Items & Rarities
Every piece of gear in AFK Heroes is rolled fresh with a rarity, a set of random stats, and sometimes an element or an ultra-rare Seal. Better gear means more damage, more health and more gold, and worn Titan, Angel and God gear also changes your share of the shared reward pool (see Crafting & Forge). This page covers exactly how loot works.
Rarity tiers
There are 12 rarity tiers. The Stat Mult is the multiplier applied to an item's stat budget (higher = bigger numbers), Stats is the most stat lines an item of that tier can roll (a slot with a short stat pool rolls fewer), Drop Weight is its relative chance to appear in a normal drop (higher = more common), and Sell Base is the starting gold value before item level, Seal bonuses and the vendor multiplier.
| Tier | Stat Mult | Stats | Drop Weight | Sell Base |
|---|---|---|---|---|
| Common | 1.0× | 1 | 44 | 8 |
| Uncommon | 1.5× | 2 | 28 | 18 |
| Rare | 2.2× | 2 | 16 | 40 |
| Epic | 3.2× | 3 | 6 | 90 |
| Legendary | 4.6× | 4 | 2.5 | 200 |
| Mythic | 6.5× | 4 | 0.9 | 450 |
| Cosmic | 9.0× | 5 | 0.25 | 1,000 |
| Divine | 13.0× | 5 | 0.08 | 2,200 |
| Celestial | 18.0× | 6 | 0.02 | 5,000 |
| Titan | 18.5× | 6 | craft-only | 5,000 |
| Angel | 27.0× | 7 | craft-only | 12,000 |
| God | 36.0× | 8 | craft-only | 30,000 |
The vendor pays your item's sell value multiplied by a live vendor multiplier that follows the gold price, so the gold you actually receive is higher than the Sell Base column suggests. Since 11 October 2026 the vendor pays a tenth of what it paid before.
Angel and God are the two top tiers. Chests, bosses and zones never drop them — they are made in the Forge. The only other way to get one is a very rare Gacha prize, and that piece is soulbound (it cannot be traded). Angel is +50% power over Celestial (18→27), God is +100% (18→36).
Titan sits between Celestial and Angel. It never drops either: you make it in Ascend from 10 Cosmic items. Titan is a little stronger than Celestial (18 → 18.5), has no element, and a full Titan set gives +16%.
How rarity is rolled
When an item drops, its rarity is chosen by weighted random using the Drop Weights above. Three things shape the odds:
- Luck — the higher your Luck stat, the more the roll is nudged toward higher tiers, and it helps rarer tiers proportionally more than common ones.
- Zone ceiling — every zone caps the maximum rarity that can drop there. Nothing above the zone's cap can appear, no matter your Luck. The highest rarity each zone can drop: Rare in Dusty Dock and Neon Crypt, Epic in Broken Bazaar and Void Office, Legendary in Pumpforge Gate, Mythic in Molten Foundry, Cosmic in Frozen Spire, and Celestial in Singularity Vault and Void Abyss. Nightmare uses the same caps. Idle Warden chests follow the same caps too, except that they never drop below Epic (Legendary in Nightmare), even in a zone whose cap is lower. So a boss in Pumpforge Gate drops Legendary at most. The exception is hero level 50 and above: from level 50, drops from monsters can reach as high as Celestial in any zone, though the item level still follows the zone you are in.
- Boss floors — boss and Boss Rush loot has a minimum rarity that rises with the fight, and it can sit above a zone's ceiling.
Equipment slots
A hero equips one item per slot. Every class uses the first seven slots below; the Shield is a Knight-only slot. Each item always rolls its slot's primary stat, then fills its remaining stat lines (up to its rarity's Stats count) from the slot's pool. Possible stats: Attack, HP, Crit Chance, Attack Speed, Dodge, Gold Bonus, XP Bonus, Luck, Defence. (Crit Damage is fixed by class and never appears on gear.)
| Slot | Primary stat | Can also roll |
|---|---|---|
| Weapon | Attack | Crit Chance, Attack Speed |
| Helmet | HP | Crit Chance, XP Bonus, Luck, Dodge, Defence |
| Chest | Defence | HP, Attack, Gold Bonus, Dodge |
| Gloves | Attack | Attack Speed, Crit Chance |
| Boots | HP | Attack Speed, Gold Bonus, XP Bonus, Dodge, Defence |
| Amulet | Attack | HP, XP Bonus, Luck, Dodge, Defence |
| Ring | Crit Chance | Attack Speed, Gold Bonus, Luck |
| Shield (Knight only) | Defence | HP |
Only Knights can equip shields and only Knight drops can roll them. Shields are tank gear: HP-heavy (HP boosted ×1.7 +20), rolling HP and Defence. Shields no longer carry Dodge.
