On Outrora, equipment can roll rarity and random tributes (bonus lines on the item). Rarity controls how many lines the item gets; the item’s base power (Power Tier T1–T5) controls how strong each line is.
On hunts, normal monsters can roll rarity at low rates; starred monsters roll much higher rates (including legendary). Quest chests can also roll rarity (including legendary).
Tags always appear in the description. Bonuses only activate if your level meets the level gate. Ring, amulet and quiver do not roll tributes.
Rarity
Enchanted gear can come from hunts and from quest chests. On hunts, normal monsters can enchant loot at a low rate; starred monsters enchant much more often (including legendary). Higher stars are mainly tougher fights with better loot frequency — the rarity roll itself follows the same starred rules for ★ / ★★ / ★★★.
More rarity = more tribute lines:
| Rarity | Tribute lines |
|---|---|
| Uncommon | 1 |
| Rare | 2 |
| Epic | 3 |
| Legendary | 4 |
Lines are rolled from the slot’s pool. If the pool has fewer entries than the rarity allows (example: shield pool size 7, legendary wants 4), the item fills as many unique lines as the pool allows.
Quest chests
Quest chests always give their reward. That reward can roll rarity (including legendary), using the same tribute rules as hunt gear. Most chest rewards stay common; higher rarities are uncommon, and legendary is rare.
Power Tier (T1–T5)
Power Tier is based on the item’s base combat stat (Attack, Defense or Armor — see tables below). Skill, Max HP/Mana, regen and similar flats use the T1–T5 table below; weapon proc chance also gains a rarity bonus (see procs). Attack, Defense and Armor tags use rarity only (+1 to +4).
| Power Tier | Skill / Max HP / Regen | Dodge / Hit Chance | Weapon proc chance | Speed | Range (wand) |
|---|---|---|---|---|---|
| T1 | +1 | 1% | 3–6% | +5 | +1 |
| T2 | +2 | 2% | 5–8% | +10 | +1 |
| T3 | +3 | 3% | 7–10% | +15 | +2 |
| T4 | +4 | 4% | 10–13% | +20 | +2 |
| T5 | +5 | 5% | 12–15% | +25 | +2 |
Skill, Max HP (N), Max Mana (N), HP Regen and Mana Regen scale with Power Tier (table above). Attack, Defense and Armor scale with rarity only — same on any Power Tier:
| Rarity | Attack / Defense / Armor |
|---|---|
| Uncommon | +1 |
| Rare | +2 |
| Epic | +3 |
| Legendary | +4 |
Weapon proc chance (Critical / Life / Mana Leech) is base by tier + rarity bonus (+0 Uncommon · +1 Rare · +2 Epic · +3 Legendary) — full grid in the procs section below. There is no global cap — the ceiling is the natural sum of equipped pieces.
Item tiers by slot
Which Power Tier an item gets depends on its base stat for that slot. Ranges below are inclusive (min–max).
Weapons — by Attack
| Slot | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| Melee (Atk) | 0–32 | 33–42 | 43–50 | 51–58 | 59+ |
| Bow / distance (Atk) | 0–2 | 3–4 | 5–6 | 7–8 | 9+ |
| Wand / rod* | 0–13 | 14–17 | 18–20 | 21–24 | 25+ |
*Wands usually have no classic Atk. The server derives a value for
tiering (often from required level). Wand tributes can still roll
[Attack: +N], which adds to wand shot damage.
Shield — by Defense
| Slot | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| Shield (Def) | 0–29 | 30–31 | 32–33 | 34–35 | 36+ |
Armor set — by Armor
| Slot | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| Helmet | 0–5 | 6–7 | 8–9 | 10 | 11+ |
| Armor | 0–9 | 10–12 | 13–14 | 15–16 | 17+ |
| Legs | 0–5 | 7 | 8 | 9 | 10+ |
| Boots | 0–2 | 3 | 4 | 5 | 6+ |
Level gate
Tribute tags are always visible. Effects only turn on when your character level is at least the gate for that item’s Power Tier × Rarity:
| Power Tier | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|
| T1 | 10 | 10 | 10 | 10 |
| T2 | 15 | 20 | 25 | 30 |
| T3 | 35 | 40 | 45 | 50 |
| T4–T5 | 55 | 60 | 65 | 70 |
Example: a Legendary T5 sword needs level 70 before its tributes activate.
