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Gear, Rarities & Stats

Every weapon, armour piece and accessory in Runaria is built the same way: a base item that always has the same stats, plus a handful of rolled stats drawn at the moment the item is created. Two Legendary Swords are never identical.

This page is the complete reference — every rarity, every stat band, every socket, and what each prefix and suffix on an item actually means.

Want the exact numbers?

The Stat Explorer lists every stat each item type and rarity can roll, with its exact range, a crafted-vs-dropped comparison and a roll-quality slider.

The Item Builder goes the other way: build an item slot by slot, gems included, and it works out how likely that item is.

This page explains what the numbers mean; those two are where you look them up.


The + tiers are half-steps, not a separate track

A + tier is its parent rarity with bigger numbers — same colour, same glow, same number of stat slots and sockets. Only the magnitudes grow, by roughly 30% of the gap to the next full rarity. Legendary+ has no tier above it, so it is simply Legendary x 1.3.

Outside the ladder entirely: Unique items (the Sakura set and weapons) are hand-built one-offs that roll nothing — every Unique is identical every time.


The most important thing on this page

Gear splits into two eras, and the break is between Uncommon and Uncommon+.

Common → Uncommon Uncommon+ → Legendary+
Armour gives A trickle of Armor and Defense Armor, Defense, Health, Resilience, a Resistance, Class Proficiency
Look Vanilla armour textures Fully custom 3D models
Damage scale Gentle Jumps roughly 2.5x at Uncommon+, then climbs steeply
Used by Pre-dungeon world, Temple, Dungeon 2 Dungeon 3 onward

You can see the break without being told: Uncommon+ and above are custom-modelled. If a piece of armour has a real model, it carries Resilience. If it looks vanilla, it does not.

A Common chestplate gives 0.07 Defense and no health. An Uncommon+ chestplate gives ~8.6 Defense, 80 Health and 640 Resilience. That is not a typo, and it is why the old content was left alone rather than rebalanced.


Weapons

Base attack damage

Every weapon type has its own damage-and-speed identity. Damage is a range — your weapon rolls somewhere inside it.

Common through Rare+
Weapon Swings/s Common Common+ Uncommon Uncommon+ Rare Rare+
Sword 1.6 4.78–5.84 5.12–6.26 5.96–7.29 14.91–18.22 19.69–24.06 22.11–27.02
Katana 1.8 3.87–4.73 4.14–5.06 4.82–5.89 12.06–14.74 15.93–19.46 17.88–21.86
Dagger 2.0 4.37–5.34 4.63–5.66 5.09–6.22 12.38–15.13 15.49–18.93 16.57–20.25
Spear 1.3 4.94–6.04 5.29–6.47 6.16–7.53 15.41–18.84 20.35–24.88 22.85–27.93
Axe 0.5 14.84–18.14 15.89–19.42 18.51–22.62 46.27–56.55 61.11–74.69 68.62–83.87
Hammer 0.9 7.22–8.83 7.73–9.45 9.01–11.01 22.52–27.53 29.75–36.36 33.40–40.83
Gauntlet 2.6 2.94–3.60 3.15–3.85 3.67–4.48 9.17–11.21 12.12–14.81 13.60–16.63
Greatsword 1.1 6.75–8.24 7.22–8.83 8.41–10.28 21.03–25.70 27.78–33.95 31.19–38.12
Greataxe 0.4 19.12–23.38 20.47–25.02 23.85–29.15 59.62–72.88 78.75–96.25 88.42–108.07
Greathammer 0.7 10.49–12.82 11.23–13.73 13.08–15.99 32.71–39.98 43.20–52.80 48.51–59.29
Staff 0.7 10.93–13.36 11.70–14.30 13.63–16.66 34.07–41.64 45.00–55.00 50.53–61.76
Wand 1.5 5.10–6.23 5.46–6.67 6.36–7.77 15.90–19.43 21.00–25.67 23.58–28.82
Bow — 10.20–12.47 10.92–13.35 12.72–15.55 31.80–38.87 42.00–51.33 47.16–57.64
Crossbow 1.5 5.61–6.86 6.01–7.34 7.00–8.55 17.49–21.38 23.10–28.23 25.94–31.70
Epic through Legendary+
Weapon Swings/s Epic Epic+ Legendary Legendary+
Sword 1.6 27.68–33.83 33.07–40.42 45.68–55.83 59.29–72.46
Katana 1.8 22.39–27.36 26.75–32.70 36.95–45.16 47.96–58.61
Dagger 2.0 19.54–23.89 21.71–26.54 27.31–33.38 31.51–38.51
Spear 1.3 28.61–34.97 34.19–41.79 47.22–57.71 61.29–74.92
Axe 0.5 85.90–104.99 102.66–125.48 141.78–173.28 184.03–224.92
Hammer 0.9 41.82–51.11 49.98–61.09 69.02–84.36 89.59–109.50
Gauntlet 2.6 17.03–20.82 20.35–24.88 28.11–34.35 36.48–44.59
Greatsword 1.1 39.05–47.72 46.67–57.04 64.44–78.76 83.65–102.24
Greataxe 0.4 110.70–135.30 132.30–161.70 182.70–223.30 237.15–289.85
Greathammer 0.7 60.73–74.22 72.58–88.70 100.22–122.50 130.09–159.00
Staff 0.7 63.26–77.31 75.60–92.40 104.40–127.60 135.51–165.63
Wand 1.5 29.52–36.08 35.28–43.12 48.72–59.55 63.24–77.29
Bow — 59.04–72.16 70.56–86.24 97.44–119.09 126.48–154.59
Crossbow 1.5 32.47–39.69 38.81–47.43 53.59–65.50 69.56–85.02

