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.
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.
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
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.
Every attribute comes in three sizes. The small one is the common one:
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
Melting costs 1,000 gold a piece.
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.
| Rookhard | Online |
|---|---|
| Players online | 0 |
| Uptime | 1h 42m |
| 1 | Hunter Maximus | 112 | |
| 2 | Gorilao da Bola Azul | 94 | |
| 3 | Loko | 55 | |
| 4 | Bop | 39 | |
| 5 | Nightcrowler | 33 |