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Equipment and Loot
September 12, 2026 at 02:26 PM
Initial version covering equipment sets, the rune system timeline, the forge, rarity, loot sources, encumbrance and storage, death penalties, and the unresolved contradiction over equipment crafting (2026-09-12)
Gear in Dimraeth comes off monsters. The developers have been direct that they "still want monster drops to be the primary loot path for the majority of the game". What you find, you upgrade at the forge and modify with runes. Whether you can also craft gear is an open question three days before Early Access, because two current first party surfaces disagree; the difference is set out at the foot of this page.
Equipment is organised into sets. The demo build shipped with more than 20 equipment sets, and further equipment sets appear on the list of content arriving with the Early Access build.
Set bonuses are recorded in development patch notes, and the character interface displays equipped bonuses. As of 2026-09-12, no first party source has published the contents of any individual set, the pieces it contains, or the values of its bonuses. Nothing below should be read as a set reference.
Runes are the modifier layer sitting over equipment, and they have a longer recorded history than almost anything else in the game. The figures below all come from dated patch notes.
Date | Rune Milestone |
|---|---|
24 July 2023 | Runes made network objects that can be stored in and retrieved from corpses. |
6 August 2023 | Ten rune sets implemented, with a bonus for each equipped set, sets defined at three runes each. New rune art added. |
29 January 2024 | Rune bonuses shown on the equipped runes view, with dedicated rune visual effects. |
2 December 2024 | An overhaul of the rune system introduced. |
1 May 2025 | Runes made sellable based on rarity. |
2 June 2025 | Rune forge added. |
That is a real history, but it is patch note history. A patch note proves a feature was built or worked on; it carries no stats and no guarantee the behaviour survived the overhaul that followed it. As of 2026-09-12, no first party source has named an individual rune or rune set, given a stat range for a set bonus, or confirmed that the ten sets from 2023 are the ten sets in the Early Access build. Treat the three runes per set figure the same way: it is a 2023 number.
The forge is the upgrade bench for equipment. Patch notes record the forge and crafting interface elements added in December 2024, reference equipment forge equipped slots, and add a rune forge in June 2025. In Earlwood Village the forge belongs to Manga, the Minotaur blacksmith and former warrior of the Minotaur Empire.
As of 2026-09-12, the developers have not published upgrade costs, upgrade caps, material requirements, or whether an upgrade can fail.
Rarity is surfaced in the inventory itself. Inventory backgrounds by rarity were added in July 2025, and rune sale value is tied to rarity. As of 2026-09-12, the rarity tiers have not been named in any first party source, so there is no confirmed list of tier names or colours.
Source | Notes |
|---|---|
Monsters | The primary path. A personal loot system was added to monsters in September 2024, so drops are recorded as being handled per player rather than as a shared pile. |
Elites | Tougher overworld enemies. New elites are listed among the Early Access additions. |
World bosses | The Early Access list promises major bosses for each region. |
Bounties | Repeatable boss and tough encounters with scaling difficulty and rewards, where pushing to higher ranks improves the loot. Covered on Quests and Deeds. |
Dungeons and chests | Patch notes record dungeon chests and chest rewards placed in Wildwood. |
Vendors | Most, if not all, essential items can be purchased from NPCs at a premium, so gold is a genuine substitute for luck. See Crafting. |
Crafting | Consumables are unambiguous. Whether equipment can be crafted is contested between two current first party surfaces; see below and Crafting. |
Encumbrance is a tracked stat and has been since the earliest archived development notes, where its spelling was corrected in May 2023. Inventory was set to 36 slots in October 2023, and storage covers chests and safety deposit boxes, a stash chest in the Guild Hall, and town bank accounts.
These are patch note facts from 2023. As of 2026-09-12 no first party source has published the current inventory size, how encumbrance penalises you, or the capacity of any storage container. Storage is placed as part of base building.
Death has a loot cost. On death you leave a corpse that holds your inventory and your equipped runes, and corpses were made interactable by other players in July 2023; tombstones followed in March 2024. On harder world difficulties, the inventory empties on death.
Difficulty is also a hard partition in multiplayer: characters on different difficulties cannot join each other. Easy, Moderate and Hard have existed since July 2023 and Moderate became the default in April 2025. Difficulty levels appear again on the Early Access list, which most likely means a revision rather than a first appearance, since the three modes long predate Early Access.
Equipment and inventory are properties of your hero, not of the world. Your level, equipment, inventory, spells and personal progression travel with you into another player's game, while story progress, recruited allies and buildings stay behind in your own. Gear you earn in a friend's world is yours to keep. See Co-op and Multiplayer.
This is the one open question about gear. Two current first party surfaces contradict each other, and as of 2026-09-12 nothing published resolves it. Both are recorded here.
Surface | What It Says |
|---|---|
Store description, current as of 2026-09-12 | Present tense, listing equipment crafting alongside potions and food: "Return home to craft equipment, brew potions, and cook hearty meals that increase your vitality." |
Design post, 20 January 2026 | Direct denial with a forward plan: "Equipment crafting is not in the game yet, but it's something we plan to add later... This is a longer-term plan and will likely land later in Early Access." |
The design post explains the reasoning: holding equipment crafting back is what keeps monster drops the primary loot path, and it is planned as an endgame tuning activity arriving later in Early Access rather than at the start of it. The store description carries no such qualification and is written as a description of what the game already does.
Until this is clarified, treat equipment crafting as unconfirmed for the 15 September 2026 build rather than as either present or absent. The two upgrade paths that are not in doubt are the forge and the runes you slot into a piece.
Page | What It Covers |
|---|---|
Consumables, the Crafting Codex, and the same equipment crafting contradiction. | |
What the stats on your gear are spent on. | |
Levels, attributes and the skill tree alongside gear power. | |
Storage and stations. | |
Bounties and their scaling rewards. |