Itemization
When designing a new area, there are a lot of facets of itemization to consider. Primarily, we focus on the main 4 classes (Mage, Thief, Healer, Warrior), although prestige classes do get special gear as needed. Each class and specialization has different needs. Not all needs are required to be addressed in a given map, but a good map will offer at least something to one specialization for each class.
Here are the following things you’ll want to consider for each specialization:
Mage Class
Mage
Primarily energy-focused, as well as wand-focused. Boosts to energy or specific abilities help this spec.
Elementalist
Focuses on Fire and Ice. Has some buffs and placed AoEs.
Evoker
Primarily buff-focused.
Battlemage
Melee/summoner/buff hybrid. Utilizes fire, ice and energy. Can conjure its own items. Has 4 familiars. Has the ability to make heavy armor work on a mage.
Mage Summary
- Is interested in fire/ice/energy primarily
 - Has a fair bit of buff potential
 - Has summons
 - Can use heavy armor (level 40), and is interested in heavy mage armor
 
Healer Class
Healer
Healing-focused, but has some buffs.
Diviner
Damage-focused, and versatile. Can use necrotic, fire, lightning, or acid.
Druid
Nature-focused - debuff-heavy & DoT-capable. Utilizes poison/disease, as well as natural status effects (stun, daze, snare) and the cures for them. Has summons.
Oracle
Buff-focused. Has a lot of diverse buffs.
Healer Summary
- Utilizes healing, poison, disease primarily, secondarily necrotic, fire, lightning, acid
 - Has a lot of powerful buffs
 - Has summons
 - Has powerful debuffs
 
Thief Class
Thief
Utilizes darkness, hiding, stealth. Has a lot of power going into daggers and throwing.
Rogue
Trap-focused, but also steals and can loot well.
Shadowsong
Bow-focused, but heavy mana utilization.
Assassin
Melee-focused. Can backstab from hiding, but also utilizes venom and poison. Can also apply debuffs to its weapons.
Thief Summary
- Favors things that boost mana and mana regen
 - Likes small weapons (daggers, shortswords, etc)
 - Likes poison/venom boosts
 - Needs apply-able debuff bottles
 - Needs traps
 
Warrior Class
Warrior
Adds some rage-consuming abilities. Also adds some tweaks to weapons (Firm Grip, Titan Grip). Has some improvements to offensive stats.
Paladin
Focuses on shield/1H weapon uage. Focuses heavily on tanking/defense and supporting allies.
Duelist
Focuses on dual-wielding and stances.
Monk
Focuses on open-hand combat (no weapons), and has stances/buffs that improve usability of this style.
Warrior Summary
- Utilizes melee weapons and shields of all kinds (but focuses on non-small items, which is the Thief focus)
 - Needs glove/boot slot items
 
Overall Summary
It’s hard to nebulously say “create a little bit of everything”, but hopefully this guide explains a bit more of what each class needs. Some of the biggest things to remember, that are often forgotten, are the very niche items like Traps, Applyable Bottles, and claws/gloves/boots that are good for monks. Beyond that, the goal is to create at least a subset of elemental resistance, a subset of elemental boost to cover magical applications. Familiar boosts are another niche subset that gets forgotten, too. Also, “melee-focused” magical weapons (as most things found in Depths are) are not a huge focus, but are another category that goes underutilized.