Item Rarity
Some equipment drops with extra attributes. The rarity decides how many attributes the item can have, and the highest value each one can roll. Each number column is colored to match its rarity.

How it works  |  Rarities  |  Where they appear  |  Stats  |  Recovery  |  Protection  |  Chance effects  |  The Ethereal Sentinel

How it works
An enchanted item shows its rarity and attributes when you look at it. The colored frame is the rarity. The rarity also fixes how many attributes the item has: uncommon always has 1, rare always has 2, epic always has 3, legendary always has 4, and mystical always has 5.

Attributes come from creature loot. There is no enchanting NPC and no scroll. Gold, food, ammunition and plain clothes with no armor do not roll. Items inside a bag can roll.

A stronger creature and a better item make an enchantment more likely. Which attributes appear is rolled from the list for that item. Each value is rolled from the previous rarity ceiling up to the ceiling of this rarity.

Bonuses from every equipped item add together. Attack only matters on the weapon you are swinging. Defense matters on the weapon or the shield. Armor adds up from every piece you wear.

Rarities
RarityFrameAttributes
UncommonGreen1
RareBlue2
EpicRed3
LegendaryGold4
MysticalPurple5

Where they appear
EquipmentPossible attributes
SwordsAttack, Sword Fighting, Critical Hit, Life Leech, Double Bash, Berserk, Destruction, Attack Interval, Weight
AxesAttack, Axe Fighting, Critical Hit, Life Leech, Berserk, Destruction, Perfuration, Attack Interval, Weight
ClubsAttack, Club Fighting, Critical Hit, Life Leech, Double Bash, Crushing Blow, Berserk, Destruction, Momentum, Perfuration, Attack Interval, Weight
Distance weaponsAttack, Distance Fighting, Critical Hit, Life Leech, Destruction, Attack Interval, Weight
ShieldsDefense, Shielding, Dodge, Mitigation, Arrow Guard, Weight, Physical Protection, Death Protection
ArmorsArmor, Dodge, Mitigation, Max Health, Arrow Guard, Weight, Fire Protection, Energy Protection, Poison Protection
HelmetsArmor, Dodge, Mitigation, Max Health, Arrow Guard, Weight, Energy Protection
LegsArmor, Dodge, Max Health, Vibrancy, Weight, Poison Protection
BootsSpeed, Dodge, Armor, Max Health, Vibrancy
AmuletsMax Mana, Magic Level, Mana Leech, Mana Regen, Protection All, Healing, Mana Healing
RingsLife Leech, Max Health, Max Mana, Health Regen, Mana Healing
Dragon Hammer, Skull Staff, Serpent Sword, Fire Sword, Knight Axe, Fire Axe, Magic SwordCritical Hit, Mana Leech, Destruction, Momentum, Magic Level, Max Mana, Mana Regen, Mana Healing, Attack Interval
Blue Robe, Demon Armor, Demon Helmet, Magician Hat, Hat of the MadCritical Hit, Mana Leech, Destruction, Armor, Magic Level, Max Mana, Mana Regen, Fire Protection, Energy Protection, Death Protection

Stats
AttributeWhat it doesUnc.RareEpicLeg.Myst.
AttackAdds attack to that weapon.12345
DefenseAdds defense to that weapon or shield.12345
ArmorAdds armor. Every worn piece counts.12345
Sword, Axe, Club, Distance, Shielding, Magic LevelAdds that many points. Magic Level only raises the level of sorcerers and druids.12345
Max HealthKnights receive 100%. Paladins receive 50%. Sorcerers and druids receive 10%. A character with no vocation receives nothing.1020304050
Max ManaSorcerers and druids receive 100%. Paladins receive 50%. Knights receive 10%. A character with no vocation receives nothing.1020304050
SpeedRaises movement speed by this amount.1020304050
Attack IntervalShortens the attack delay by this percent. Every vocation attacks every 2000 ms. The delay never goes below 200 ms.2%4%6%8%10%
WeightRemoves this percent of that item's weight. The item always keeps at least 10% of its weight.10%20%30%40%50%
Arrow GuardReduces physical damage from a ranged hit by this percent. The battle message shows how much was reduced.10%20%30%40%50%

Recovery
AttributeWhat it doesUnc.RareEpicLeg.Myst.
Health RegenRestores this much health every second while the item is equipped.0.5/s1/s1.5/s2/s3/s
Mana RegenRestores this much mana every second while the item is equipped.0.5/s1/s1.5/s2/s3/s
HealingAdds this percent to healing from spells, potions and life leech. The passive regen tick is separate.2%4%6%8%10%
Mana HealingAdds this percent to mana from potions and mana leech. Mana spells do not receive it.2%4%6%8%10%

Protection
AttributeWhat it doesUnc.RareEpicLeg.Myst.
Physical, Fire, Energy, Poison, DeathReduces that one damage type by this percent. Worn pieces add together.1%2%3%5%7%
Protection AllReduces every damage type by this percent.1%2%3%4%5%

Chance effects
AttributeWhat it doesUnc.RareEpicLeg.Myst.
Critical HitOn a weapon hit or a spell, this chance adds 10% damage.2%4%6%8%12%
Life LeechThis chance heals you for 10% of the damage you dealt.2%4%6%8%12%
Mana LeechThis chance restores mana equal to 10% of the damage you dealt.2%4%6%8%12%
DodgeThis chance negates a direct hit. The server log says you dodged the attack.1%2%3%4%5%
Double BashOn a melee swing, this chance strikes again for 50% damage.2%3%5%7%10%
Crushing BlowOn a melee hit, this chance ignores the target defense. Armor still applies.2%3%5%7%10%
PerfurationOn a melee or distance hit, this chance ignores the target armor.2%3%5%7%10%
BerserkOn a melee swing, this chance grants +10% melee skill and +18% movement speed for 8 seconds. A new proc refreshes the time.1%2%3%5%8%
DestructionOn an attack or a spell, this chance grants +10% melee and distance skill for 8 seconds. Sorcerers and druids also gain +10% magic level. A new proc refreshes the time.1%2%3%5%8%
MomentumOn an attack or a spell, this chance removes 1 second from your attack and healing exhaustion. The text MOMENTUM appears when an exhaustion was shortened.2%4%6%8%12%
MitigationThis chance cuts in half the damage that was still going to land.2%4%6%8%12%
VibrancyThis chance resists paralyze from a monster. The text VIBRANCY appears when it resists. Paralyze cast by a player still lands.2%4%6%8%12%

The Ethereal Sentinel
On death, each equipped enchanted item has a 20% chance to lose its enchantment completely. Items stored inside your backpack are not rolled. The backpack itself is rolled if the backpack is enchanted.

The Ethereal Sentinel keeps every equipped enchantment intact. It is separate from the five classic blessings, and it is not consumed when you die.

It costs 500 gold coins per character level. Say the ethereal sentinel to Eremo or Humphrey. If you already carry it, the NPC tells you how much combat time is left.

The protection lasts 10 days, counted only while you are in combat. Each attribute on your equipped gear makes that time pass 10% faster. Attributes on the backpack itself are not counted. When it fades, you see the message that The Ethereal Sentinel has faded.