---
title: "How items work"
summary: "Item rarities, item level, affixes and tiers, local modifiers and equipment in Emberdeep."
status: in-game  # Exists in the current build; generated from or checked against its code
section: "Wiki"
html: index.html
source: generated by www/wiki/*.ts from the game data (data/game.json)
---

# How items work

[In game]

Items run in the game rules today: monsters drop them, players pick them up, equip them and craft with currency, all on the server. Clients don't receive or show items yet; that comes next.

> *Magic item*
>
> **Iron Helm of the Newt**
>
> Armour: 36
>
> - Regenerate 1 Life per second

> *Rare item*
>
> **Pyre Wand**, Stiletto
>
> Dagger  
> Physical damage: 9–33  
> Critical strike chance: 6.5%  
> Attacks per second: 1.5
>
> - 28% increased Critical Strike Chance
>
> - 56% increased Spell Damage
> - 17% increased Physical Damage
> - Adds 2 to 14 Lightning Damage to Attacks
> - 13% increased Cast Speed
> - Gain 2 Mana per Enemy Killed
> - Regenerate 1 Mana per second

> *Rare item*
>
> **Dusk Heart**, Onyx Amulet
>
> - +9% to all Elemental Resistances
>
> - Adds 1 to 14 Lightning Damage to Attacks
> - +76 to maximum Life
> - Adds 1 to 4 Cold Damage to Attacks
> - +23% to Critical Strike Multiplier

> *Unique item*
>
> **The Hungering Shank**, Glass Shank
>
> Dagger  
> Physical damage: 6–21  
> Critical strike chance: 8.71%  
> Attacks per second: 1.5
>
> - 23% increased Critical Strike Chance
>
> - Adds 3 to 11 Physical Damage to Attacks
> - Gain 5 Life per Enemy Hit
> - 34% increased Critical Strike Chance
>
> It was never full. It never will be.

Items rolled by the game's own generator for this page.

## Rarity

| Rarity | Affixes | At most | Name | Share of drops |
| --- | --- | --- | --- | --- |
| Normal | None | – | The base name | 60% |
| Magic | 1–2 | 1 prefix, 1 suffix | Prefix tier name, base, suffix tier name: “Sanguine Iron Helm of the Salamander” | 32% |
| Rare | 4–6 | 3 prefixes, 3 suffixes | Two generated words, then the base | 7.5% |
| Unique | Fixed modifiers | – | Its own name | 0.5% |

Drop shares are before item rarity bonuses; see [Drops](../../wiki/items/drops.md). A unique roll at a depth too shallow for any unique becomes a rare instead.

## Item level

An item's level is the depth it dropped at. It decides which [bases](../../wiki/items/bases/index.md) can drop (each has a minimum level), which [uniques](../../wiki/items/uniques/index.md) can drop, and which tiers of each affix can roll. Crafting rolls new affixes at the item's own level, so a deep item stays worth crafting on. See the [depth guide](../../wiki/depths.md) for what unlocks where.

## Affixes and tiers

- An affix can roll on a base when they share a tag: life rolls on armour and jewellery, attack speed on attack weapons and gloves.
- Each new affix is picked by weight among those that fit: shared tag, not already on the item, a side (prefix or suffix) with room, and at least one tier the item level allows.
- Then a tier is picked among those the item level allows. With *n* tiers allowed, the lowest is *n* times as likely as the highest: with all five, the odds are 5 : 4 : 3 : 2 : 1, so the top tier is 1 in 15.
- Values roll uniformly inside the tier's range, as whole numbers.

## Local weapon modifiers

On a weapon, affixes and unique modifiers with these stats change the weapon's own numbers instead of the character's, as in Path of Exile: [Added physical damage (min)](../../wiki/stats.md#addedphysmin), [Increased physical damage](../../wiki/stats.md#incphys), [Increased attack speed](../../wiki/stats.md#attackspeed), [Increased critical strike chance](../../wiki/stats.md#inccrit). Implicit modifiers are never local, and everything else on a weapon (elemental added damage, spell damage, critical multiplier) applies to the character.

## Equipment and inventory

A character wears eight items: a weapon, helmet, body armour, gloves, boots, an amulet and two rings. The inventory holds 60 more, one slot each for now. Everything is a 1×1 item; sizes may come later.

## Rare names

A rare item's name is one of 20 words followed by a word that depends on the slot, so rings get names like “Doom Band” and gloves “Blood Fist”.

| Slot | Second words |
| --- | --- |
| Weapon | Bite, Edge, Fang, Song, Reaver, Thirst, Razor, Spike, Wand, Branch |
| Helmet | Crown, Visage, Brow, Halo, Cowl, Dome, Horn, Veil |
| Body armour | Shell, Coat, Hide, Mantle, Carapace, Shelter, Ward, Pelt |
| Gloves | Grip, Fist, Hand, Clutch, Grasp, Claw, Talons, Knuckle |
| Boots | Stride, Track, Trail, Spur, Tread, Path, March, Step |
| Amulet | Charm, Beads, Locket, Heart, Collar, Talisman, Torc, Pendant |
| Ring | Band, Loop, Coil, Circle, Knot, Spiral, Whorl, Hoop |

First words: Doom, Grim, Ember, Storm, Blood, Dusk, Rune, Ash, Wrath, Gale, Bone, Soul, Dread, Hate, Viper, Cinder, Gloom, Pyre, Rime, Thunder
