Wiki › Attributes Item Attributes How attributes work 249 items can have attributes: extra stats such as skills, leech, critical hits or protection.Every one of those items has its own list of possible attributes (shown on its page) and a class : the most attributes it can hold at once. An item never gets the same attribute twice. Each attribute rolls at a level . Higher levels are rarer: with three levels the odds are 57% / 29% / 14%. Where to get them: equipment dropped by monsters sometimes comes with attributes, more often from elite monsters. Use an enchanting orb (and 3 enchanting dust) on an item to try to add one; a prismatic orb doubles the chance. A disenchanting orb removes one random attribute, a cleansing orb removes them all and gives dust back.The item's glow shows how many attributes it has: Common 1 Uncommon 2 Rare 3 Epic 4 Legendary 5 Find items by attribute Pick one or more attributes. Items listed can roll all of them (and have a high enough class to hold them together).
Item type Any type Swords (48) Axes (41) Clubs (42) Distance Weapons (4) Wands (4) Rods (4) Helmets (32) Armors (18) Legs (8) Boots (8) Shields (40) Clear
Base stats Armor 58 Attack 135 Attack Speed 91 Defense 56 Extra Defense 34 Hit Chance 4 Range 8 Weight 137
Skills Axe Fighting 61 Club Fighting 64 Distance Fighting 36 Magic Level 28 Shielding 42 Sword Fighting 56
Health, mana & speed Healing 8 Health Regen 24 Mana Healing 12 Mana Regen 19 Max Health 43 Max Mana 24 Speed 16
Protection Absorb Health 1 Absorb Mana 2 Arrow Guard 38 Dodge 1 Mitigation 16 Protect Energy 13 Protect Fire 25 Protect Mana Drain 11 Protect Physical 46 Protect Poison 2 Reflect Physical 5 Vibrancy 7
On hit Berserk 22 Bleeding 6 Burning 5 Critical Hit 51 Critical Spell 5 Crushing Blow 42 Double Bash 13 Electrify 7 Life Leech 64 Mana Leech 16 Perforation 46 Poison 6 Spell Leech 2
Elemental damage Energy Damage 3 Fire Damage 3 Poison Damage 2
Pick an attribute or an item type to list items.
All attributes Base stats Attribute What it does Items Armor Raises the item's armor. 58 Attack Raises the weapon's attack. 135 Attack Speed Shortens the time between your automatic attacks, so you hit more often. 91 Defense Raises the item's defense. 56 Extra Defense Raises the weapon's extra defense (the +N after its defense). 34 Hit Chance Raises the distance weapon's hit chance. 4 Range Lets the weapon, wand or rod shoot further. 8 Weight Makes the item lighter to carry. 137
Skills Attribute What it does Items Axe Fighting Raises your axe fighting skill while the item is equipped. 61 Club Fighting Raises your club fighting skill while the item is equipped. 64 Distance Fighting Raises your distance fighting skill while the item is equipped. 36 Magic Level Raises your magic level while the item is equipped. 28 Shielding Raises your shielding skill while the item is equipped. 42 Sword Fighting Raises your sword fighting skill while the item is equipped. 56
Health, mana & speed Attribute What it does Items Healing Adds the amount to every heal you receive. 8 Health Regen Restores health on a timer while the item is equipped. 24 Mana Healing Mana fluids and potions restore more mana. 12 Mana Regen Restores mana on a timer while the item is equipped. 19 Max Health Raises your maximum health. Knights get the full amount, paladins half and sorcerers and druids a third. 43 Max Mana Raises your maximum mana. Sorcerers and druids get the full amount, paladins half and knights a third. 24 Speed You walk faster. 16
Protection On hit Attribute What it does Items Berserk A chance on a melee hit to go berserk: +10% melee skills and a little extra speed for 8 seconds. 22 Bleeding A chance on a weapon hit to make the target bleed: the damage shown, 5 times, every 2 seconds. 6 Burning A chance on a weapon or wand/rod hit to set the target on fire: the damage shown, 5 times, every 2 seconds. 5 Critical Hit A chance for weapon hits to deal extra damage. 51 Critical Spell A chance for spells, runes and wand or rod hits to deal extra damage. 5 Crushing Blow A chance for a weapon hit to crush through the monster's defense. 42 Double Bash A chance for a melee hit to strike a second time for half the damage. 13 Electrify A chance on a weapon or wand/rod hit to electrify the target: the damage shown, 3 times, every 2 seconds. 7 Life Leech A chance on a weapon hit to heal you for part of the damage dealt. 64 Mana Leech A chance on a weapon hit to give you mana from part of the damage dealt. 16 Perforation A chance for a weapon hit to pierce the monster's armor. 46 Poison A chance on a weapon or wand/rod hit to poison the target: the damage shown, 6 times, every 2 seconds. 6 Spell Leech A chance on a spell, rune or wand/rod hit to give you mana from part of the damage dealt (up to 50 mana). 2
Elemental damage