Everything on this page reflects how the server currently works.
| Rarity | Attributes |
|---|---|
| Common | 0 |
| Uncommon | 1 |
| Rare | 2 |
| Epic | 3 |
| Legendary | 4 |
These are the roll weights and add up to 100%.
| Tier | Chance |
|---|---|
| T1 | 30% |
| T2 | 20% |
| T3 | 15% |
| T4 | 10% |
| T5 | 8% |
| T6 | 6% |
| T7 | 4% |
| T8 | 3% |
| T9 | 2.5% |
| T10 | 1.5% |
| Equipment | Allowed Attributes |
|---|---|
| Helmet | Armor, Weight Reduction, Max Health, Max Mana, Resistance |
| Body Armor | Armor, Weight Reduction, Max Health, Max Mana, Resistance |
| Legs | Armor, Weight Reduction, Max Health, Max Mana, Resistance |
| Boots | Armor, Movement Speed, Weight Reduction, Max Health, Max Mana, Resistance |
| Shield | Defense, Skill, Armor if it has armor, Weight Reduction, Max Health, Max Mana, Resistance |
| One-handed Weapon | Attack, Skill, Attack Speed, Critical, Parry, Perseverance, Elementals, Life Leech, Mana Leech, HP on Kill, Mana on Kill, Paralyze Chance |
| Two-handed Weapon | Attack, Skill, Attack Speed, Critical, Berserk, Elementals, Life Leech, Mana Leech, HP on Kill, Mana on Kill, Paralyze Chance |
| Bow | Skill, Attack Speed, Critical, Fast Hand, Elementals, Life Leech, Mana Leech, HP on Kill, Mana on Kill, Paralyze Chance |
| Crossbow | Skill, Attack Speed, Critical, Sharpshooter, Elementals, Life Leech, Mana Leech, HP on Kill, Mana on Kill, Paralyze Chance |
| Quiver | Attack, Skill, Max Health, Max Mana, Resistance |
| Ring & Amulet (no charges) | Weight Reduction, Max Health, Max Mana, Healing Power, Potion Efficiency, Extra Experience, Extra Loot |
| Attribute | What it does |
|---|---|
| Attack | Adds direct attack to the weapon. Example: Attack 50 + 3 = 53. Only works on one-handed, two-handed weapons and quivers. |
| Armor | Adds armor to the item. On shields, only if the shield already has armor. |
| Defense | Adds defense to a shield that already has defense. |
| Skill | Adds the matching skill: Axe, Sword, Club, Distance or Shield. |
| Movement Speed | Increases movement speed. Boots only. |
| Magic Level | Disabled in the current roll; should not appear as new attribute. |
| Weight Reduction | Reduces the item own weight. Example: 20 oz with 10% becomes ~18 oz. |
| Max Health | Increases max HP by fixed value. Not a percentage. |
| Max Mana | Increases max mana by fixed value. Not a percentage. |
| Resistance | Reduces damage of one type, rolled between Physical, Fire, Poison, Energy and Ice. |
| Attack Speed | Reduces attack interval by a fixed time in seconds. Higher tier = faster attacks. |
Attack Speed is not a percentage โ it subtracts a fixed time from the attack interval.
| Tier | Interval Reduction |
|---|---|
| T1 | 0.05โ0.10 s |
| T2 | 0.08โ0.15 s |
| T3 | 0.10โ0.20 s |
| T4 | 0.15โ0.25 s |
| T5 | 0.20โ0.30 s |
| T6 | 0.25โ0.35 s |
| T7 | 0.30โ0.40 s |
| T8 | 0.35โ0.45 s |
| T9 | 0.40โ0.50 s |
| T10 | 0.45โ0.60 s |
Critical chance. When it triggers, damage gets 30% extra. Simple example: damage 100 โ critical 130.
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.
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.
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.
Bow only. For Paladin/Royal Paladin, schedules a second attack ~0.5 second after the original.
Crossbow only. For Paladin/Royal Paladin: +40% Distance, fixed +60 speed, Distance bonus lasts 10s, speed lasts 20s, ~2 min internal cooldown.
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.
| Attribute | Damage Type | Visual |
|---|---|---|
| Bleeding | Physical | Bleeding |
| Electrifying | Energy | Electrified! |
| Burning | Fire | Ignite! |
| Poisoning | Earth/Poison | Poisoned! |
| Freeze | Ice | Freeze! |
| Holy Damage | Holy | Dazzled! |
On area attacks, each target can roll individually while the effect cycle is open.
Chance to heal when dealing damage. Heals 30% of the damage. Example: 100 damage โ 30 HP. Does not trigger if HP is full.
Separate roll from Life Leech. Restores 30% of the damage as mana. Example: 100 โ 30 mana. Does not trigger if mana is full.
Heals a fixed HP amount when killing a monster. Not a percentage. Never exceeds Max HP.
Restores a fixed mana amount when killing a monster. Not a percentage, never exceeds Max Mana.
Chance to apply Paralyze (~2 seconds) on hit. Immune monsters are not affected. Uses the elemental table: 0.30โ1.00% (T1) to 3.00โ7.00% (T10).
Percentage bonus on healing received. Example: heal 100 with 10% โ 110.
Percentage bonus on Life fluids (base 25โ50 HP) and Mana fluids (base 25โ75 mana). Example: 10% turns a 50 base heal into ~55.
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.
Can appear on permanent rings/amulets. The code tries an extra roll per monster loot item.