How many attributes?
Rarity controls the number of random attribute slots on the item.
- Common 0 slots
- Uncommon 1 slot
- Rare 2 slots
- Epic 3 slots
- Legendary 4 slots
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See whether an item can gain rarity, what its tier changes and which attributes fit your equipment.
Rarity controls the number of random attribute slots on the item.
Tier controls attribute strength. Tier and rarity together define the character level needed to activate it.
This is the most common scale. Speed, attack interval and triggered effects use the values shown in the attribute finder.
A Tier 4 item can still be Common. Tier describes its potential; rarity says how many attributes it currently has.
An item gets rarity in only two ways: it receives rarity from a random chance when it is obtained, or the player adds rarity later with Ascend.
You do not need to use Crafting. The server checks the item automatically when it is created.
For loot and quest items: the item needs Tier 1–4. Stackable items and items with charges, decay or duration cannot use this path.
Use this path after you already own an eligible Common item.
Tier 0 and stackable items cannot use Ascend. Each Ascend attempt can succeed, fail or break the item. After the item has rarity, Transmute can change an unwanted attribute and Dismantle can recover materials.
Open the Ascend guideChoose an equipment family or type an effect. The list stays compact until you open the attribute you want.
Direct skill, attack and tempo improvements.
Spellbooks and Rune Pouches use this attribute only through their dedicated mage pool. Charged Rods use it through crafting.
Protection, resources and sustain.
Each item gives its own bonus. Using the same bonus on helmet, armor, legs and boots also unlocks the percentage bonus explained below.
Each item gives its own bonus. Using the same bonus on helmet, armor, legs and boots also unlocks the percentage bonus explained below.
Standard equipment rolls Physical, Fire, Poison, Energy or Ice. Wands, Rods, Spellbooks and Rune Pouches use the mage pool: Fire, Poison, Energy, Ice, Mana Drain or Life Drain — never Physical.
Triggered effects that change an attack or defensive response.
A successful critical hit guarantees the maximum damage roll and adds tier-scaled bonus damage.
Applies a bleeding condition. Undead creatures cannot bleed.
Two-handed weapons only.
Temporarily increases melee skills and movement speed. Monster kills can extend and strengthen the effect.
Triggers the club-specific Groundslam effect; its behavior depends on whether the club is one- or two-handed.
Can trigger additional ranged attacks. It is not restricted by a one-handed rule.
Knight equipment only.
Reflects part of incoming physical damage back to the attacker.
Can completely block a physical attack and reflect its damage.
One-handed weapons only.
Temporarily increases maximum health and Shielding Skill.
Ignores the target’s defense and armor and guarantees the maximum damage roll. It is not restricted by a one-handed rule.
Temporarily increases Distance Skill and movement speed. It is not restricted by a one-handed rule.
Rolled attributes remain inactive until the character reaches the level required by that exact rarity and tier combination.
| Item tier | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|
| Tier 1 | Level 15 | Level 20 | Level 25 | Level 30 |
| Tier 2 | Level 35 | Level 40 | Level 45 | Level 50 |
| Tier 3 | Level 55 | Level 60 | Level 65 | Level 70 |
| Tier 4 | Level 80 | Level 90 | Level 100 | Level 110 |
Each item gives its own bonus. Using the same bonus on all four items also unlocks an extra percentage bonus.
Choose Max Health or Max Mana. Helmet, armor, legs and boots must all have the bonus you chose.
For example: T1 + T3 + T3 + T4 = 11. Your extra bonus is therefore +11% Max Health or +11% Max Mana.
An amulet, ring or shield with the same bonus also counts. It adds 1%, 2%, 3% or 4%, according to its T value. These items cannot replace helmet, armor, legs or boots.
The percentage bonus stops working if the chosen bonus is missing from helmet, armor, legs or boots. Removing an amulet, ring or shield only lowers the percentage.
Points per piece: the Mana Regeneration value on the item is the number of points it gives.
Each active point adds about 4% of your vocation's normal Mana regeneration. The calculator below does the complete Mana-per-minute calculation.
These are average values. The calculation works only while your character has an active food effect and Mana is not full. Regeneration does not work inside a Protection Zone. Only attributes active at your character level count. Knight and Elite Knight use the same natural Mana rate. Health Regeneration is calculated separately.