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Items and Loot

Every item has a level (iLvl), a base with a fixed stat (the implicit), a rarity and an Item Power (IP): the big number that sums it all up and settles every comparison.

Helm · Chest · Shoulders · Bracers · Belt · Pants · Boots · Cloak · Amulet · Ring 1 · Ring 2 · Weapon · Off-hand (a shield with Axe and Shield, a second sword with Dual Swords, empty with the Greatsword).

The base sets the item’s type and its implicit: a fixed stat that doesn’t count as an affix and never changes, not even when reforging. Armor comes in three lines, Leather, Chainmail and Plate, and the best weapons and shields only drop from a certain item level onward.

Slot Implicit
Axe (one-handed) base damage
Sword (one-handed) base damage and +critical
Greatsword (two-handed) high base damage and +area damage
Shield block and armor
Off-hand sword (Seax, Hedeby Sword…) damage and +critical
Helm, Chest, Shoulders, Bracers, Pants armor
Belt armor and +life
Boots armor and movement speed
Cloak armor and resistance to one element
Amulet (Talisman, Thor’s Hammer, Valknut) +all primary attributes
Ring (Iron, Runic, Gold) +critical or +resource

The full list of bases is in the Item catalog.

  • An item’s iLvl (1–60) is the level of the monster that dropped it; from a chest, it is the zone’s level + 1.
  • iLvl sets the base numbers (damage, armor) and the best affix tier that can roll.
  • Required level = iLvl − 4 (Legendary and Set: iLvl − 2). If it’s above your level, you can’t equip the item, and the tooltip shows the requirement in red.

IP is shown in large type at the top of the tooltip and is the basis of every comparison. It adds up the item level (×10), a bonus for rarity, masterwork levels and Greater Affixes ★.

Rarity IP bonus
Magic +25
Rare +50
Epic +80
Legendary / Set +100
Each masterwork level +5
Each ★ affix +15

Auto-equip compares IP first and, in case of a tie, the affixes.

Frame Rarity Affixes Extra
Common 0 implicit only
Magic 1–2 —
Rare 3–4 —
Epic 5 one affix guaranteed at the iLvl’s highest tier
Legendary 4 + Aspect the Legendary power changes a skill or tactic
Set 4 + set bonus bonuses at 2, 4 and 6 pieces
Ancestral as its base rarity Expeditions only; counts as iLvl 65 and has at least one ★

The odds of each rarity by difficulty and by target (regular enemy, champion, boss) are in Difficulties and Loot. From Normal to Ragnarök, the share of Rare and better grows considerably, and elites and bosses have far higher odds.

Magic Find (from affixes, tree nodes and gems) raises the weights of Magic and better.

Tooltip of a Legendary Iron Shield with an Item Power of 615, affixes with their ranges, a Greater Affix, the Aspect in orange, an empty socket and the comparison with the equipped shield.
Tooltip of a Legendary shield compared with the equipped Magic shield.
  • The name in the rarity’s color, over a textured banner; slot type, iLvl and IP front and center.
  • The implicit set apart by a line; affixes with their tier range [min–max] and a golden ★ on Greater Affixes.
  • Sockets drawn with the gem or rune inside; the Aspect in orange italics; set bonuses in green (active) or dimmed (inactive).
  • Comparison with the equipped item: green and red arrows for each stat and for IP.

Every item drops with a beam of light in its rarity’s color; each ★ adds a pulsing star; Ancestrals get a double red-and-gold beam; gems and runes give off a small glow. Each rarity has its own sound (for Legendaries, a raven and a bell). Loot the hero can’t reach within 6 seconds flies to him.

In the inventory you can: automatically salvage Common and Magic items, sell anything below a given iLvl, always keep gems and runes, and show only Rare+ on the ground. Items marked as favorites (padlock) are never sold or salvaged in bulk.