Any piece of gear can become magical: it rolls one or more extra bonuses, called attributes, on top of its normal stats. The coloured frame around an item shows its tier. Here is the short version; the tabs further down have every detail.
| Source | How it works |
| Monster loot | Wearable items dropped by monsters level 25 and up can become magical, at most one item per kill. The monster's level decides which tiers it can drop (Common from 25, Uncommon from 50, Rare from 75, Epic from 100, Legendary from 155), and the chance rises with monster level up to a cap. Magic find increases your chances. |
| Magical monsters | Some monsters can spawn magical, shown by a coloured glow. A magical monster always drops one magical item of its tier, plus some magical dust. See below for which monsters can. |
| Quest rewards | Items from quest chests have a very high chance to be magical, so don't skip them. |
| Orb of Enchantment | Use it on an item to roll it again at a random tier, usually uncommon or rare and very rarely legendary. Get orbs from the Oracle of Rebirth, events, other players or the shop. |
| Gems & tier hammers | Use a gem's tier hammer at a Magical Station to roll an item at exactly that tier:
Common Uncommon Rare Epic Legendary |
| Magical monsters | Spawn chance | Best drop |
| Bosses & rare creatures Hard to find, but often magical. |
20% | Legendary at any monster level |
| Demonic creatures Certain fiends from the deepest hells. |
0.5% | Legendary limited by monster level |
| Monsters level 75+ Most hunting creatures of this strength. |
1.5% | Epic limited by monster level |
| Monsters level 50–74 Most hunting creatures of this strength. |
2% | Uncommon limited by monster level |
Not every monster in a level range qualifies. A magical monster glows in its tier's colour, so keep an eye out.
| Tier | Drops from | Attributes |
| Common | Monsters level 25+ | One, with a small chance of a second. |
| Uncommon | Monsters level 50+ | One, with a chance of a second that can roll a lower tier. |
| Rare | Monsters level 75+ | One, with a chance of a second that can roll a lower tier. |
| Epic | Monsters level 100+ | One, with a chance of a second that can roll a lower tier. |
| Legendary | Monsters level 155+ | Two, always. The second can roll a lower tier. |
| Mythical | Crafter only | Three, all at legendary strength. |
The first attribute always matches the item's tier. A second attribute is a separate roll, and its strength can come out one or two tiers lower: a legendary item always has legendary values in its first slot, but its second slot may be rare or epic.
| Item names | ||
| Prefix | swift emerald sword | attack speed |
| Suffix | emerald sword of slaughter | attack |
| Both | swift emerald sword of slaughter | attack speed and attack |
Not every attribute fits every item: a wand never rolls armor, and paladin gear never rolls magic level. The Attributes tab lists which items each one can appear on.
| The Magical Crafter, step by step | |||||||||||||||||||||||||||||||||||
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| Legendary to Mythical: upgrade or reroll |
When you pick Mythical for a legendary item, the crafter offers two choices:
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| Slot enchanters |
The first, second and third slot enchanters reroll one attribute and leave the others alone.
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| Getting magical dust |
| Use the levers at a Magical Station to salvage magical items into dust. Higher tiers give more, and crafted or orb-made items give the most. Quest items give double the loot value. Every magical monster you kill also drops a little dust, no matter your magic find. |
Values per tier. Mythical items use the legendary values on all three slots. Group names are what you tell the crafter.
| Attribute | Common | Uncommon | Rare | Epic | Legendary | Appears on |
| Base stats — crafter group default | ||||||
| Attack | +1 | +2-3 | +4 | +5-6 | +7-8 | Melee weapons, Distance weapons |
| Armor | +1-2 | +3-4 | +5 | +6-7 | +8-10 | Helmets, Armors, Legs, Amulets |
| Defense | +2-4 | +5-6 | +7-9 | +10-12 | +13-14 | Melee weapons, Shields Not on Sorcerer/Druid items |
| Hit Chance | +1% | +2% | +3% | +4% | +5% | Bows & crossbows |
| Charges | +30-45 | +52-69 | +75-95 | +100-125 | +126-145 | Charged items |
| Duration | +2-7 minutes | +7-12 minutes | +12-17 minutes | +22-27 minutes | +28-35 minutes | Timed rings |
| Skills — crafter group skills | ||||||
