Items
An item is a base (sword, breastplate, ring…) with a level, a rarity and random affixes (bonuses to attributes, HP or resource). The combinations are practically endless.
Slots
Ten slots: weapon, shield or quiver, head, chest, legs, hands, feet, ring (two slots), cloak. Only the weapon and the shield or quiver show on the character.
Who wears what
| Class | Armour | Weapons | Off hand |
|---|---|---|---|
| Warrior | cloth, leather, mail, plate | sword, mace | shield |
| Archer | cloth, leather | bow | quiver |
| Monk | cloth, leather | staff, mace | — |
- An item can only be worn from its level. In the bag, an orange "lvl 12" band marks an item you can wear later; a red cross, an item your class can never wear (useful for selling or for another character).
- An item older than you loses strength: its damage and armour are those of its level, not yours. Affixes keep their value.
Rarities
| Rarity | Colour | Affixes | Base strength | Affix value (share of the cap) |
|---|---|---|---|---|
| Poor | grey | 0 | 80% | — |
| Common | white | 0 to 1 | 100% | 11% to 38.5% |
| Rare | blue | 2 to 3 | 105% | 11% to 38.5% |
| Epic | purple | 4 | 110% | 24.8% to 38.5% |
| Legendary | orange | 4 + a unique effect | 115% | 24.8% to 38.5% |
"Base strength" applies to a weapon's damage and to an armour piece's armour. The icon's border takes the rarity's colour.
Affixes
An item can't have the same affix twice. Each affix is worth a (random) share of its type's cap at the item's level; epic and legendary items draw from the top of the range. Caps are explained in Attributes.
| Affix | Cap at the item's level | Example: level 50 item, from… to… |
|---|---|---|
| Strength | 1.5 × level | +8 to +29 |
| Dexterity | 1.5 × level | +8 to +29 |
| Constitution | 1.5 × level | +8 to +29 |
| Quickness | 1.5 × level | +8 to +29 |
| Intelligence | 1.5 × level | +8 to +29 |
| HP | 4 × level | +22 to +77 |
| Resource (mana or endurance) | 1 × level | +6 to +19 |
| Armour (tenths of a % less damage) | 0.5 × level | +3 to +10 |
Legendary effects
A legendary item carries one of these effects, drawn at random. They only drop from named monsters.
- Life steal: 10% of the damage dealt returned as HP
- Stun: 5% chance on each hit to stun the target for 1 s
- Fire: +10% damage
- Regeneration: 1% of max HP per second, even in combat
Weapons
A weapon replaces the damage and pace of the class's auto attack. Starting weapons hit like the class's attack and can't be sold.
| Weapon | Type | Damage (lvl 1, common rarity) | One hit every | Classes |
|---|---|---|---|---|
| Sword | sword | 8 | 1.5 s | Warrior |
| Mace | mace | 11 | 2 s | Warrior, Monk |
| Bow | bow | 12.5 | 2 s | Archer |
| Staff | staff | 11 | 1.9 s | Monk |
Armour
Each piece brings its share of a full set's protection. The total reduction never goes above that of the heaviest type worn. The shield counts as a heavy piece.
| Slot | Share of the set | cloth | leather | plate | |
|---|---|---|---|---|---|
| Head | 20% | Cloth Hood | Leather Helmet | Mail Coif | Great Helm |
| Chest | 30% | Robe | Leather Jerkin | Hauberk | Breastplate |
| Legs | 20% | Cloth Trousers | Leather Leggings | Mail Leggings | Plate Greaves |
| Hands | 15% | Cloth Gloves | Leather Gloves | Mail Gauntlets | Gauntlets |
| Feet | 15% | Sandals | Leather Boots | Mail Boots | Sabatons |
| Full set | 100% | 8% less damage | 15% less damage | 22% less damage | 30% less damage |
Shield: 15% of a plate set. Rings, the cloak and the quiver have no base: they are only worth their affixes.
Loot
- Almost every monster leaves a little money: between 1 and 3 coins per monster level.
- Sometimes an item, of the monster's level. The chances depend on the monster's rank:
| Rank | Item chance | Poor | Common | Rare | Epic | Legendary |
|---|---|---|---|---|---|---|
| Normal | 15% | 60% | 32% | 7% | 1% | 0% |
| Elite | 60% | 20% | 45% | 28% | 7% | 0% |
| Named | 100% | 0% | 0% | 60% | 35% | 5% |
- 70% of items are chosen among what your class can wear; the others are random, for trading between players.
- Loot falls into a bag on the ground, reserved for the player who dealt the most damage. See Inventory and merchant.
Resale price
The merchant pays the item's level × the rarity's coefficient. A rare level 20 item brings 20 × 5 = 100 coins.
| Rarity | Poor | Common | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| Coins per item level | 1 | 2 | 5 | 15 | 40 |