Item Properties
When you hover over a weapon, armor or ring, a small window appears with lines such as "hit chance increase 15%", "swing speed increase 30%", "lower mana cost 8%". This page explains all of those lines: what they do and what their cap is.
The lines below are the game's own text; what the game shows is what is written here. X stands for the item's own number.
Why does the cap matter? If a property is at its cap, anything above it is wasted. If you have gathered 60% hit chance over three pieces, 45% works and the remaining 15% does nothing. That room should go to another property.
Where do these properties come from?
| Source | What it gives |
|---|---|
Exceptional crafting |
A piece a crafter made with mastery is better → Item Quality and Repair |
Colored materials |
From dull copper to valorite, from oak to frostwood: the material adds its own properties |
Monster loot |
Magic pieces from dungeons and champion altars |
Runic tools |
Pieces made with a runic hammer/sewing kit get random properties |
Combat properties
| On the item | What it does | Cap |
|---|---|---|
| hit chance increase X% | Raises the chance that your blow hits the target. Adds on top of your weapon skill. | 45% |
| defense chance increase X% | Raises the chance that blows aimed at you miss. | 45% |
| swing speed increase X% | You swing your weapon more often; your stamina also affects speed. | 60% |
| damage increase X% | Raises the damage you deal. Separate from the bonuses from Tactics, Anatomy and Strength. | 100% |
| use best weapon skill | The weapon uses whichever weapon skill is highest at the moment — whatever you hold. | — |
| mage weapon -X skill | The weapon hits with Magery instead of your weapon skill; the skill is lowered by the amount shown. | — |
| spell channeling | You can cast spells without putting down your weapon or shield. | — |
| reflect physical damage X% | Whoever hits you takes back part of the physical damage they dealt. | — |
How it works: How Combat Works
Damage type
Every weapon's damage is split over five types, and the target absorbs as much as its resistance to that type. The total is always 100%.
| On the item | What it does | Cap |
|---|---|---|
| physical damage X% | This much of the weapon's damage counts as physical; the target's physical resistance reduces it. | 100% total |
| fire damage X% | This much of the damage counts as fire. | 100% total |
| cold damage X% | This much of the damage counts as cold. | 100% total |
| poison damage X% | This much of the damage counts as poison. | 100% total |
| energy damage X% | This much of the damage counts as energy. | 100% total |
Resistances: Armor and Resistances
Triggered on hit
Happens by itself with the chance shown on every hit of the weapon; it costs no mana.
| On the item | What it does | Cap |
|---|---|---|
| hit life leech X% | On a hit, steals some of the target's hit points and gives them to you. | — |
| hit mana leech X% | On a hit, steals some of the target's mana and gives it to you. | — |
| hit stamina leech X% | On a hit, steals some of the target's stamina and gives it to you. | — |
| hit fireball X% | On a hit, casts a free fireball. | — |
| hit lightning X% | On a hit, calls down a free lightning bolt. | — |
| hit magic arrow X% | On a hit, casts a free magic arrow. | — |
| hit harm X% | On a hit, casts a free harm spell. | — |
| hit dispel X% | On a hit, dispels a creature the target summoned. | — |
| hit lower attack X% | On a hit, lowers the target's hit chance for a while. | — |
| hit lower defense X% | On a hit, lowers the target's defense chance for a while. | — |
| hit fire area X% | On a hit, spreads fire damage to everyone around. | — |
| hit cold area X% | On a hit, spreads cold damage to everyone around. | — |
| hit energy area X% | On a hit, spreads energy damage to everyone around. | — |
| hit physical area X% | On a hit, spreads physical damage to everyone around. | — |
| hit poison area X% | On a hit, spreads poison damage to everyone around. | — |
Spell properties
| On the item | What it does | Cap |
|---|---|---|
| faster casting X | Shortens the time it takes to cast. Each point makes it one step faster. | 2 (Magery/Necromancy) · 4 (Chivalry, while Magery is below 70) |
| faster cast recovery X | Shortens the recovery between two spells; each point is 0.25 seconds. | 6 (no wait at that point) |
