Loot & Rarities
Normal, magic, rare and unique gear, item level, identifying, magic find, and what to do with every drop.
Every drop could be the one
Loot in Ashenvale is random, and that's the fun of it. Two swords with the same name can be worlds apart: one a plain blade, the other rolled with exactly the properties a player across the world is hunting for. Every drop is a small lottery ticket, and the Price Check tells you whether you've won.
Rarities
Gear comes in four rarities. You can tell them apart at a glance by the colour of their name and the beam of light they drop with:
| Rarity | Colour | What it has |
|---|---|---|
| Normal | White | Just the base item: its damage or armour, nothing more. |
| Magic | Blue | One or two random properties. Named after them, like Cruel Iron Sword of Haste. |
| Rare | Yellow | Several random properties and a generated name, like Grim Fang or Ember Stride. Drops unidentified. |
| Unique | Gold | A hand-made legendary item with its own name, fixed properties that roll within a range, and often a special effect. Drops unidentified. |
Most drops are normal, a good share are magic, a few are rare, and uniques are, well, rare. See Uniques.
What an item is made of
Every piece of gear has:
- A base: the kind of item it is, like an
Iron Sword or a
Leather Boots. The base decides its slot, its built-in stats (damage for weapons, armour for armour), and its requirement to wear. - A rarity, as above.
- An item level: how strong the monster that dropped it was. A higher item level lets its properties roll bigger numbers. See Affixes & Roll Ranges.
- Its properties, rolled at random within ranges.
Slots
You wear gear in ten places: a weapon, an off-hand (shield), helm, body, gloves, boots, an amulet and two rings. Two-handed weapons, like bows and most staffs, take the off-hand too. Three more slots hold your gathering tools: a pickaxe, an axe and a fishing rod (see Gathering Tools).
Requirements
Better weapons need a level in their combat skill (a Steel Longsword needs Melee, a Maple Longbow needs Ranged), and heavier armour needs Defence. Leather armour and all jewellery can be worn by anyone.
Where loot comes from
- Monsters. Ordinary monsters now and then drop something; pack leaders drop much more often, and champions drop extra items with better rarities.
- Bosses always drop 2 rare items, each of which can instead be one of the boss's own uniques, and often one more of their uniques on top.
- Treasure chests in the Ashen Depths and lairs spill several items at once.
- Crafting. Smithing and Crafting make gear that can come out magic. Crafted jewellery is always magic.
- Merchants sell magic gear for gold (never ores, bars, logs, fish or gems).
- Other players, on the Grand Market.
A head start for new heroes
A brand-new hero finds gear much faster than a veteran. Your first gear drop is always at least magic, and while your best combat skill is level 3 or lower, ordinary monsters drop gear 3× as often, with 50% of the plain pieces turning out magic instead (and the odd magic one rare). The head start fades as you level and is gone at level 9, by which time the Ashen Depths are paying out plenty on their own. It only ever changes your own loot.
Drop tables
Loot isn't a lucky dip from one big pile. Every monster has its own drop table, and what you find tells you what you fought:
- Its own table. Most monsters carry signature gear: a base that nothing else drops, like the
Trollhide Jerkin from Mire Trolls or the
Blackened Greathelm from Cinder Knights. Signature gear rolls normal, magic or rare with the same random properties as any other drop. Many monsters also carry a unique of their own, a rune, and a material or two (Hollow Miners still have ore in their pockets). Some carry gathering tools as well. - Its family's table. Kin share some drops wherever they live: any wolf can drop
Emberstride, any troll
Thunderclap. - Its region's table. Anything in a region can drop that region's finds.
- The Anything table. Behind it all, every monster can drop gold, bones, potions, scrolls, crafting orbs, random gear for its level and, very rarely (1/3,000), any world unique.
Every monster's wiki page lists its full drop table with exact chances, like "1/40" or "12%". Pack leaders and champions roll the same tables with much better odds (usually 3× and 10×, shown in their own columns on the page), and bosses drop only their own uniques. Magic find makes gear rarer; it doesn't change these chances.
