Rookhard ROOKHARD
The Scarecrow Night — 10/23 to 11/03See the event »
ROOKHARD
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Attributes

An attribute belongs to the piece, not to the kind of item. It is rolled when the piece drops or added at the shrine, it travels with that one piece through the depot, the house and your death, and no two pieces of the same name have to match. In the game they are called blessings.

  • 6piece types
  • 32blessings
  • 10of them special
  • 5max per piece
  • 3tiers

Blessings by piece type

Each type of gear rolls its own list. Every blessing comes in three tiers — weak, medium and strong — and the weak one is by far the most common.

An attribute only works where this page says it works. Put armor on a shield and it is written on the piece, shows in the look, and does nothing.

  • Melee weapons

    Blessings: 10+6 special
    • AttackAdds to the damage the weapon deals.
      Weak+2Medium+4Strong+6
    • Critical hitChance, in percent, of the blow dealing double damage.
      Weak5%Medium8%Strong10%
    • Double bashChance, in percent, of a second blow right after the first.
      Weak5%Medium8%Strong10%
    • Attack speedShortens the wait between blows, in percent.
      Weak5%Medium10%Strong15%
    • Sword fightingAdds to your sword skill.
      Weak+1Medium+2Strong+3
    • Axe fightingAdds to your axe skill.
      Weak+1Medium+2Strong+3
    • Club fightingAdds to your club skill.
      Weak+1Medium+2Strong+3
    • Fire strikePart of each blow, in percent, dealt as fire instead of physical damage. Armor and defense block the whole blow as if it were physical; fire immunity and resistance apply to that part. A piece converts to one element only.
      Weak25%Medium50%Strong100%
    • Poison strikePart of each blow, in percent, dealt as poison instead of physical damage. Armor and defense block the whole blow as if it were physical; poison immunity and resistance apply to that part. A piece converts to one element only.
      Weak25%Medium50%Strong100%
    • Energy strikePart of each blow, in percent, dealt as energy instead of physical damage. Armor and defense block the whole blow as if it were physical; energy immunity and resistance apply to that part. A piece converts to one element only.
      Weak25%Medium50%Strong100%
  • Bows and crossbows

    Blessings: 8+6 special
    • Hit chanceAdds, in percent, to the chance of a shot hitting. Counts on bows, crossbows and quivers, on top of the ammunition's own chance.
      Weak3%Medium6%Strong10%
    • Critical hitChance, in percent, of the blow dealing double damage.
      Weak5%Medium8%Strong10%
    • Distance fightingAdds to your distance skill.
      Weak+1Medium+2Strong+3
    • Attack speedShortens the wait between blows, in percent.
      Weak5%Medium10%Strong15%
    • Double bashChance, in percent, of a second blow right after the first.
      Weak5%Medium8%Strong10%
    • Fire strikePart of each blow, in percent, dealt as fire instead of physical damage. Armor and defense block the whole blow as if it were physical; fire immunity and resistance apply to that part. A piece converts to one element only.
      Weak25%Medium50%Strong100%
    • Poison strikePart of each blow, in percent, dealt as poison instead of physical damage. Armor and defense block the whole blow as if it were physical; poison immunity and resistance apply to that part. A piece converts to one element only.
      Weak25%Medium50%Strong100%
    • Energy strikePart of each blow, in percent, dealt as energy instead of physical damage. Armor and defense block the whole blow as if it were physical; energy immunity and resistance apply to that part. A piece converts to one element only.
      Weak25%Medium50%Strong100%
  • Quivers

    Blessings: 5
    • Distance fightingAdds to your distance skill.
      Weak+1Medium+2Strong+3
    • Hit chanceAdds, in percent, to the chance of a shot hitting. Counts on bows, crossbows and quivers, on top of the ammunition's own chance.
      Weak3%Medium6%Strong10%
    • Critical hitChance, in percent, of the blow dealing double damage.
      Weak5%Medium8%Strong10%
    • Attack speedShortens the wait between blows, in percent.
      Weak5%Medium10%Strong15%
    • ArmorAdds to the armor of the piece.
      Weak+1Medium+2Strong+3
  • Shields

    Blessings: 6+3 special
    • DefenseAdds to the defense of the shield.
      Weak+2Medium+4Strong+6
    • DodgeChance, in percent, of taking no damage from a blow.
      Weak3%Medium5%Strong8%
    • Max healthRaises your maximum health while the piece is worn.
      Weak+15Medium+30Strong+50
    • ShieldingAdds to your shielding skill.
      Weak+1Medium+2Strong+3
    • WeightTakes weight off the piece itself, in percent.
      Weak-10%Medium-20%Strong-25%
    • Health regenerationHeals this much every three seconds.
      Weak+1Medium+2Strong+4
  • Helmets, armor, legs, boots

