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
| Currency | Comes from | Base drop chance | Used by |
|---|---|---|---|
| Echo Shard | Rare enemies, salvage, Endless Delve wardens and guardians (fixed amount) | 6% per kill | Temper (Blacksmith), Enchant (Witch) |
| Echo Core | Special enemies / bosses, salvage, Endless Delve guardians (fixed amount) | 3% per kill | Upgrade Base (Blacksmith), Add / Redo Affix & Reroll Affix (Witch) |
| Echoing Crystal | Endless Delve kills, the only source | — | Upgrade Affix Tier, every fee on a tier-5 item, plus Region Resonance unlocks and Delve level skips |
| Echo Dust | A failed salvage | — | Nothing — pure consolation gold (sellable) |
When a shard/core does drop, the quantity is a random 1 … tier, where
tier is the gear tier of the enemy’s level (level 1–20 → 1, 21–40 → 2, …,
81+ → 5) — in any region. 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.
Shards, Cores and Dust stack, and materials sitting in your stash count toward every craft exactly as if they were in your bag (the bag is drained first when a craft is paid). Echoing Crystals are not an item at all: they are a currency tracked on your character, so they never take a bag slot.
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.
| Rarity | Success | On success, by item tier 1 → 5 |
|---|---|---|
| Magic | 25% | 1 / 1 / 2 / 3 / 5 Echo Shards |
| Rare | 30% | 1 / 2 / 3 / 5 / 8 Echo Shards, +10% chance of 1 bonus Core |
| Unique | 50% | 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 tier | Item levels | Shards / Cores per craft |
|---|---|---|
| Tier 1 | 1–20 | 1 |
| Tier 2 | 21–40 | 2 |
| Tier 3 | 41–60 | 4 |
| Tier 4 | 61–80 | 8 |
| Tier 5 | 81–100 | 16 |
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 (except ring and amulet uniques, which have no base stats to temper), Enchanted, Base-Upgraded and Salvaged, but cannot have an affix Added, Redone, Rerolled or Tier-Upgraded — see Uniques.
Three 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 rises by ×1.25 with
every reroll already done on that item (
ceil(base × 1.25ⁿ)): 16 → 20 → 25 → 32 on a Tier-5. - Redo Affix (re-rolling the Witch-added affix) pays
ceil(base × 1.25ᵏ)for the k-th Redo on that item: 16 → 20 → 25 → 32 on a Tier-5. Its gold fee escalates too (below).
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. A unique’s Temper, Enchant and Upgrade Base fees use its base’s level requirement
instead of the level it dropped at: a Bulwark (Ornate Pavise, level 70) pays as level 70 whether
it dropped at level 19 or 99.
| Service | Material | Fee 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 |
| Redo Affix (Witch, k-th) | ceil(Add Cores × 1.25ᵏ) | ceil(Add fee × 1.5ᵏ) |
| Reroll Affix (Witch) | ceil(Echo Cores × 1.25ⁿ) | (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 |
“Add fee” for a Redo is that item’s Add Affix fee after cost reductions; the escalated fee then goes through the tier-5 crystal rule like any other. The Witch page has the full Redo cost table.
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
| Rarity | Multiplier |
|---|---|
| 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 × rarityScaleon average, rolled ±20%, before Gold Find. -
Dungeon first clear — a one-off
800 + rank × 40gold on the first clear of a region’s dungeon. -
Selling gear — every gold transaction on an item derives from one number, its item value:
itemValue = sellBase × tier × raritysellBaseis a per-family constant (825–1550),tieris 1–5, and the rarity factor is:Rarity Value mult Normal ×1.0 Magic ×1.3 Rare ×1.6 Set ×2.0 Unique ×2.5 Everything else is a percentage of that value:
Transaction Share of item value Trader charges you 200% You sell to the vendor 100% 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, 20 for the second, 25 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).