Item Attributes Guide

Some equipment dropped by monsters can appear with extra attributes. These attributes are built directly into the item and can improve damage, survivability, recovery, EXP gain, Gold gain, crowd-control resistance, and more.

Quick facts: Normal weapons and armor always receive a Primary Attribute when generated through the normal monster-drop equipment flow. They may also receive a Secondary Attribute. The attribute's displayed strength is determined by a separate value-tier roll.

Primary vs Secondary Attributes

An attributed item can contain two different stat layers:

  • Primary Attribute — the main prefix or special property of the item, such as Strong, Light, Critical, Poisoning, Mana Converting, or Ancient.
  • Secondary Attribute — an additional stat such as Hitting Probability, Defense Ratio, EXP Rate, Gold Rate, Stun Resistance, or Health Points.

Primary and secondary attributes use separate rolls. A high-value primary attribute does not automatically mean the secondary attribute will also be high.

Attribute Roll Reference

The table below lists the attribute name, its current candidate-roll chance, and a simple rarity reference. The attribute's final strength is rolled separately.

Attribute ReferenceRoll ChanceRarity
Critical1.41%Rare
Poisoning1.50%Rare
Righteous1.88%Rare
Exhaustion2.84%Uncommon
Agile1.88%Rare
Light2.82%Uncommon
Sharp1.50%Rare
Strong6.60%Common
Ancient2.84%Uncommon
Hitting Probability4.21%Common
Stun Chance2.33%Uncommon
Consecutive Attack Damage3.69%Uncommon
Gold Rate9.52%Common
Experience Rate4.77%Common
Mana Converting5.55%Common
Poison Resistance9.50%Common
Defense Ratio3.02%Uncommon
HP Recovery9.09%Common
SP Recovery9.50%Common
MP Recovery9.09%Common
Magic Resistance4.01%Common
Physical Absorption3.64%Uncommon
Health Points2.74%Uncommon
Stun Resistance2.14%Rare
Knockback Resistance2.73%Uncommon
Element Absorption1.05%Very Rare
Important: The raw tier is not always the number you see on the tooltip. Each attribute converts that tier into its own real stat value and may also have a minimum or maximum allowed value.

Weapon Primary Attributes

AttributeRoll ChanceEffectRange
Critical1.41%Critical Hit Damage+5 to +14
Poisoning1.50%Poison Damage+20 to +70
Righteous1.88%Righteous weapon propertyFixed effect
of Exhaustion2.84%Drains enemy SP on hit10 to 60 SP
Agile1.88%Attack Speed-1 Attack Speed
Light2.82%Lighter weapon16% to 56% lighter
Sharp1.50%Flat Physical Damage+10 damage
Strong6.60%Durability bonus14% to 91%
Ancient2.84%Flat Physical Damage+22 damage

The percentages above are candidate-roll chances, not the final probability that a dropped weapon will end with that exact primary attribute. Each listed type performs its own candidate check. If several candidates pass, the server chooses one of the successful candidates at random. If none pass, the generator falls back to its default primary type.

Weapon Secondary Attributes

Normal attributed weapons have an additional chance to gain a secondary attribute. The current secondary-roll gate is approximately 42.87% for normal attack weapons.

Secondary AttributeRoll ChanceValue
Hitting Probability4.21%+21 to +91
Stun Chance2.33%+1% to +25%
Consecutive Attack Damage3.69%+1 to +7
Gold Rate9.52%+50%
Experience Rate4.77%+20%

EXP and Gold are special because their configured real-value limits currently force the generated monster-drop versions to +20% EXP and +50% Gold once those attribute types are selected.

Armor Primary Attributes

AttributeRoll ChanceEffectRange
Strong3.06%Durability bonus14% to 91%
Light4.62%Less-weighted armor16% to 56%
Mana Converting5.55%Replaces part of received damage with Mana+1% to +7%
Critical4.46%Critical Increase Chance+1% to +7%

Just like weapon primaries, these are candidate checks rather than direct final-selection probabilities.