| lower mana cost X% | Lowers a spell's mana cost. | 40% |
| lower reagent cost X% | Lowers the chance of using up reagents when casting; at 100% no reagents are needed. | 100% |
| spell damage increase X% | Raises spell damage. | — |
| mage armor | The armor does not block meditation and mana regeneration. | — |
How it works: How Magic Works
Regeneration
| On the item | What it does | Cap |
|---|---|---|
| hit point regeneration X | Your hit points refill faster on their own. | 18 |
| stamina regeneration X | Your stamina refills faster. | 24 |
| mana regeneration X | Your mana refills faster; adds on top of Meditation and Focus. | 18 |
Character properties
| On the item | What it does | Cap |
|---|---|---|
| strength bonus X | Raises your Strength: your hit points and carrying capacity rise. | — |
| dexterity bonus X | Raises your Dexterity: your stamina and swing speed rise. | — |
| intelligence bonus X | Raises your Intelligence: your mana rises. | — |
| hit point increase X | Adds hit points directly (on top of those from Strength). | 25 |
| stamina increase X | Adds stamina directly. | — |
| mana increase X | Adds mana directly. | — |
| luck X | Raises your luck with loot and crafting → Luck | — |
| <skill name> +X | Raises the skill shown by that many points (while you wear the item). | — |
| night sight | You see in the dark as if it were day. | — |
What stats are for: Strength, Dexterity, Intelligence
Resistances
The resistances from armor pieces and jewelry add up on your character.
| On the item | What it does | Cap |
|---|---|---|
| physical resist X% | Protects against physical damage. | 70% (character total) |
| fire resist X% | Protects against fire damage. | 70% |
| cold resist X% | Protects against cold damage. | 70% |
| poison resist X% | Protects against poison damage and being poisoned. | 70% |
| energy resist X% | Protects against energy damage. | 70% |
The item itself
| On the item | What it does | Cap |
|---|---|---|
| durability X% | Raises the item's total durability: it wears out later. | — |
| self repair X | The item repairs itself as it wears. | — |
| lower requirements X% | Lowers the Strength the item requires. | — |
| enhance potions X% | Raises the effect of the potions you drink; the Alchemy skill adds to it separately. | 50% |
| fireball charges: X | Fireball uses left on the wand. | — |
| lightning charges: X | Lightning uses left on the wand. | — |
| magic arrow charges: X | Magic arrow uses left on the wand. | — |
| fire horn | Fire horn: a special instrument with charges. | — |
Weapons that say "… slayer"
If a weapon has a line such as "dragon slayer", it deals many times more damage to that family of creatures — but it takes more damage itself from the opposing family. Going to the right monster with the right weapon is the biggest damage boost in the game.
Slayer types seen in the game:
air elemental slayer, arachnid slayer, blood elemental slayer, demon slayer, dragon slayer, earth elemental slayer, elemental slayer, fire elemental slayer, gargoyle slayer, lizardman slayer, ogre slayer, ophidian slayer, orc slayer, poison elemental slayer, repond slayer, reptile slayer, scorpion slayer, snake slayer, snow elemental slayer, spider slayer, terathan slayer, troll slayer, undead slayer, water elemental slayer
Common mistakes
- "I stacked swing speed but I don't hit faster." The cap is 60%. Also, if your stamina is low your weapon slows down — walking with a heavy load drains stamina fast.
- "My armor is good but I'm a mage and my mana does not refill." Plate, chain, ring and bone armor stop meditation. Leather does not; nor does a piece with "mage armor" → Armor and Resistances.
- "I can't cast while holding a weapon." Unless the weapon has "spell channeling", your hands must be free.
- "I found 100% lower reagent cost and I still use reagents." Necromancy and Chivalry reagents are not affected by this property; it is only for Magery reagents.
- "This ring gives me skill — can it take me over my cap?" Skill from items does not count as your real skill: it goes up when you put the item on and down when you take it off; it does not count toward the 700 total, but it gives no skill gain.
Other pages: Combat · Armor and Resistances · Strength, Dexterity, Intelligence · Magic · Item Quality · Glossary
Exceptional crafting
Colored materials
Monster loot
Runic tools