Big numbers are not big DPS

A Greataxe hits for ten times a Gauntlet and swings six times slower. Damage x swings per second is the number that matters — and it lands in roughly the same neighbourhood for most types. Pick on playstyle, not on the number in the tooltip.

Weapon extras

Some types carry a signature stat on top of damage:

Weapon Extra base stats
Dagger Crit Chance and Crit Power — by far the biggest of any weapon (10.5–19.5% chance at Common, 28–52% at Legendary+)
Katana A small Crit Chance roll
Spear +3 Combat Range
Staff / Wand Magic Damage and Max Mana
Bow / Crossbow Projectile Damage and Arrow Velocity
Shield Block Power, Health and Mana — no attack damage at all
Greatsword / Greataxe / Greathammer Two-handed, and −1 Combat Range

Two-handed weapons

Holding a two-handed weapon and something in your off hand disables your weapon and your abilities. An off-hand item marked Handworn is the exception — it does not count.

Durability

Durability is tied to rarity, not to weapon type.

Durability by rarity
Rarity Durability
Common / Common+ 450
Uncommon 650
Uncommon+ 6,500
Rare 8,000
Rare+ 9,500
Epic 11,500
Epic+ 13,500
Legendary 16,000
Legendary+ 19,000

The jump from 650 to 6,500 at Uncommon+ is the same era break as everything else on this page.


Armour

Four slots, and each slot carries a different Resistance — so a full set covers all four damage types, one slot each.

Slot Resistance it carries Share of the set's Resilience
Helmet Magic Resistance 15%
Chestplate Weapon Resistance 40%
Leggings Projectile Resistance 30%
Boots Skill Resistance 15%

Full-set base stats

Totals for all four pieces, before any rolled stats or gems.

Rarity Armor Defense Health Resilience Class Proficiency
Common 9–13 0.2 — — —
Common+ 10–14 5.6–6.8 — — —
Uncommon 13–17 16–20 21–25 — —
Uncommon+ 14–18 20–24 180–220 1,440–1,760 1
Rare 17–21 23–29 225–275 2,070–2,530 2
Rare+ 18–22 28–34 279–341 2,790–3,410 3
Epic 21–25 34–41 342–418 3,600–4,400 4
Epic+ 22–27 40–49 414–506 4,500–5,500 5
Legendary 25–31 48–59 504–616 5,490–6,710 6
Legendary+ 33–40 58–71 612–748 6,210–7,590 7

Resilience

Resilience is the protection stat. It is the single number that decides how much damage you take, and it only exists on Uncommon+ gear and above.

What each tier is actually worth

More Resilience means less damage taken. It has diminishing returns as a percentage but not as a value — each chunk you add is worth the same amount of real survivability, so no point is ever wasted, and it can never reach 100%.

