Item Properties

There are a large number of different item properties which are randomly assigned to loot found in The Etherscape. This page describes the different kinds of properties that you will find.

Property Types

Below is a list of the different kinds of properties you will find on items...

PropertyType

Damage

Primary

Armor

Primary

Move Speed

Primary

Attack Speed

Primary

Health

Primary

Health Per Energy

Primary

Damage Percent

Primary

Reflect Damage

Primary

Increase Threat

Secondary

Cast Time Reduction

Secondary

Healing Percent

Secondary

Life Steal

Primary

Fire Damage

Primary

Ice Damage

Primary

Electric Damage

Primary

Poison Damage

Primary

Fire Resist

Secondary

Ice Resist

Secondary

Electric Resist

Secondary

Poison Resist

Secondary

Resist All

Primary

Critical Hit Chance

Primary

Critical Hit Damage

Primary

Armor Percent

Primary

Experience Gain

Secondary

Gold Drop Increase

Secondary

Magic Find Increase

Secondary

Max Stamina Percent

Secondary

Stamina Regen

Primary

Max Energy Percent

Secondary

Energy Per Orb Percent

Secondary

Stamina Per Energy

Secondary

Level Requirement

Secondary

Summon Power

Primary

+ Class Abilities

Primary

+ Class Attack Skills

Primary

+ Class Defense Skills

Primary

+ Class Utility Skills

Primary

Stash Slots

Account Upgrade Only

Unlock Class

Account Upgrade Only

Character Slots

Account Upgrade Only

+ Max Potion Count

Account Upgrade Only

Primary vs Secondary Properties

When items are rolled, they will have a set number of primary and secondary attributes. Primary attributes are generally more powerful. When updating properties at the enchanter, you can only replace attributes with another of the same type (for example a primary with another primary).

The possible number of attributes for an item are based on its rarity. Below is how they are rolled...

RarityPrimary AttributesSecondary Attributes

Common

0

0

Magic

1

0-1

Rare

1-2

1-2

Epic

3

1-2

Legendary

4

2-3

Artifact

4

3

Attack and Defense Rating

Attack and defense ratings are computed for every item in order to give a quick a rough comparison between them. They don't take all aspects of an item into account but will give the high-level idea of how the item will impact your ability to deal damage as well as your survivability.

Attack Rating Calculation

The attack rating gives a rough idea of how much damage you can deal per second. It sums together the damage for all damage types combined with your critical hit change, critical hit damage and attack speed.

Defense Rating Calculation

The defense rating gives a rough idea of how much damage you can take before you will die. It takes into account your total health pool and how much your armor and resistances will prevent damage to you.

Attack Patterns

It is possible for high level weapons to be rolled with a special attack pattern. These will change how many projectiles a weapons attack creates and in what pattern they will move. Some attack patterns are extremely rare, but also extremely powerful. The attack patterns that weapons can be rolled with are the following...

  • Single (default)

  • Double

  • Triple

  • Spread-2

  • Spread-3

  • Spread-4

  • Spread-5

  • Nova

Attack patterns with multiple projectiles have a reduced damage per projectile. This is balanced to ensure that the total damage dealt is always higher, but still balanced. Below you can see the damage reduction per projectile depending on the projectile count...

Projectile CountDamage Per Projectile

1

100%

2

75%

3

60%

4

50%

5

45%

6

42%

Nova / Supernova

60%

Abilities

Some items will be rolled with an ability attached to them. This will allow you to use that item similar to your own class ability. Abilities can dramatically change the ideal play style of a given character build.

Capped Properties

Some properties have a max cap on their effective value. This means that even if your items add up higher than the max cap, you won't get any in game impact for it. Below is a list of the properties with caps.

PropertyMax Cap

Attack Speed

80%

Cast Time Reduce Percent

80%

Cooldown Reduce Percent

50%

Threat

Threat is used to determine which players an enemy targets to attack (pulling aggro). Every time you damage an enemy, you will generate threat against that enemy with the following formula...

Damage * (100% + Threat Percent)

So, the more damage you output the more threat you will generate. Having the Threat Percent stat allows you to increase how much threat is generated per point of damage. This enables you to keep enemies attacking you as a tank even if you don't have the highest damage output in a group.

Accumulated threat also decays with each hit an enemy takes. So, even if you have dealt a large amount of damage to enemy in the past, you will eventually lose aggro if you stop damaging them while another player continues.

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