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Embershroud is in development. Numbers on this wiki are preliminary and will change during the playtest.

Items & Affixes

Your gear, affixes and crafting projects carry most of your build’s power. Your Battle Plan decides how that power gets used.

An item you do not equip can be salvaged for Ore and Echoes.

Your character equips 10 pieces:

SlotIdentity
HelmHP, resistances, defensive utility
AmuletOffensive utility, resource, cooldown
ChestPrimary defence - the largest defensive budget
GlovesAttack speed, crit, action-oriented stats
BeltHP, recovery, Potion synergy
BootsMovement speed
Ring 1 & Ring 2Flexible - elemental, crit, resist
Main HandPrimary offence - the largest offensive budget
Off-HandClass-specific: Shield (Vanguard), Quiver (Hunter), Tome (Arcanist)
FamilyHandsMade forCharacter
Sword1HVanguardFast, balanced physical
Axe1HVanguardHard-hitting per strike, crit-focused
Bow2H, with a QuiverHunterRanged projectile
Wand1HArcanistFast spell catalyst
Staff2HAny (Arcanist-leaning)Slow, high spell power, no off-hand

Hunter and Arcanist are not yet available. Their weapons are listed here so the full roster is in one place.

Every weapon family has a built-in implicit bonus tied to the weapon type rather than to a random affix line - Swords grant Attack Speed, Axes grant Critical Strike Chance, Bows grant Projectile Speed. The implicit’s value rolls within a fixed range for that weapon type.

Staff is the two-handed weapon that leaves no off-hand: higher power, nothing in the other hand. The Bow is also two-handed, but takes a Quiver in the off-hand.

FamilyGrantsPrimary class
PlateArmorVanguard
LeatherEvasionHunter
SilkBarrierArcanist

Each family’s defensive stat scales with item level. Wearing a family does not grant that class’s exclusive mechanic - see Classes.

The closed alpha uses four tiers, counted by affix lines:

RarityAffix lines
Common0
Magic1-2
Rare3
Epic4

Five Legendaries use 3-4 or 4-5 random lines plus a fixed package, drawn from their own pool.

Legendaries are rare drops from elites and bosses. They are not fixed to one level - each drops at the item level of the content you are farming, so a Legendary found later is as relevant as one found early.

Affixes split into Prefixes and Suffixes, spread across offence, defence, recovery and a few farming utilities.

  • T1-T4 can drop and can be improved through crafting
  • T5 is drop-only, from high-end sources

One family can carry target-specific values while remaining a single family for salvage, crafting and Appraisal. All Resistances appears only on Amulets, Rings and Shields, and its four values together are weaker than one matching single-resistance roll.

Every offensive line states whether it creates damage or scales damage that already exists:

LineWhat it does
Adds 8-12 Fire Damage to AttacksCreates a Fire component on your attacks
30% increased Fire DamageScales Fire damage you already deal
Adds 5-9 Fire Damage to this WeaponLocal - changes only that weapon
more DamageRare, and multiplies separately

A line that currently has nothing to scale will tell you so on the item.

A hit can be part Physical and part Fire. Each component is mitigated separately - Armor against Physical, the matching resistance against each element - but it remains one hit, with one critical strike roll and one on-hit trigger. Detail on Combat Basics.

Tags mostly describe behaviour rather than scaling damage. The closed alpha ships Attack Damage as its damage-scaling family. Fire and Cold Damage scale matching components only.

Every item has finite Integrity - its crafting budget. Adding or upgrading an affix spends it, and when it is gone, the item is finished.

An item’s Integrity is set when it drops. It starts around 40 + (item level × 1.2), with some random variance, and Epic and Legendary items get more. Higher-level items support more crafting.

Some Rare or better items drop with one of their affixes marked Oathbound.

Oathbound is not an extra affix. It is one of the item’s normal affix lines, always T3 or higher, permanently locked in place. Crafting can never change, upgrade or remove it, so an Oathbound line is a fixed point to build the rest of the item around.

Any monster can drop an Oathbound item, but elites drop them more often and bosses most often.

There is no Magic Find stat and no way to increase drop volume through gear.

Drop quality is driven by content difficulty - harder zones, deeper floors and higher-tier content produce better loot.

A small Fortune bonus to rare-or-better drop chance, earned through Valor, is not yet available.

  • Crafting - turning drops you do not want into the ones you do
  • Combat Basics - how affix damage resolves
  • Items - the per-item reference pages