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Equipment Rarities

The rarity sets how many attributes an item rolls, how high its numbers go and how much each upgrade level adds. Divine items roll none: they carry fixed attributes.

Rarities

RarityItemsAttributes rolled
Common421 primary
Uncommon412 primary
Rare663 primary + 1 secondary
Legendary524 primary + 1 secondary (Black Mist: 5 revealed)
Divine8Fixed attributes

Each upgrade level adds 1 step of +5% on Common and Uncommon items and 2 steps on Rare, Legendary and Divine items.

Divine weapons, helms and the ring carry fixed attributes and roll none; Divine weapons also show damage, speed and damage per second. Back items roll no attributes at any rarity.

Numbers by item level

Every number of a Common, Uncommon, Rare or Legendary item (not Back) is its base x the rarity multiplier M x a roll from 0.85 to 1.15, rolled on its own for each number. M: Common 1.2, Uncommon 1.4, Rare 1.5 and Legendary 1.6.

Weapon speed rolls from 0.80 to 1.20 (two decimals). Weapon damage = M x (0.2 x item level + 5) x the roll / the speed, rounded, at least 1. DPS = damage x speed, so it does not depend on the speed.

Armor on a Helm, Chest Armor, Pants, Boots, Gloves or Shoulder = M x 0.5 x item level x the roll, rounded, at least 1. Belts, Rings and Necklaces have no base stat.

Attribute = M x item level x its value per item level x the roll, rounded to a whole number (at least 1), or for a percent attribute to 0.1% (at least 0.1%). Bonus Potion Charges on a Belt is always 1. Halves round to the even number.

An Ancient item from an enemy or a treasure chest takes the top roll (1.15) of every number except the weapon speed, the top of its item level range and, from item level 300, every socket of its slot. Upgrade steps add +5% each to one number in turn: the weapon speed, weapon damage or Armor first, then the attributes.