How the stats scale
Attack, HP and Attack Speed scale with the item's budget (it grows with item level and zone depth) times the rarity Stat Mult.
Crit Chance, Dodge, Defence, Gold Bonus, XP Bonus and Luck work differently: they are set by rarity and item level so that only the best gear gets near the hero caps. As a guide, a full +10 set of one rarity with the best rolls from the deepest content reaches about 10% of each cap for Common, 44% for Legendary, 70% for Celestial, 78% for Angel and 86% for God, and a God set with a Sun Seal reaches 100%. The full table is in Stats & Power.
The caps on your totals are Crit Chance 80%, Dodge 25%, Defence 250 (the 50% damage-reduction cap), Luck 300, and Gold and XP Bonus 300% (320% with a full +10 Titan set, 400% with a full Angel set, 500% with a full God set).
Luck stat
Luck appears on Helmet, Amulet and Ring. Its only effect is on loot rarity rolls — higher Luck biases every drop toward rarer tiers (see "How rarity is rolled"). It has no effect on combat and does not change how often chests drop. Luck is capped at 300 in total, and only the very best sets get near it: a full +10 Celestial set gives at most about 210, and reaching 300 takes a God set with a Sun Seal.
Weapon elements
Weapons of Epic through Celestial have a 2% chance to drop with an element, which adds bonus element damage on hit. Below Epic, and on Titan, Angel and God weapons (staffs included), a weapon never drops with one. When a weapon does drop with an element it also has a stone tier: about 88% of them are Tier I, 11% Tier II, 1% Tier III, 0.1% Tier IV and 0.01% Tier V. Weapons you already own keep their element.
To give any weapon an element yourself, set an Elemental Stone on it from the Item Enhancement window — see the Elemental Stones section. The three elements:
- Fire — burns enemies for damage over time
- Ice — chills enemies, slowing their attacks
- Lightning — chance to stun enemies on hit
Element damage scales with your Attack, your class's element multiplier and the stone tier, so elemental weapons are especially strong on classes with high element scaling.
Seals (Star / Moon / Sun)
On any drop there's a tiny chance the item is stamped with a Seal — a celestial mark that boosts the item's stats. Seals are extraordinarily rare and stack on top of upgrade bonuses.
| Seal | Attack, HP, Attack Speed | Crit, Dodge, Defence, Gold, XP, Luck | Base drop chance |
|---|---|---|---|
| Seal of Star | ×1.5 | +7% | 0.25% |
| Seal of Moon | ×2 | +12% | 0.1% |
| Seal of Sun | ×3 | +16% | 0.01% |
An item can carry at most one Seal (Sun is checked first, then Moon, then Star). A Seal also multiplies the item's sell value. In Nightmare mode, drops from monsters get double Seal chances; boss drops get no boost.
Upgrading gear (+1 … +10)
Any item can be upgraded up to +10 in the Item Enhancement window (open an item and press Upgrade). Each +1 boosts Attack, HP, Attack Speed, Dodge, Defence, Gold Bonus, XP Bonus and Luck by +10% (stacking with any Seal), so a +10 item carries +100% on those stats before its Seal. Crit Chance is the exception: it gains only about half a percent per level.
Upgrades can fail past +3. Upgrades are guaranteed through +3; from +4 up the success chance falls with each level, down to a floor around 15% at the top. On a failure your gear is never destroyed: the upgrade simply doesn't land and you lose only the materials you spent. Titan, Angel and God gear are the exception — those three tiers can still be lost on a failure, and a Protection Talisman is consumed to absorb it and save the item.
| Upgrade | Success chance | Gear Fragments (Legendary to Celestial) | Scrap Metal multiplier |
|---|---|---|---|
| +0 → +3 | 100% (guaranteed) | — | — |
| +3 → +4 | 85% | 2 | — |
| +4 → +5 | 72% | 4 | ×7.74 |
| +5 → +6 | 59% | 8 | ×12.9 |
| +6 → +7 | 46% | 15 | ×21.5 |
| +7 → +8 | 33% | 25 | ×35.9 |
| +8 → +9 | 20% | 40 | ×60 |
| +9 → +10 | 15% | 60 | ×100 |
What an upgrade costs:
- Gold on every attempt. It climbs steeply with the item's current +level, and Legendary and above cost 10× the gold of lower rarities.
