Last Light of Eremor

Affixes and rarity

The magic an item rolls, how often each rarity drops, sockets, enchanting and what gear asks of its wearer.

Rarity

An item rolls Common 0, Uncommon 1, Rare 2, Epic 3, Legendary 4 affixes. A dropped item's rarity is rolled at the tier of the land, never below its own:

LandCommonUncommonRareEpicLegendary
Tier 180%17%3%0%0%
Tier 268%24%7%1%0%
Tier 356%28%12%3.5%0.5%
Tier 445%30%17%6.5%1.5%
Tier 536%31%21%9.5%2.5%
Tier 628%31%24%13%4%

The two artifacts are shown as Mythic.

Affixes

Each affix rolls between its range at item level 1, both ends rising with every level above. An item never rolls two of one number.

AffixGivesAt level 1A levelWeightSlots
MightyStrength1 to 2+150Any
NimbleDexterity1 to 2+150Any
HaleConstitution1 to 2+150Any
CleverIntelligence1 to 2+150Any
WiseWisdom1 to 2+150Any
GraciousCharisma1 to 2+125Any
SharpDamage1 to 3+1100Main hand
SwiftAttack speed2 to 4+170Main hand, Hands, Ring
SturdyArmour1 to 2+1100Off hand, Head, Body, Hands, Feet, Shoulders, Legs
VitalHealth4 to 10+490Off hand, Head, Body, Shoulders, Legs, Neck
DeadlyCritical strike rating6 to 15+360Main hand, Hands, Ring, Neck
TrueAccuracy rating6 to 15+360Main hand, Hands, Head, Ring
EvasiveEvasion rating6 to 15+360Body, Shoulders, Legs, Feet, Ring
HastyHaste (shorter cooldowns)2 to 4+135Head, Neck, Ring
ArcaneMana4 to 10+435Head, Body, Neck, Ring
FlowingMana regeneration5 to 12+330Body, Neck, Ring
MendingHealth regeneration5 to 12+345Body, Feet, Neck, Ring
StalwartMight resistance6 to 15+330Off hand, Body, Legs, Neck
QuickReflexes resistance6 to 15+330Off hand, Feet, Legs, Ring
EnduringEndurance resistance6 to 15+330Body, Shoulders, Neck
LucidWits resistance6 to 15+330Head, Neck, Ring
SteadfastResolve resistance6 to 15+330Head, Off hand, Neck
ProudPresence resistance6 to 15+330Head, Neck, Ring
WarmKept off the cold1 to 3+130Head, Body, Hands, Feet, Shoulders, Legs
AiryKept off the heat1 to 3+130Head, Body, Hands, Feet, Shoulders, Legs

What gear asks

No gear has a level requirement. Every piece but the starting kit names the attribute it needs most and a second one. The first needs 8 + 2 for each tier of the land it dropped in, plus 0 for common, 1 for uncommon, 2 for rare, 10 for epic, 20 for legendary; the second needs 75% of that. Only the hero's own attributes count, never what its gear adds.

Sockets

A dropped Rare piece has 0 to 1 sockets, an Epic 1 to 2, a Legendary 2; crafted gear has its recipe's. Gems are cut at the workbench and set at the anvil; a gem gives by the kind of piece it sits in, a rune changes its wearer's abilities. Taking one out whole costs 25 gold; breaking it out is free and destroys it.

  • Ruby: weapon +3 damage; armour +15 health; jewellery +1 Strength
  • Sapphire: weapon +10% mana regeneration; armour +15 mana; jewellery +1 Intelligence
  • Emerald: weapon +8 accuracy rating; armour +8 evasion rating; jewellery +1 Dexterity
  • Topaz: weapon +8 critical strike rating; armour +3 armour; jewellery +1 Constitution
  • Rune of Fury: Abilities deal 10% more damage
  • Rune of the Arc: Sweeping abilities reach 20° wider
  • Rune of Binding: Stuns last 0.5 s longer
  • Rune of Fervour: Buffs last 2 s longer
  • Rune of Haste: Ability cooldowns 10% shorter
  • Rune of Thrift: Abilities cost 20% less mana

Enchanting

At the anvil, a piece of gear rises one level at a time, to +5: every positive number it has, its affixes' too, grows by the level's percent. A failure costs the materials and never harms the piece.

LevelChanceNumbersGoldMaterialsEnchanting
+195%+10%5 goldIron Ingot ×23
+285%+20%10 goldSteel Ingot ×27
+370%+30%25 goldSteel Ingot ×2 Ember Shard11
+455%+45%50 goldEmber Shard Moonsilver15
+540%+60%100 goldMoonsilver Heartstone19