Back to Wiki

Crafting Materials

Crafting materials are the raw ingredients behind every recipe at the Forge. Shadowrealm has 21 distinct materials spread across the same 6 rarity tiers as gear itself, common, rare, epic, legendary, mythic, and divine, and almost all of them drop from actions and heists as you play (the one exception, the divine godshard, is earned a different way entirely, see below). Rarer recipes lean on rarer materials, so climbing the rarity ladder on gear usually means stockpiling the matching tier of materials first.

Farm it, buy it, or gamble for it

Every material in the game reaches a character through one of three routes: a random drop from a successful action or heist, a straight gold purchase at the Reliquary, or a lucky roll on the Black Market. None of the three is strictly better: drops are free but unreliable, the Reliquary is reliable but limited by server-wide stock, and the Black Market is a short random shortlist that might not hold the tier or item you need at all. All three feed the same sink, though: the Forge, where materials of the right rarity turn directly into gear.

Rarer materials are dramatically scarcer at every step of that chain: lower drop odds, a smaller Reliquary stock cap, and a steeper Black Market price, which is exactly why the highest rarities of gear stay out of reach until a character has put in real time. See the Gear Catalog for what all of that material eventually buys.

How materials drop

A successful action or heist rolls for a bonus material drop on top of its normal gold and XP reward, checking the rarest tier first so a lucky roll can never be crowded out by a more common one landing first. Each tier has its own independent base chance: Common 30%, Rare 8%, Epic 3%, Legendary 0.5%, Mythic 0.05%, Divine 0%. Luck raises every tier's chance at once: every point of Luck above the starting value of 5 multiplies each tier's drop chance by another 1%, with no cap other than certainty itself, so a high-Luck build sees noticeably better material returns from the exact same actions (godshard, the one divine material, is not part of this ladder at all, its own base chance above is a flat 0%; see the Divine section below for how it actually reaches a character).

The Reliquary

The Reliquary is a gold vendor for materials: no drop roll, no Luck involved, just a listed price per rarity tier. Its catch is scarcity rather than randomness, every tier keeps a small server-wide stock that sells out and refills on a fixed clock, and each player is capped on how many units of a tier they can buy per window, so it smooths out bad drop luck rather than replacing farming outright. Every price below is a baseline: like every other gold vendor in the game, the Reliquary scales its prices up by a server-wide inflation multiplier that rises with the gold in circulation and never drops below 1x, so the live price can sit well above what is quoted here. That multiplier is worked out from the gold players hold, on hand and in the bank, with the richest 1% of players left out of the sum so a single huge fortune cannot push every price up for everyone else; with fewer than 100 players nobody is left out, and it is capped at 10x. The Reliquary never stocks godshard, the one divine material: see the Divine section below for how it is actually earned.

  • Common: 4,000 gold each, from Rank 1. Server-wide stock caps at 100, refilling every 8 hours; a single player can buy at most 30 per restock window.
  • Rare: 20,000 gold each, from Rank 2. Server-wide stock caps at 40, refilling every 8 hours; a single player can buy at most 12 per restock window.
  • Epic: 120,000 gold each, from Rank 3. Server-wide stock caps at 15, refilling every 8 hours; a single player can buy at most 4 per restock window.
  • Legendary: 600,000 gold each, from Rank 4. Server-wide stock caps at 3, refilling every 8 hours; a single player can buy at most 1 per restock window.
  • Mythic: 3,000,000 gold each, from Rank 5. Server-wide stock caps at 1, refilling every 8 hours; a single player can buy at most 1 per restock window.

The Black Market

The Black Market rotates 6 random items at a time, gear, potions, and materials mixed together, every 20 to 28 hours, so you cannot shop for a specific material there, only check back and buy it if the right one happens to show up. When a material does roll, it prices out at exactly half of the Reliquary's per-unit rate for the same rarity, a real discount if the timing lines up (that ratio holds regardless of inflation, since the same multiplier scales both vendors); the baseline prices below are likewise before that same server-wide inflation multiplier. Godshard never rotates in either, its weight in the Black Market's own tables is 0 in every tier.

  • Common: 2,000 gold when it turns up in the rotation.
  • Rare: 10,000 gold when it turns up in the rotation.
  • Epic: 60,000 gold when it turns up in the rotation.
  • Legendary: 300,000 gold when it turns up in the rotation.
  • Mythic: 1,500,000 gold when it turns up in the rotation.

Converting materials

The Materials tab of your inventory turns lower-tier materials into higher ones, three ways. Each has its own use: a named recipe asks for specific materials, a bulk convert spends everything of one rarity for random results, and a lateral trade swaps sideways.

The cost of moving up one rarity, by bulk convert. Named recipes use the same totals.

StepMaterials spent per 1 material made
Common to rare6 to 1
Rare to epic8 to 1
Epic to legendary10 to 1
Legendary to mythic14 to 1
Mythic to divine25 to 1

A lateral trade swaps 2 of one material for 1 of a different material of the same rarity. Convert more makes many swaps in one go, up to 9,999 at a time, and shows what it will spend and give before you confirm.

