Items & Economy
Items drop at five rarity tiers. Higher rarity items are rarer but have more properties and greater power:
Last updated: October 13, 2026
Item Rarity System
Items drop at five rarity tiers. Higher rarity items are rarer but have more properties and greater power:
| Rarity | Approximate Drop Rate | Properties |
|---|---|---|
| Normal | ~74% | Base stats only |
| Magic | ~20% | 2 extra properties (+ base if present) |
| Rare | ~5% | 4 extra properties (+ base if present) |
| Legendary | ~1% | 8 extra properties (+ base if present) |
| Boss | Special — guaranteed drops only | Pre-configured guaranteed drop from specific boss enemies |
| Unique | <0.1% | Pre-defined special stats |
Loot quality multipliers: Zone modifiers and endgame scaling can multiply all rarity chances. At endgame with full modifier stacks (500%+), rare and legendary drops become significantly more common, making the crafting system viable.
34 Item Properties
Items can roll the following properties. Higher-rarity items can have more properties stacked together.
Offensive
Accuracy, Physical Damage, Fire Damage, Ice Damage, Lightning Damage, Poison Damage, Chaos Damage, Critical Chance, Critical Damage, Armor Penetration
Defensive
Armor, Evasion Rating, Block, Magic Block, Fire Resistance, Ice Resistance, Lightning Resistance, Poison Resistance, Chaos Resistance, Hit Point Boost
Stats
Strength, Agility, Intelligence
Utility
Movement Speed, Sight Distance, Gold Find, Magic Item Find
Potions
Health Potion, Health Potion Extra Charges, Health Potion Heal Amount
Equipment Slots (19 Total)
Characters have 19 equipment slots across five categories:
Weapons (2)
| Slot | Purpose |
|---|---|
| Main Hand | Primary weapon |
| Off Hand | Shield, focus, or second weapon |
Armor & Accessories (8)
| Slot | Purpose |
|---|---|
| Body Armor | Chest piece |
| Helmet | Head slot |
| Gloves | Hand slot |
| Boots | Feet slot |
| Belt | Waist slot |
| Amulet | Neck slot |
| Defense Ring | Defensive ring |
| Attack Ring | Offensive ring |
Skill Gems (5)
| Slot | Trigger |
|---|---|
| Attack Skill Gem | Every 6 attacks |
| Defense Skill Gem | Passive defense ability |
| Utility Skill Gem | Utility effect |
| Area of Effect Skill Gem | Every 10 attacks |
| Magic Skill Gem | Every 13 attacks |
Potions & Exploration (3)
| Slot | Purpose |
|---|---|
| Health Potion | Active healing potion |
| Resource Potion | Secondary potion slot |
| Exploration Skill Gem | Exploration bonuses (trap detection, movement, etc.) |
Special (1)
| Slot | Purpose |
|---|---|
| Trophy Fragment | Temporary slot for boss trophy fragments before consuming |
Equipping Items
Open your inventory, then equip an item one of two ways:
- Equip by name — say
equip <item name>(for exampleequip helmet of ruin). The named item is found in your pack and equipped, even if it is not the item currently shown. Partial names work, soequip body armormatchesBody Armor of the Forsaken. - Equip the shown item — say
equipon its own to equip whatever item is currently selected. Usenextandpreviousto move the selection first.
Equipping an item already worn in that slot swaps the two: the old item returns to your pack. Because the item you equip leaves the pack as the old one returns, a same-size swap is a net-zero exchange and always succeeds even when the pack is full. A swap is refused only when the unequipped item needs MORE pack slots than the item you are equipping frees (a larger item replacing a smaller one with no free space); in that case the equip is a no-op that keeps you in the inventory menu and you are pointed at the stash, drop, or salvage to make room.