| Magic | +1 | +2 | +3 | +4 | +5 | Wands & rods, Helmets, Armors, Legs, Shields, Trinkets, Backpacks Not on Paladin/Knight items |
| Skills | +1 | +2 | +3 | +4 | +5 | Melee weapons, Helmets, Armors, Legs, Shields, Trinkets, Backpacks Not on Sorcerer/Druid items |
| Distance | +1 | +2 | +3 | +4 | +5 | Bows & crossbows, Helmets, Armors, Legs, Shields, Quivers, Trinkets, Backpacks Not on Sorcerer/Druid items |
| Shielding | +1 | +2 | +3 | +4 | +5-6 | Shields, Quivers, Rings Not on Sorcerer/Druid items |
| Support — crafter group support | ||||||
| Health | +10-20 | +21-25 | +26-40 | +41-60 | +61-80 | Helmets, Armors, Legs, Boots, Shields, Quivers, Rings, Amulets, Trinkets, Backpacks |
| Mana | +20-49 | +50-69 | +70-99 | +100-129 | +130-160 | Helmets, Armors, Legs, Boots, Shields, Quivers, Rings, Amulets, Trinkets, Backpacks |
| Speed | +4-8 | +9-12 | +13-17 | +18-22 | +23-35 | Boots, Rings, Amulets, Backpacks |
| HP Regen | +2-5 | +5-8 | +8-12 | +12-16 | +16-22 | Helmets, Armors, Legs, Boots, Shields, Quivers, Rings, Backpacks |
| MP Regen | +2-5 | +5-8 | +8-12 | +12-16 | +16-22 | Helmets, Armors, Legs, Boots, Shields, Quivers, Rings, Backpacks |
| Special — crafter group special | ||||||
| Attack Speed | +5-10% | +10-15% | +15-18% | +18-27% | +27-40% | All weapons, Trinkets |
| Damage Increase | +1% | +2% | +3% | +4% | +5% | All weapons, Rings, Amulets |
| Critical Chance | +1-2% | +2-4% | +4-6% | +6-8% | +8-10% | All weapons, Trinkets |
| Dodge Chance | – | +2% | +3-4% | +4-6% | +6-10% | Helmets, Shields, Quivers Not on Sorcerer/Druid items |
| Multishot | 1-2% | +1 Extra Hit | 3-4% | +1 Extra Hit | 4-6% | +1 Extra Hit | 7-8% | +1-2 Extra Hits | 8-10% | +2 Extra Hits | All weapons, Rings, Amulets, Trinkets |
| Protection — crafter group absorb | ||||||
| Physical | – | – | +2% | +3% | +4% | Helmets, Armors, Legs, Shields, Quivers, Amulets, Backpacks |
| Energy | – | – | +2% | +3% | +4% | Helmets, Armors, Legs, Shields, Quivers, Amulets, Backpacks |
| Earth | – | – | +2% | +3% | +4% | Helmets, Armors, Legs, Shields, Quivers, Amulets, Backpacks |
| Fire | – | – | +2% | +3% | +4% | Helmets, Armors, Legs, Shields, Quivers, Amulets, Backpacks |
| Ice | – | – | +2% | +3% | +4% | Helmets, Armors, Legs, Shields, Quivers, Amulets, Backpacks |
| Holy | – | – | +2% | +3% | +4% | Helmets, Armors, Legs, Shields, Quivers, Amulets, Backpacks |
| Death | – | – | +2% | +3% | +4% | Helmets, Armors, Legs, Shields, Quivers, Amulets, Backpacks |
| Leech — crafter group leechs | ||||||
| Life Leech | 10-17 | +3% | 15-28 | +4% | 22-38 | +5-6% | 30-55 | +7% | 35-75 | +8-10% | All weapons, Trinkets |
| Mana Leech | 15-22 | +3% | 20-35 | +4% | 27-45 | +5-6% | 35-60 | +7% | 40-85 | +8-10% | All weapons, Trinkets |
| Bonus — crafter group bonus | ||||||
| XP Boost | +1% | +2% | +3% | +4% | +5-8% | Boots, Shields, Quivers, Rings, Amulets, Trinkets |
| Magic Finder | +3-4% | +5-7% | +8-12% | +13-17% | +18-25% | Boots, Shields, Quivers, Rings, Amulets, Trinkets, Backpacks |
Leech shows the leech amount, then the chance per hit. Multishot shows the chance, then the extra hits. Looted stone skin amulets and might rings never roll extra charges.
The most each vocation can gain from all of its gear together. Anything above the cap does nothing.
| Attribute | Sorcerers & Druids | Paladins | Knights |
| Magic | 20 | 10 | 6 |
| Skills | 10 | 25 | 20 |
| Distance | 10 | 25 | 20 |
| Shielding | 10 | 25 | 20 |
| Health | 250 | 400 | 600 |
| Mana | 1,000 | 500 | 300 |
| Speed | 75 | 75 | 100 |
| Attack Speed | 50% | 50% | 50% |
| HP Regen | 50 | 75 | 75 |
| MP Regen | 50 | 50 | 50 |
| Physical | 20% | 15% | 10% |
| Energy | 20% | 15% | 10% |
| Earth | 20% | 15% | 10% |
| Fire | 20% | 15% | 10% |
| Ice | 20% | 15% | 10% |
| Holy | 20% | 15% | 10% |
| Death | 10% | 10% | 7% |
| Life Leech | 55-100 at 10% chance | 55-100 at 10% chance | 55-100 at 10% chance |
| Mana Leech | 55-100 at 10% chance | 55-100 at 10% chance | 55-100 at 10% chance |
| Damage Increase | 10% | 10% | 10% |
| Critical Chance | 10% | 10% | 10% |
| Dodge Chance | 10% | 10% | 10% |
| Multishot | 10%, 3 extra hits | 10%, 3 extra hits | 10%, 3 extra hits |
| XP Boost | 15% | 15% | 15% |
| Magic Finder | 50% | 50% | 50% |
Health and mana regeneration tick at a fixed rate: mages heal every 4 seconds and regain mana every 3, paladins every 3 and 4, knights every 2 and 4.
Use it on an item to roll it again at a random tier, usually uncommon or rare and very rarely legendary. Get orbs from the Oracle of Rebirth, events, other players or the
The first, second and third slot enchanters reroll one attribute and leave the others alone.

