Library
Item attributes
Rare extra powers on the strongest weapons and equipment: what each one does, which items can have it, how rare it is, and how Mystic Runes and the magma stone change them.
Attributes
How they work
An item gets attributes only when it drops from a creature or when a Mystic Rune enchants it. Each one has a level, and higher levels are rarer. Every item that can hold attributes has a tier class from 1 to 5: it holds at most that many, each at most that level.
An attribute works only while the item is worn in its place: a weapon or shield in a hand, a quiver in the backpack slot. A weapon's attack powers count for the weapon in use, a quiver's for the arrows and bolts a bow shoots. Creatures get nothing from the attributes of the loot they carry.
- Attributes
- 55
- Items that can hold them
- 140
- Mystic Runes
- 6
Tier classes
| Tier class | Holds up to | Highest level | Items |
|---|---|---|---|
| 1 | 1 attribute | 1 | 54 |
| 2 | 2 attributes | 2 | 44 |
| 3 | 3 attributes | 3 | 34 |
| 4 | 4 attributes | 4 | 5 |
| 5 | 5 attributes | 5 | 3 |
Each item's page lists its tier class and the attributes it can get, level by level. The weapon, shield and armor tables have a Tier column.
Glow
A soft glow of a colour under the item shows how many attributes it holds, in your inventory, containers and the depot. Items on the ground have none.
- 1Grey1 attribute
- 2Green2 attributes
- 3Blue3 attributes
- 4Purple4 attributes
- 5Gold5 attributes
22 attributes
Offense
Attack
Adds to the attack of the weapon in use; on a quiver, to the arrows and bolts a bow shoots.
- +1 to +5
- +2 to +10on two-handed and heavy weapons
CommonWeaponsOn 67 items
Attack speed
Shortens the time between your attacks.
- +5% to +9%on melee weapons
- +1% to +5%on quivers
All worn items together give at most 30%.
RareWeaponsOn 50 items
Critical hit
A melee or distance hit, or a wand's or rod's bolt, has a chance to deal more damage.
- +20% to +100% at 5% to 9% chanceon two-handed and heavy weapons
- +10% to +50% at 5% to 9% chanceon bows and crossbows
- +5% to +25% at 5% to 9% chanceon quivers
RareWeaponsOn 18 items
Life leech
A hit that deals damage has a chance to heal you for part of that damage.
- +5% to +13% at 5% to 25% chanceon melee weapons
- +2% to +10% at 1% to 5% chanceon quivers
RareWeaponsOn 18 items
Mana leech
A hit that deals damage has a chance to give you part of that damage as mana.
- +3% to +7% at 5% to 25% chanceon melee weapons
- +1% to +5% at 1% to 5% chanceon quivers
RareWeaponsOn 3 items
Armor piercing
A hit has this chance to lower the target's armor for a few seconds, for everyone who attacks it.
- 4% to 12% chance
- 8% to 24% chanceon two-handed and heavy weapons
CommonWeaponsOn 22 items
Crushing blow
A hit on a player has this chance to paralyse him for a moment.
- 4% to 12% chance
- 8% to 24% chanceon two-handed and heavy weapons
CommonWeaponsOn 15 items
Berserk
A hit has this chance to put you in a rage for 5 seconds: faster on foot and in attacks.
- 1% to 5% chance
- 2% to 10% chanceon two-handed and heavy weapons
RareWeaponsOn 7 items
Burning
A hit that deals damage has a chance to set the target on fire, this much fire damage a tick.
- 11 to 15 a tick at 5% to 9% chance
- 3 to 4 a tick at 5% to 9% chanceon wands and rods
RareWeaponsOn 2 items
Poison
A hit that deals damage has a chance to poison the target, this much poison damage a tick.
- 11 to 15 a tick at 5% to 9% chance
RareWeaponsOn 3 items
Double strike
A melee hit has this chance to strike a second time at once; a wand or rod fires a second bolt.
