---
title: "Loot and crafting"
summary: "Items with random affixes in four rarities, uniques that name the world, and currency that changes items rather than buying them."
status: in-game  # Exists in the current build; generated from or checked against its code
section: "How it plays"
html: loot-and-crafting.html
source: www/content/game/loot-and-crafting.md
---

# Loot and crafting

*Items with random affixes in four rarities, uniques that name the world, and currency that changes items rather than buying them.*

Items come in four rarities. Normal items are a base and nothing else; magic items have up to one prefix and one suffix; rares have more; uniques are fixed designs with their own lore. Affixes roll from tiers, and the best tiers only appear on items from deep enough.

> *Magic item*
>
> **Sanguine Iron Helm of the Salamander**
>
> Armour: 36
>
> - +(15–29) to maximum Life
> - +(12–17)% to Fire Resistance

[

> *Unique item*
>
> **Crown of the Drowned King**, Iron Helm
>
> Armour: 36
>
> - +(40–60) to maximum Mana
> - +1 to Level of all Spell Skills
> - (15–25)% increased Spell Damage
> - +(25–35)% to Cold Resistance
>
> He ruled the tide until the tide ruled him.

](../wiki/items/uniques/drowned_crown.md)[

> *Unique item*
>
> **Twinflame**, Driftwood Wand
>
> Wand  
> Physical damage: 2–5  
> Critical strike chance: 7%  
> Attacks per second: 1.4
>
> - (8–12)% increased Spell Damage
>
> - Skills fire 1 additional Projectile
> - (30–40)% increased Fire Damage
> - (10–15)% increased Cast Speed
>
> One flame for the living, one for the dead.

](../wiki/items/uniques/twinflame.md)

A magic helmet with second-tier life and fire resistance, and two of the game's uniques. Values in brackets are the ranges an item can roll. In the game today: 45 item bases, 34 affixes with up to five tiers each, 7 uniques and 8 currencies. Each player rolls their own drops and sees only their own; `I` opens the inventory, with the eight equipment slots and the currency pouch. [How items work](../wiki/items/index.md) has the rules.

## Crafting

Currency is crafting material: every orb does one thing to an item. The coin of drowned Velmarch was minted from the Ember, and it is still alive: seven kinds of fire that add to an item, and one of seawater that strips it bare.

- ![](../art/currency/kindling.svg)
  
  [Shard of Kindling](../wiki/items/currency/kindling.md)
  
  Upgrades a normal item to a magic item.
  
- ![](../art/currency/growth.svg)
  
  [Ember of Growth](../wiki/items/currency/growth.md)
  
  Adds a modifier to a magic item with room for one.
  
- ![](../art/currency/ash.svg)
  
  [Shifting Ash](../wiki/items/currency/ash.md)
  
  Rerolls the modifiers of a magic item.
  
- ![](../art/currency/gilded.svg)
  
  [Gilded Ember](../wiki/items/currency/gilded.md)
  
  Upgrades a normal item to a rare item.
  
- ![](../art/currency/crowning.svg)
  
  [Crowning Flame](../wiki/items/currency/crowning.md)
  
  Upgrades a magic item to a rare item, adding a modifier.
  
- ![](../art/currency/wildfire.svg)
  
  [Wildfire Orb](../wiki/items/currency/wildfire.md)
  
  Rerolls a rare item with new random modifiers.
  
- ![](../art/currency/sovereign.svg)
  
  [Sovereign Spark](../wiki/items/currency/sovereign.md)
  
  Adds a random modifier to a rare item.
  
- ![](../art/currency/quench.svg)
  
  [Quenching Water](../wiki/items/currency/quench.md)
  
  Removes all modifiers, making an item normal.
  

> **Proposal** (concept, not decided):
>
> There is no gold. Because every orb is useful, currency doubles as what friends trade with, and rare orbs are worth more than most items.