Tributes
Passives (always on · no cooldown)
| Tribute | Effect |
|---|---|
[Attack: +N] |
Adds attack (melee / bow / wand shot). N = +1..+4 by rarity (Uncommon→Legendary), not Power Tier. |
[Defense: +N] |
Adds defense. N = +1..+4 by rarity. |
[Armor: +N] |
Adds armor. N = +1..+4 by rarity. |
[Range: +N] |
Wand shoot range |
[Speed: +N] |
Movement speed (boots) |
[Max HP: +N] |
+N × vocation HP gain |
[Max Mana: +N] |
+N × vocation mana gain |
[HP Regen: +N] / [Mana Regen: +N] |
Extra regen: 0.6 × N per minute. Same for all vocations — separate from vocation regen (they stack in parallel; the tribute does not replace or scale with your vocation’s regen). |
[Hit Chance: +N%] |
Adds to native hit chance (bows ~90%, throwables ~75%) |
Example: [HP Regen: +8] → extra
0.6 × 8 = 4.8 HP/min from tributes, on top of whatever your
vocation already regenerates. A knight, paladin or mage with the same
+8 all get the same +4.8 HP/min from the tribute.
Mana Regen works the same way ([Mana Regen: +8] →
+4.8 mana/min extra).
Procs
The % on a proc tag is chance to trigger, not a permanent buff. Weapon procs (Critical / Life / Mana Leech) roll on eligible auto-attacks, then that tribute starts its own cooldown (see table). Dodge has a separate set cooldown.
Critical
Tag: [Critical: N%] (no “+”; one weapon at a time).
Trigger: auto-attack only (melee / bow / wand). Never spells or runes.
Vocation gate (same as Life / Mana Leech): melee → Knight / EK · bow → Paladin / RP · wand → any vocation.
Amount: max hit of the weapon roll + extra (T1 +25% → T5 +50%).
Cooldown: 40 s → 4 s — starts only if the hit deals real HP or mana damage.
Full shield / monster defense / armor block does not start cooldown, show the combat log, or play the crit effect.
On the same hit, Critical rolls before Life Leech and blocks Life if it procs.
Chance (tier × rarity)
| Tier | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|
| T1 | 3% | 4% | 5% | 6% |
| T2 | 5% | 6% | 7% | 8% |
| T3 | 7% | 8% | 9% | 10% |
| T4 | 10% | 11% | 12% | 13% |
| T5 | 12% | 13% | 14% | 15% |
Amount (max hit + extra)
| Tier | Extra damage |
|---|---|
| T1 | +25% |
| T2 | +30% |
| T3 | +35% |
| T4 | +40% |
| T5 | +50% |
Spells and runes never crit. Cooldown / effect / log only if damage actually lands. Mana Leech can still proc while Critical is on cooldown.
Life Leech & Mana Leech
Tags: [Life Leech: N%] / [Mana Leech: N%] (no “+”; one weapon at a time).
Trigger: auto-attack only (melee / bow / wand). Never spells or runes.
Vocation gate (same as Critical): melee → Knight / EK · bow → Paladin / RP · wand → any vocation.
Amount: % of that hit’s damage healed / restored (scales with Power Tier: 5–12%).
Cooldown: 40 s → 4 s (Life and Mana each have their own timer).
Mana is independent of Critical;
Life is blocked on a hit where Critical already procced.
Chance (tier × rarity) — same table for Life and Mana
| Tier | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|
| T1 | 3% | 4% | 5% | 6% |
| T2 | 5% | 6% | 7% | 8% |
| T3 | 7% | 8% | 9% | 10% |
| T4 | 10% | 11% | 12% | 13% |
| T5 | 12% | 13% | 14% | 15% |
Amount (heal / mana restore)
| Tier | % of damage |
|---|---|
| T1 | 5% |
| T2 | 6% |
| T3 | 8% |
| T4 | 10% |
| T5 | 12% |
Only the wand/bow/melee auto-shot leeches — spells and runes do not. Life and Mana cooldowns are independent of each other and of Critical.
Weapon proc cooldown
Critical, Life Leech and Mana Leech each use this table from the weapon’s Power Tier × rarity. After a proc, that tribute does not roll again until the cooldown ends. T5 Legendary = 4 s (skips one 2 s auto). Mana can still proc on the next shot while Critical is cooling down, and vice versa.
| Tier | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|
| T1 | 40 s | 36 s | 32 s | 28 s |
| T2 | 34 s | 30 s | 26 s | 22 s |
| T3 | 28 s | 24 s | 20 s | 16 s |
| T4 | 22 s | 18 s | 14 s | 10 s |
| T5 | 16 s | 12 s | 8 s | 4 s |
Dodge
Tag: [Dodge: +N%] (keeps “+”; chance sums across set/shield pieces).
