Items & Rarity

Equipment slots, rarity tiers, attributes, quality scaling, and the tier system

Contents

1. Equipment Slots

Each character has 6 equipment slots:

Slot Type Provides
HelmetArmorbase_armor
ChestArmorbase_armor
GlovesArmorbase_armor
BootsArmorbase_armor
ShieldArmorbase_armor + inherent block_chance (5–30%)
WeaponWeaponmin_damage, max_damage
Armor slots (helmet, chest, gloves, boots, shield) all provide base_armor which reduces incoming damage. The shield additionally grants a block chance that halves incoming damage on proc.

2. Rarity System

Every item has a rarity tier that determines how many bonus attributes it gets and a multiplier on its base stats.

Rarity Attributes Base Stat × Roll ≤
Normal 0 0.4× 100 (36–100)
Common 1 0.6× ≤ 35
Rare 2 0.7× ≤ 15
Exquisite 3 0.8× ≤ 5
Epic 4 0.9× ≤ 1
Ancient 5 1.0× Epic upgrade only

The rarity roll is a random integer in [1, roll_max]. Lower results yield rarer items. The default roll_max is 100 (with no magic find).

Ancient rarity — Cannot drop directly. When an epic item would drop in ???, there is a 50% chance it upgrades to Ancient.

3. Magic Find

Magic Find (MF) reduces the rarity roll range via a hyperbolic formula with diminishing returns. Every point of MF helps, but each additional point contributes less than the last.

roll_max = 5 + (100 - 5) × 20 / (20 + mf) = 5 + 95 × 20 / (20 + mf) // floor = 5, never lower
Magic Find roll_max Epic chance Exquisite+ chance
01001.0%5.0%
10681.5%7.4%
20521.9%9.6%
40372.7%13.5%
80244.2%20.8%
150166.3%31.3%
500911.1%55.6%

Magic Find Curve

0 25 50 75 100 0 50 100 150 200 Magic Find roll_max floor=5
roll_max vs Magic Find — hyperbolic diminishing returns, floor at 5

4. Item Stats

An item's effective combat value scales with its item_level:

effective_armor = base_armor × (10 + item_level) effective_damage = (min_damage .. max_damage) × (10 + item_level)

Base stats (base_armor, max_damage) are determined by a gaussian roll around the base item's peak value (sigma = 1.5), then multiplied by the rarity's Base Stat × multiplier.

Rarity matters. A normal item gets only 0.4× base stats, while an ancient gets the full 1.0×. This prevents high-difficulty normal drops from outshining rarer items found at lower difficulties.

5. Quality Floor

At higher difficulties, a quality floor prevents trash rolls on base stats. The floor is a percentage of the item's peak value that increases with difficulty but never fully reaches 100%.

floor = peak × (1 - 0.5 ^ ((difficulty / 35) ^ 0.42)) // Rolled value = max(floor, gaussian_roll(peak))
Difficulty Floor % of Peak
1032%
3550%
5056%
10066%
20077%
50088%
100094%

Quality Floor Curve

0% 25% 50% 75% 100% 0 200 400 600 800 1000 Difficulty Floor %
Quality floor as % of peak stat — approaches but never reaches 100%

The image below shows how the quality floor (red shaded area) cuts off the bottom of the bell curve at higher difficulties, while the top remains unchanged:

Quality floor bell curve chart
How base stats work (worked examples)

Every item has a tier (1–10) that determines its base stat potential. Higher difficulty drops higher tiers. The base stat is rolled from a bell curve centered on the tier value, then multiplied by a rarity factor (Normal 0.4x, Common 0.6x, Rare 0.7x, Exquisite 0.8x, Epic 0.9x, Ancient 1.0x).

The quality floor clamps the bell curve roll so it can't go below a % of the tier peak. This happens before the rarity multiplier.

Example — Broken Dagger (Tier 1), Epic, at Difficulty 100:

Example — Dark Lord's Blade (Tier 10), Epic, at Difficulty 100:

tl;dr — higher difficulty = same ceiling, higher floor. You won't get stronger items, but you'll stop getting weak ones.

6. Armor Attributes

Armor items (helmet, chest, gloves, boots, shield) can roll the following attribute types. Each attribute slot is filled once per rarity level above Normal.

