
Blacksteel bolter
One more bolt into the same target, for a fifth of the shot's damage.
Weapons, shields, helmets, armour, legs, boots, rings and amulets all carry more than the numbers in their name. A piece you find can have:
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.
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:
| How | Item 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.
Every item that drops rolls a rarity. The rarer the tier, the more attribute slots it has, all filled the moment it drops:
| Rarity | Attributes | Chance on a drop | Item Level on a drop |
|---|---|---|---|
| Common | 1 | The rest | +0 |
| Rare | 2 | About 1 in 100 | +20 |
| Epic | 3 | About 1 in 400 | +40 |
| Legendary | 4 | 1 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:
The loot message is coloured so you can read a kill at a glance. The first rule that fits decides the colour:
| Colour | Means |
|---|---|
| Red | A drop rarer than 1 in 500, or one of the drops only Tainted and Corrupted monsters carry |
| Cyan | A crafting or socket material: fragments, socket gems, greater gems and jewel boxes |
| Green | An NPC pays more than 2,000 gold for it |
| Blue, purple, orange | A 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.
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.
| Attribute | Rolls on |
|---|---|
| Flat HP, Flat MP | Rings, amulets |
| % Max HP, % Max MP | Helmets, rings, amulets |
| Magic Level | Wands, rods, bows, crossbows, rings, amulets |
| One-Handed Fighting | One-handed weapons |
| Two-Handed Fighting | Two-handed weapons |
| Distance Fighting | Bows and crossbows |
| Shielding | Shields, armour, legs, rings, amulets |
| Physical, Energy, Earth, Fire, Ice, Holy and Death Damage % | All weapons |
| Elemental Damage %, Critical Chance, Health on Kill | All weapons |
| Double Damage | All 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 Protection | Helmets, armour, legs, boots, shields |
| Increased Experience | Rings, amulets |
| Increased Healing | Rings and amulets, Item Level 25 and up |
| Max HP Buff, Max MP Buff | Rings and amulets, Item Level 30 and up |
| Additional Gold | Boots, Item Level 10 and up |
| Speed | Boots |
Attributes are the part of an item you can work on: add, remove, swap and reroll them at the anvil. See Refining.
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.
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 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:
| Monster | Implicits |
|---|---|
| Under 3,000 health | 1–2, low values |
| 3,000 health or more | 1–2, middle values |
| Boss | 1–3, high values |
| Tainted | At least 2 |
| Corrupted | At least 2, and always 3 from a boss |
Some crafting recipes roll implicits too. An implicit never repeats a stat the item already lists.
| Implicit | Low | Middle | Boss |
|---|---|---|---|
| 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 |
| Healing | 1–2% | 1–3% | 1–4% |
| Experience | 1% | 1% | 1% |
| Avoid paralyze | 1–6% | 2–12% | 3–18% |
| Extra Socket | +1 | +1 | +1–2 |
| Bleed, Fire, Energy, Ice, Earth or Holy on Hit | 3 × 5 | 3 × 15 | 3 × 25 |
| Item | Can roll |
|---|---|
| Helmet | Magic level, distance or melee skills; max HP, mana, mana %; six protections; one element's damage; physical damage; experience; armour; avoid paralyze |
| Armour | As a helmet, without avoid paralyze |
| Legs | As armour, plus speed |
| Boots | Magic level, distance or melee skills; max HP, mana, mana %; six protections; experience; speed; armour |
| Shield | Physical and elemental protection; distance or one-handed fighting; max HP, mana, mana %; six protections; experience; defence; shielding; avoid paralyze |
| Spellbook | Magic level; max HP, mana, mana %; six protections; experience; defence; one element's damage; shielding; avoid paralyze |
| One-handed weapon | One-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 weapon | As one-handed, with two-handed fighting and without shielding |
| Bow, crossbow | Magic 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 |
| Wand | Magic 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 |
| Rod | As a wand, with ice, earth or death damage, ice or earth penetration, and ice or earth on hit |
| Ring | Magic level, distance or melee skills; critical chance and damage; life steal chance and amount; experience; max HP, mana, mana %; speed; mining; fishing; healing |
| Amulet | As a ring, without healing |
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.
| Weapon | On hit |
|---|---|
Plaguestrike longaxe | Earth, 3 × 25 |
Deathstrike longaxe | Death, 3 × 25 |
Vorpal blade | Energy, 3 × 25 |
Serrated cutlass | Bleed, 3 × 25 |
Viper fang | Earth, 3 × 25 |
Masakari | Bleed, 3 × 25 |
Norse axe | Bleed, 3 × 10 |
Cobra scepter | Earth, 3 × 15 |
Smoldering wand | Fire, 3 × 15 |
Smoldering crossbow | Fire, 3 × 25 |
Jungle bolter | Earth, 3 × 10 |
Dawn bow | Holy, 3 × 5 |
Dawnbreaker bow | Bleed, 3 × 5 |
Fiery bow | Fire, 3 × 5 |
Mirefang bow | Earth, 9 falling to 3 over 14 ticks |
Cinderfang bow | Fire, 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:

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

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

Faster health and mana regeneration, like a life ring.

Speed +30.

5% physical and 1% elemental protection.

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.
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.