This page lists the standard materials. Profession finds (ores, hides, herbs, woods and gemstones) are covered on the Professions page. They follow the same rates but stay inside their own profession and category (raw finds or herbs), and you can only make a rarity that your level in that profession can find. See Professions for those levels.

Common

Common materials drop at a base 30% chance per successful action or heist, before Luck. The 6 materials below are all pure crafting ingredients, consumed by the recipe they match rather than used or equipped on their own.

  • Cloth: Scraps of coarse linen.
  • Leather: Cured hide, suitable for binding.
  • Iron Ingot: A standard iron bar.
  • Wood Plank: Dry, straight-grained wood.
  • Bone Fragment: A cracked shard of bone.
  • Copper Wire: Twisted filigree copper.

Rare

Rare materials drop at a base 8% chance per successful action or heist, before Luck. The 5 materials below are all pure crafting ingredients, consumed by the recipe they match rather than used or equipped on their own.

  • Steel Ingot: Tempered and dense.
  • Silverthread: Spun silver fibres.
  • Glowmoss: Bioluminescent lichen.
  • Wyrm Scale: Shed from a lesser wyrm.
  • Ghost Silk: Cool to the touch, weightless.

Epic

Epic materials drop at a base 3% chance per successful action or heist, before Luck. The 4 materials below are all pure crafting ingredients, consumed by the recipe they match rather than used or equipped on their own.

  • Shadowsteel: Alloy forged in umbral coals.
  • Moonstone: Glows faintly at night.
  • Soul Ember: A shard of bound spirit-fire.
  • Mithril Dust: Powdered mithril ore.

Legendary

Legendary materials drop at a base 0.5% chance per successful action or heist, before Luck. The 3 materials below are all pure crafting ingredients, consumed by the recipe they match rather than used or equipped on their own.

  • Dragonbone: Bone of an elder wyrm.
  • Adamantite: Unbreakable black metal.
  • Void Crystal: A rift-forged prism.

Mythic

Mythic materials drop at a base 0.05% chance per successful action or heist, before Luck. The 2 materials below are all pure crafting ingredients, consumed by the recipe they match rather than used or equipped on their own.

  • Obsidian Heart: The cooled heart of the Citadel itself.
  • Shadow Essence: Distilled darkness.

Divine

Godshard is not farmed, bought, or crafted the way every other material is: its base drop chance is a flat 0%, it is never stocked by the Reliquary or the Black Market, and no Forge recipe consumes it. It reaches a character through 8 routes instead, in rough order of how much they actually pay:

  • City bosses: a 11% chance on the reward roll of every qualifying fighter, on Elder and Ancient bosses only. The route that pays for simply turning up, and the only one you cannot grind for. It is capped at the EVENT level: at most 3 leaves any one boss however many fighters roll for it. The fighters are rolled for that cap in a RANDOM order, so out-damaging everyone buys no better claim on a shard than simply qualifying does, and a big raid does not mint more of them, it spreads the same few thinner.
  • The Dark Citadel actions: a 0.0075% chance per successful action, and only on the 6 actions wired to that city. Actions in the other three cities pay nothing, and neither do heists. It also needs your HIGHEST rank ever to be Rank 7 or above, which means it keeps paying after an Ascension has reset your live rank. Unlike the ladder above, this one is scaled by Luck.
  • Ascension: 1 granted outright every time you ascend, with no roll involved.
  • The Summit Cache: a 5% chance in every cache, which you fill by earning XP at the summit while your ascend cooldown runs, at most 4 caches per cooldown. Only for players who reach the summit again before they may ascend. See Ascension.
  • The material converter: 25 mythic materials turn into one Godshard, from your inventory. Either shape of the converter reaches it at the same price, the named recipe or the bulk convert-everything button, so neither is a cheaper back door than the other.
  • The Scavenger's Cache: every material draw from the ad reward's cache can come up divine, at 0.062% per draw. It is the one route with no rank gate at all, and a slow one even so: claiming every ad every day still averages months per Godshard.
  • The Gold Gamble: a 0.0005% chance per pull, roughly one Godshard per 200,000 pulls, or 1,000,000,000 gold at the baseline wager before inflation. Deliberately the worst rate of the lot: it is the one route with no cadence limit at all, so it is priced so that gold alone can never outrun the boss.
  • Divine Harvest: the least reliable route, though not the rarest per attempt. One of the effects the divine jailbreak tool can roll gives a successful jailbreak bust its own tiny chance to yield a Godshard, at whatever strength that tool rolled. What makes it unreliable is not the rate but the lottery in front of it: you cannot choose the effect, it is one out of that pool, decided when the tool is crafted, so most Keys never roll it at all.

See the divine tier on the Gear Catalog page for what a Godshard is actually spent on.

  • Godshard: A god-splinter, older than the dark.