Currencies & Crafting Costs

Echo Shards and Cores, where they come from, and the exact gold + material cost of every craft.

On this page

Every craft in Echoes of Theron has two prices: a material cost paid in Echo Shards, Echo Cores or Echoing Crystals, and a fee paid in gold — or, on tier-5 items, in Echoing Crystals. This page lists both exactly, plus where gold and materials come from.

The currencies

CurrencyComes fromBase drop chanceUsed by
Echo ShardRare enemies, salvage6% per killTemper (Blacksmith), Enchant (Witch)
Echo CoreSpecial enemies / bosses, salvage3% per killUpgrade Base (Blacksmith), Add Affix & Reroll Affix (Witch)
Echoing CrystalEndless Delve killsUpgrade Affix Tier, and every fee on a tier-5 item
Echo DustA failed salvageNothing — pure consolation gold (sellable)

When a shard/core does drop, the quantity is a random 1 … tierCap, where tierCap is the current region’s tier cap. The exploration skill Echo Sense raises both drop rates (up to +100%), and Region Resonance multiplies them further (+20% per applied level, up to +200%).

Those drop rates are deliberately thin: salvage is the main material source. Breaking down loot you were never going to wear is how a crafting stockpile is actually built.

Salvage yields

Salvage (Blacksmith, instant and free) rolls a success chance by rarity. A miss pays Echo Dust worth 7.5% of the item’s value instead.

RaritySuccessOn success, by item tier 1 → 5
Magic25%1 / 1 / 2 / 3 / 5 Echo Shards
Rare30%1 / 2 / 3 / 5 / 8 Echo Shards, +10% chance of 1 bonus Core
Unique50%1 / 1 / 2 / 3 / 4 Echo Cores

Normal items can’t be salvaged — they are the sacrifice for Upgrade Base.

Material cost by item tier

The number of shards or cores a single craft consumes depends on the item’s base tier (not its level). The curve is identical for both materials:

Item tierItem levelsShards / Cores per craft
Tier 11–201
Tier 221–402
Tier 341–604
Tier 461–808
Tier 581–10016

Uniques cost 2× material (a Tier-5 unique temper costs 32 shards) and are locked for 8 hours instead of the usual rarity timer. Uniques can be Tempered, Enchanted, Base-Upgraded and Salvaged, but cannot have an affix Added, Rerolled or Tier-Upgraded — see Uniques.

Two services price their materials differently:

  • Upgrade Base pays Echo Cores at the target tier’s rate (a 4→5 upgrade costs 16, not 8).
  • Reroll Affix starts at the item tier’s rate and doubles with every reroll already done on that item (base × 2ⁿ): 16 → 32 → 64 on a Tier-5.

Fee formulas

Every service shares the same shape: a level-scaled base, multiplied by a rarity multiplier, multiplied by any cost-reduction multipliers. ilvl is the item’s level.

ServiceMaterialFee formula
Temper (Blacksmith)Echo Shards(1000 + ilvl × 180) × rarityMult
Enchant (Witch)Echo Shards(1000 + ilvl × 180) × rarityMult
Upgrade Base (Blacksmith)Echo Cores (target tier) + one base item(4000 + ilvl × 300) × rarityMult
Add Affix (Witch)Echo Cores(2500 + ilvl × 240) × rarityMult
Reroll Affix (Witch)Echo Cores × 2ⁿ(2500 + ilvl × 240) × rarityMult
Upgrade Affix Tier (Witch)Echoing Crystals: 100 / 200 / 400 / 800 into tier 2 / 3 / 4 / 5(3000 + ilvl × 260) × rarityMult
Salvage (Blacksmith)free
Repair (Blacksmith)— (gold only)missingDurability × ilvl × 3

The tier-5 crystal fee

On a tier-5 item — and on any Upgrade Base into tier 5 — the fee is not paid in gold at all. It converts to Echoing Crystals at ten gold apiece:

crystals = max(1, ceil(goldFee ÷ 10))

Gold carries the early and mid game; Crystals carry the endgame. The one deliberate exception is the Trader’s stock reroll, which stays gold at every tier. Repair is not a craft fee and also stays gold.

Rarity gold multiplier

RarityMultiplier
Normal×1.00
Magic×1.15
Rare×1.35
Unique×1.75
Set×1.90

Cost reductions

Two effects stack multiplicatively on the gold cost of every service (Repair included):

  • Bedroom — Cost Reduction (Tavern Bedroom): −2.5% per level, up to −25% (×0.75) at level 10.
  • Master Craftsman exploration skill: up to −75% (×0.25) at level 100, scaling linearly (0.75 × level / 100).

The gold economy

Gold comes in from combat and quests, and drains into crafting and dungeon entry.

  • Kill gold — enemies pay rank × 1.25 × rarityScale, before Gold Find.

  • Dungeon first clear — a one-off 800 + rank × 40 gold on the first clear of a region’s dungeon.

  • Camp quests — see Quests for the gold/XP formulas.

  • Selling gear — every gold transaction on an item derives from one number, its item value:

    itemValue = sellBase × tier × rarity

    sellBase is a per-family constant (825–1550), tier is 1–5, and the rarity factor is:

    RarityValue mult
    Normal×1.0
    Magic×1.3
    Rare×1.6
    Set×2.0
    Unique×2.5

    Everything else is a percentage of that value:

    TransactionShare of item value
    Trader charges you200%
    You sell to the vendor100%
    Auto-sell (loot filter)15%
    Failed salvage (paid in Echo Dust)7.5%

    So the vendor always buys back at exactly half what the trader sells for. Auto-sell sits far below a manual sale on purpose — passive loot-filter income should not rival active play. See Inventory for the loot filter and Trader for buy prices.

Worked example: Reroll an affix on a Rare, Tier-5 item

Take a Rare Tier-5 item at item level 85, never rerolled before.

Materials — Reroll uses Echo Cores at the Tier-5 rate of 16 Cores for the first reroll on this item, 32 for the second, 64 for the third. (No unique ×2 — it is Rare.)

Fee (no reductions):

(2500 + 85 × 240) × 1.35 (rare)
= (2500 + 20400) × 1.35
= 22900 × 1.35
= 30,915

The item is tier 5, so that fee is not gold:

crystals = ceil(30915 ÷ 10) = 3,092 Echoing Crystals

With Bedroom −25% (×0.75) + Master Craftsman at level 100 (−75%, ×0.25):

30915 × 0.75 × 0.25 ≈ 5,797
crystals = ceil(5797 ÷ 10) = 580 Echoing Crystals

So the reductions cut the same reroll from 3,092 Crystals to about 580, while the material cost stays fixed at 16 Echo Cores for that first reroll. Had the item been tier 4 instead, the identical formulas would simply have been billed as 30,915 gold (or ~5,797 after reductions).