Trigger: when you take a hit. Works in PvP and PvE (tributeProcsInPvp in config.lua).
Amount: always 100% evade (0 damage). The % on the tag is chance only — never “5% evade”.
Chance per piece (by Power Tier)
No rarity bonus on Dodge chance. Knight / mage: up to 5 pieces (helmet, armor, legs, boots, shield) → 25% at T5. Paladin: 4 pieces until quiver → 20% at T5.
| Tier | Chance per piece |
|---|---|
| T1 | 1% |
| T2 | 2% |
| T3 | 3% |
| T4 | 4% |
| T5 | 5% |
Cooldown (sum of pieces)
Shared Dodge ICD. Formula: max(15, 90 − sum of reductions).
Each Dodge piece subtracts seconds (tier × rarity). One T5 Legendary piece = 75 s;
five T5 Legendary pieces = 15 s (floor). Paladin with four T5 Legendary = 30 s.
| Tier | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|
| T1 | −6 s | −8 s | −10 s | −12 s |
| T2 | −8 s | −10 s | −12 s | −14 s |
| T3 | −10 s | −12 s | −14 s | −14 s |
| T4 | −12 s | −13 s | −14 s | −14 s |
| T5 | −12 s | −13 s | −14 s | −15 s |
Existing items keep old chance tags until re-roll; leech/crit amount and ICD (weapon + Dodge) refresh on equip/login.
Pools by slot
Each slot rolls from its own pool (unique lines per item):
| Slot | # | Pool |
|---|---|---|
| Melee 1H | 7 | Attack, Defense, Skill, Life Leech, Mana Leech, Critical, Max HP |
| Bow | 7 | Attack, Skill, Life Leech, Mana Leech, Critical, Hit Chance, Max HP |
| Wand | 7 | Skill, Range, Life Leech, Mana Leech, Critical, Max Mana, Attack |
| Shield | 7 | Defense, Skill, Max HP, Max Mana, Mana Regen, HP Regen, Dodge |
| Helmet / Armor / Legs | 7 | Armor, Max HP, Max Mana, HP Regen, Mana Regen, Dodge, Skill |
| Boots | 7 | Speed, Armor, Max HP, Max Mana, HP Regen, Mana Regen, Dodge |
Setup by vocation
- Knight: 1H + shield + helmet + armor + legs + boots (6)
- Mage: wand + shield + helmet + armor + legs + boots (6)
- Paladin: bow + helmet + armor + legs + boots (5)
Skill & vocation
Pool token Skill becomes a concrete tag when the
item is rolled:
| Slot | Tag rolled |
|---|---|
| Wand | [Magic Level: +N] |
| Bow | [Distance Skill: +N] |
| Melee | [Melee Skill: +N] (sword + axe + club) |
| Shield | [Shield Skill: +N] |
| Helmet / Armor / Legs | Random: Magic Level, Distance Skill or Melee Skill |
Vocation gate
Skills — only the matching vocation receives the skill bonus:
- Melee Skill (and Sword / Axe / Club) → Knight / Elite Knight
- Magic Level → Sorcerer / Druid / MS / ED
- Distance Skill → Paladin / Royal Paladin
- Shield Skill → Knight / Elite Knight
Weapon procs (Critical / Life Leech / Mana Leech) — only with the matching weapon type:
- Melee auto-attack → Knight / Elite Knight
- Bow / distance → Paladin / Royal Paladin
- Wand / rod → any vocation (mage’s normal weapon)
A mage with a knight hammer or paladin bow can still hit, but Critical / Leech will not proc. Other tributes (Attack, Armor, Dodge, Max HP/Mana, Regen, Hit Chance, …) work for all vocations. A wrong-vocation skill tag still shows on the item but does not apply.
How procs work
- If that tribute is on cooldown → do not roll.
- On a valid hit,
random(1–100) ≤ chance. - On success → apply amount and start that tribute’s cooldown (weapon: table above; Dodge: set ICD).
Details (chance · amount · cooldown): Critical · Life & Mana Leech · Weapon CD · Dodge