Gear helpers: fill empty slots, equip random gear, undo gear
Three free commands put on what you carry, and each runs only when you say it:
- Fill empty slots — say
fill empty slotsto wear the best item in your pack in each empty gear slot. A slot you already wear something in is never touched. - Equip random gear — say
equip random gearto put a random item from your pack into each gear slot one fits. You hear what went on and what it replaced. - Undo gear — say
undo gearright after to put the previous set back. An item you sold, salvaged or dropped since stays gone.
Wearing the best gear you find on every pickup is the Blood Emerald upgrade Auto Equip Best Gear. When you pick up or buy an item that beats what you wear, you hear one short line naming it and the command that wears it: fill empty slots for an empty slot, or opening your inventory and saying equip with its name. Each item is named once, and nothing is equipped until you say so. The starter zone hint teaches these commands to a new player.
Loot Drops from Enemies
Item Drops
How many times the game rolls to drop an item depends on enemy rarity:
| Enemy Rarity | Drop Attempts |
|---|---|
| Normal / Magic | 1 roll |
| Rare / Legendary | 2 independent rolls |
| Unique | 3 independent rolls |
| Boss | No random rolls — guaranteed drops only |
Boss enemies skip random item rolls entirely. They only drop pre-configured items via their guaranteedSlotDrop field. Your Magic Find stat improves the chance of each roll producing an item for non-Boss enemies.
Where Dropped Loot Lands
Enemy item drops — random gear, guaranteed boss-slot drops, and trophy fragments — land on the square where the enemy died (the corpse square), not under you. A kill made from a distance (auto-attack, an area effect, or a quick-travel move that carries you several squares past the kill) therefore leaves the loot behind you; you step back onto the kill site to pick it up. The drop readout names the location so this is never a surprise: "The enemy dropped a {item} where it fell." Scan to find loot left behind — line of sight reports "You see items to the {direction}".
Currency (gold, soul shards, runes, potion essence) is the deliberate opposite: it is credited to your current square and swept into your balance automatically the same turn, so a remote kill never strands currency. That is why currency reads "plink to the ground" — collected at your feet — while items read "where it fell" — waiting on the corpse square.
Gold Drops
Higher-rarity enemies drop more gold:
| Rarity | Gold Multiplier |
|---|---|
| Normal / Magic | ×1 |
| Rare | ×2 |
| Legendary | ×3 |
| Unique | ×4 |
| Boss | ×5 |
Your Gold Find stat and subscriber status (+25%) increase the amount.
Rewards scale by enemy rarity and level, not by the difficulty-config tuning knob. Gold, XP, soul shards, runes, and potion essence are all a function of the enemy's enemyRarity and level (see ). The EnemyDifficultyConfig balance system (darkness_falls.enemy_difficulty_config) adjusts only an enemy's HP, damage, armor, and primary stats to tune challenge — it does NOT raise the reward an enemy yields. So two enemies of the same rarity and level grant identical rewards even when a difficulty config has made one tankier or harder-hitting. This is the current, intentional behavior: the reward signal is rarity and level, and difficulty configs are a separate combat-tuning lever. If reward-scaling-by-difficulty is ever desired it is a deliberate balance/design decision (a new reward multiplier on the config), not a bug — design is silent on it today, so it has not been added.
Potion Essence Drops
| Enemy Rarity | Drop Chance | Amount |
|---|---|---|
| Normal / Magic | 15% | 1-2 |
| Rare / Legendary / Unique | 25% | 1-3 |
| Boss | 50% | 2-5 |
Soul Shard Drops
| Enemy Rarity | Drop Chance | Shard Types |
|---|---|---|
| Normal | 10% | Lesser only |
| Magic | 15% | Lesser only |
| Rare | 25% | Lesser + Royal |
| Legendary | 40% | Lesser + Royal + Sovereign |
| Unique | 50% | Lesser + Royal + Sovereign |
| Boss | 100% | All types |
Crafting Rune Drops (Rare+ enemies only)
Rune drops use a two-stage roll: a gate roll determines whether any rune drops at all, then conditional rolls inside determine which rune types.