Roughly, in a full matched set:

Rarity Resilience Damage taken cut by Survivability vs Uncommon+
Uncommon+ ~1,600 ~70% 1.0x
Rare ~2,300 ~80% 1.4x
Rare+ ~3,100 ~85% 2.0x
Epic ~4,000 ~85% 2.7x
Epic+ ~5,000 ~90% 3.7x
Legendary ~6,100 ~90% 4.9x
Legendary+ ~6,900 ~90% 6.1x

Your health bar roughly triples across that ladder, but how much you can actually take grows six-fold — because it is health and reduction working together.

Resistances

The four Resistances boost your Resilience, but only against the matching damage type. Roughly 25 points is about 25% more Resilience against that one type — and nothing at all against the others.

Damage type Answered by
Weapon Weapon Resistance (chestplate)
Magic Magic Resistance (helmet)
Projectile Projectile Resistance (leggings)
Skill Skill Resistance (boots)

Penetration

Some attacks ignore a percentage of your Resilience. It is always a percentage, never a flat amount, which means a signature boss attack stays dangerous exactly where armour stacking would otherwise trivialise it.

Penetration also carries the level difference: every level the enemy has on you adds +1% penetration, up to a ceiling of 85%. Out-levelling content makes you tankier; under-levelling it makes you fragile — and that is the only place level enters the calculation.

Anything that bypasses Resilience is dangerous

Damage-over-time, true damage, fall damage and environmental damage do not go through Resilience at all — they hit your raw health. A poison tick that is survivable in Uncommon+ is proportionally worse in Legendary+, not better. Never ignore ticks because your armour is good.

Old content is untouched

The pre-dungeon world, the Temple (Dungeon 1) and Dungeon 2 — including Valerius and every ritual mob — are deliberately frozen out of this system and fight exactly as they always did. Resilience applies from Dungeon 3 onward.


Rolled stats

Beyond its base stats, every item rolls extras from a pool. The number of slots is set by rarity; the size of each roll is set by rarity and by which slot it came from.

How many stats you get

This is the weapon table — armour uses its own slots, covered below.

Rarity Main Sub-stats Extra affix Bonus main Bonus affix
Common / Common+ 1 0–2 0–1 — —
Uncommon / Uncommon+ 1 0–2 0–1 — —
Rare / Rare+ 1 1–3 0–1 — —
Epic / Epic+ 1 1–4 0–1 0–1 0–1
Legendary / Legendary+ 1 2–5 0–1 0–1 0–1

So a Common weapon carries 1–4 rolled stats and a Legendary+ carries 3–9.

The bonus slots

Epic and Legendary weapons get two extra chances that nothing below them has. They are the reason the top two rarities feel like a step change rather than another increment.

  • Bonus main — a second main stat, rolling the same 10–24 band as the first at Legendary. Not a smaller version, a duplicate.
  • Bonus affix — a second extra affix, rolling the same 16–36 band.

Both are 0–1, and neither is common:

Slot Epic Legendary
Bonus main ~5% ~18%
Bonus affix ~13% ~24%

A weapon with both is a genuine chase item

Roughly 4% of Legendary weapons roll bonus main and bonus affix. That weapon has two main stats and two affixes — comfortably better than anything else at its rarity, and priced accordingly.

Bonus slots are weapons only

All fifteen weapon types get them, Shield included. Armour never does — an Epic helmet has no bonus main or bonus affix at any rarity. If you are comparing a weapon and an armour piece of the same rarity, the weapon simply has more ways to roll well.

Crafted gear gets more rolls, not bigger ones

This is the part worth understanding: a crafted item's stat ranges are identical to a dropped one's. A crafted Legendary main stat rolls 10–24, exactly like a dropped Legendary main stat. Crafting does not raise the ceiling on any number.

What it buys you is more slots filled, and better sockets:

  • the extra-affix slot goes from 0–1 to guaranteed — that alone is a stat worth three times a main stat
  • sub-stats gain a floor (a Legendary rolls 3–5 instead of 2–5)
  • the bonus main slot roughly doubles in likelihood (Legendary 18% → 33%)
  • one coloured gem socket is guaranteed instead of a 20% chance, with 0–3 more on top

Tick Crafted in the Stat Explorer to see the exact difference at any rarity, and see Crafting Stations for where each rarity is made.

