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How it works

Item quality and modifiers

Gear comes in five qualities, Common to Legendary. Better quality means higher stats, more value, more rolled modifiers and a higher level requirement.

The five qualities

Quality only applies to gear: things you equip, plus unstrung bows and crossbows and unenchanted wands and staves, which pass their quality on when finished. Resources, food and potions have none.

QualityChance on a dropBase statsValueRolled modifiersExtra level needed
Common84%x1x10None
Uncommon9.5%x1.1x1.52None
Rare4%x1.15x2.23+2
Epic2%x1.2x3.54+4
Legendary0.5%x1.25x65+6
  • Base stats covers damage, resistance and blocking. Each is multiplied and rounded down, so small numbers may not move at all: a 7 becomes 7 at Uncommon (7.7) and 8 at Rare (8.05).
  • Value feeds every price: what shops pay you, what they charge, and what Adon asks to return it after a death.
  • Extra level needed is added to every skill requirement on the item. A Legendary Iron Sword needs Dexterity 16 instead of 10.

Where quality comes from

  • Drops. Gear that drops from a creature rolls its quality with the chances in the table above, unless its loot table sets a quality bonus of its own.
  • Crafting. Made gear rolls from your grade instead; see crafting grades.
  • Shops. Shop stock is always Common, except items other players sold, which keep the quality they had.

Magic find

Your Loot Quality Multiplier raises the chance of better quality on drops. The weight of every quality above Common is multiplied by it, up to a limit of x5, so at x2 each of them is twice as likely as before, measured against Common.

Loot quality multiplierCommonUncommonRareEpicLegendary
x184%9.5%4%2%0.5%
x1.281.4%11%4.65%2.33%0.58%
x1.577.8%13.2%5.56%2.78%0.69%
x272.4%16.4%6.9%3.45%0.86%
x363.6%21.6%9.09%4.55%1.14%
x551.2%29%12.2%6.1%1.52%

The same multiplier also tilts weighted loot tables towards their rarer entries; see loot and drop rates.

Rolled modifiers

An Uncommon item rolls two modifiers, a Rare three, an Epic four and a Legendary five. Each modifier is a bonus to one or more attributes, such as extra damage of one type or more resistance.

  • Each modifier rolls a tier from 1 to 4, all equally likely. Higher tiers are stronger.
  • The pool depends on the slot. Some modifiers only appear on certain slots or from a minimum quality up.
  • A weapon that deals damage only rolls damage modifiers that match the kinds of damage it already deals. Modifiers that are not about damage can roll on anything.
  • The same modifier cannot appear twice on one item, except the few that are allowed to stack.
  • Two-handed weapons get half again on every rolled modifier, rounded up.
  • Each modifier has a 10% chance of bringing a conditional affix with it: an extra effect that only works in certain situations.

Some items also have fixed modifiers of their own. Those are always there, at every quality.

The full list, with every tier value and the chance of each modifier on each slot, is on item modifiers.