Guide8 min read

Last Ember gear and crafting guide: loot, stats, potions

How Last Ember gear works: five rarities, item levels, armor weights, stats and legendary powers, loot timers, salvage, every crafting recipe and the belt.

By Mutiny Games
Last Ember gear and crafting guide: loot, stats, potions

Gear in Last Ember comes in three slots (weapon, armor and charm) and five rarities: Common, Uncommon, Rare, Epic and Legendary. Every piece has an item level from 1 to 50 and a power score, drops are made for your class, and you can wear anything up to your own survivor level. You find gear on the ground, in chests and from bosses, craft it from your pack in a run, or forge it at home. Here is how all of it works.

How do gear slots and class requirements work?

  • Weapons are made for one class: a Hatchet for the Woodsman, a Longbow for the Ranger, a Storm Rod for the Stormcaller, and so on.
  • Armor comes in three weights. Heavy armor (Woodsman, Berserker, Warden, Shieldbearer) holds the most armor. Leather (Ranger, Tinker, Beastcaller, Nightstalker, Alchemist) trades some armor for speed. Robes (Emberwitch, Frostweaver, Stormcaller) trade it for faster ability recharge.
  • Charms suit any class.

Gear drops are always made for whoever they are meant for, usually the player who earned them, and sit around that player's level.

What do item levels and metals mean?

Each metal covers a band of item levels, and stats grow with the level inside the band, so a level 30 piece always beats a level 20 piece of the same rarity.

MetalItem levelsExample weapon
Copper1 to 11Copper Hatchet
Iron12 to 23Iron Longbow
Silver24 to 35Silver Storm Rod
Emberite36 to 50Emberite Twin Daggers

Drops climb with the run: a piece's level comes from the day you are on and the map (deeper maps drop higher), capped a couple of levels above your own. The metal also shows on your survivor, in Classic and 3D.

How do rarities and stats work?

Every piece has its main stats, plus one extra random stat per rarity step above Common. Charms have no main stat and get one extra stat instead. Each rarity step also makes every stat 10% stronger.

SlotMain statsPossible extra stats
WeaponDamageCritical chance, attack speed, ability haste, move speed, XP
ArmorHealth and armor (leather adds speed, robes add haste)Regeneration, move speed, carry, light reach, ability haste
CharmNoneCritical chance, haste, regeneration, gathering, XP, light reach, carry, attack speed

Epic pieces get a name, like Grim, Ancient or Gilded. Legendaries carry one of five unique powers:

  • Phoenix: once a run, rise from a killing blow at half health.
  • Emberheart: wood you burn gives 25% more fuel.
  • Wolfblood: heal 2% of your health on every kill.
  • Swiftwind: +12% move speed and your dash recharges 25% faster.
  • Giantkin: +20% max health and carry 3 more wood.

The power score sums every stat by how strong it is next to the best roll it could have, weighted by how much it helps, so you can compare at a glance. Green and red arrows mark what beats what you are wearing, and the tooltip lists every stat that changes.

How rare are the drops?

With no luck bonus, a random drop is Legendary 0.4% of the time, Epic 2%, Rare 10%, Uncommon 38% and Common the rest. Luck shifts those odds up: the Lucky Find camp upgrade adds to every drop (in co-op the host's ranks count), and better sources have more built in:

  • Elites drop gear about one time in ten (about one in six with the Elite Hunt twist), and never a common.
  • Champions always drop a rare or better piece for the survivor who killed them, and half the time another piece for a teammate.
  • Bosses drop a rare or better piece for every survivor still standing, plus one more piece. In Boss Rush IV and V those pieces are at least epic.
  • Day 4 on: no common gear drops after day 3, and the Boss Rush never drops one.
  • Totem bosses drop two extra pieces (the first rare or better), and each giga boss in the Ember Rift drops an epic or better. Sealing the rift gives every survivor standing a legendary.
  • Chests: the cabin's chest gives at least uncommon, the ruins' chests are better, and the landmark's guardian chest gives at least rare. Every chest also gives materials and 3 wood.

How long does loot stay on the ground?

Gear fades by rarity so the junk clears itself, with a blink in its last 5 seconds:

RarityStays for
Common20 seconds
Uncommon30 seconds
Rare90 seconds
Epic3 minutes
LegendaryThe whole run

Anything you drop from your pack is gone in 15 seconds. Walk over gear to pick it up, or press E beside it.

Why do some drops turn into embers?