The stat pool

The main, sub, extra and bonus slots all draw from the same 34-stat pool, uniformly — no stat is rarer than any other:

Offence — Crit Chance, Crit Power, Skill Crit Chance, Skill Crit Power, PvE Damage, PvP Damage, Weapon Damage, Skill Damage, Magic Damage, Physical Damage, Projectile Damage, Undead Damage, Lifesteal, Spell Vampirism, Arrow Velocity

Defence — Defense, Damage Reduction, Fall / Fire / Magic / Physical / Projectile / PvE / PvP Damage Reduction, Dodge Rating, Parry Rating, Dodge and Parry Cooldown Reduction, Knockback Resistance

Utility — Cooldown Reduction, Max Health, Max Mana, Mana Regeneration, Movement Speed

Stat bands

Most stats share one baseline curve. A handful have their own scale because the units are different.

Baseline — all the % stats: crit, damage, reduction, cooldown, rating, lifesteal.

Baseline bands — Common through Rare+
Slot Common Common+ Uncommon Uncommon+ Rare Rare+
Main 1–3 1.3–3.6 2–5 2.6–5.6 4–7 4.3–8.5
Sub 0.5–1.5 0.65–1.95 1–3 1.3–3.3 2–4 2.3–4.9
Extra affix 2.5–5 3.25–6.5 3.5–7 3.95–7.9 5–10 5.9–12.4
Baseline bands — Epic through Legendary+
Slot Epic Epic+ Legendary Legendary+
Main 5–12 6.5–15.6 10–24 13–31.2
Sub 3–7 3.9–9.1 6–14 7.8–18.2
Extra affix 8–18 10.4–23.4 16–36 20.8–46.8
Bonus main 5–12 6.5–15.6 10–24 13–31.2
Bonus affix 8–18 10.4–23.4 16–36 20.8–46.8

The Extra Affix slot is the big one

It is never guaranteed on a drop (0–1) and it rolls three times the main stat's magnitude. An item that rolled its extra affix is worth noticeably more than one that did not — check for it before you buy.

Stats on their own scale
Stat Main slot, Common Main slot, Legendary+
Max Health 2–4 23.4–54.6
Max Mana 10–20 97.5–234
Mana Regeneration 1–3 2.6–7.8
Knockback Resistance 0.025–0.05 0.16–0.31
Movement Speed 0.005–0.015 0.02–0.04
Arrow Velocity 0.05–0.1 0.39–0.85

Armour-only rolls

Armour skips the weapon pools and uses three of its own.

Archetype — the coloured prefix

Every armour piece gets exactly one archetype prefix. It is the first word of the item's name and it tells you what the piece is for at a glance.

Prefix Rolls from Pool
Arcane Magic Damage, Skill Damage, Max Mana, Mana Regeneration, Cooldown Reduction, Spell Vampirism 7
Reinforced Defense, every Damage Reduction, Max Health, Armor, Armor Toughness, Block Power / Rating / Cooldown, Health Regeneration, Knockback Resistance 17
Deadeye Projectile Damage, Crit Chance, Crit Power, Dodge Rating, Dodge Cooldown, Movement Speed, PvE Damage, Arrow Velocity 8
Savage Weapon Damage, Physical Damage, PvE Damage, PvP Damage, Undead Damage, Lifesteal, Crit Power, Sweeping Damage 8

Dropped armour rolls its archetype at random from all 40 options combined, so Reinforced comes up most often simply because it has the most entries. Crafted armour is made at a specific bench per archetype, so you choose it — see Crafting Stations.

Archetype rolls are generous — 1–3 at Common up to 12–22 at Legendary — wider than a main stat.

Side stats — 0–2 rolls (1–2 if crafted)

Roughly half the size of a main stat, drawn from a 38-stat pool that adds a few armour-only entries: Armor, Armor Toughness, Health Regeneration, Block Power / Rating / Cooldown Reduction.

