


The Lengendary Items system was the flagship feature that shipped with the Mines of Moria expansion pack. Players could acquire and grow their own legendary weapons, such as swords, daggers, and class-specific items, modeled after artifacts like Sting, Glamdring, and Andúril. Players progressed their items through a Forge Master NPC, who identified, reforged, and upgraded weapons over time. Item Titles, earned through instanced quests inside Moria, allowed further customization including damage type changes.


As the UI Artist and UX Designer on the Legendary Items system, I was responsible for the end-to-end player-facing experience across all core feature areas. For Relics and Titles, I designed the socketing and slot management screens, balancing visual clarity with the complexity of multiple relic types across each item. The Forge Master identification flow was another key area, where I crafted the experience of revealing an unidentified legendary item for the first time, a moment intended to feel meaningful and rewarding. Across all of these systems, I worked to translate a deeply layered RPG progression system into interfaces that felt approachable without sacrificing depth.

The Legendary Items system became a central pillar of the Mines of Moria expansion, which was widely regarded as a high point for the game. The system drove sustained player engagement well beyond the initial launch, as the hunt for better legacies and higher-tier items gave players long-term goals to pursue.






