A common, uncommon or rare drop that would not beat the piece you already wear in that slot never lands. It turns straight into its salvage value in embers, shown as a number where it would have dropped and paid out at the end of the run. Epics and legendaries always drop. In co-op every piece belongs to the survivor it was made for: nobody else sees it or can pick it up.

Where does gear go during and after a run?

  • Loot bag: gear you pick up in a run goes here. It holds 12 pieces, plus 4 per rank of the Bigger Loot Bag (up to 24). When it is full you cannot pick up more.
  • Wearing it: you can put gear on mid-run from the bag, and whatever was in that slot goes into the bag.
  • Stash: at the end of a run, everything in the bag goes to your survivor's stash, which holds 30, plus 10 per rank of the Bigger Stash (up to 60). Anything that does not fit is salvaged for embers automatically.
  • Salvage: turn gear into embers one piece at a time or with Mass salvage: pick pieces, or a whole group (commons, uncommons, rares, other classes' gear, anything weaker than what you wear), see the total and confirm. Epic and legendary pieces ask once more. Higher metal, rarity and level are worth more embers, epics add 40 more and legendaries 100.
  • Ember Shards: salvaging an epic leaves 1 Ember Shard in your Homestead's Storehouse and a legendary leaves 3. The Forge burns them to reforge epics and legendaries and to masterwork gear up to legendary.

Gear stays with the survivor who found it.

What can you craft in a run?

Open your pack with B or I and craft anywhere, no fire needed. Every recipe shows its materials as chips, green when you have enough and red when you are short. Recipes open with your Crafting level:

RecipeCrafting levelMaterials
Bandage12 herbs
Swiftness Tonic51 herb, 2 berries
Firebombs (makes 2)81 copper, 1 mushroom
Elixir of Fury141 spiritbloom, 1 berry, 1 mushroom
Copper weapon / armor / charm1 / 3 / 63 copper + 2 logs / 3 hide + 1 copper / 2 copper + 2 herbs
Iron weapon / armor / charm10 / 12 / 153 iron + 2 logs / 3 hide + 2 iron / 2 iron + 1 spiritbloom
Silver weapon / armor / charm20 / 22 / 253 silver + 3 logs / 4 hide + 2 silver / 2 silver + 2 spiritbloom
Emberite weapon / armor / charm32 / 34 / 363 emberite + 1 silver + 3 logs / 5 hide + 2 emberite / 2 emberite + 3 spiritbloom

Crafted gear is made for your class at your level, held inside the metal's band, and your Crafting sets a rarity floor: uncommon or better at Crafting 10, rare at 20 and epic at 35. Silver and emberite pieces also have a slim chance at legendary (1 in 400 and 1 in 200, up to 1 in 100 and 1 in 50 at Crafting 50). It goes into your loot bag.

How do consumables and the belt work?

KeyItemEffect
CCooked foodHeals 20% to 60% of your health over 3 seconds, best food first
ZBandageHeals 35% of your health over 4 seconds
XSwiftness Tonic+25% move speed for 40 seconds
VElixir of Fury+25% damage for 40 seconds
GFirebombThrown at the cursor; explodes and sets the ground on fire, hitting harder each day
  • Tonics and elixirs stack: each one adds its time to what is left, up to 5 minutes.
  • The Alchemist's potions and bandages work 50% better, so a tonic lasts 60 seconds.
  • Cooking skill makes food heal more, and roast meat heals 28%.
  • The Packed Bag upgrade starts every run with 2 bandages per rank, and Smokehouse provisions can start you with fish, bandages, a tonic or an elixir.

How do you improve gear at home?

The Homestead's Forge crafts new gear from Storehouse ore with the same Crafting floors and a stat you can lock in, tempers a piece up to your level, reforges its stats and masterworks its rarity all the way to legendary with Ember Shards. The Merchant sells gear made for your survivor every day. The Homestead guide has the costs.

Frequently asked questions

What are the gear rarities in Last Ember?

Common, Uncommon, Rare, Epic and Legendary. Each step adds one extra stat and makes every stat 10% stronger, and legendaries carry a unique power like Phoenix or Giantkin.

Why can't I equip a piece of gear?

Either it is made for another class (weapons are class-specific and armor comes in heavy, leather and robes), or its item level is above your survivor level.

How long does loot stay on the ground?

Commons 20 seconds, uncommons 30, rares 90, epics 3 minutes, and legendaries stay for the whole run. Items dropped from your pack last 15 seconds.

What happens if my stash is full at the end of a run?

Pieces that do not fit are salvaged for embers automatically, and epics and legendaries among them still leave Ember Shards. The Bigger Stash in the Ember shop raises the stash from 30 to as many as 60 pieces.