Armor Secondary Attributes

Armor has approximately a 40.01% chance to pass the normal secondary-attribute gate.

Secondary AttributeRoll ChanceRange
Poison Resistance9.50%+21% to +91%
Defense Ratio3.02%+21 to +91
HP Recovery9.09%+7% to +91%
SP Recovery9.50%+7% to +91%
MP Recovery9.09%+7% to +91%
Magic Resistance4.01%+21% to +91%
Physical Absorption3.64%+9% to +39%
Health Points2.74%+25 to +350
Stun Resistance2.14%+11% to +25%
Knockback Resistance2.73%+11% to +25%
Element Absorption1.05%+9% to +39%

Element Absorption

When Element Absorption is selected, one elemental family is rolled:

  • Fire
  • Water
  • Earth
  • Air
  • Holy
  • Unholy
Formula: Element Absorption = Attribute Tier × 3%, subject to the configured real-value limits. Generated values currently range from 9% to 39%.

How Raw Tier Becomes a Real Stat

Different attributes use different multipliers. These are the most useful formulas to remember:

Attribute FamilyFormula Before Limits
Poison DamageTier × 5
Light / LighterTier × 4%
Strong / DurabilityTier × 7%
ExhaustionTier × 10 SP
Hitting Probability / Defense RatioTier × 7
HP / MP / SP RecoveryTier × 7%
Magic / Poison ResistanceTier × 7%
Physical / Magic / Element AbsorptionTier × 3%
EXP RateTier × 10%
Gold RateTier × 10%
Knockback ResistanceTier + 10%
Health PointsTier × 25 HP

Example Rolls

Example 1: Strong weapon, raw Tier 8

Strong = Tier × 7% = 8 × 7% = +56% Durability

Example 2: Health Points armor, raw Tier 10

Health Points = Tier × 25 = 10 × 25 = +250 Max HP

Example 3: Element Absorption, raw Tier 12

Element Absorption = Tier × 3% = 12 × 3% = +36% absorption for the rolled element.

Low-Generation Item Caps

The equipment generator also applies generation-level restrictions. Lower-generation drops can have their raw attribute tier capped before the final real-value limits are applied. Because of this, the same attribute type can appear at very different strengths depending on where and from what kind of monster the equipment was generated.

Player takeaway: Attribute type and attribute strength are two different rolls. A rare attribute name is good, but a high-value roll on that attribute is what makes an exceptional item.

Attributes vs Gem Sockets

Item Attributes and Gem Sockets are separate systems.

  • An item can have built-in attributes and also have Jewelcrafting slots.
  • Socketed gemstones add their own bonuses and do not replace the item's built-in Primary or Secondary Attribute.
  • Monster-dropped equipment can naturally roll slots independently of its attributes.

For normal eligible equipment dropped by monsters, the natural slot roll is currently:

Natural SlotsDrop Chance
2 Slots0.01%
1 Slot0.24%
0 Slots99.75%

Battlestaff Exception

Battlestaves use their own special attribute encoding and generation rules. Their attribute data should not be interpreted using the normal weapon Primary/Secondary tables on this page.

Quick Reference

RuleCurrent Behavior
Primary AttributeGenerated on normal monster-drop weapons/armor in the attributed equipment flow
Weapon Secondary GateApproximately 42.87%
Armor Secondary GateApproximately 40.01%
Raw Attribute Tiers1–14 in the current configured default roll table
Highest common numeric multipliersRecovery/ratio/resistance ×7, absorption ×3, HP ×25
Natural 1+ Slot Chance0.25% total
Exhaustion WeaponNo normal secondary-attribute roll
BattlestaffUses a separate attribute system
In short: First look at the attribute type, then look at its actual displayed value. The best equipment combines a desirable Primary Attribute, a useful Secondary Attribute, a strong value roll, and—if you're very lucky—natural Jewelcrafting slots.