- 5% to 9% chance
RareWeaponsOn 5 items
Hit chance
Your arrows and bolts hit more often.
- +1% to +5%
CommonWeaponsOn 2 items
Spell critical
Your attack spells and runes have a chance to deal more damage.
- +20% to +100% at 5% to 9% chance
RareOn no item yet
Momentum
A spell or rune you cast has this chance to end all your exhaustion at once.
- 5% to 9% chance
RareHelmetsOn 3 items
Bleeding
A hit that deals damage has a chance to make the target bleed, this much physical damage a tick.
- 11 to 15 a tick at 5% to 9% chance
- 3 to 4 a tick at 5% to 9% chanceon wands and rods
RareWeaponsOn 3 items
Electrifying
A hit that deals damage has a chance to electrify the target, this much energy damage a tick.
- 11 to 15 a tick at 5% to 9% chance
- 3 to 4 a tick at 5% to 9% chanceon wands and rods
RareWeaponsOn 5 items
Fire damage
Raises the fire damage of this wand's bolts.
- +2% to +10%
RareOn no item yet
Energy damage
Raises the energy damage of this wand's bolts.
- +2% to +10%
RareOn no item yet
Poison damage
Raises the poison damage of this rod's bolts and of its poison.
- +2% to +10%
RareOn no item yet
Ice damage
Raises the ice damage of this rod's bolts.
- +2% to +10%
RareOn no item yet
Physical damage
Raises the physical damage of this rod's bolts.
- +2% to +10%
RareOn no item yet
Overheat
A wand's bolt that deals damage has a chance to make you faster and raise your magic level for a few seconds.
- 3% to 7% chance (+15 to +35 speed, +3 to +7 magic level for 5 s)
Very rareOn no item yet
10 attributes
Defense
Defense
Adds to the defense of this weapon or shield while it is the one that defends.
- +1 to +5
CommonWeaponsShieldsOn 57 items
Armor
Adds to the armor of this item.
- +1 to +5
CommonHelmetsArmorsLegsBootsOn 38 items
Hit points
Raises your maximum hit points while worn.
- +20 to +100on helmets
- +30 to +150on armors and legs
CommonHelmetsArmorsLegsOn 29 items
Mana
Raises your maximum mana while worn.
- +10 to +50on helmets
- +15 to +75on armors and legs
CommonHelmetsArmorsOn 12 items
Health absorption
A hit you take has a chance to heal you for part of your maximum hit points.
- +1% to +5% at 2% to 10% chance
RareShieldsOn 1 item
Mana absorption
A hit you take has a chance to give you part of your maximum mana.
- +1% to +5% at 1% to 5% chance
RareShieldsArmorsOn 3 items
Mitigation
A hit you take has a chance to be reduced.
- +10% to +50% at 5% to 9% chance
RareShieldsOn 10 items
Arrow guard
Your shield has this chance to stop another player's arrow or bolt completely.
- 5% to 25% chance
All worn items together give at most 25%.
UncommonShieldsOn 24 items
Dodge
Any damage you take has this chance to miss you.
- 1% to 5% chance
All worn items together give at most 10%.
RareBootsOn 1 item
Bulwark
Your shield defends against every blow, not only one in a turn.
The item has it or not: it has no value and works the same at every level.
CommonShieldsOn 19 items
6 attributes
Skills
Sword fighting
Raises your sword fighting while worn.
- +1 to +5
UncommonWeaponsShieldsHelmetsArmorsLegsOn 27 items
Axe fighting
Raises your axe fighting while worn.
- +1 to +5
UncommonWeaponsShieldsHelmetsArmorsLegsOn 31 items
Club fighting
Raises your club fighting while worn.
- +1 to +5
UncommonWeaponsShieldsHelmetsArmorsLegsOn 27 items
Distance fighting
Raises your distance fighting while worn.