Stat Common Legendary Legendary+
Baseline % stats 0.5–1.5 7–13 9.1–16.9
Armor 0.5–1 3.5–6.5 4.55–8.45
Armor Toughness 0.25–0.75 2.5–5 3.25–6.5
Health Regeneration 0.1–0.3 1.75–3.5 2.27–4.55
Max Health 1–2 12–20 15.6–26

The "useful" prefix — 0–1 roll

A rare quality-of-life roll with its own prefix. There are twelve, sharing six prefix words:

Prefix What it can give
Resourceful Mining Speed, Underwater Mining Speed
Versatile Block Reach, Underwater Movement
Practical Combat Reach, Movement Efficiency
Adaptive Step Height, Mining Efficiency
Explorer Waterbreathing, Explosion Knockback Resistance
Pathfinder Sneaking Speed, less time on fire

These are flavour, not power — but Step Height (walk up full blocks) and Pathfinder's burning reduction are genuinely nice to have.


The "Of …" suffixes — attribute rolls

A rare extra roll that adds a suffix to the item name and raises one of 36 underlying attributes by 1.

All 36 attribute suffixes
Suffix Attribute Suffix Attribute
Of Power Attack Damage Of Might Weapon Damage
Of Haste Attack Speed Of Sorcery Magic Damage
Of Precision Crit Chance Of Technique Skill Damage
Of Ferocity Crit Power Of Accuracy Projectile Damage
Of Spell Precision Skill Crit Chance Of Strength Physical Damage
Of Spell Ferocity Skill Crit Power Of Vitality Max Health
Of Armor Armor Of Wisdom Max Mana
Of Toughness Armor Toughness Of Clarity Mana Regeneration
Of Anchoring Knockback Resistance Of Mending Health Regeneration
Of Blast Guard Explosion Knockback Res. Of Absorption Max Absorption
Of Tempo Cooldown Reduction Of Fortune Luck
Of Chance Chance Of Lightness Movement Speed
Of Mobility Speed Malus Reduction Of Silence Sneaking Speed
Of Efficiency Movement Efficiency Of Current Water Movement
Of Breathing Oxygen Bonus Of Soft Landing Safe Fall Distance
Of Mining Mining Efficiency Of Breaking Block Break Speed
Of Depth Mining Submerged Mining Of Handling Block Reach
Of Reach Entity Reach Of Sweeping Sweeping Damage

These are genuinely rare

The attribute slot is 0–1 and each of the 36 options is individually very unlikely, so most items never get one. Rare and above roll from a doubled pool that includes rank II versions (Of Power II) worth +2 instead of +1.


Class locks

Every weapon drop of Uncommon+ or better is locked to a set of classes.

Each rolls two of the six base classes (Warrior, Assassin, Archer, Mage, Summoner, Shaman) plus one wildcard from the full 48-class roster, ignoring pools — so three classes per weapon, and any weapon can theoretically roll any class.

This is on purpose — sell what you cannot use

Class locks exist so that most of what you find has to be traded to someone else. A Legendary+ Staff locked to Warrior is not a bad roll; it is someone else's best weapon. Take it to the market.

Occasionally the wildcard repeats a class the first roll already took — that item simply has two classes instead of three.

Crafted weapons never roll a class lock. If you want a guaranteed-usable weapon, craft it at the forge for its rarity.


Sockets

Two kinds of socket, rolled independently.

Enchant sockets

Every weapon and armour piece gets at least one. They hold Enchant Stones.

Rarity Dropped Crafted
Common 1 or 2 1 or 2
Uncommon 1 or 2 2 or 3
Rare 2 or 3 2 or 3
Epic 2 or 3 3 or 4
Legendary 3 or 4 3 or 4

It is a coin flip between the two counts every time.

Gem sockets

Each rarity rolls one socket group per gem family plus an Uncolored group, each with a small chance to land. A socket's quality is tied to the item's rarity:

Item rarity Socket you can roll Or, less often
Common Cracked (25%) —
Uncommon Polished (20%) two Cracked (7%)
Rare Radiant (20%) two Polished (7%)
Epic Perfect (20%) two Radiant (7%)
Legendary Mythic (20%) two Perfect (7%)

On top of that there is a 10–12% chance of an Uncolored socket, and Legendary can roll two or even three of them.