Stage 1 — Gate Roll (chance to enter the rune drop phase):
| Enemy Rarity | Gate Chance |
|---|---|
| Rare | 5% |
| Legendary | 10% |
| Unique | 15% |
| Boss | 50% |
Stage 2 — Rune Types (conditional on gate passing):
| Rune Type | Rare | Legendary | Unique | Boss |
|---|---|---|---|---|
| Awakening | always 1 | always 1 | always 1 | 1–3 (always) |
| Empowering | — | 50% chance | 50% chance | 1 (always) |
| Transcendent | — | — | — | 25% chance |
Effective overall drop rates (gate × conditional):
| Rune Type | Rare | Legendary | Unique | Boss |
|---|---|---|---|---|
| Awakening | 5% | 10% | 15% | 50% |
| Empowering | — | 5% | 7.5% | 50% |
| Transcendent | — | — | — | 12.5% |
Crafting System
The Workbench in your hideout is where you craft, upgrade, salvage, and enchant items. You must physically walk to the workbench at coordinates (13,10) in the hideout — the menu appears when you're standing there.
Crafting Operations & Costs
| Operation | Gold Cost | Material Cost | Notes |
|---|---|---|---|
| Salvage | Free | — | Returns gold + materials |
| Craft Normal | 50 + L×5 | 2 lesser shards | Create new item |
| Craft Magic | 150 + L×10 | 5 lesser shards + 1 awakening rune | |
| Craft Rare | 400 + L×25 | 5 lesser + 3 royal shards + 1 empowering rune | |
| Craft Legendary | 1,000 + L×50 | 10 lesser + 5 royal + 2 sovereign shards + 1 transcendent rune | |
| Add Property (Magic) | 100 + L×10 | 3 lesser shards | Random property |
| Add Property (Rare) | 300 + L×20 | 2 royal shards | Random property |
| Add Property (Legendary) | 1,000 + L×50 | 1 sovereign shard | Random property |
| Empower | (50 + L×5) × empLevel² | Scales exponentially | Boost base stats |
| Enchant | 75-750 + L×(5-40) | Varies by rarity | Apply enchantment |
| Reforge | 100-600 + L×(8-30) | Varies by rarity | Re-roll properties |
L = item level. Empower costs scale quadratically with empower level.
Rarity Upgrade Costs
| Upgrade | Gold Cost | Rune Required |
|---|---|---|
| Normal → Magic | 50 + L×10 | 1 awakening rune |
| Magic → Rare | 200 + L×20 | 1 empowering rune |
| Rare → Legendary | 500 + L×50 | 1 transcendent rune |
Salvage Returns
| Item Rarity | Gold Return | Notes |
|---|---|---|
| Normal | (10 + L×5) × 1 | Base return |
| Magic | (10 + L×5) × 2 | Plus materials |
| Rare | (10 + L×5) × 4 | Plus materials |
| Legendary | (10 + L×5) × 8 | Plus materials |
Each property on the item adds extra gold (L×2 per property).
Augment Cap
An augment is a property you add to an item, at the workbench with gold and soul shards or with a
lesser, royal or sovereign soul shard. Each item takes a set number of augments for its rarity, on
top of what it rolled: a magic item takes 1, a rare item 2 and a legendary item 4. The numbers live
in AUGMENT_CAP_BY_RARITY in ; where this page and that constant
differ, the constant is right. After each augment you hear how many of the cap the item holds, and
at the cap you hear the cap and that it is reached, and no currency is taken. An item that already
carries more augments than its cap keeps every one of them and only refuses a new one.
A Rarity Change Renames The Item
Upgrading an item's rarity, at the workbench or with a rune, and crafting an item at a set rarity, rename it from the properties it carries, so its name always wears the prefix of the rarity it has: a rare item with Strength is a Berserker's item, a legendary item with fire damage is an Infernal one.
Examine Reads The Whole Item
Examining an item reads every property and every triggered power it carries, never only the first few. Properties are read grouped so a long item stays listenable: offense, then defense, then attributes, then anything else, each as one sentence, and two rolls of the same stat are read as their sum. Powers follow under Item Powers, and the readout ends with how many of its augment cap the item holds. is the definition.
