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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...

Property Type Item Types Legendary Range (Lv10)
Damage Primary Weapon, Jewelry 18 - 22
Armor Primary Armor, Jewelry 180 - 220
Move Speed Primary Armor 25% - 30%
Attack Speed Primary Weapon, Jewelry 34% - 41%
Health Primary All 59% - 72%
Health Per Energy Primary All 234 - 286
Damage Percent Primary Weapon, Jewelry, Offhand 34% - 41%
Reflect Damage Primary Armor, Offhand 34% - 41%
Cooldown Reduce Percent Primary Weapon, Offhand 17% - 20%
Blocking Primary Shield 77% - 80%
Overhealing Primary Ankh 140% - 160%
Vulnerable Primary Dagger 0.90% - 1.10%
Free Cast Primary Tome 25% - 30%
Increase Threat Secondary All 171% - 209%
Cast Time Reduction Secondary All 34% - 41%
Healing Percent Secondary Armor, Ankh 68% - 83%
Life Steal Primary Weapon, Jewelry 6% - 8%
Fire Damage Primary Weapon, Jewelry 18 - 22
Ice Damage Primary Weapon, Jewelry 18 - 22
Electric Damage Primary Weapon, Jewelry 18 - 22
Poison Damage Primary Weapon, Jewelry 23 - 28
Fire Resist Secondary Armor, Jewelry 720 - 880
Ice Resist Secondary Armor, Jewelry 720 - 880
Electric Resist Secondary Armor, Jewelry 720 - 880
Poison Resist Secondary Armor, Jewelry 720 - 880
Resist All Primary Armor, Jewelry, Offhand 360 - 440
Critical Hit Chance Primary Weapon, Jewelry 11% - 14%
Critical Hit Damage Primary Weapon, Jewelry, Offhand 60% - 73%
Armor Percent Primary Armor, Jewelry, Offhand 66% - 81%
Experience Gain Secondary All 25% - 30%
Gold Drop Increase Secondary All 75% - 92%
Magic Find Increase Secondary All 50% - 61%
Max Stamina Percent Secondary All 41% - 50%
Stamina Regen Primary Armor 41 - 50 per sec
Max Energy Primary All 34% - 41%
Energy Per Orb Percent Secondary All 34% - 41%
Stamina Per Energy Secondary All 234 - 286
Level Requirement Secondary All 3 - 4
Summon Power Primary Weapon, Jewelry 50 - 61
+ Class Abilities Primary Weapon, Offhand 1 - 2
+ Class Attack Skills Primary Weapon, Offhand 3 - 4
+ Class Defense Skills Primary Armor 3 - 4
+ Class Utility Skills Primary Jewelry 3 - 4
Warmth Secondary Armor, Jewelry 36 - 44

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...

Rarity Primary Secondary
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 used to have reduced damage per projectile. This has been removed so that each projectile does 100% damage.

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.

Property Max Cap
Attack Speed 400%
Cast Time Reduce Percent 80%
Cooldown Reduce Percent 50%
Critical Hit Chance 50%
Move Speed 100%

Move speed is capped at 100% because issues can occur in the physics simulation when moving faster than that. With sprinting and dashing it is capped at 350%.

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...

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.