Item rarity
The five rarities
| Rarity | Chance | Bonuses | Its own number | And |
|---|---|---|---|---|
| Regular | 85% | - | - | The standard item, exactly as before. |
| Magical | 13% | 1 or 2 | +5-12% | A blue glow on the floor and a blue frame in your bags. |
| Rare | 1.5% | 3 | +10-20% | Yellow. Critical chances, the potion bonus and the slayer families start here. |
| Legendary | 0.4% | 4, one of them great | +18-28% | Orange, with a beam of light on the floor and a name of its own. The great bonuses - regeneration, the cooldown cut, life drain - come only on legendary and mythical things. |
| Mythical | 0.1% | 5 and a power | +28-40% | Violet, a bright beam, a name - and its finder written on it. A weapon gets an Edge (a share of every blow again as fire, ice, energy, earth, death or holy), anything else a Ward (one element whose protection may reach 100%). The whole world is told when one is found. |
Its own number is what the thing already has: a weapon its attack, armour its armour, a shield or a book its defense, a wand its bolt, a bow the arrows it shoots. Rings and amulets have none - they get one more bonus instead. A mythical from a boss is the truly remarkable one: six bonuses, every value at the very top of its range or past it, its number +35-50%, and it is named after the boss that dropped it.
The bonuses
A bonus is as big as the thing is high: a level 120 sword rolls far more than a level 8 one. A magical thing rolls 25-55% of the most a mythical of its level could, a rare one 40-75%, a legendary one 60-90%, a mythical 80-100% - and a boss mythical 95-115%.
| Bonus | Rolls on | Level 10 | Level 55 | Level 120 |
|---|---|---|---|---|
| hit points | armour, shields, rings and amulets, weapons | 22 | 76 | 154 |
| mana | mage and ranger things, wands, books, rings and amulets | 25 | 92 | 190 |
| magic level | wands, books, mage things, rings and amulets | 1 | 2 | 4 |
| a fighting skill (the skill of the weapon, distance, shielding) | weapons, shields, warrior and ranger things, rings and amulets | 1 | 3 | 6 |
| speed | boots most of all | 4 | 10 | 18 |
| protection against one element (physical: 1 + L/40) | armour, shields, books, rings and amulets | 4 | 8 | 13 |
| critical hit chance, % | weapons, rings and amulets (rare and up) | 2 | 4 | 7 |
| spell critical chance, % | wands, books, mage rings and amulets (rare and up) | 2 | 4 | 7 |
| damage against a kind of creature, % (a family: 8 + L/10, one creature: 12 + L/8) | weapons, wands, rings and amulets | 6 | 10 | 15 |
| more from potions, % | armour, shields, books, wands, rings and amulets (rare and up) | 6 | 10 | 17 |
| health regeneration, points a tick | armour, shields, rings and amulets (legendary and up) | 1 | 2 | 3 |
| mana regeneration, points a tick | mage things, wands, books, rings and amulets (legendary and up) | 1 | 2 | 3 |
| weapon damage drained as life, % | weapons (legendary and up) | 1 | 2 | 3 |
| shorter cooldowns of the spells that have one, % | weapons, wands, shields, books, helmets, rings and amulets (legendary and up) | 3 | 5 | 7 |
| Ward: protection against one element that may reach 100% | mythical armour, shields, books, rings and amulets | 16 | 20 | 25 |
| Edge: a share of every blow again as an element, % | mythical weapons and wands | 11 | 14 | 18 |
The most a mythical of that level rolls (a boss mythical a little more).
Nobody is immortal
- Critical hit chance: at most 20% from everything you wear; spell critical chance 20%. A critical blow does 1.5 times its damage (1.3 times against a player).
- Shorter cooldowns: at most 15%, and only for the spells with a cooldown of their own. The pause after any spell and after any potion never changes.
- Regeneration: at most +6 health and +6 mana a tick. Potions: at most +30%. Life drain: at most 6% (half against a player). Damage against one creature: at most +40%.
- Protection against an element stops at 60%, however much you wear - only the element named by the Ward of a mythical may go to 100%, and only one Ward counts: the strongest you wear. Immune to fire, perhaps - never to two things.
Buying and selling them
- Traders pay a little more for a rolled piece: magical 1.25 times their price, rare 2, legendary 4, mythical 8. Each one is its own row in the SELL list, sold one at a time; SELL ALL never sells one, and a rare or better one asks you first.
- Traders never sell rolled things - what you buy from them is always regular.
- The market keeps one row for each thing. A rolled piece goes up on its own - drag it onto the market window - and is listed under RARE PIECES on the page of its thing, with its rarity, name and every bonus. It is bought whole, into the deposit box of the buyer. Nobody can ask for a rolled piece with a buy offer, and a plain offer never takes or gives one.
- Quests never take a rolled thing when they ask for one of its kind.
- The Warden: his things roll too, and stay bound to you. Quartermaster Ilda takes back any Warden thing in your bags for an eighth of its price in marks.
How rare is rare?
The chance a creature drops a thing never changed: the rarity is rolled on what dropped. A boss drops gear only now and then, so a mythical from a boss is the chance of the drop times the chance of the roll. Say 100 players each defeat the same boss once a day for a whole year - 36,500 kills:
| Boss | A mythical, any of its gear | 100 players, a year | One player, every day for a year | Its best piece as a mythical |
|---|---|---|---|---|
| 1 in 27,778 kills | 1.3 in the world | 1.3% (about one every 77 years) | a mythical cinderweave robe: 1 in 166,667 kills - one every 5 years for those 100 players | |
| 1 in 7,576 kills | 4.8 in the world | 4.7% (about one every 21 years) | a mythical widowsilk hood: 1 in 166,667 kills - one every 5 years for those 100 players | |
| 1 in 6,410 kills | 5.7 in the world | 5.5% (about one every 18 years) | a mythical obsidian plate: 1 in 166,667 kills - one every 5 years for those 100 players | |
| 1 in 4,274 kills | 8.5 in the world | 8.2% (about one every 12 years) | a mythical obsidian greatsword: 1 in 166,667 kills - one every 5 years for those 100 players | |
| 1 in 3,448 kills | 10.6 in the world | 10.0% (about one every 10 years) | a mythical deadeye ring: 1 in 33,333 kills - one every 11 months for those 100 players | |
| 1 in 3,125 kills | 11.7 in the world | 11.0% (about one every 9 years) | a mythical radiant sceptre: 1 in 166,667 kills - one every 5 years for those 100 players | |
| 1 in 2,817 kills | 13.0 in the world | 12.2% (about one every 8 years) | a mythical glacier wand: 1 in 33,333 kills - one every 11 months for those 100 players | |
| 1 in 2,062 kills | 17.7 in the world | 16.2% (about one every 6 years) | a mythical sunsteel greataxe: 1 in 33,333 kills - one every 11 months for those 100 players | |
| 1 in 1,786 kills | 20.4 in the world | 18.5% (about one every 5 years) | a mythical sunsteel greathammer: 1 in 33,333 kills - one every 11 months for those 100 players | |
| 1 in 1,520 kills | 24.0 in the world | 21.4% (about one every 5 years) | a mythical headsman axe: 1 in 166,667 kills - one every 5 years for those 100 players |
Ordinary creatures drop gear far more often than bosses do. A hunter defeating about 300 trolls an hour (0.15 pieces of gear a kill) finds a magical piece every 10 minutes, a rare one every hour, a legendary one every 5 hours and a mythical one about every 22 hours of hunting - of the gear those creatures carry. The higher the creature, the better that gear, and the bigger every bonus it can roll.