Currency System
Primary Currencies
| Currency | How to Get | What It Buys |
|---|---|---|
| Gold | Enemy drops, item sales, salvage | Shops, crafting, paragon reset (10,000g) |
| Blood Emeralds | Real money purchase | Auction house, premium shop |
Crafting Currencies
| Currency | How to Get | Used For |
|---|---|---|
| Lesser Soul Shards | All enemies (10-50% chance) | Basic crafting, gambling shop |
| Royal Soul Shards | Rare+ enemies (25%+ chance) | Mid-tier crafting |
| Sovereign Soul Shards | Legendary+ enemies | Top-tier crafting |
| Potion Essence | All enemies (15-50% chance) | Recharge your health potion |
| Awakening Runes | Rare+ enemies (5-50% chance) | Normal → Magic upgrade |
| Empowering Runes | Legendary+ enemies (50%+) | Magic → Rare upgrade |
| Transcendent Runes | Boss enemies only (25%) | Rare → Legendary upgrade |
Blood Emeralds (Premium Currency)
Blood Emeralds are purchased with real money and used primarily for the auction house. They come in packs:
| Pack | Price | Blood Emeralds |
|---|---|---|
| Starter | $1 | 100 |
| Value | $3 | 315 |
| Popular | $5 | 550 |
| Best Value | $10 | 1,250 |
Refund policy: Each purchase has a 30-minute refund window, unless you've used the auction house after the purchase.
Status Currency Readout
The status command surfaces both currencies on consecutive lines:
Gold: N.— primary currency.Blood Emeralds: N.— premium currency.
Both are part of the status card so the player can verify balances with a single command and discover that blood emeralds are a live currency without having to enter a shop. Crafting currencies (soul shards, runes, potion essence) are surfaced via inventory rather than status to keep the status card concise; the status hint line names inventory for that purpose.
Drove from feedback 895 (Iron Wolf L8, HIDEOUT_ZONE): "enable to check blood emeralds if theyre even active yet".
Shop System
Four shop types serve different needs:
| Shop | Currency | Purpose |
|---|---|---|
| Basic Shop | Gold | Buy level-appropriate gear from NPC vendors |
| Gambling Shop ("Exotic Shop" in-game) | Lesser Soul Shards (100/roll) | Random item at your zone's level — much higher chance of rare+ items |
| Auction House | Blood Emeralds | Buy/sell items with other players |
| Cosmetic Shop | — | Defined but not yet implemented |
Gambling Shop
The gambling shop is the best soul shard sink in mid-game. For 100 lesser soul shards you get a random item at the current zone's level, with a dramatically increased chance of rare or legendary items:
| Rarity | Base Chance | Gambling Chance |
|---|---|---|
| Unique | 0.10% | 0.50% |
| Legendary | 0.90% | 4.50% |
| Rare | 5.00% | 25.00% |
| Magic | 6.50% | 32.50% |
| Normal | 87.50% | 37.50% |
About 1 in 4 gambling rolls produces a Rare or better item.
Three tables share the shop. The soul-shard table costs 100 lesser soul shards and uses the rarity table above. The blood emerald table costs 10 Blood Emeralds and guarantees a rare item or better. The subscriber table costs 25 Blood Emeralds and guarantees a legendary item. Only an active subscription can buy the subscriber table. A player who is not a subscriber, and a player whose subscription has lapsed, is refused by name and told the table comes with the subscription. The subscriber table continues the existing progression: soul shards buy a weighted roll, 10 Blood Emeralds buy a rare or better, 25 Blood Emeralds buy a legendary. Those two numbers are the design values for the owner to confirm.
Saying next slot or previous slot on a soul-shard slot keeps the soul-shard price and then names the subscriber table. An active subscriber hears that it costs 25 blood emeralds. Anyone else hears that it comes with the subscription.
