascut. Despite having the same volume of unique drops, Theatre of Blood has two drops that players really want (the Avernic Defender Hilt and Scythe of Vitur) and five that are likely to gather dust in the bank. Tombs of Amascut has seven unique rewards, all with enough use-cases to make them worth picking up, though some would argue that the rarities the various drops here could be rejigged a little.
With three raids to draw from (and countless conversations over the years), we believe that a raid's unique loot table should look something like this:
- •Megarare - An absolute powerhouse, undisputed best-in-slot use-cases, a valuable pickup for any player. We think this should probably be a weapon, but we'll dive more into that later.
- •Armour Set - Ideally outright best-in-slot and not too niche, meaning more like Masori and Ancestral than Justiciar.
- •1-3 standalone rewards - Strong pickups that don't need to be outright best-in-slot but could function very well within a certain niche use-case, e.g. Elder Maul, Dinh's Bulwark, Osmumten's Fang, Lightbearer, etc.
We'd love to hear whether or not this lines up with what you'd expect in terms of a complete offering for unique rewards, whether or not the number is in the right ballpark, are there enough standalone rewards, and are our power expectations for each category roughly what you envision too?
While you ruminate on those questions, let's dive in to a little more detail on the most challenging part of our design process here...