The + tiers roll gem sockets too, at their parent rarity's quality — a Rare+ piece rolls from the Rare table above, a Legendary+ piece from the Legendary one.

Uncolored is the best socket in the game

A coloured socket only accepts gems of that family. An Uncolored socket takes any gem, which means it takes the gem you actually want. Treat an Uncolored roll as a significant upgrade.

Crafted gear is much better for sockets: one guaranteed coloured socket of a random family, 0–2 extra coloured sockets (0–3 at Epic and Legendary), and its own Uncolored roll. A crafted Legendary can reach four coloured sockets plus three Uncolored. Crafting is done at the tiered forges and workbenches.


Gemstones in depth

Four families x five qualities = twenty gemstones. Craft them at the Gem Station — talk to Kiko. See Gems & Enchanting for the crafting chain itself.

Qualities

Quality Rarity Socket it fits
Cracked Common Common gear
Polished Uncommon Uncommon gear
Radiant Rare Rare gear
Perfect Epic Epic gear
Mythic Legendary Legendary gear

What each family rolls

Every gem rolls exactly one stat from its family's pool, chosen uniformly — a Ruby is as likely to give Lifesteal as Attack Damage.

Ruby — melee and physical (13 stats) Attack Damage · Attack Speed · Crit Chance · Crit Power · PvE Damage · PvP Damage · Blunt Power · Blunt Rating · Weapon Damage · Skill Damage · Projectile Damage · Physical Damage · Lifesteal

Sapphire — caster and ranged (10 stats) Attack Speed · Skill Crit Chance · Skill Crit Power · Projectile Damage · Magic Damage · Cooldown Reduction · Range · Max Mana · Mana Regeneration · Spell Vampirism

Emerald — defence (20 stats) Max Health · Armor · Armor Toughness · Knockback Resistance · Movement Speed · Damage Reduction · Defense · Fall / Projectile / Physical / Fire / Magic / PvE / PvP Damage Reduction · Max Absorption · Block Power · Block Rating · Block Cooldown Reduction · Dodge Rating · Dodge Cooldown Reduction

Amethyst — generalist (all 41 stats) Everything the other three can roll, combined.

Gem stat ranges

Most stats in a family share one band. These are the numbers:

Full gem stat range table
Family Stat Cracked Polished Radiant Perfect Mythic
Ruby Attack Damage 0.1–0.5 0.3–1 0.8–2 1.5–4 3–9
Attack Speed 0.05–0.1 0.1–0.15 0.15–0.25 0.25–0.4 0.3–0.7
everything else 0.5–1.5 1.5–4.5 4.5–8 8–15 12–30
Sapphire Max Mana 10–20 15–40 25–60 40–90 50–120
Attack Speed 0.05–0.1 0.1–0.15 0.15–0.25 0.25–0.4 0.3–0.7
everything else 0.5–1.5 1.5–4.5 4.5–8 8–15 12–30
Emerald Max Health 2–4 2–6 4–10 8–16 8–24
Block Power 1–4 2–7 3–14 5–20 5–30
Knockback Resistance 0.03–0.06 0.04–0.1 0.08–0.3 0.1–0.4 0.3–1
Movement Speed 0.02–0.04 0.02–0.06 0.02–0.08 0.02–0.1 0.04–0.15
everything else 0.5–1.5 1.5–4.5 4.5–8 8–15 12–30
Amethyst two stats, any pool 60% of the matching row above

Amethyst trades size for flexibility

An Amethyst rolls two stats instead of one, from the complete 41-stat pool — but each is 60% of what a pure gem would give. Two stats at 60% is 120% of one stat, so on raw numbers Amethyst is slightly ahead. It loses when you need a specific stat, because you cannot aim it.

A Mythic Ruby gives 12–30 of one offensive stat. A Mythic Amethyst gives 7.2–18 of each of two stats that might well be Block Cooldown Reduction and Fall Damage Reduction.

Success Rate — read it before you socket

Every gem rolls a Success Rate: the chance it actually applies instead of shattering.

Roll Suffix on the gem Range Chance
Normal (none) 25–75% 80%
Lucky Lucky (green) 75–100% 10%
Unlucky Unlucky (red) 1–25% 10%

An Unlucky gem can be a 1% chance

The suffix is the warning label. A gem marked Unlucky will most likely be destroyed on the attempt. Put Lucky gems in the pieces you care about.

