Rarities
Why some loot glows, and why you should care.
Every item that drops has a rarity. It shows as the colour of its name on the ground and the tint of its card, so you can tell the treasure from the laundry before you bend down. Higher rarities carry more affixes: the lines of bonuses that make one Rusty Sword better than another Rusty Sword.
Affixes come in two flavours, prefixes and suffixes, and each rarity caps how many of each an item may hold. You do not need to remember this. Your crafting materials do, and they will complain.
The four rarities
| Rarity | Affixes | Prefixes / suffixes |
|---|---|---|
| Normal | 0 | – |
| Magic | 1–2 | 1 / 1 |
| Rare | 3–6 | 3 / 3 |
| Relic | fixed | – |
- Normal items have only their base's built-in bonus. Honest, plain, a little sad.
- Magic items have one or two bonuses. A good start to craft on.
- Rare items get a random name of their own. Most of your gear, most of the time.
- Relics are named items with fixed bonuses that can bend the rules. See every relic.
Reading a card
The higher the rarity, the more the whole card leans into its colour, so you read the tier before the name. Every affix line also shows its tier: T1 is the best roll there is, and the best tiers only appear on items of a high enough item level.
How rare is rare?
Normal items are everywhere, magic ones are common, rares turn up often enough to keep you hopeful, and relics are rare. Stronger monsters drop more, and better.