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rarity-system

โš”๏ธ Items, Rarities & Attributes

Everything on this page reflects how the server currently works.

๐Ÿ“Œ How it works

  • Rarity defines how many attributes an item can have.
  • Tier defines the value range of each attribute.
  • The tier is rolled between T1 and T10 when the item receives rarity.
  • Higher tiers are harder to find.
  • Each attribute is rolled randomly inside the tier range.
  • The bonus only works when the item is equipped in the correct slot and the player meets the required level.

โญ Rarities

RarityAttributes
Common0
Uncommon1
Rare2
Epic3
Legendary4

๐ŸŽฒ Tier drop chances

These are the roll weights and add up to 100%.

TierChance
T130%
T220%
T315%
T410%
T58%
T66%
T74%
T83%
T92.5%
T101.5%

๐Ÿ›ก๏ธ Allowed Attributes per Equipment

EquipmentAllowed Attributes
HelmetArmor, Weight Reduction, Max Health, Max Mana, Resistance
Body ArmorArmor, Weight Reduction, Max Health, Max Mana, Resistance
LegsArmor, Weight Reduction, Max Health, Max Mana, Resistance
BootsArmor, Movement Speed, Weight Reduction, Max Health, Max Mana, Resistance
ShieldDefense, Skill, Armor if it has armor, Weight Reduction, Max Health, Max Mana, Resistance
One-handed WeaponAttack, Skill, Attack Speed, Critical, Parry, Perseverance, Elementals, Life Leech, Mana Leech, HP on Kill, Mana on Kill, Paralyze Chance
Two-handed WeaponAttack, Skill, Attack Speed, Critical, Berserk, Elementals, Life Leech, Mana Leech, HP on Kill, Mana on Kill, Paralyze Chance
BowSkill, Attack Speed, Critical, Fast Hand, Elementals, Life Leech, Mana Leech, HP on Kill, Mana on Kill, Paralyze Chance
CrossbowSkill, Attack Speed, Critical, Sharpshooter, Elementals, Life Leech, Mana Leech, HP on Kill, Mana on Kill, Paralyze Chance
QuiverAttack, Skill, Max Health, Max Mana, Resistance
Ring & Amulet (no charges)Weight Reduction, Max Health, Max Mana, Healing Power, Potion Efficiency, Extra Experience, Extra Loot
Stackable items, charged items and temporary accessories normally do not receive rarity. Wands are not in the current rarity list.

๐Ÿ“Š Basic Attributes

AttributeWhat it does
AttackAdds direct attack to the weapon. Example: Attack 50 + 3 = 53. Only works on one-handed, two-handed weapons and quivers.
ArmorAdds armor to the item. On shields, only if the shield already has armor.
DefenseAdds defense to a shield that already has defense.
SkillAdds the matching skill: Axe, Sword, Club, Distance or Shield.
Movement SpeedIncreases movement speed. Boots only.
Magic LevelDisabled in the current roll; should not appear as new attribute.
Weight ReductionReduces the item own weight. Example: 20 oz with 10% becomes ~18 oz.
Max HealthIncreases max HP by fixed value. Not a percentage.
Max ManaIncreases max mana by fixed value. Not a percentage.
ResistanceReduces damage of one type, rolled between Physical, Fire, Poison, Energy and Ice.
Attack SpeedReduces attack interval by a fixed time in seconds. Higher tier = faster attacks.

โฑ๏ธ Attack Speed per Tier (seconds)

Attack Speed is not a percentage โ€” it subtracts a fixed time from the attack interval.

TierInterval Reduction
T10.05โ€“0.10 s
T20.08โ€“0.15 s
T30.10โ€“0.20 s
T40.15โ€“0.25 s
T50.20โ€“0.30 s
T60.25โ€“0.35 s
T70.30โ€“0.40 s
T80.35โ€“0.45 s
T90.40โ€“0.50 s
T100.45โ€“0.60 s

โš”๏ธ Combat Attributes

๐Ÿ’ฅ Critical

Critical chance. When it triggers, damage gets 30% extra. Simple example: damage 100 โ†’ critical 130.

