The five tiers of rarity
Rarity decides how many bonuses an item carries. That is all it decides — how strong each bonus is comes from somewhere else, explained below.
| Rarity | Bonuses | What it means |
|---|---|---|
| Common | — | The plain item, nothing added. The overwhelming majority. |
| Uncommon | 1 | One bonus. Already worth keeping. |
| Rare | 2 | Two bonuses on the same piece. |
| Epic | 3 | Three bonuses. This is what moves high prices on the Market. |
| Legendary | 4 | Four bonuses. Gone fast whenever one is listed. |
Tier: why the base item matters
This is the part that changes how you hunt. Bonus strength is not rolled — it comes from how good the item already was. Every piece has a tier from 1 to 4, set by its own armor, defense or attack value.
Boots with 1 armor are tier 1. Boots with 4 are tier 4. Both can roll Epic — and the tier 4 pair rolls far bigger numbers. In exchange, it rolls far more rarely: the better the base, the harder it is to come out enchanted.
That trade is what gives gear its value. A weak item with bonuses is common and gets you started; a tier 4 Legendary is the real prize, because it needs both strokes of luck at once — the good piece and the rare roll.
| Slot | What counts | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|---|
| Helmet | armor | up to 6 | 7–8 | 9–10 | 11+ |
| Armor | armor | up to 10 | 11–13 | 14–15 | 16+ |
| Legs | armor | up to 7 | 8 | 9 | 10+ |
| Boots | armor | up to 1 | 2 | 3 | 4+ |
| Shield | defense | up to 29 | 30–33 | 34–35 | 36+ |
| One-handed weapon | attack | up to 31 | 32–35 | 36–39 | 40+ |
| Two-handed weapon | attack | up to 44 | 45–49 | 50–59 | 60+ |
The real odds
Below is the actual probability of each rarity, by tier. These are the server's numbers, not an estimate.
| Tier | Uncommon | Rare | Epic | Legendary | Anything at all |
|---|---|---|---|---|---|
| 1 | 6.67% | 5.00% | 3.33% | 1.67% | 16.7% |
| 2 | 3.64% | 2.73% | 1.82% | 0.91% | 9.1% |
| 3 | 2.50% | 1.88% | 1.25% | 0.63% | 6.3% |
| 4 | 1.29% | 0.97% | 0.65% | 0.32% | 3.2% |
Read the last column: at tier 1, one item in six comes with a bonus. At tier 4 it is one in 31. And the number that matters sits in the corner: a Legendary at tier 4 turns up in one piece out of 310 — and it is the best item in the game.
Which bonuses can roll
Twenty of them, plus the elemental resistances. The number printed on the item is the tier: a tier 4 item shows +4 where a tier 1 would show +1.
| Bonus | What it does |
|---|---|
| Attack, Armor, Defense | Add straight to the piece's value, recalculated every time you equip it. |
| Skill | Raises the weapon skill. Only rolls on club, axe, sword, distance, quiver and shield. |
| Magic | Raises magic level. Works for every vocation. |
| Max Health, Max Mana | Raise your total health and mana. |
| Health Regen, Mana Regen | The tier is the amount healed per tick. Four tier 4 pieces add up to +16 per tick. |
| Movement Speed | You walk faster. |
| Attack Speed | You swing faster: −50 ms per tier, down to a floor. |
| Critical, Crushing Blow | Chance of extra damage. |
| Parry, Bleeding | Deflect hits and cause bleeding. |
| Resistances | Reduce elemental damage — fire, ice, energy, earth and death. |
| Berserk, Perseverance | Only work on Knight and Elite Knight. |
| Sharpshooter, Fast Hand | Only work on Paladin and Royal Paladin. |
Details that save you frustration
- Stackable items never roll. Potions, ammunition and food always come out common.
- Wands and rods do not receive bonuses yet — the system knows about them, but their attribute list is empty.
- The roll happens once, the moment the monster drops the item. There is no reroll.
- Bonuses stack across pieces: four items with Mana Regen add all four values together.
- Rarity travels with the item — it survives a trip through the Market and any trade.