- Scrap Metal from +4 → +5 onward: the rarity's base amount times the multiplier in the table. Base amounts: Common 12.5, Uncommon 20, Rare 35, Epic 60, Legendary 125, Mythic 200, Cosmic 300, Divine 400, Celestial 500, Titan 500, Angel 1,250, God 2,500.
- Gear Fragments of the item's own rarity, for Legendary through Celestial gear, from +3 → +4 onward.
- $AFKHERO on Divine and above: a dollar value, paid in $AFKHERO at the live token price.
The Item Enhancement window shows the exact cost before you confirm.
Angel and God upgrade ladder
Angel and God gear skips the normal cost curve and uses a flat premium ladder, indexed by current +level (+0 → +1 up to +9 → +10). Each attempt also costs Scrap Metal (base 1,250 for Angel and 2,500 for God, times the multiplier above) but no Gear Fragments.
Titan gear does not use this ladder: it upgrades on the normal cost curve above, pays $AFKHERO like Divine and Celestial, and needs no Gear Fragments.
| From + | Gold cost | $AFKHERO (dollar value) |
|---|---|---|
| +0 → +1 | 1,000,000 | $0.25 |
| +1 → +2 | 5,000,000 | $0.50 |
| +2 → +3 | 15,000,000 | $0.75 |
| +3 → +4 | 30,000,000 | $1 |
| +4 → +5 | 45,000,000 | $1.25 |
| +5 → +6 | 60,000,000 | $1.50 |
| +6 → +7 | 72,000,000 | $1.75 |
| +7 → +8 | 83,000,000 | $2 |
| +8 → +9 | 92,000,000 | $2.25 |
| +9 → +10 | 100,000,000 | $2.50 |
Sealed Angel and God gear costs more to upgrade: +25% with a Star Seal, +50% with a Moon Seal, +100% with a Sun Seal. The $AFKHERO part of any upgrade is a dollar value, paid in $AFKHERO at the live token price.
+10 Mastery
Take a Legendary or better item to +10 and it gets +10 Mastery: an extra bonus on top of its upgrade levels. Epic and lower items get no Mastery bonus.
- Each +10 piece: +10% Attack, HP and Attack Speed from that piece.
- Angel, God and Titan +10 pieces also earn more: the piece's own gear earning bonus gets 30% bigger. See How Earning Works.
- Full +10 set: every gear slot of your class holds a +10 Mastery piece: 7 slots, or 8 for a Knight (the shield counts). Rarities can be mixed. It gives 5% more Attack, HP and Attack Speed from your gear, 10% more damage to bosses, and makes your whole gear earning bonus 15% bigger.
Open an item to see its +10 Mastery line. Full +10 set shows how many of your slots are done, like 5/7.
The +10 stat bonus helps your hero fight. It does not change the Power used for your $AFKHERO share.
Every +10 Mastery piece you wear has a frame in its own metal: gold for Legendary, red for Mythic, lime for Cosmic, pink for Divine, ice blue for Celestial, teal for Titan, silver for Angel and purple for God. A light runs around the frame and a star sits on its corner. With a full set, small stars rise from your gear. In your bag, a +10 Mastery item has a metal rim and a star. With Graphics set to LOW, the frames stay still.
Stat Reroll
Open an item and use the Reroll tab in the Item Enhancement window to re-roll one stat at a time. The slot, rarity, level and every other stat stay as they are. The old whole-item reroll is gone.
- You can reroll Attack, HP, Attack Speed, Crit Chance, Dodge, Defence, Gold Bonus, XP Bonus and Luck — whichever the item has.
- Every stat shows its Roll %: where its value sits between the lowest and the highest value it can have on that item. The Reroll tab also shows each stat's range.
- Each roll costs gold on gear below Divine and $AFKHERO on Divine and above.
- A roll can fail, or move the stat to 22%, 44%, 66%, 88% or 100% of its range. A success replaces the old value, so it can go down as well as up.
- Guarantee: your 120th roll of a stat since its last 100% result is a guaranteed 100%. Fails count towards it.
