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Game systems

Item Rarity

Every piece of equipment dropped by monsters has a 15% chance to be Unidentified. Right-click it to identify: it gets a rarity and random attributes drawn from a pool that depends on the item type and slot. Attribute values scale with the item tier (T1-T15) - stronger monsters and harder quests drop higher tiers.

RarityAttributesChance
Common1~80%
Rare2~10.6%
Epic3~7.2%
Legendary4~1.8%
Mythical5~0.4%
World Ending5~0.1%
World Ending items have +25% values for all rolled attributes.

Attributes by item type

Which attributes an item can roll depends on its type. Attributes joined with "or" share one slot - only one of them rolls on an item, and the same attribute never rolls twice. Every item type can also roll Max HP, Max Mana and Mana potion efficiency (not listed below).

Item typeCan roll
Melee weaponMelee skillCritical chanceLife or mana leechExperience bonusAttackHP on killDouble attack chanceAttack speedParalyze chanceBurn, bleed or poison chancePhysical damagePvP MasteryMonster SlayerDamage vs one creature race
Distance weaponDistance skill or Magic levelCritical chanceLife or mana leechExperience bonusAttackHP on killAttack speedMulti shot chanceParalyze chanceBurn, bleed or poison chancePhysical or holy damagePvP MasteryMonster SlayerDamage vs one creature race
Wand / RodMagic levelCritical chanceLife or mana leechExperience bonusHealing powerMana regenHP on killDouble conjureParalyze chanceBurn, bleed or poison chanceEnergy, earth, fire, ice or death damagePvP MasteryMonster SlayerDamage vs one creature race
ShieldShielding skillHealing powerDefenseReflect damagePvP MasteryMonster SlayerResistance (one element)
SpellbookMagic levelHealing powerDefenseAbsorb damage as manaReflect damagePvP MasteryMonster SlayerEnergy, earth, fire, ice or death damageResistance (one element)
HelmetHealing powerArmorMark chancePvP MasteryMonster SlayerResistance (one element)
ArmorHealing powerArmorGuardianResistance (one element)
Armor (mlvl base)Healing powerArmorMagic levelResistance (one element)
LegsHealing powerArmorPhysical or magic dodgeAdrenaline RushResistance (one element)
BootsCritical chanceLife leechMana regenHealing powerMovement speedExperience bonusAdrenaline RushMelee, distance or shielding skill
Ring / amuletCritical chanceMana regenLife or mana leechMelee, distance, shielding skill or Magic levelExperience bonusHealing powerMovement speedDouble conjureSoul regenResistance (one element)Damage vs one creature race
  • Two-handed weapons, bows and crossbows roll one additional attribute (up to 6).
  • Rarity also raises the base stats: attack, defense and armor get +1 (Common), +2 (Rare), +3 (Epic), +4 (Legendary), +5 (Mythical) or +6 (World Ending). Wands and rods get bonus damage instead: +5%, +8%, +11%, +15%, +20% or +45%.
  • Quest rewards are tiered too - from T1 (Rookgaard) up to T12: e.g. The Inquisition gives tier 11 items and Wrath of the Emperor tier 12.
  • The Rarity Infuser turns an ordinary item into an unidentified one, its tier lowered by 1. The Super Rarity Infuser does the same and keeps the tier of the item.

Exact value ranges for every attribute: Bonuses & Crafting.

Item Forge & upgrade stones

Rare monsters drop magical stone fragments and stones. At a crafting station you craft these stones with fragments and gold, or upgrade your items. Minor stones work on tier 1-6, major stones on tier 7+.

ItemWhat it does
Minor Stone of ReforgeMakes the item unidentified again (tier and upgrade level are kept) - identify it to roll a new rarity.
Major Stone of Reforge
Minor Stone of InsightRerolls the attribute types.
Major Stone of Insight
Minor Stone of PowerRerolls the attribute values.
Major Stone of Power
Minor Stone of ReleaseUnlocks all locked attributes.
Major Stone of Release
Minor Stone of LockLocks attributes [L] so they never change. 50% chance to fail - then the stone is used up and nothing is locked. On success it locks 1 attribute (35%) or 2 attributes (15%).
Major Stone of Lock
Astral ProtectorProtects the next upgrade attempt from losing a level.
Rarity InfuserTurns an ordinary item into an unidentified one. Its tier is lowered by 1.
Super Rarity InfuserTurns an ordinary item into an unidentified one and keeps its tier.

