Loot System
Wyrdwood uses a fully custom random loot system. Items are generated procedurally when enemies die, with quality scaling based on the enemy's level tier.
Item Quality Tiers
Items are color-coded by quality. Higher tiers have more affixes.
| Color | Name | Affixes |
|---|---|---|
| White | Common | 1 |
| Green | Enhanced | 2 |
| Blue | Magic | 3 |
| Purple | Rare | 4 |
| Light Purple | Mythic | 5 |
| Yellow | Epic | 6 |
| Orange | Titanic | 7 |
| Red | Legendary | 8 |
Special drops:
- Set pieces — part of a gear set. Ability and stat set pieces keep their quality color; class set pieces are lime green. See Gear Sets.
- Pink — Unique, one-of-a-kind named items (in development).
Loot Beams
High-tier and special drops spawn a visible beam of light at the drop location so they aren't missed. Special drops take priority over the tier beam.
| Drop | Beam |
|---|---|
| Unique | Pink beam |
| Class set piece | Green beam |
| Set piece | Blue beam |
| Epic | Yellow beam |
| Titanic | Orange beam |
| Legendary | Red beam |
When a pile contains several of these, the beam shown is the highest priority present: Unique → Class set → Set → tier. Set and unique pieces show their beam at any tier.
Socketed Items
Socketed items that have one or more open gem slots that can be filled with bonus properties will have a number within parenthesis at the end of the name. See Gem Socketing for details.
Drop Sources
- Random enemies: Drop loot appropriate to the area's level tier.
- Champion creatures: Higher-quality drops with increased rolls.
- Chests: Guaranteed loot with higher socket chances; no worn or broken items from chests.
In high-level areas the bottom of the quality range drops out entirely: past roughly level 30, White, Green, and Blue items stop dropping altogether. Those rolls aren't lost — they become Purple and Light Purple instead, so you find just as many items in endgame zones as anywhere else, and every one of them is Purple or above. The odds of Yellow, Orange, and Red are unaffected: a high-level zone doesn't make the top of the range any more or less likely, it only raises the bottom.
Chest Spawns
Some areas have semi-randomly placed chests which also reset location daily. Type of chest can increase the value of what's inside. Also a low percentage chance of the chest being locked. Locked chests can be lockpicked, the DC varies based on rarity of chest, Chests automatically relock after 20 minutes.
Item Types
The loot system generates armor, shields, weapons, staves, helms, amulets, rings, boots, bracers, belts, and cloaks. Properties rolled include ability bonuses (STR, DEX, CON, INT, WIS, CHA), AC bonus, damage resistance, damage immunity, regeneration, freedom of movement, haste, true seeing, and more.
Keen — which widens a weapon's critical threat range — can now roll on bows, crossbows and slings as well as melee weapons. Ranged criticals are decided by the launcher rather than the ammunition, so it's the bow that wants to be keen, not the arrows.
Legendary weapons always carry a full +8: Enhancement on melee weapons, throwing weapons and staves, and Attack Bonus on bows, crossbows, slings and gloves (which can't hold Enhancement). That +8 is one of the item's eight properties, and it's the highest Attack Bonus any item can have.
When a weapon drops, its type is weighted toward your own: if you're wielding a weapon you have Weapon Focus in, that type comes up a bit more often than the rest — about 1 weapon drop in 6 — with the other forty-odd types splitting the remaining ~83%. You'll still see plenty of weapons you can't use — good for selling, or for a second character.
Ammo Drops
Arrows, bolts, and bullets can drop as loot in stacks, matching whatever bow, crossbow, or sling the looter has equipped (random if nothing ranged is equipped). Ammo drops skew toward higher quality than normal loot, so they're worth grabbing even at low tiers: an ammo stack rolls the drop's quality as its floor and can then climb, up to Titanic. That climb stops at Titanic — but a drop that rolled Legendary outright still produces Legendary ammo, so red-named stacks do exist. They're rare.
An Epic-or-better drop always includes an ammo stack and a separate piece of gear at that same quality, so a yellow, orange, or red drop is always at least two items.
If you're wielding a bow, crossbow, sling, or a thrown weapon (dart, shuriken, throwing axe), every item a drop produces — a corpse's or a chest's — carries a small independent chance to add a bonus stack of your exact ammo/weapon type on top. A drop with several items gets several chances at it, but you'll never get more than one bonus stack out of the same corpse or chest.