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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 classHolds up toHighest levelItems
11 attribute154
22 attributes244
33 attributes334
44 attributes45
55 attributes53

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
    Common
    Weapons

    On 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%.

    Rare
    Weapons

    On 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
    Rare
    Weapons

    On 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
    Rare
    Weapons

    On 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
    Rare
    Weapons

    On 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
    Common
    Weapons

    On 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
    Common
    Weapons

    On 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
    Rare
    Weapons

    On 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
    Rare
    Weapons

    On 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
    Rare
    Weapons

    On 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
    Rare
    Weapons

    On 5 items

  • Hit chance

    Your arrows and bolts hit more often.

    • +1% to +5%
    Common
    Weapons

    On 2 items

  • Spell critical

    Your attack spells and runes have a chance to deal more damage.

    • +20% to +100% at 5% to 9% chance
    Rare

    On no item yet

  • Momentum

    A spell or rune you cast has this chance to end all your exhaustion at once.

    • 5% to 9% chance
    Rare
    Helmets

    On 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
    Rare
    Weapons

    On 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
    Rare
    Weapons

    On 5 items

  • Fire damage

    Raises the fire damage of this wand's bolts.

    • +2% to +10%
    Rare

    On no item yet

  • Energy damage

    Raises the energy damage of this wand's bolts.

    • +2% to +10%
    Rare

    On no item yet

  • Poison damage

    Raises the poison damage of this rod's bolts and of its poison.

    • +2% to +10%
    Rare

    On no item yet

  • Ice damage

    Raises the ice damage of this rod's bolts.

    • +2% to +10%
    Rare

    On no item yet

  • Physical damage

    Raises the physical damage of this rod's bolts.

    • +2% to +10%
    Rare

    On 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 rare

    On 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
    Common
    WeaponsShields

    On 57 items

  • Armor

    Adds to the armor of this item.

    • +1 to +5
    Common
    HelmetsArmorsLegsBoots

    On 38 items

  • Hit points

    Raises your maximum hit points while worn.

    • +20 to +100on helmets
    • +30 to +150on armors and legs
    Common
    HelmetsArmorsLegs

    On 29 items

  • Mana

    Raises your maximum mana while worn.

    • +10 to +50on helmets
    • +15 to +75on armors and legs
    Common
    HelmetsArmors

    On 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
    Rare
    Shields

    On 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
    Rare
    ShieldsArmors

    On 3 items

  • Mitigation

    A hit you take has a chance to be reduced.

    • +10% to +50% at 5% to 9% chance
    Rare
    Shields

    On 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%.

    Uncommon
    Shields

    On 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%.

    Rare
    Boots

    On 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.

    Common
    Shields

    On 19 items

6 attributes

Skills

  • Sword fighting

    Raises your sword fighting while worn.

    • +1 to +5
    Uncommon
    WeaponsShieldsHelmetsArmorsLegs

    On 27 items

  • Axe fighting

    Raises your axe fighting while worn.

    • +1 to +5
    Uncommon
    WeaponsShieldsHelmetsArmorsLegs

    On 31 items

  • Club fighting

    Raises your club fighting while worn.

    • +1 to +5
    Uncommon
    WeaponsShieldsHelmetsArmorsLegs

    On 27 items

  • Distance fighting

    Raises your distance fighting while worn.

    • +1 to +5
    Uncommon
    WeaponsShieldsHelmetsArmorsLegs

    On 17 items

  • Shielding

    Raises your shielding while worn.

    • +1 to +5
    Uncommon
    ShieldsHelmetsArmors

    On 25 items

  • Magic level

    Raises your magic level while worn.

    • +1 to +5
    Uncommon
    WeaponsShieldsHelmetsArmorsBoots

    On 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
    Rare
    HelmetsArmorsLegsBoots

    On 14 items

  • Mana regeneration

    Regenerates mana while you are fed, on top of what food gives.

    • +1/24s to +1/16s
    Rare
    HelmetsArmorsBoots

    On 8 items

  • Healing

    Healing spells, runes and life fluids heal you more, and your heals on others heal them more.

    • +4% to +12%
    Rare
    ShieldsHelmetsArmors

    On 5 items

  • Potion mastery

    Mana fluids give you more mana.

    • +3% to +7%
    Rare
    Helmets

    On 3 items

8 attributes

Protection

  • Physical protection

    Reduces the physical damage you take.

    • +1% to +5%

    All worn items together give at most 50%.

    Rare
    ShieldsHelmetsArmorsLegsBoots

    On 29 items

  • Fire protection

    Reduces the fire damage you take, burning included.

    • +1% to +5%

    All worn items together give at most 50%.

    Rare
    ShieldsHelmetsArmorsBoots

    On 11 items

  • Energy protection

    Reduces the energy damage you take, electrification included.

    • +1% to +5%

    All worn items together give at most 50%.

    Rare
    ShieldsHelmetsArmorsLegs

    On 8 items

  • Poison protection

    Reduces the poison damage you take, poisoning included.

    • +1% to +5%

    All worn items together give at most 50%.

    Rare
    ShieldsArmors

    On 2 items

  • Mana drain protection

    Reduces the mana drained from you.

    • +1% to +5%

    All worn items together give at most 50%.

    Rare
    ShieldsHelmetsArmors

    On 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%.

    Rare
    Armors

    On 1 item

  • Ice protection

    Reduces the ice damage you take.

    • +1% to +5%

    All worn items together give at most 50%.

    Rare
    WeaponsShieldsHelmetsArmorsLegsBoots

    On 13 items

  • Life drain protection

    Reduces the life drained from you.

    • +1% to +5%

    All worn items together give at most 50%.

    Rare
    ShieldsHelmetsArmors

    On 13 items

5 attributes

Utility

  • Speed

    Makes you walk faster.

    • +10 to +30
    Rare
    HelmetsArmorsBoots

    On 9 items

  • Vibrancy

    A paralysis has this chance to wear off at once.

    • 5% to 25% chance
    Rare
    Boots

    On 3 items

  • Weight

    This item weighs less.

    • -25% to -85%
    Common
    WeaponsShieldsHelmetsArmorsLegs

    On 78 items

  • Ammo saving

    A distance shot has this chance to keep its arrow or bolt.

    • 5% to 25% chance
    Common

    On no item yet

  • Gold find

    Monsters you kill drop more gold.

    • +2% to +10%
    Rare

    On 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.

RuneEnchants
Bastion Runehelmets
Ethereal Runearmors
Ignis Runelegs and quivers
Void Runeshields
Umbral Runeweapons
Purity Runeboots

Breaking attributes

Magma Stone

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.