Upgrading

  • The upgrade level is determined by the item tier: a T15 item can be upgraded up to +15.
  • Every level adds +5% to the bonus (affix) values and a flat +1 attack / defense / armor to the base stats.
  • On failure there is a 50% chance to lose one level (use an Astral Protector to prevent it).

Weapon Proficiency

Every weapon has its own perk tree with 7 stars. While you wield it, the experience you earn from monsters is also added to the weapon. Every reached star unlocks one perk of your choice from that column - only the wielded weapon's perks are active.

WeaponPerks
SwordsMelee skill, critical chance and damage, attack speed, double attack, bleeding, life leech, damage
AxesMelee skill, critical chance and damage, bleeding, Max HP, HP on kill, life leech, double attack, damage
ClubsMelee skill, shielding, paralyze, Max HP, Guardian, critical chance and damage, attack speed, PvP Mastery, damage
DistanceDistance skill, multi shot, critical chance and damage, attack speed, life leech, Monster Slayer, holy damage with holy critical chance and damage
Wands / RodsMagic level, elemental damage, elemental critical chance and damage, mana leech, mana regeneration, healing power (rods)
  • Stronger weapons need more experience (about 300,000 up to 90,000,000 for all 7 stars) and give stronger perks.
  • The stars are reached at 2%, 6%, 13%, 24%, 41%, 66% and 100% of that experience.
  • Elemental weapons use their element for the damage and critical perks, other melee and distance weapons use physical damage.
  • Right-click a weapon and choose Weapon Proficiency in the client. Resetting the perks of a weapon costs 2,000 gp x the star number of every chosen perk.

Talent Trees

Every promoted vocation has three own trees: offense, defense and utility.

Requirements

  • Get promotion to unlock the talent tree.
  • The final perk costs 1 point and requires 20 points in the same tree branch.
  • A reset price is equal to the price of all five blessings.

You get 1 point at level 20 and 1 more every 10 levels. Each tree has 5 rows; a row unlocks for every 4 points spent in that tree. All three trees can be developed at the same time. Hover a talent to see what it gives.

BerserkerOffense
Weapon Mastery 0/3
Brutal Strikes 0/4
4 points required
Bloodthirst 0/3
Rend 0/3
8 points required
Executioner 0/3
Swift Arms 0/3
12 points required
Savagery 0/3
Battle Hardened 0/3
16 points required
Champion 0/2
Twin Strike 0/3
Bloodlust20 points required
JuggernautDefense
Toughness 0/4
Iron Will 0/3
4 points required
Elemental Ward 0/3
Parry 0/3
8 points required
Iron Skin 0/3
Spiked Armor 0/3
12 points required
Stone Skin 0/3
Bulwark 0/3
16 points required
Colossus 0/3
Vital Surge 0/2
Unbreakable20 points required
WarlordUtility
Veteran 0/4
Inner Focus 0/3
4 points required
Battle Rhythm 0/3
Concussion 0/3
8 points required
Swiftness 0/3
Field Medic 0/3
12 points required
Battle Trance 0/3
Adrenaline 0/3
16 points required
Tactician 0/2
Rally 0/3
War Cry20 points required

Achievements & Hall of Legends

Quests, bosses, rare monsters, collections, outfits, mounts and many small secrets give achievements and achievement points (318 achievements, 928 points). The points unlock permanent PvE bonuses in the Hall of Legends - the trophy button in the client. Every tier unlocks both of its perks.

PointsBonusNameBonusName
100+2% Monster SlayerHunter's Mark+10 speedSwift Feet
250+2% experienceQuick Learner+30 max healthVitality
400+15 health per killBloodthirst+10 mana per killSoul Siphon
550+3% Monster SlayerSeasoned Hunter+3% healingField Medic
700+3% experienceWisdom of Ages+5% potion efficiencyPotion Master
900
+5% Monster Slayer
+5% experience
+20 speed
+15 health per kill
+15 mana per kill
Legendary Adventurer

See the full list of all achievements and how to get them.