The shop opens on the main hand slot. For an active subscriber the subscriber table is a real slot in that cycle, SUB_MAIN_HAND, after the health potion and before the main hand. Previous slot from the opened slot lands on it, and next slot from the health potion slot does too. On that slot the spoken price is 25 blood emeralds, and buy rolls the subscriber table, a guaranteed legendary, not the soul-shard table. A player without an active subscription never lands on a SUB_ slot.
The gambling shop is reachable in your hideout (the Exotic Shop / Lucky Shop). Alongside the gold basic shop and the Blood Emerald premium counter, the Exotic Shop is a hideout-wide facility: say "open lucky shop" (or "open exotic shop") anywhere in the hideout to spend lesser soul shards on a gamble for a random item of any equipment slot. This is the in-hideout place to spend the soul shards you earn from combat (drove from feedback 8609 — "a place where we could actually buy items within the hideout by spending some soul shots"). Because the hideout itself is level zero, a gambling roll there scales to your character level instead of the zone level, so the items are always level-relevant. The roll stays random, so the Exotic Shop never sells a targeted item — it complements loot-driven itemization rather than replacing it.
Auction House (Player Trading)
The auction house lets players buy and sell items using Blood Emeralds:
- Listing: At the auction house square (or the auction tab), say open inventory, scan to the item, then say sell (or sell
- ) to list it. The auction-house square copy advertises BOTH buying (open auction house) and selling (open inventory then sell) so the sell path is discoverable. The DARKNESS_FALLS sell / sell item / list for auction one-shot rows route to SHOP_SELL (.sellItemToShop); before they existed a spoken sell fell through to a cross-context reject and players reported no way to sell. Listed items move to your Auction Tab; set your price (minimum 10 BE). At the auction-house square a move or list command such as put in auction also lists the scanned inventory item, because INVENTORY to AUCTION_HOUSE is in BOTH ALLOWED_SALES and ALLOWED_MOVES () so the move and list path is no longer rejected with cannot move that item here, matching the sell path (feedback 8997/8998; regression scenario_test 2191)
- Buying: Browse all active listings, filter by price range
- Commission: The auction house takes a 20% cut on sales of 5+ BE (destroyed, not awarded to anyone)
- Price adjustments: Sellers can raise or lower their price by 10% increments
- Self-purchase: Blocked — you can't buy your own listings
Economy note: Blood Emeralds are a closed loop with a burn. Every sale destroys 20%, so the total supply slowly shrinks. New supply only enters through purchases.
Examine and Compare in Shops
When a player browses a shop (basic shop, gambling shop, auction house), the standard inventory voice commands work against the shop stock:
examinereads out the full stat block of the currently scanned shop item: name, level, rarity, slot, properties.compare(orcompare to equipped) reads out the player's currently equipped item in the same slot, then the shop item, so the player can hear the delta before spending gold or blood emeralds.
This uses the same readOutItemDetails and compareItemDetails paths that power inventory examine/compare — shop scan types are added to the same allowlist. Shop entry copy on each shop square advertises both commands.
Drove from feedback 863 and 864 (Iron Wolf L8, HIDEOUT_ZONE): "is there a way to examine and compare items in shops to what you have equipped".
The Blood Emerald shop is the exception: it renders a fixed enum catalog (BloodEmeraldConsumable) with no per-square item scan, so examine there has no scanned item to read out. Instead of the generic "you can only examine items from your inventory, equipment, shop, auction house, or stash" reject — which wrongly implies the player is not in a shop — the Blood Emerald shop answers examine with catalog guidance ("lists each consumable with its price and effect. Say buy and the item name to purchase one, or say repeat to hear the list again"). Drove from feedback 9092 (L12): the Blood Emerald shop "doesnt like to talk to me and messes the game up" — normal commands like examine returned a reject that read as the shop refusing to respond.