A failed gem never damages the item

Only the gem is lost. Your gear is untouched and the socket stays open, so there is no risk in trying again with another gem.

Your Gemforging profession adds +1% success per 20 levels — +10% at level 200.

Empowered — the pink prefix

Empowered is a second stat, rolled on top of the gem's normal one, and it marks the gem with a pink Empowered prefix.

Two things make it unusual:

  1. It ignores the gem's family. An Empowered Ruby can roll Max Health or Armor — the bonus stat is drawn from the complete 41-stat pool regardless of colour.
  2. It is worth about two-thirds of the gem's main roll, at the same quality.
Quality Empowered bonus (baseline stats) Chance
Cracked 0.33–1 ~8.8%
Polished 1–3 ~6.3%
Radiant 3–5.3 ~3.4%
Perfect 5.3–10 ~1.6%
Mythic 8–20 ~0.8%

Empowered gets rarer as gems get better

Roughly one in eleven Cracked gems is Empowered, but only about one in 120 Mythic gems. An Empowered Mythic gem is one of the rarest things you can produce — and worth pricing that way.

Putting the prefixes and suffixes together

A gem's full name tells you everything about it:

Empowered   Mythic Ruby Gemstone   Lucky
    |               |                |
    |               |                +--> 75-100% chance to apply
    |               +-------------------> 12-30 main stat,
    |                                     fits Legendary sockets
    +-----------------------------------> a 2nd stat worth 8-20,
                                          from any pool

That is the best possible gem. The worst is an un-prefixed Cracked gem marked Unlucky — one small stat with a 1–25% chance of even applying.


Accessories

Rings, Amulets, Bracelets, Gloves and Artifacts have no base stats at all. Everything an accessory does comes from one single rolled stat, drawn from a 108-entry pool.

Accessory stat ranges by rarity
Rarity Its one stat (baseline) If it rolls Max Health If it rolls Max Mana
Common 1.2–3.6 2.4–4.8 12–24
Common+ 1.5–4.3 3.2–5.8 13.8–27.6
Uncommon 2.4–6 4.8–8.4 18–36
Uncommon+ 3.2–6.8 5.6–9.4 20.5–40.3
Rare 4.8–8.4 7.2–12 26.4–50.4
Rare+ 5.1–10.2 8.2–15.6 31–65.8
Epic 6–14.4 10.8–24 42–102
Epic+ 7.8–18.8 14.1–32 56.4–136.2
Legendary 12–28.8 21.6–50.4 90–216
Legendary+ 15.6–37.5 28–65.6 117–280.8

Plus a 50% chance of one gem socket — about 10% each for Ruby, Sapphire, Emerald, Amethyst and Uncolored, at the quality matching the accessory's rarity.

Accessories are a lottery

One stat out of 108 possibilities, and no base stats to fall back on. A Legendary+ Ring that rolled Submerged Mining Speed is worth nothing to a fighter. A Legendary+ Ring that rolled Crit Power 15.6–37.5 is an enormous upgrade. Look at the stat, not the rarity.

Accessories also roll their appearance — 22 ring models, 27 amulets, 14 bracelets and 108 artifact models.


Backpacks

Backpacks are worn in the off hand and roll two stats: one main and one side.

Slot Pool
Main Max Health, Max Mana, Defense, Damage Reduction, Cooldown Reduction, Movement Speed
Side Armor, Armor Toughness, Fall Damage Reduction, Health Regeneration, Mana Regeneration, Knockback Resistance

Both use the same rarity bands as weapon main and side stats. Backpacks also carry 14–22 slots of storage, rolled per backpack.


Quick reference

If you want… Look for
The most survivability The highest Resilience total — it is the only protection number that really matters
The best single item An Extra Affix roll (3x a main stat) on the highest rarity you can wear
Gem flexibility Uncolored sockets — they take any gem family
Guaranteed usability Crafted gear — it never rolls a class lock
The most sockets Crafted Legendary — up to four coloured plus three Uncolored
The best gem Empowered … Lucky — a second stat and a near-certain application
Money Class-locked weapons you cannot use — someone else needs them