Gear Properties¶
Weapons, armor, clothing, jewelry, spellbooks, mage staves and Shepherd's Crooks can carry special properties. They come from loot, crafting and enchanting.
How the limits work
- Item max is the most one item can have of that property.
- Global cap is the most you can have in total from all sources: every equipped item plus your PvM runes.
- Most properties only work in PvM.
How many properties an item can have¶
| Item | Max special properties |
|---|---|
| Weapon, armor, spellbook, mage staff, crook | 3 (crafted items that came out with 4 can keep 4) |
| Clothing, jewelry | 1 (when enchanting) |
Weapons¶
| Property | What it does | Item max | Global cap |
|---|---|---|---|
| Attack Speed | Faster swings | 20 | 50 |
| Accuracy | Higher hit chance | 20 | 50 |
| Weapon Damage | More weapon damage | 15 | 75 |
| Boss Damage | More damage to bosses | 20 | 50 |
| Critical Hit Chance | Chance for a critical hit | 10 | 30 |
| Area Damage | Chance to hit every monster around the target (Felucca only) | 25 | — |
| Life Leech | Chance to heal for part of the damage dealt | 10 | 30 |
| Mastery Damage | More mastery ability damage | 20 | 50 |
| Mage Killer | More damage to spellcasting monsters | 15 | 50 |
| Savagery | Chance to trigger Savagery | 5 | 10 |
| Poison Resistance | Resist poison | 15 | 75 |
| Curse Resistance | Resist curses | 15 | 75 |
Armor¶
Each armor piece can carry up to 5 of a property. With 6 armor slots, a full suit fills most of a property's global cap.
| Property | What it does | Item max | Global cap |
|---|---|---|---|
| Poison / Curse Resistance | Resist poison / curses | 5 | 75 |
| Vermin, Undead, Arachnid, Daemonic, Draconic, Elemental, Giant, Infidel Protection | Less damage from that creature type | 5 each | 25 each |
| Reflective | Chance to send a melee hit's damage back to the monster | 5 | 30 |
| Evasion | Chance to avoid monster attacks | 5 | 30 |
| Hunter's Luck | Better loot | 5 | 50 |
| Harvesting Luck | Chance for a double harvest | 5 | 50 |
| Crafting Luck | Better crafting results | 5 | 100 |
| Scholarship | +1% XP per point | 5 | 50 |
| Archeologist | While harvesting, a 0.5% chance per point to dig up an archeology find (45 s cooldown, 60 s in dungeons) | 5 | 10 |
| Concoction Bonus | Stronger potions (heal amount, cure chance, buff duration, explosion damage) | 5 | 50 |
| Warding Resonance | Longer buff durations | 5 | 50 |
Loot armor can also roll Focus, Magic Reflection, Gluttony, Savagery, Spell Damage, Lower Reagent Cost and Lower Mana Cost.
Clothing¶
Clothing uses the same armor properties as above. It can also carry these:
| Property | What it does | Item max | Global cap |
|---|---|---|---|
| Attack Speed, Accuracy, Weapon Damage, Mastery Damage, Critical Damage, Savagery | as on weapons | as on weapons | as on weapons |
| Lower Reagent / Mana Cost, Surging, Spell Leech | as on spellbooks | as on spellbooks | as on spellbooks |
| Concoction Bonus | Stronger potions | 15 | 50 |
| Reactive Paralyze | Chance to paralyze a monster that hits you, for 2.5 s | 15 | 25 |
| Focus | Chance to keep casting when hit | 15 | 50 |
| Spell Damage | More spell damage | 15 | 50 |
Jewelry¶
| Property | Item max | Global cap |
|---|---|---|
| Health / Stamina / Mana Regen | 3 each | 30 each |
| Weapon Damage | 4 | 75 |
| Accuracy | 2 | 50 |
| Spell Damage | 2 | 50 |
| Magic Reflection | 3 | 30 |
| Poison / Curse Resistance | 2 each | 75 each |
| Lower Mana Cost | 3 | 40 |
| Lower Reagent Cost | 5 | 100 |
| Casting Speed | 3 | 50 |
| Casting Recovery | 2 | 25 |
| Concoction Bonus | 2 | 50 |
| Gluttony (chance to not get hungry) | 6 | 50 |
Spellbooks and mage staves¶
| Property | What it does | Item max | Global cap |
|---|---|---|---|
| Lower Reagent Cost | Chance to cast without reagents | 30 | 100 |
| Lower Mana Cost | Spells cost less mana | 20 | 40 |
| Surging | Chance for a spell damage surge | 20 | 50 |
| Spell Leech | Chance to heal for the spell's mana cost | 10 | 30 |
| Casting Speed | Faster casting | 15 | 50 |
| Casting Recovery | Shorter recovery between spells | 15 | 25 |
| Mastery Damage | More mastery ability damage | 10 | 50 |
| Summon Heal | Your summons heal for part of the damage they deal | 20 | 50 |
| Summon Surge | Chance for your summons to surge | 5 | 25 |
| Magic Arrow, Harm, Fireball, Lightning, Mind Blast, Energy Bolt, Explosion, Flamestrike | +% damage with that spell | 50 each | — |
| Summon Creature, Blade Spirits, Earth / Air / Water / Fire Elemental, Energy Vortex, Summon Daemon | +% stats for that summon (max 50%) | 35 each | — |
A spellbook or staff can only roll one summon-spell property.
Shepherd's Crook¶
For the crook's Herding bonus, see Shepherd's Crook & Herding.
| Property | What it does | Item max | Global cap |
|---|---|---|---|
| Creature Spell / Melee / Ability Damage | Your pets deal more damage | 15 each | 50 each |
| Creature Boss Damage | Your pets deal more damage to bosses | 10 | 30 |
| Creature Spell / Melee Resistance | Your pets take less damage | 15 each | 50 each |
| Creature Spell Reflection | Your pets reflect spells | 10 | 30 |
| Creature Curse / Poison Resistance | Your pets resist curses / poison | 25 each | 75 each |
| Creature Veterinary Boost | Stronger veterinary heals | 15 | 50 |
| Creature Health Regeneration | Your pets regenerate HP | 10 | 30 |
| Lower Reagent / Mana Cost | as on spellbooks | 15 / 10 | 100 / 40 |
| Casting Speed / Recovery | as on spellbooks | 10 each | 50 / 25 |
| Spell Damage | More spell damage | 10 | 50 |
| Hunter's Luck | Better loot | 5 | 50 |
Battle Lute¶
Lutes have their own bard properties. See Battle Lute.