Every drop is a gamble. Identify it, upgrade it, empower it — and forge the weapon that carries your name.
Across Alzeria, equipment can drop with a hidden rarity. A rare item is more than a colour — it carries bonus stats the base version never had, from raw power to leech, crit and elemental damage. The rarer the item, the more bonuses it holds. Weapons can then be enhanced with gems and refined with stones until they are truly your own.
Rarity Tiers
Common1 bonus35%
Rare2 bonuses55%
Epic3 bonuses75%
Legendary4 bonuses100%
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Higher tiers roll more bonus stats — and unlock more of each stat's ceiling. The % is the rarity's power weight: a %-bonus realises that share of its printed maximum (times the Monster Tier weight), so only a Legendary can ever reach the top value. Flat stats like HP and skills roll up to ×3.5 instead. About 1 in 6 equipment drops carries a rarity at all.
What Each Rarity Means
Common
1bonus
35%power
One rolled bonus on top of the slot’s guaranteed primary — a small but real edge over a plain drop. The rarity you’ll find most often.
71%of identification rolls
Rare
2bonuses
55%power
Two rolled bonuses, each realising a bigger share of its ceiling. Gear that starts to feel built for you.
18%of identification rolls
Epic
3bonuses
75%power
Three rolled bonuses at a real power spike — and a genuinely uncommon find.
8.1%of identification rolls
Legendary
4bonuses
100%power
Four rolled bonuses at full weight — the peak. Only a Legendary can reach a bonus’s printed maximum.
3.3%of identification rolls
How It Works
STEP 01
It Drops Unidentified
Rarity gear falls as an unidentified item — you can see it is special, but not what it holds. A Rarity Stone can grant that chance to a plain item.
STEP 02
Identify It
A Scroll of Identification reveals the item's rarity, its primary bonus — shown as “Rare +2” — and every rolled stat. A Legendary born from a Tier-8+ monster is announced to the whole server.
STEP 03
Refine & Enhance
Reroll its bonuses, push its tier higher, upgrade its raw stats, and apply gems to your weapons. Chase the perfect roll.
Weapon Gems
Gems are applied to weapons — melee, distance and wands. Each use levels the gem by +3%, up to +30% at level 10, but the success chance falls the higher you push it. Gems are found inside Gem Boxes.
gem-crit-chance 32×32
Critical Hit Chance
Raises the chance for your hits to critically strike for bonus damage.
gem-crit-amount 32×32
Critical Hit Amount
Increases the extra damage dealt by your critical hits.
gem-life-chance 32×32
Life Leech Chance
Chance for your hits to heal you for part of the damage dealt.
gem-life-amount 32×32
Life Leech Amount
Increases the health recovered when a life leech triggers.
gem-mana-chance 32×32
Mana Leech Chance
Chance for your hits to restore mana from the damage dealt.
gem-mana-amount 32×32
Mana Leech Amount
Increases the mana recovered when a mana leech triggers.
gem-attack-speed 32×32
Attack Speed
Makes you attack faster, landing more hits over time.
Success rate — the chance falls the higher you push a gem
90%1
80%2
70%3
60%4
50%5
40%6
30%7
20%8
15%9
10%10
Upgrade & Reforge Stones
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Scroll of Identification
Reveals an unidentified item — its rarity, primary bonus and rolled stats.
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Rarity Stone
Turns a plain item unidentified, giving it a shot at a random rarity once identified.
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Rarity Upgrade Crystal
Attempts to raise an item's tier. Rerolls its bonuses on success — gems are kept.
reroll-stone 32×32
Reroll Stone
Rerolls every bonus stat. Tier, grade and gems stay — only the bonuses change.
upgrade-stone 32×32
Upgrade Stone
Raises a core stat (Atk / Def / Armor) by +1 per success, up to +5. Can fail and drop a level — the risk is yours.
+1 85%+2 65%+3 45%+4 25%+5 15%
gem-box 32×32
Gem Box
Open it to receive one random gem to apply to a weapon.
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Every roll is a gamble. Upgrades and rarity pushes can fail — that is what makes the perfect item worth chasing. Hunt the drops, gather the stones, and forge something legendary.
Bonuses by Item Type
Every item type rolls from its own pool — an amulet can gain regeneration and elemental power, armour leans defensive, a weapon sharpens its edge. The pools below are read live from the server. Click any bonus to light up the slots it can roll on.
Max HPMax ManaMagic LevelMeleeDistanceShieldingAll Combat SkillsHP RegenerationMana RegenerationArmorMonster DamageElemental DamageFire / Ice / Energy / PoisonWeapon Fire / Ice / Energy / Poison / DeathHit ChanceElemental ResistanceMonster ResistanceHealingXP BonusPotion Efficiency
Tap a bonus to highlight the slots it can roll on · tap again to clear
Melee Weapon
Max HPMax ManaMagic LevelMeleeMonster DamageWeapon Fire / Ice / Energy / Poison / DeathXP Bonus
Always: Attack (+1 / +2 / +3 / +4) · Accepts gems
Distance Weapon
Max HPMax ManaMagic LevelDistanceMonster DamageFire / Ice / Energy / PoisonWeapon Fire / Ice / Energy / Poison / DeathHit ChanceXP Bonus
Always: Attack (+1 / +2 / +3 / +4) · Accepts gems
Wand / Rod
Max HPMax ManaMagic LevelMonster DamageFire / Ice / Energy / PoisonWeapon Fire / Ice / Energy / Poison / DeathHealingXP BonusPotion Efficiency
Max HPMax ManaElemental DamageElemental ResistanceHealingPotion Efficiency
Always: Magic Level (+1 / +2 / +3 / +4)
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Max HP and Max Mana can roll on anything. Every other bonus is tied to its slot — each identified item pulls a random handful from its own pool, on top of the slot's guaranteed primary shown under each card.