Character stats

Every level gives you 10 stat points to spend in the Skills window. The table shows what one point gives - some stats depend on your vocation.

StatWhat one point gives
Strength
+0.085% physical damage
+0.012 armor
+0.25 oz capacity
+0.016% minimum hit (base 10%, max 50%)
Dexterity
+0.035% attack speed (max 35%)
ignores 0.05% of enemy armor (max 50%)
ignores 0.015% of enemy physical resistance (max 15%)
Intelligence
Magic damage and mana potion power (differs by vocation - see the table below)
+0.035% healing power
ignores 0.015% of enemy elemental resistance (max 10%)
Constitution
Max HP (differs by vocation - see the table below)
+0.42% health regeneration
Willpower
Max mana (differs by vocation - see the table below)
+0.26% mana regeneration
Luck
+0.06% critical chance (max 50% from Luck)
+0.025% critical damage (max +20%)
+0.05% loot chance

Differences between vocations

What one point gives, for each vocation:

VocationIntelligenceConstitutionWillpower
Magic damageMana potion powerMax HPMax mana
Sorcerer+0.065%+0.07%0.54
Druid+0.058%+0.07%0.653.5
Paladin+0.04%+0.055%11.5
Knight+0.04%+0.055%1.71

Kill Tracker

Every monster type has 8 stars, reached at 100, 200, 400, 1,000, 2,000, 4,000, 8,000 and 20,000 kills. Each star gives +1% damage and +2% loot against that monster permanently, plus one reward: coins, stone fragments or upgrade stones.

Task Board

Daily and weekly hunting tasks chosen from the monsters of the world. Completing them gives experience and task points for the Task Shop - stat points, soulbound items and access to boss arenas. Soulbound items cannot be traded or sold and return to your depot inbox when you die.

Rare Monsters

Every kill has a chance to call a rare version of the killed monster - on average 1 in 45 kills. After a few element flashes it appears right where the monster died. Rare monsters get an element with own attacks, more HP and damage, more experience and loot, higher item tiers, stone fragments and sometimes upgrade stones.

RarityChance per killHP & damageExp & LootItem tier
Rare1 in 63+20%+40%+1
Epic1 in 250+40%+80%+1
Legendary1 in 714+60%+120%+1
Mythic1 in 1,667+100%+160%+2
World Ending1 in 5,000+150%+300%+3

Boosted Creatures

Every day at 09:00 three creatures are boosted: one easy, one medium and one hard. They give bonus experience (up to +40%) and an extra loot roll (up to +40%). Smart boost: a creature with a big experience bonus gets a little tougher, one with a small bonus drops more.

Private Training

Step into the training portal in the Thais temple to get your own private training island with a training dummy. Skills and magic level advance at 50% of the normal speed. Nobody can disturb you; leave through the portal at any time.

Autoloot

  • Item lists with 4 presets (8 items each, 12 with the store upgrade).
  • Gold, valuables and creature products have separate loot options.
  • Auto conversion of coins and separate containers for gold, items and valuables.

Outfits & Mounts with bonuses

Every outfit and every mount gives a unique bonus - only the worn outfit and the ridden mount count. Outfit bonuses grow with addons (50% / 75% / 100%). Harder quests and rarer mounts give stronger bonuses.

In-game Wiki

Press the Wiki button in the client: items and loot with filters, bestiary, bosstiary, map & spawns and knowledge pages about every system - including the talent trees of all vocations.

Reworked spells

New and reworked spells, for example Infernal Rain (exevo mas flam hur), Blood Pact (utito mas tempo), Chain Spear (exori con tera - hits 4 monsters), Far Challenge (exeta res hur), Ice Shaker (exori mas frigo) and Poison Storm (exevo gran mas pox). Paladins can buy every kind of ammunition - stronger ammo needs a higher distance skill. Multi shot is an AoE volley: the extra arrow also hits up to 2 more monsters next to your target.