    Blessings: 11+4 special
    • ArmorAdds to the armor of the piece.
      Weak+1Medium+2Strong+3
    • Max healthRaises your maximum health while the piece is worn.
      Weak+15Medium+30Strong+50
    • WeightTakes weight off the piece itself, in percent.
      Weak-10%Medium-20%Strong-25%
    • DodgeChance, in percent, of taking no damage from a blow.
      Weak3%Medium5%Strong8%
    • Health regenerationHeals this much every three seconds.
      Weak+1Medium+2Strong+4
    • SpeedMakes you walk faster.
      Weak+5Medium+10Strong+15
    • Sword fightingAdds to your sword skill.
      Weak+1Medium+2Strong+3
    • Axe fightingAdds to your axe skill.
      Weak+1Medium+2Strong+3
    • Club fightingAdds to your club skill.
      Weak+1Medium+2Strong+3
    • Distance fightingAdds to your distance skill.
      Weak+1Medium+2Strong+3
    • Life leechTurns this percent of the damage you deal — blow, arrow or spell — into health for you, never above your maximum. Only on armor and helmet.
      Weak2%Medium3%Strong5%
  • Backpacks

    Blessings: 5
    • CapacityRaises how much you can carry.
      Weak+25Medium+50Strong+100
    • WeightTakes weight off the piece itself, in percent.
      Weak-10%Medium-20%Strong-25%
    • Max healthRaises your maximum health while the piece is worn.
      Weak+15Medium+30Strong+50
    • Health regenerationHeals this much every three seconds.
      Weak+1Medium+2Strong+4
    • SpeedMakes you walk faster.
      Weak+5Medium+10Strong+15

Special blessings

Extra blessings: on a weapon or a bow they change how it fights, on a shield or a piece of armour they protect you and add magic level. They come from a single source: the special enchanting stone, the white one, which is not made from dust.

Only on weapons, bows, shields, armour

  1. Sacrifice a pieceOn the Crafting tab of the shrine, craft the special enchanting stone by giving up one piece with 5 blessings — the one with the red slot background. A piece you are wearing cannot be sacrificed.
  2. Press Special EnchantOn the Blessings tab, pick a weapon, a bow, a shield, an armor or boots that already has its five blessings and press Special Enchant. The stone is spent.
  3. Receive one blessingThe piece gains ONE special blessing, drawn from the ones it does not have yet, at a tier drawn with the same odds as any other.
  • Refine works on a special blessing like on any other.
  • Reroll works too, but a special blessing only turns into another special one, and a common blessing only into another common one.
  • The plain enchanting stone never gives a special blessing, and no monster drops one.

What each one does

  • FrenzyChance, in percent, on every blow, of making your attacks 150% faster for 3 seconds. Another blow that triggers it renews the time; it does not stack. Only on weapons, bows.
    Weak3%Medium5%Strong6%
  • ExecutorExtra damage, in percent, against a target below 20% health. Only on weapons, bows.
    Weak30%Medium40%Strong50%
  • Poison hitChance, in percent, of the blow poisoning the target: 145 damage over 36 seconds, a tick every 2 seconds. Only on weapons, bows.
    Weak3%Medium5%Strong8%
  • Fire hitChance, in percent, of the blow burning the target: 80 damage over 12 seconds, a tick every 2 seconds. Only on weapons, bows.
    Weak3%Medium5%Strong8%
  • Energy hitChance, in percent, of the blow shocking the target: 100 damage over 8 seconds, a tick every 2 seconds. Only on weapons, bows.
    Weak3%Medium5%Strong8%
  • Triple bashChance, in percent, of two more equal blows following the first. Only on weapons, bows.
    Weak5%Medium8%Strong10%
  • Fire protectionFire damage you take is reduced by this percent. Pieces with it add up. Only on shields, armour.
    Weak4%Medium7%Strong10%
  • Poison protectionPoison damage you take is reduced by this percent. Pieces with it add up. Only on shields, armour.
    Weak4%Medium7%Strong10%
  • Energy protectionEnergy damage you take is reduced by this percent. Pieces with it add up. Only on shields, armour.
    Weak4%Medium7%Strong10%
  • Magic levelAdds to your magic level while the piece is worn, and counts for using runes. Only on armour.
    Weak+1Medium+2Strong+3

How they drop

How many at once

Most pieces drop plain. When one drops attributed, it carries 3 blessings at most, and each number below is the chance, per dropped piece, of it carrying that many. A piece holds up to 5; the shrine adds the rest.

  • 10.44%
  • 20.15%
  • 30.04%

Three tiers

Every attribute comes in three sizes. The small one is the common one:

  • Weak95%
  • Medium5%
  • Strong0%

Melting a piece down

An attributed piece can be melted into dust. What comes out depends on how many attributes it had:

Blessings on the piece → magic dust you get

  • 110
  • 220
  • 350
  • 450
  • 550

Melting costs 1,000 gold a piece.

Dying can cost you an attribute

Dying rolls a 25% chance of burning ONE attribute off ONE attributed piece you were wearing, drawn at random. The piece stays with you, weaker. This is on top of what death already takes. An amulet of loss or a blessing prevents it.

A special blessing is never the one that burns.

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