What Each Bonus Does
Every bonus below can appear on rarity gear. The higher the rarity and the higher the Monster Tier, the larger its value.
Core Stats
Max HP
Raises your maximum hit points.
Max Mana
Raises your maximum mana.
Magic Level
Adds magic level — stronger spells, runes and healing. Guaranteed on spellbooks: +1/+2/+3/+4 by rarity.
Skills
Melee
Raises your melee fighting skill (sword, axe, club, fist).
Distance
Raises your distance fighting skill.
Shielding
Raises your shielding skill, blocking more damage.
All Combat Skills
Raises every combat skill at once — melee, distance and shielding.
Item Power — guaranteed primaries
Attack
Increases the weapon's Attack value. Guaranteed on melee and distance weapons: +1/+2/+3/+4 by rarity.
Defense
Increases a shield's Defense. Guaranteed on shields: +1/+2/+3/+4 by rarity.
Armor
Increases the piece's Armor. Guaranteed on helmets, armors and legs: +1/+2/+3/+4 by rarity — and can also roll as a normal bonus on boots.
Wand Damage
Increases the wand or rod's own hit — not your spells. Guaranteed on wands & rods: +2%/+4%/+6%/+8% by rarity.
Speed
Raises your base walking speed — stacks with haste spells. Guaranteed on boots: +2/+4/+6/+8 by rarity.
Regeneration
HP Regen
Regenerate health faster over time — rolls on boots & amulets.
Mana Regen
Regenerate mana faster over time — rolls on boots & amulets.
Offense
Monster Damage
Deal extra damage to all monsters.
Elemental Damage
Increases the damage of your elemental attacks — rolls on rings & amulets.
Fire / Ice / Energy / Poison
Boosts your damage of that element — for wands and distance weapons.
Weapon Fire / Ice / Energy / Poison / Death
Converts part of your weapon's hit into bonus elemental damage — melee, distance & wands. Death deals mort damage, like a demonic axe. A weapon can only ever roll one element.
Hit Chance
Improves your chance to land distance shots.
Defense
Elemental Resist
Reduces the elemental damage you take.
Monster Resistance
Reduces the damage you take from all monsters.
Utility
Healing
Amplifies healing — your heal spells and effects restore more.
XP Bonus
Earn extra experience from every kill.
Potion Efficiency
Health and mana potions restore more.
What Monster Tier Does
Two things decide how big a bonus rolls: the item's rarity and its Monster Tier — the stars under the item's name. Rarity decides how many bonuses you get and how much of each bonus's ceiling you can reach. Monster Tier is set the moment the item drops, from how strong the monster was — and decides how much of that potential is realised.
ceiling×rarity weight×tier weight
Tier comes from the monster's strength
tier
%-bonus
flat
Tier 1
41.5%
×0.6
Tier 2
48%
×0.7
Tier 3
54.5%
×0.8
Tier 4
61%
×0.9
Tier 5
67.5%
×1
Tier 6
74%
×1.1
Tier 7
80.5%
×1.2
Tier 8
87%
×1.3
Tier 9
93.5%
×1.4
Tier 10
100%
×1.5
The stronger the monster, the higher the tier of its drops. Every drop also wobbles ±1 tier, Infernal monsters add +2 and Corrupted +1 on top — only the server's mightiest creatures, like Infernals of the top spawns and Orshabaal, reach Tier 10. %-bonus is the share of a percentage bonus's ceiling; flat is the multiplier on random rolls like HP and skills.
So does a higher tier mean better stats?
Yes — always, on every scaling bonus. A percentage bonus realises 41.5% of its ceiling at Tier 1 and 100% at Tier 10 — only a Legendary from a Tier-10 monster reaches a bonus's printed maximum. The same Legendary off a weak monster lands at less than half.
No dice on the values. The same rarity and tier always give the same number — rerolling changes which bonuses you get (and which race they bind to), not how big they are. Flat stats like HP and skills still roll a range, scaled ×0.6 to ×1.5 by tier.
Fixed by rarity: Magic Level, XP Bonus, the regens and every guaranteed primary (Attack, Defense, Armor, Speed, Wand Damage) are set by rarity alone. Monster Tier does not touch them.
Maximum Bonus Values
Pick your item's Monster Tier and the table shows the exact numbers an item like yours rolls — percentage bonuses are deterministic, so what you see here is what you get in game.
Monster Tierof ceiling
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A gold MAX cell means the roll has reached its ceiling — only a Legendary at Monster Tier 10 gets there. Separately, most percentage bonuses carry a total cap across all your equipped items, enforced in combat — stacking gear past the cap does nothing. The math is deliberately exact: max per item × number of slots = the cap, so full gear always delivers precisely what it says. The caps are documented here, not in the item tooltips. Items rolled before the rework are clipped to these ceilings automatically the first time they are equipped or inspected.
Alzeria ◆ Rarity & Gems ◆ Roll well, forge legends