๐Ÿ›ก๏ธ Parry

Works against received physical melee attacks. When it triggers: blocks the hit, reflects 35% of the damage to the attacker and shows the effect on the player. Example: attacker would deal 100 โ†’ receives 35 reflected.

โค๏ธ Perseverance

One-handed weapons only. For Knight/Elite Knight when triggered: lasts 20 seconds, +15% Max Health, +15% Shield, heals 15% of Max HP, ~2 min internal cooldown. The shown percentage is the chance, not the HP/Shield bonus.

๐Ÿ”ฅ Berserk

Two-handed weapons only. For Knight/Elite Knight when triggered: lasts 20 seconds, +40% Axe, Club and Sword, fixed +60 speed, ~2 min internal cooldown.

๐Ÿน Fast Hand

Bow only. For Paladin/Royal Paladin, schedules a second attack ~0.5 second after the original.

๐ŸŽฏ Sharpshooter

Crossbow only. For Paladin/Royal Paladin: +40% Distance, fixed +60 speed, Distance bonus lasts 10s, speed lasts 20s, ~2 min internal cooldown.

โšก Elemental Effects

No ticks. When the chance triggers, the server instantly applies 20% of the base damage as extra elemental damage. Example: base 100 โ†’ extra 20. Visual effect appears on the hit monster. Only one elemental attribute per item.

AttributeDamage TypeVisual
BleedingPhysicalBleeding
ElectrifyingEnergyElectrified!
BurningFireIgnite!
PoisoningEarth/PoisonPoisoned!
FreezeIceFreeze!
Holy DamageHolyDazzled!

On area attacks, each target can roll individually while the effect cycle is open.

๐Ÿ’š Leech & On-Kill

Life Leech

Chance to heal when dealing damage. Heals 30% of the damage. Example: 100 damage โ†’ 30 HP. Does not trigger if HP is full.

Mana Leech

Separate roll from Life Leech. Restores 30% of the damage as mana. Example: 100 โ†’ 30 mana. Does not trigger if mana is full.

HP on Kill

Heals a fixed HP amount when killing a monster. Not a percentage. Never exceeds Max HP.

Mana on Kill

Restores a fixed mana amount when killing a monster. Not a percentage, never exceeds Max Mana.

๐Ÿงฐ Control & Utility

Paralyze Chance

Chance to apply Paralyze (~2 seconds) on hit. Immune monsters are not affected. Uses the elemental table: 0.30โ€“1.00% (T1) to 3.00โ€“7.00% (T10).

Healing Power

Percentage bonus on healing received. Example: heal 100 with 10% โ†’ 110.

Potion Efficiency

Percentage bonus on Life fluids (base 25โ€“50 HP) and Mana fluids (base 25โ€“75 mana). Example: 10% turns a 50 base heal into ~55.

Extra Experience

Exists in the table and can appear on permanent rings/amulets, but the EXP gain hook is not wired in the current code โ€” the tooltip may show it without changing received EXP.

Extra Loot

Can appear on permanent rings/amulets. The code tries an extra roll per monster loot item.

โš ๏ธ Extra Loot still needs review: the Lua callback compares the raw value against math.random(1, 100), so decimal display values (e.g. 0.50%) may not behave as shown.

๐Ÿ” How to Read the Tooltip

  • Attack +3, Max Health +10 or HP on Kill +5 = fixed value.
  • Critical Hit 3.25% or Poisoning 1.20% = a chance.
  • Elementals: the shown % is the trigger chance; damage is fixed at 20% of base when triggered.
  • Life/Mana Leech: shown % is the chance; recovery is fixed at 30% of damage.
  • The range in parentheses on SHIFT is the possible tier range of the item.
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