Resource Potion Restoration
Equipping a resource potion in the RESOURCE_POTION slot lets a class with a resource pool (Mana, Stamina, Energy) restore points mid-combat. Each charge restores 50% of the player's current maxResource, clamped to maxResource. Charges deplete one per drink and refill on hideout return like health potions. Like the health potion, the resource potion is gated on currentResource < maxResource — drinking while already at max is rejected. Implemented in resource-potion path.
Hideout Zone Magic String
The hideout zone is referenced in code by the literal zoneRef HIDEOUT_ZONE. Several systems gate behavior on this magic string (crafting workbench check, movement-rate override, exploration bonus skip, party teleport restriction). Treat it as a stable contract — renaming the zoneRef requires coordinated updates across every gate site.
Economy Flow Summary
Gold Economy (Circular)
Combat drops + Item Sales + Salvage → GOLD → Shop Purchases
→ Crafting Costs
→ Paragon Reset (10,000g)
→ Rarity Upgrades
Soul Shard Economy (Vertical)
Combat drops → Lesser Shards → Basic crafting + Gambling Shop (100/roll)
Royal Shards → Mid-tier crafting
Sovereign Shards → Top-tier crafting
Blood Emerald Economy (Premium)
Real Money Purchase → Blood Emeralds → Auction House (buy from players)
→ Premium Shop
Auction Sales ───────────────────────────────────────── (minus 20% commission burned)
Item Storage
| Location | Capacity | Purpose |
|---|---|---|
| Inventory | 20 slots base, upgradeable to 40 | Active items, equipped gear. +5 for subscribers; +5 per purchased backpack tier |
| Auction Tab | Variable | Items listed for sale |
| Stash | Shared across characters | Long-term storage |
| Ground (dungeon zones only) | Zone-local | Temporary drops |
Drop restrictions: Cannot drop items in starter zones, the world hub, or the hideout. Cannot drop during combat.
Trophy Fragment System
Trophy fragments are rare items dropped only by specific bosses. When you consume a fragment, you permanently unlock a trophy at the account level. Standard characters receive its mechanical benefit; Current Season characters retain the collection and display without the bonus.
Boss Trophies
| Boss | Level | Trophy | Bonus 1 | Bonus 2 |
|---|---|---|---|---|
| Fire Lord | 4 | Fire Lord Trophy | +15 Fire Resistance | +10 Fire Damage |
| Frost Queen | 8 | Frost Queen Trophy | +15 Ice Resistance | +10 Ice Damage |
| Storm Giant | 99 | Storm Giant Trophy | +15 Lightning Resistance | +10 Lightning Damage |
| Rage Demon | 100 | Rage Demon Trophy | +10 Strength | +15 Critical Damage |
| Death Knight | 102 | Death Knight Trophy | +20 Poison Resistance | +25 Armor |
| Fallen Paladin | 106 | Fallen Paladin Trophy | +50 HP Boost | +20 Armor |
| Chaos Lord | 115 | Chaos Lord Trophy | +20 Chaos Resistance | +15 Chaos Damage |
| Shadow Assassin | 120 | Shadow Assassin Trophy | +10 Agility | +5 Critical Chance |
| Archmage | 130 | Archmage Trophy | +10 Intelligence | +10 Magic Item Find |
| Dragon | 131 | Dragon Hoard Trophy | +20 Gold Find | +15 Magic Item Find |
Note: Boss names and trophy bonuses match
DarknessFallsCosmeticsTrophiesenum. See trophy-room.md for full trophy room design.
How Trophy Fragments Work
- Defeat a boss → a Trophy Fragment drops to the ground
- Pick it up → it goes into your inventory (slot: Trophy Fragment)
- Say "consume" or "use fragment" → the fragment is permanently used
- Visit your Trophy Room to activate the trophy and gain its bonuses
Already own it? If you defeat a boss whose trophy you already own, the fragment won't drop — you get a message instead.
Trophy Equip System
- Trophies are account-wide collections; mechanical bonuses follow the season eligibility rule
- Max active trophy slots:
level ÷ 10(minimum 1) — Level 50 = 5 slots, Level 100 = 10 slots - Activate and deactivate trophies in your Trophy Room