Crafting

The game has no vendors or gold. Currency is the crafting system: each kind does one thing to an item, and is used up only when it works.

The rules

  • Each currency needs the right kind of item. Used on anything else, it fails and nothing is spent.
  • New affixes follow the usual rules for the item's own level: shared tags, room on that side, weighted affix and tier (see Affixes and tiers).
  • Uniques can't be changed by any currency.
  • Magic items hold at most 1 prefix and 1 suffix; rares at most 3 of each.

What each currency does

Measured by using each currency 20,000 times on Chainmail at item level 30: normal ones for currencies that take a normal item, freshly rolled magic or rare ones otherwise. Success is the share of uses that worked; the last column shows how many modifiers the items had afterwards, and how often.

CurrencyUse onDoesSuccessModifiers after
Shard of KindlingNormal itemMakes it magic, with a fresh set of affixes.100%1: 50%, 2: 50%
Ember of GrowthMagic itemAdds one affix, if the item has room for it.49.3%2: 100%
Shifting AshMagic itemRerolls its affixes. It stays magic.100%1: 50%, 2: 50%
Gilded EmberNormal itemMakes it rare, with a fresh set of affixes.100%4: 33%, 5: 34%, 6: 33%
Crowning FlameMagic itemMakes it rare, keeping its affixes and adding one.100%2: 50%, 3: 50%
Wildfire OrbRare itemRerolls its affixes. It stays rare.100%4: 33%, 5: 34%, 6: 33%
Sovereign SparkRare itemAdds one affix, if the item has room for it.66.9%5: 49%, 6: 51%
Quenching WaterMagic or rare itemRemoves every affix, making it normal again. The implicit stays.100%0: 100%

Ways to craft