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The Shattered Realms

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Item Stats

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What an item carries

Weapons, shields, helmets, armour, legs, boots, rings and amulets all carry more than the numbers in their name. A piece you find can have:

  • An Item Level, which decides how high its attributes can roll.
  • A rarity: Common, Rare, Epic or Legendary, which decides how many attributes it has.
  • Rolled base stats: its resistances, skills, magic level and speed, somewhere between 1 and the item's maximum.
  • Implicits: one to three extra stats rolled when it drops, which can never be changed.
  • An upgrade level, refines and gems, which you add yourself. See Refining and Sockets.

Hover over an item to see all of it. Charged and timed rings and amulets, ammunition and anything that stacks never carry an Item Level, rarity or attributes, and neither do the aurelia rings.

Item Level

A dropped item takes its Item Level from the monster that dropped it. Every monster drops inside its own band, so tougher monsters drop higher-level gear. An item's own attack, defence or armour does not raise it.

A Tainted monster drops 3 levels higher than the normal one, and a Corrupted one 7 levels higher.

After the drop, Item Level only goes up in two ways:

HowItem Level
Each upgrade level, up to +10+4 (+40 in all)
Each rarity tier bought at the anvil+25 (+75 from Common to Legendary)

The highest Item Level is 400. The Item Level calculator shows how far an item can climb and the highest value every attribute can roll at a given level.

Quest rewards get an Item Level from their chest's own range, are always Common with one attribute, and keep their full listed stats.

Rarity and loot colours

Every item that drops rolls a rarity. The rarer the tier, the more attribute slots it has, all filled the moment it drops:

RarityAttributesChance on a dropItem Level on a drop
Common1The rest+0
Rare2About 1 in 100+20
Epic3About 1 in 400+40
Legendary41 in 1,000+60

A tier that drops pays 20 Item Level, while a tier you buy with a Rarity Upgrade pays 25, so a piece built up by hand ends 15 levels above the same piece found Legendary.

Rarity also adds to the item itself, whichever way it came:

  • Armour: +1 armour per tier above Common.
  • Bows and crossbows: +1% hit chance per tier.
  • Wands and rods: +1% to all damage you deal while holding it, spells and runes included, per tier.
  • Other weapons: +1 attack per tier, but only for a tier bought at the anvil.

The loot message is coloured so you can read a kill at a glance. The first rule that fits decides the colour:

ColourMeans
RedA drop rarer than 1 in 500, or one of the drops only Tainted and Corrupted monsters carry
CyanA crafting or socket material: fragments, socket gems, greater gems and jewel boxes
GreenAn NPC pays more than 2,000 gold for it
Blue, purple, orangeA Rare, Epic or Legendary piece

Rare, Epic and Legendary items glint on the floor. A band of light in the rarity's colour sweeps across the item itself, so a good drop stands out on a crowded tile. Common items do not shine.

Attributes

Each attribute rolls from 1 up to a cap that grows with the Item Level, so the same attribute is worth more on a higher-level item. Which attributes an item can get depends on its slot. A few are rare even where they fit, such as Double Damage, which also needs Item Level 80.

Every attribute and where it can roll
AttributeRolls on
Flat HP, Flat MPRings, amulets
% Max HP, % Max MPHelmets, rings, amulets
Magic LevelWands, rods, bows, crossbows, rings, amulets
One-Handed FightingOne-handed weapons
Two-Handed FightingTwo-handed weapons
Distance FightingBows and crossbows
ShieldingShields, armour, legs, rings, amulets
Physical, Energy, Earth, Fire, Ice, Holy and Death Damage %All weapons
Elemental Damage %, Critical Chance, Health on KillAll weapons
Double DamageAll weapons, Item Level 80 and up
Recoup (a share of damage taken, healed back)Melee and distance weapons
Physical, Energy, Earth, Fire, Ice, Holy, Death and Elemental ProtectionHelmets, armour, legs, boots, shields
Increased ExperienceRings, amulets
Increased HealingRings and amulets, Item Level 25 and up
Max HP Buff, Max MP BuffRings and amulets, Item Level 30 and up
Additional GoldBoots, Item Level 10 and up
SpeedBoots

Attributes are the part of an item you can work on: add, remove, swap and reroll them at the anvil. See Refining.

Base rolls

The stats an item is known for, its resistances, skill bonuses, magic level, max health and speed, are rolled once, from 1 up to the item's listed value, so two copies of the same armour can protect quite differently. Armour, attack and defence are never rolled.

  • Only monster loot and crafting roll. Items from quest chests, items placed on the map, and charged or timed rings and amulets always carry their full listed value.
  • A piece keeps what it rolled for its whole life. Looking at it or wearing it never changes it.
  • One-handed and two-handed fighting roll together as one number.
  • A few armours list both a distance and a melee bonus: darksteel armour, legs and boots, starsteel legs and boots, and the scale mails. Each piece rolls only one of the two.

Hold Alt while hovering to see each stat's maximum in brackets beside what it rolled, such as "Fire Protection: 3% (8%)". The same works for attributes, where the bracket is the highest that attribute can roll at the item's current Item Level.

Implicits

Implicits are extra stats rolled onto an item when it drops, on top of everything above. They are shown in their own block in the tooltip and as "Implicit:" lines when you look at the item. Nothing can change them: no crystal or refine touches an implicit.