Type Available Slots Value Range Notes
Reduction All armor 1–10% Per-element. Creates weakness to paired element (×0.5–1.1)
Reflect All armor 1–5% Per-element. Bounces damage back to attacker
Dodge Helmet, Chest, Gloves, Boots 1–5% Avoids entire attack. Can trigger counterattack
Heal over Time Helmet, Chest item_level × 0.1–0.5 Min 1 HP/round, heals at start of each round
Crit Chance All armor 2–8% Additive
Crit Multiplier All armor 10–50 Divided by 100, added to base 2.0×
Magic Find All armor 1–10 Reduces rarity roll range (see Magic Find)
Flat Reduction All armor item_level × 0.3–0.7 Fixed damage absorbed per-element. No weakness penalty
Stun Chance All armor 2–10% On block: chance to stun attacker + deal shield bash damage
Counterattack Chance Helmet, Chest, Gloves, Boots 2–10% On dodge: chance to counterattack with full weapon strike
Elemental Dmg Boost All armor 5–20% Boosts outgoing damage of a specific non-physical element. Also amplifies reflect. Softcapped at 150%
Weakness trade-off: Every percentage-based Reduction attribute creates a weakness to the paired element. For example, stacking Fire reduction makes you weak to Ice. Flat Reduction does not have this penalty.

7. Weapon Attributes

Type Value Range Notes
Elemental Damage 2–15% Channels a portion of damage through a specific element
Life Leech 1–10% Heals % of damage dealt per hit
Crit Chance 2–8% Additive
Crit Multiplier 10–50 Divided by 100, added to base 2.0×
Magic Find 1–10 Reduces rarity roll range
Summon 20–50% proc Boss weapons only. Deals item_level × 2 as single-element damage. Amplified by Elemental Damage Boost
Flat Elemental Damage item_level × 1.0–2.0 Daggers only. Fixed damage added per-element per hit. Floor at item_level guarantees solid value, ceiling doubles it
Flat Life on Hit item_level × 0.2–0.7 Fixed heal per hit, independent of damage dealt

8. Weapon Attribute Drop Rates

Each weapon attribute slot is filled by rolling a weighted category. Daggers have access to Flat Elemental Damage; other weapons do not.

Dominant = element biased toward the area's element (70% single-element areas, 35%+35% dual-element). Random = uniform across all 6 elements. In areas with no element (Verdant Woods) and during smithing reforge, dominant slots use random element instead.

All areas / Smithing reforge

Attribute Bias Non-dagger Dagger
Elemental Damage (%)dominant30.0%10.0%
Elemental Damage (%)random20.0%5.0%
Flat Elemental Damagedominant20.0%
Flat Elemental Damagerandom15.0%
Magic Findrandom10.0%10.0%
Life Leechrandom10.0%10.0%
Crit Chancerandom10.0%10.0%
Crit Multiplierrandom10.0%10.0%
Flat Life on Hitrandom10.0%10.0%
Verdant Woods has no area element, so dominant slots fall back to random element — effectively 50% total elemental for non-daggers, 15% elemental + 35% flat for daggers. Smithing reforge works the same way.
Boss weapons have a separate chance to roll a Summon attribute before the normal table is consulted. Summon replaces the normal roll when it triggers.

9. Armor Attribute Drop Rates

Armor attributes use a 33% dominant / 67% pool system. The dominant branch is 50/50 between Reduction (area-biased) and Elemental Damage Boost (area-biased). The pool branch picks uniformly from the slot's eligible entries.

Element bias

In areas with elements, the pool's Reduction entries are filtered to only the area's defensive element(s). This shrinks the pool and increases the chance of each remaining entry.

Helmet / Chest — single-element area

Example: Murky Swamp (defensive = Energy, offensive = Earth). Pool: 11 entries, each 6.09%.

