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 (1–10%)
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 1–3% Avoids entire attack
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
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 5–20% proc Boss weapons only. Deals 50% of total damage, single element
Flat Elemental Damage item_level × 0.3–0.7 Fixed damage added per-element per hit
Flat Life on Hit item_level × 0.2–0.7 Fixed heal per hit, independent of damage dealt

8. Dominant / Pool System

When an attribute slot is rolled, the game first decides between a dominant roll and a pool roll:

Verdant Woods has no area element (Physical only), so it always uses 100% pool — no dominant bias. This means Verdant Woods drops have the widest attribute variety.

Element bias within dominant

9. 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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