- Auto keeps rolling a stat until it reaches your target, you stop it, or your funds run out.
| Rarity | Cost per roll |
|---|---|
| Common | 450 gold |
| Uncommon | 1,200 gold |
| Rare | 3,000 gold |
| Epic | 9,000 gold |
| Legendary | 30,000 gold |
| Mythic | 90,000 gold |
| Cosmic | 225,000 gold |
| Divine | $0.0125 worth of $AFKHERO |
| Celestial | $0.03 worth of $AFKHERO |
| Titan | $0.044 worth of $AFKHERO |
| Angel | $0.28 worth of $AFKHERO |
| God | $0.75 worth of $AFKHERO |
| Result of a roll | Chance |
|---|---|
| Fail — nothing changes | 25% |
| Stat lands at 22% of its range | 38% |
| Stat lands at 44% of its range | 20% |
| Stat lands at 66% of its range | 10% |
| Stat lands at 88% of its range | 5.5% |
| Stat lands at 100% of its range (the maximum) | 1.5% |
$AFKHERO amounts are dollar values: you pay that much in $AFKHERO at the live token price.
Full-set bonus
Equip every set slot with items of the SAME rarity and all your gear-derived stats gain a bonus fraction. A "full set" means all 7 slots (Weapon, Helmet, Chest, Gloves, Boots, Amulet, Ring) — or all 8 for a Knight (Shield included). A single missing or mismatched slot = no bonus.
| Full set rarity | Stat bonus |
|---|---|
| Common | +1% |
| Uncommon | +2% |
| Rare | +3% |
| Epic | +4% |
| Legendary | +5% |
| Mythic | +6% |
| Cosmic | +8% |
| Divine | +10% |
| Celestial | +15% |
| Titan | +16% |
| Angel | +20% |
| God | +30% |
Celestial and above: once every slot is Celestial, Titan, Angel or God, the set counts at its lowest piece. All Celestial, or any mix that includes a Celestial piece, gives +15%. All Titan, or Titan mixed with Angel or God, gives +16%. All Angel, or Angel and God mixed, gives +20%. All God gives +30%.
Worn Titan, Angel and God gear also changes your share of the shared reward pool, on top of the stat set bonus (see Crafting & Forge).
Item power score
Your hero's Power number blends your final combat stats — damage output (which already accounts for Attack, Attack Speed, Crit and, for elemental weapons, element damage including the stone tier), max HP, dodge and defence. Better gear raises all of them, so Power climbs with every meaningful upgrade. The Power number on an item card is a quick score for comparing items, a weighted sum of that item's own stats; your hero's Power comes from your total stats, so item scores do not add up to it.
Inventory & capacity
To wear an item, tap it in your Bag and press Equip. If you cannot wear it yet, the button says why, for example its level or your class.
When your bag is full, overflow loot is held safely in your mailbox until you make room and claim it. To open the Mailbox, press the bell (Inbox) at the top right of the screen, then Open on the Mailbox row.
Supplies take one slot per kind, whatever the count: each potion type, the XP and Drop boosts, Boss Keys, Talismans, Premium Dungeon Tickets, Class Change credits, Pickaxe Crates, each kind of Ancient chest, Ancient Keys and Key Fragments, every unworn pickaxe and every name tag. A new stack still lands when the bag is full, and the slot count then shows in red over the limit (for example 51/48). No new gear comes in until you free space, so chest loot waits in your mailbox. Open Chests opens as many chests as you have free slots, up to 480 at a time.
Supply caps on the top rarities
The two rarest drop tiers, Divine and Celestial, carry a hard lifetime supply cap. Caps are tracked per slot and per seal within each band of item levels, and they count items that actually exist rather than items ever rolled — destroy one and the slot opens up again. This applies to gear. The endgame crafting materials work the other way round — see Boss Rush.
When a cap is full, a Divine or Celestial drop becomes a Cosmic item instead of being lost. Caps apply from hero level 50, so early progression is never throttled by them. This is why a sealed Celestial in a scarce slot is worth far more than its stat line suggests: the supply is genuinely finite, and the market prices that in.
Forged items carry a hidden multiplier
An item produced by the Angel and God craft can also carry Forge+ — a permanent multiplier inherited from the average upgrade level of the ten items sacrificed to make it. It is shown on the item details and stacks multiplicatively with the item's own +N and its Seal on Attack, HP and Attack Speed. See Crafting & Forge for how it is earned.