Attribute Element Prob Source
Reductionenergy22.59%16.50% dom + 6.09% pool
Elemental Dmg Boostearth18.47%12.38% dom + 6.09% pool
Reflectearth6.09%pool
Dodge6.09%pool
Heal over Time6.09%pool
Crit Chance6.09%pool
Crit Multiplier6.09%pool
Magic Find6.09%pool
Flat Reductionenergy6.09%pool
Stun Chance6.09%pool
Counter Chance6.09%pool
Elemental Dmg Boostphysical0.83%dom leak
Elemental Dmg Boostfire0.83%dom leak
Elemental Dmg Boostice0.83%dom leak
Elemental Dmg Boostmagic0.83%dom leak
Elemental Dmg Boostenergy0.83%dom leak

Gloves / Boots — single-element area

Same as Helmet/Chest but without Heal over Time. Pool: 10 entries, each 6.70%.

Attribute Element Prob Source
Reductionenergy23.20%16.50% dom + 6.70% pool
Elemental Dmg Boostearth19.08%12.38% dom + 6.70% pool
Reflectearth6.70%pool
Dodge6.70%pool
Crit Chance6.70%pool
Crit Multiplier6.70%pool
Magic Find6.70%pool
Flat Reductionenergy6.70%pool
Stun Chance6.70%pool
Counter Chance6.70%pool
Elemental Dmg Boostphysical0.83%dom leak
Elemental Dmg Boostfire0.83%dom leak
Elemental Dmg Boostice0.83%dom leak
Elemental Dmg Boostmagic0.83%dom leak
Elemental Dmg Boostenergy0.83%dom leak

Shield — single-element area

No Dodge, Heal over Time, or Counter Chance. Pool: 8 entries, each 8.38%.

Attribute Element Prob Source
Reductionenergy24.88%16.50% dom + 8.38% pool
Elemental Dmg Boostearth20.75%12.38% dom + 8.38% pool
Reflectearth8.38%pool
Crit Chance8.38%pool
Crit Multiplier8.38%pool
Magic Find8.38%pool
Flat Reductionenergy8.38%pool
Stun Chance8.38%pool
Elemental Dmg Boostphysical0.83%dom leak
Elemental Dmg Boostfire0.83%dom leak
Elemental Dmg Boostice0.83%dom leak
Elemental Dmg Boostmagic0.83%dom leak
Elemental Dmg Boostenergy0.83%dom leak

Verdant Woods / Smithing Reforge

No area element — dominant never fires, 100% pool, full unfiltered pool. All elements equally likely.

Attribute Helmet/Chest Gloves/Boots Shield
Reduction (per element, ×6)6.25%6.67%7.69%
Reflect (random element)6.25%6.67%7.69%
Dodge6.25%6.67%
Heal over Time6.25%
Crit Chance6.25%6.67%7.69%
Crit Multiplier6.25%6.67%7.69%
Magic Find6.25%6.67%7.69%
Flat Reduction (random element)6.25%6.67%7.69%
Stun Chance6.25%6.67%7.69%
Counter Chance6.25%6.67%
Elemental Dmg Boost (random non-phys)6.25%6.67%7.69%
Pool entries: Helmet/Chest = 16, Gloves/Boots = 15, Shield = 13. Each entry has equal weight. Smaller pools mean higher individual chances.

10. Tier System

Every base item belongs to a tier (1–10). Higher tiers have higher peak stats. When an item drops, the tier is selected using a bell curve that shifts with difficulty.

The bell curve uses breakpoints [50, 100, 250, 999, 3000, 9999]. At each breakpoint, the peak tier advances by 1. Weights decay by 0.66× per tier distance from the peak.

// Peak tier at each difficulty range: diff 149 → peak tier 1 diff 5099 → peak tier 2 diff 100249 → peak tier 3 diff 250998 → peak tier 4 diff 9992999→ peak tier 5 diff 3000+ → peak tier 6 weight(tier) = 100 × 0.66 ^ |tier - peak|

Tier Weight Distribution

0 25 50 75 100 Weight d=1 d=50 d=100 d=250 d=999 d=3000 T1 T2 T3 T4 T5 T6 T7
Tier weight distribution across difficulties — bell curve shifts right as difficulty increases

Quick Reference

Difficulty Most Common Tier Avg Tier Chance of T8+
1–25T12.83.8%
50T23.24.8%
100T33.86.6%
500T44.59.6%
1,000T55.214.2%
5,000T65.821.4%
Always a bell curve, never guaranteed. Even at difficulty 1 you can get lucky with a high-tier drop, and at difficulty 1000 you'll still see some lower tiers. The odds shift steadily in your favor, but there's always spread.

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