- +1 to +5
UncommonWeaponsShieldsHelmetsArmorsLegsOn 17 items
Shielding
Raises your shielding while worn.
- +1 to +5
UncommonShieldsHelmetsArmorsOn 25 items
Magic level
Raises your magic level while worn.
- +1 to +5
UncommonWeaponsShieldsHelmetsArmorsBootsOn 18 items
4 attributes
Regeneration
Health regeneration
Regenerates hit points while you are fed, on top of what food gives.
- +1/8s to +2/6s
RareHelmetsArmorsLegsBootsOn 14 items
Mana regeneration
Regenerates mana while you are fed, on top of what food gives.
- +1/24s to +1/16s
RareHelmetsArmorsBootsOn 8 items
Healing
Healing spells, runes and life fluids heal you more, and your heals on others heal them more.
- +4% to +12%
RareShieldsHelmetsArmorsOn 5 items
Potion mastery
Mana fluids give you more mana.
- +3% to +7%
RareHelmetsOn 3 items
8 attributes
Protection
Physical protection
Reduces the physical damage you take.
- +1% to +5%
All worn items together give at most 50%.
RareShieldsHelmetsArmorsLegsBootsOn 29 items
Fire protection
Reduces the fire damage you take, burning included.
- +1% to +5%
All worn items together give at most 50%.
RareShieldsHelmetsArmorsBootsOn 11 items
Energy protection
Reduces the energy damage you take, electrification included.
- +1% to +5%
All worn items together give at most 50%.
RareShieldsHelmetsArmorsLegsOn 8 items
Poison protection
Reduces the poison damage you take, poisoning included.
- +1% to +5%
All worn items together give at most 50%.
RareShieldsArmorsOn 2 items
Mana drain protection
Reduces the mana drained from you.
- +1% to +5%
All worn items together give at most 50%.
RareShieldsHelmetsArmorsOn 8 items
Elemental protection
Reduces the fire, energy, poison and ice damage you take.
- +1% to +5%
All worn items together give at most 50%.
RareArmorsOn 1 item
Ice protection
Reduces the ice damage you take.
- +1% to +5%
All worn items together give at most 50%.
RareWeaponsShieldsHelmetsArmorsLegsBootsOn 13 items
Life drain protection
Reduces the life drained from you.
- +1% to +5%
All worn items together give at most 50%.
RareShieldsHelmetsArmorsOn 13 items
5 attributes
Utility
Speed
Makes you walk faster.
- +10 to +30
RareHelmetsArmorsBootsOn 9 items
Vibrancy
A paralysis has this chance to wear off at once.
- 5% to 25% chance
RareBootsOn 3 items
Weight
This item weighs less.
- -25% to -85%
CommonWeaponsShieldsHelmetsArmorsLegsOn 78 items
Ammo saving
A distance shot has this chance to keep its arrow or bolt.
- 5% to 25% chance
CommonOn no item yet
Gold find
Monsters you kill drop more gold.
- +2% to +10%
RareOn no item yet
Rarity says how often an attribute comes, on a drop or from a rune: common ones most often, rare ones least.
6 runes
Mystic Runes
Use a Mystic Rune on an item you carry that holds fewer attributes than its tier class allows. The enchantment does not always take; when it does, the item gains one attribute it does not hold yet, picked as on a drop. The rune crumbles either way.
A rune never raises an attribute the item already holds, and an item at its tier class takes no more. Mystic Runes and magma stones come out of a Mystic Bag.
| Rune | Enchants |
|---|---|
| helmets | |
| armors | |
| legs and quivers | |
| shields | |
| weapons | |
| boots |
Breaking attributes
Use a Magma Stone on an item you carry that holds attributes: all of them break, the stone is used up, and you get magic dust, 1 for every level of each attribute broken. It goes into your inventory, or to your feet when it does not fit.
Breaking them all and enchanting again is the only way to other attributes on an item.