No matches.
A monster's level decides what can drop from it. Low-level monsters drop low-tier bases. Tougher monsters mostly drop gear suited to their level, with the occasional low-tier piece.
Your loot is yours
Everyone gets their own loot. When a monster dies, each hero nearby rolls their own drops, and only you can pick up yours. You'll never have to race a friend to an item.
In a party, you can still share: magic, rare or unique gear you pick up while your party is with you can be passed to one of them for 10 minutes. Right-click or hold it in your bag and choose Pass to… that hero.
Picking things up
- Gold and materials fly into your pouch on their own when you walk near them.
- Gear shows its name on the ground in its rarity colour, followed by what a merchant pays for it. Tap or click the name to pick it up. With Auto-loot on, your hero grabs gear they walk over, and nearby gear when no enemies are close.
- Your gear bag has a limited number of slots, so bank or sell what you don't need. Materials never take up bag space.
- The loot filter hides the gear you don't want (by rarity, slot, tier or item level), highlights what you hunt, and auto-loot only picks up what it shows. See Loot Filter & Auto-loot.
When you pick up something better than what you wear, an UPGRADE tag appears on it in your bag, and a card pops up to equip it in one tap.
Identifying
Rares and uniques drop unidentified. You can see their base, but their properties are hidden, and you can't wear them until you know what they are.
Read an
Identify Scroll to reveal one. Scrolls drop from monsters and chests, bosses drop two every time, and every town has a merchant who sells them. Unidentified gear can't be Price Checked or listed on the Grand Market, so identify it first. Keep a stack on you: the moment a gold name turns into something good is one of the best in the game.
Got a pile of them? Identify all (the button at the bottom of your bag, or the first row of the bag's Sell… menu) reads one scroll per unidentified item in your bag, anywhere in the world, until you run out. It tells you how many it identified and how many are still waiting for a scroll.
In your bag, slot frames stay neutral: a small gem in the corner of each slot shows its rarity (blue magic, yellow rare, gold unique), uniques also glow softly, and the item's name is coloured in its tooltip.
Magic find and gold find
- Magic Find raises your chance that a drop is magic, rare or unique. It has diminishing returns: the first points are worth the most. It comes from gear, some pets, shrine boons, and the Ashen Depths themselves (the deeper you go, the more you get).
- Gold Find increases the gold that drops for you.
What to do with a drop
- Better than what you wear? Equip it.
- Magic, rare or unique, but not for you? Price Check it. If it's worth something, list it on the Grand Market. Someone else may be looking for exactly that roll.
- Worth keeping for later, or for another style you train? Put it in the bank.
- Almost right? Consider a crafting orb.
- Plain junk? Sell it to a merchant (see below).
Selling to merchants
Stand near any merchant (or anywhere in Emberfall) and:
- One item: right-click it in your bag on a computer, or press and hold it on a phone, and choose Sell to merchant. The menu shows what the merchant pays.
- Many at once: press Sell… at the bottom of your bag (or use the Sell buttons in a merchant's shop) and pick Normals, Up to magic, Up to rare or Non-upgrades (gear that isn't better than what you wear). Each shows how many items and how much gold before you confirm, and you press again to confirm.
- Bulk selling never takes locked, unidentified or unique items.
Locking items
Right-click or hold an item and choose Lock (keep) to mark it as a keeper. A small lock shows on its slot, and until you Unlock it the item can't be sold to a merchant, discarded or listed on the Grand Market, so it never goes by accident. The lock stays on the item in your bag, your bank and while you wear it.
Auto-sell
The last row of the Sell… menu (and the button in a merchant's shop) switches auto-sell between off, normal and magic & lower. While it's on, gear of that rarity or lower is turned into its merchant price the moment you pick it up, wherever you are, so it never fills your bag. Unidentified, rare and unique items are never auto-sold. Your choice is saved with your hero.