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.
| Currency | Use on | Does | Success | Modifiers after |
|---|---|---|---|---|
| Shard of Kindling | Normal item | Makes it magic, with a fresh set of affixes. | 100% | 1: 50%, 2: 50% |
| Ember of Growth | Magic item | Adds one affix, if the item has room for it. | 49.3% | 2: 100% |
| Shifting Ash | Magic item | Rerolls its affixes. It stays magic. | 100% | 1: 50%, 2: 50% |
| Gilded Ember | Normal item | Makes it rare, with a fresh set of affixes. | 100% | 4: 33%, 5: 34%, 6: 33% |
| Crowning Flame | Magic item | Makes it rare, keeping its affixes and adding one. | 100% | 2: 50%, 3: 50% |
| Wildfire Orb | Rare item | Rerolls its affixes. It stays rare. | 100% | 4: 33%, 5: 34%, 6: 33% |
| Sovereign Spark | Rare item | Adds one affix, if the item has room for it. | 66.9% | 5: 49%, 6: 51% |
| Quenching Water | Magic or rare item | Removes every affix, making it normal again. The implicit stays. | 100% | 0: 100% |
Ways to craft
- The magic route. Shard of Kindling a normal base, Shifting Ash until a good affix shows up, Ember of Growth to fill the other side, then Crowning Flame to make it rare and keep both.
- The rare route. Gilded Ember a normal base straight to rare, Wildfire Orb until it's worth keeping, then Sovereign Spark to fill the last open slots.
- Start over. Quenching Water wipes a magic or rare item back to normal, keeping the base and its implicit.