How many you get depends on what you killed:

MonsterImplicits
Under 3,000 health1–2, low values
3,000 health or more1–2, middle values
Boss1–3, high values
TaintedAt least 2
CorruptedAt least 2, and always 3 from a boss

Some crafting recipes roll implicits too. An implicit never repeats a stat the item already lists.

ImplicitLowMiddleBoss
Most skills, damage, protection and penetration lines+1+1–2+1–3
Max HP+5–25+10–45+15–60
Max Mana+10–50+20–100+20–120
Max Mana %1–2%1–3%1–4%
Speed+1–15+2–30+3–40
Healing1–2%1–3%1–4%
Experience1%1%1%
Avoid paralyze1–6%2–12%3–18%
Extra Socket+1+1+1–2
Bleed, Fire, Energy, Ice, Earth or Holy on Hit3 × 53 × 153 × 25
  • Extra Socket gives a weapon sockets from the start, on top of the one per upgrade level, so a +10 weapon can have eleven or twelve.
  • On Hit lines deal their damage three times, once every 4 seconds, and every hit tops the timer back up.
  • Avoid paralyze can shrug off a monster's paralyze. A player's paralyze rune always lands.
  • A Mining implicit on a ring or amulet counts toward your mining level for what you can mine. It does not make the skill train faster.
  • Knights only get magic level from a ring, an amulet, or a helmet or armour that gives exactly +1. Any other magic level line reads "(inactive)" for a knight.
Which implicits each kind of item can roll
ItemCan roll
HelmetMagic level, distance or melee skills; max HP, mana, mana %; six protections; one element's damage; physical damage; experience; armour; avoid paralyze
ArmourAs a helmet, without avoid paralyze
LegsAs armour, plus speed
BootsMagic level, distance or melee skills; max HP, mana, mana %; six protections; experience; speed; armour
ShieldPhysical and elemental protection; distance or one-handed fighting; max HP, mana, mana %; six protections; experience; defence; shielding; avoid paralyze
SpellbookMagic level; max HP, mana, mana %; six protections; experience; defence; one element's damage; shielding; avoid paralyze
One-handed weaponOne-handed fighting; attack; physical and fire damage; critical chance and damage; life steal chance and amount; recoup; experience; defence; shielding; physical penetration; max HP and mana; bleed on hit; extra socket
Two-handed weaponAs one-handed, with two-handed fighting and without shielding
Bow, crossbowMagic level or distance; attack; physical damage; fire, ice or holy damage; critical chance and damage; life steal chance and amount; recoup; experience; hit chance; physical and holy penetration; max HP and mana; holy on hit; extra socket
WandMagic level; fire, energy or death damage; physical damage; critical chance and damage; life steal chance and amount; recoup; experience; physical penetration; fire or energy penetration; max HP and mana; energy or fire on hit; extra socket
RodAs a wand, with ice, earth or death damage, ice or earth penetration, and ice or earth on hit
RingMagic level, distance or melee skills; critical chance and damage; life steal chance and amount; experience; max HP, mana, mana %; speed; mining; fishing; healing
AmuletAs a ring, without healing

Weapons with an effect

Some weapons do more than their damage. Every swing or shot puts a burn, poison or bleed on what you hit, and hitting again tops it back up rather than stacking it.

WeaponOn hit
Plaguestrike longaxeEarth, 3 × 25
Deathstrike longaxeDeath, 3 × 25
Vorpal bladeEnergy, 3 × 25
Serrated cutlassBleed, 3 × 25
Viper fangEarth, 3 × 25
MasakariBleed, 3 × 25
Norse axeBleed, 3 × 10
Cobra scepterEarth, 3 × 15
Smoldering wandFire, 3 × 15
Smoldering crossbowFire, 3 × 25
Jungle bolterEarth, 3 × 10
Dawn bowHoly, 3 × 5
Dawnbreaker bowBleed, 3 × 5
Fiery bowFire, 3 × 5
Mirefang bowEarth, 9 falling to 3 over 14 ticks
Cinderfang bowFire, 11 falling to 5 over 14 ticks

"3 × 25" means 25 damage three times, 4 seconds apart. The two falling ones tick every 2 seconds.

Two weapons fire extra shots instead. Each shot has a 25% chance to loose them:

Blacksteel bolter

One extra bolt

One more bolt into the same target, for a fifth of the shot's damage.

Blacksteel shortbow

Two extra arrows

Two more arrows, each for a tenth of the shot's damage, into other monsters within 3 tiles of your target.

The helmets of the ancients

An ancient gem used on a plain helmet of the ancients in your backpack lets you choose one of four gems to set into it. The gem is spent. Each helmet always carries its full stats, never rolled, and keeps its rarity, upgrades and attributes when its gem changes.

Amethyst

Regeneration

Faster health and mana regeneration, like a life ring.

Emerald

Speed

Speed +30.

Ruby

Protection

5% physical and 1% elemental protection.

Sapphire

Magic level

Magic level +4.

Changed your mind? Gemcutter Ishkar resets the gem for 50,000 gold, paid from your backpack or bank. Ask him to change it, with the helmet in your backpack.

Reading the tooltip

Hover over any item for its tooltip: the name in its rarity's colour, the rarity and Item Level, then its stats, attributes, implicits, refines and gem sockets, each in its own colour.

  • Hold Alt to see the highest each base stat and attribute could have rolled.
  • Ctrl + Alt + click an item to link it in chat. Anyone who hovers the link sees the item exactly as it was when you shared it. Links last two hours.
  • The same tooltip shows on your character page on this website, for the gear you are wearing.