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.
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 Reference | Roll Chance | Rarity |
|---|---|---|
| Critical | 1.41% | Rare |
| Poisoning | 1.50% | Rare |
| Righteous | 1.88% | Rare |
| Exhaustion | 2.84% | Uncommon |
| Agile | 1.88% | Rare |
| Light | 2.82% | Uncommon |
| Sharp | 1.50% | Rare |
| Strong | 6.60% | Common |
| Ancient | 2.84% | Uncommon |
| Hitting Probability | 4.21% | Common |
| Stun Chance | 2.33% | Uncommon |
| Consecutive Attack Damage | 3.69% | Uncommon |
| Gold Rate | 9.52% | Common |
| Experience Rate | 4.77% | Common |
| Mana Converting | 5.55% | Common |
| Poison Resistance | 9.50% | Common |
| Defense Ratio | 3.02% | Uncommon |
| HP Recovery | 9.09% | Common |
| SP Recovery | 9.50% | Common |
| MP Recovery | 9.09% | Common |
| Magic Resistance | 4.01% | Common |
| Physical Absorption | 3.64% | Uncommon |
| Health Points | 2.74% | Uncommon |
| Stun Resistance | 2.14% | Rare |
| Knockback Resistance | 2.73% | Uncommon |
| Element Absorption | 1.05% | Very Rare |
Weapon Primary Attributes
| Attribute | Roll Chance | Effect | Range |
|---|---|---|---|
| Critical | 1.41% | Critical Hit Damage | +5 to +14 |
| Poisoning | 1.50% | Poison Damage | +20 to +70 |
| Righteous | 1.88% | Righteous weapon property | Fixed effect |
| of Exhaustion | 2.84% | Drains enemy SP on hit | 10 to 60 SP |
| Agile | 1.88% | Attack Speed | -1 Attack Speed |
| Light | 2.82% | Lighter weapon | 16% to 56% lighter |
| Sharp | 1.50% | Flat Physical Damage | +10 damage |
| Strong | 6.60% | Durability bonus | 14% to 91% |
| Ancient | 2.84% | 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 Attribute | Roll Chance | Value |
|---|---|---|
| Hitting Probability | 4.21% | +21 to +91 |
| Stun Chance | 2.33% | +1% to +25% |
| Consecutive Attack Damage | 3.69% | +1 to +7 |
| Gold Rate | 9.52% | +50% |
| Experience Rate | 4.77% | +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
| Attribute | Roll Chance | Effect | Range |
|---|---|---|---|
| Strong | 3.06% | Durability bonus | 14% to 91% |
| Light | 4.62% | Less-weighted armor | 16% to 56% |
| Mana Converting | 5.55% | Replaces part of received damage with Mana | +1% to +7% |
| Critical | 4.46% | 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 Attribute | Roll Chance | Range |
|---|---|---|
| Poison Resistance | 9.50% | +21% to +91% |
| Defense Ratio | 3.02% | +21 to +91 |
| HP Recovery | 9.09% | +7% to +91% |
| SP Recovery | 9.50% | +7% to +91% |
| MP Recovery | 9.09% | +7% to +91% |
| Magic Resistance | 4.01% | +21% to +91% |
| Physical Absorption | 3.64% | +9% to +39% |
| Health Points | 2.74% | +25 to +350 |
| Stun Resistance | 2.14% | +11% to +25% |
| Knockback Resistance | 2.73% | +11% to +25% |
| Element Absorption | 1.05% | +9% to +39% |
Element Absorption
When Element Absorption is selected, one elemental family is rolled:
- Fire
- Water
- Earth
- Air
- Holy
- Unholy
How Raw Tier Becomes a Real Stat
Different attributes use different multipliers. These are the most useful formulas to remember:
| Attribute Family | Formula Before Limits |
|---|---|
| Poison Damage | Tier × 5 |
| Light / Lighter | Tier × 4% |
| Strong / Durability | Tier × 7% |
| Exhaustion | Tier × 10 SP |
| Hitting Probability / Defense Ratio | Tier × 7 |
| HP / MP / SP Recovery | Tier × 7% |
| Magic / Poison Resistance | Tier × 7% |
| Physical / Magic / Element Absorption | Tier × 3% |
| EXP Rate | Tier × 10% |
| Gold Rate | Tier × 10% |
| Knockback Resistance | Tier + 10% |
| Health Points | Tier × 25 HP |
Example Rolls
Example 1: Strong weapon, raw Tier 8
Example 2: Health Points armor, raw Tier 10
Example 3: Element Absorption, raw Tier 12
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.
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 Slots | Drop Chance |
|---|---|
| 2 Slots | 0.01% |
| 1 Slot | 0.24% |
| 0 Slots | 99.75% |
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
| Rule | Current Behavior |
|---|---|
| Primary Attribute | Generated on normal monster-drop weapons/armor in the attributed equipment flow |
| Weapon Secondary Gate | Approximately 42.87% |
| Armor Secondary Gate | Approximately 40.01% |
| Raw Attribute Tiers | 1–14 in the current configured default roll table |
| Highest common numeric multipliers | Recovery/ratio/resistance ×7, absorption ×3, HP ×25 |
| Natural 1+ Slot Chance | 0.25% total |
| Exhaustion Weapon | No normal secondary-attribute roll |
| Battlestaff | Uses a separate attribute system |
