✨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...
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...
Common
0
0
Magic
1
0-1
Rare
1-2
1-2
Epic
3
1-2
Legendary
4
2-3
Sacred Legendary
4
3
Ascended Legendary
4
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
Quad
Pent
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...
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.
Attack Speed
400%
Cast Time Reduce Percent
80%
Cooldown Reduce Percent
50%
Diminished Stacking
Diminished Stacking can be used instead of Max Stacking for account upgrades. When an upgrade has Diminished Stacking then each additional token you hold will give more benefit, but at a diminished amount (based on the percentage of the diminish). Below is an example of the bonuses you will get if you are holding tokens with a diminished stack of 80% that provides a base bonus of +2% Magic Find and +1% Double Spirit Shard.
Stack Count
Diminished Value
Magic Find
Double Spirit Shard
1
1
2
1
2
1.8
4
2
3
2.4
5
2
4
3
6
3
5
3.4
7
3
10
4.5
9
5
14
4.8
10
5
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...
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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