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Items Rarity

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
T13%4%5%6%
T25%6%7%8%
T37%8%9%10%
T410%11%12%13%
T512%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
T13%4%5%6%
T25%6%7%8%
T37%8%9%10%
T410%11%12%13%
T512%13%14%15%

Amount (heal / mana restore)

Tier % of damage
T15%
T26%
T38%
T410%
T512%

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
T140 s36 s32 s28 s
T234 s30 s26 s22 s
T328 s24 s20 s16 s
T422 s18 s14 s10 s
T516 s12 s8 s4 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
T11%
T22%
T33%
T44%
T55%

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 / LegsRandom: 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

  1. If that tribute is on cooldown → do not roll.
  2. On a valid hit, random(1–100) ≤ chance.
  3. 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