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Magic Items

Magic Items

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.

CommonUncommonRareEpicLegendaryMythical

Where they come from
Wearable loot from monsters level 25 and up can drop magical. Stronger monsters can drop higher tiers. Monsters with a coloured glow always drop one.
How tiers work
Higher tiers give bigger values and better odds of a second attribute. Mythical items have three attributes, all at legendary strength, and only come from the crafter.
Improving an item
An Orb of Enchantment rolls a random tier. A gem at a Magical Station rolls an exact tier. The Magical Crafter lets you pick the attribute type. Slot enchanters reroll one attribute.
Magical dust
Salvage magical items you don't need at a Magical Station (the closest is at Xodet in Thais) to get dust. The crafter uses dust.
Check your stats
!stats shows your bonuses, !statslimit your vocation's caps and !magicfinder your magic find. Bonuses above a cap are wasted.
In PvP
Every attribute also works against players, after the normal PvP damage halving. See PvP & Death.

Detailed Guide
SourceHow it works
Monster lootWearable 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 monstersSome 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 rewardsItems 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 hammersUse a gem's tier hammer at a Magical Station to roll an item at exactly that tier: Common Uncommon Rare Epic Legendary

Magical monstersSpawn chanceBest 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.

TierDrops fromAttributes
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
Prefixswift emerald swordattack speed
Suffixemerald sword of slaughterattack
Bothswift emerald sword of slaughterattack 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
  1. Find the Magical Crafter in the Thais depot basement. Put the item in your arrow slot, say hi, then craft.
  2. Your item needs enough item level. Items gain item level from the monsters you kill while wearing them. Crafting does not use up item levels: the item keeps its level, so it can keep levelling towards the next tier.
  3. Pick a tier, then the attribute group for the first slot (for example skills or absorb). The crafter picks a random attribute from that group.
  4. For tiers with a second slot you can pay extra to choose its group too. Below legendary the second slot can still fail to appear.
  5. Crafting an item that is already magical replaces its attributes and costs a small removal fee.
TierDustChoose 2nd slotRemoval feeItem level needed
Common 50 – 20 15
Uncommon 200 +150 40 30
Rare 500 +250 60 45
Epic 1,000 +500 80 75
Legendary 2,000 +1,500 100 100
Mythical 5,000 +2,000 150 200

Legendary to Mythical: upgrade or reroll
When you pick Mythical for a legendary item, the crafter offers two choices:
  • upgrade keeps every attribute you already have and adds a random third one. No removal fee.
  • reroll wipes the item and crafts all three slots new.
If you have a legendary item you like, upgrade is the safe choice.

Slot enchanters
The first, second and third slot enchanters reroll one attribute and leave the others alone.
  • The rerolled slot keeps its tier. On a mythical item it always rolls legendary-strength values.
  • Each slot of an item can be rerolled once per day; the cooldown resets at the daily server save.
  • The new attribute is never one the item already has.

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.

AttributeCommonUncommonRareEpicLegendaryAppears 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 Hit3-4% | +1 Extra Hit4-6% | +1 Extra Hit7-8% | +1-2 Extra Hits8-10% | +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.

AttributeSorcerers & DruidsPaladinsKnights
Magic20106
Skills102520
Distance102520
Shielding102520
Health250400600
Mana1,000500300
Speed7575100
Attack Speed50%50%50%
HP Regen507575
MP Regen505050
Physical20%15%10%
Energy20%15%10%
Earth20%15%10%
Fire20%15%10%
Ice20%15%10%
Holy20%15%10%
Death10%10%7%
Life Leech55-100 at 10% chance55-100 at 10% chance55-100 at 10% chance
Mana Leech55-100 at 10% chance55-100 at 10% chance55-100 at 10% chance
Damage Increase10%10%10%
Critical Chance10%10%10%
Dodge Chance10%10%10%
Multishot10%, 3 extra hits10%, 3 extra hits10%, 3 extra hits
XP Boost15%15%15%
Magic Finder50%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.

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