Affixes and rarity
The magic an item rolls, how often each rarity drops, sockets, enchanting and what gear asks of its wearer.
Rarity
An item rolls Common 0, Uncommon 1, Rare 2, Epic 3, Legendary 4 affixes. A dropped item's rarity is rolled at the tier of the land, never below its own:
| Land | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| Tier 1 | 80% | 17% | 3% | 0% | 0% |
| Tier 2 | 68% | 24% | 7% | 1% | 0% |
| Tier 3 | 56% | 28% | 12% | 3.5% | 0.5% |
| Tier 4 | 45% | 30% | 17% | 6.5% | 1.5% |
| Tier 5 | 36% | 31% | 21% | 9.5% | 2.5% |
| Tier 6 | 28% | 31% | 24% | 13% | 4% |
The two artifacts are shown as Mythic.
Affixes
Each affix rolls between its range at item level 1, both ends rising with every level above. An item never rolls two of one number.
| Affix | Gives | At level 1 | A level | Weight | Slots |
|---|---|---|---|---|---|
| Mighty | Strength | 1 to 2 | +1 | 50 | Any |
| Nimble | Dexterity | 1 to 2 | +1 | 50 | Any |
| Hale | Constitution | 1 to 2 | +1 | 50 | Any |
| Clever | Intelligence | 1 to 2 | +1 | 50 | Any |
| Wise | Wisdom | 1 to 2 | +1 | 50 | Any |
| Gracious | Charisma | 1 to 2 | +1 | 25 | Any |
| Sharp | Damage | 1 to 3 | +1 | 100 | Main hand |
| Swift | Attack speed | 2 to 4 | +1 | 70 | Main hand, Hands, Ring |
| Sturdy | Armour | 1 to 2 | +1 | 100 | Off hand, Head, Body, Hands, Feet, Shoulders, Legs |
| Vital | Health | 4 to 10 | +4 | 90 | Off hand, Head, Body, Shoulders, Legs, Neck |
| Deadly | Critical strike rating | 6 to 15 | +3 | 60 | Main hand, Hands, Ring, Neck |
| True | Accuracy rating | 6 to 15 | +3 | 60 | Main hand, Hands, Head, Ring |
| Evasive | Evasion rating | 6 to 15 | +3 | 60 | Body, Shoulders, Legs, Feet, Ring |
| Hasty | Haste (shorter cooldowns) | 2 to 4 | +1 | 35 | Head, Neck, Ring |
| Arcane | Mana | 4 to 10 | +4 | 35 | Head, Body, Neck, Ring |
| Flowing | Mana regeneration | 5 to 12 | +3 | 30 | Body, Neck, Ring |
| Mending | Health regeneration | 5 to 12 | +3 | 45 | Body, Feet, Neck, Ring |
| Stalwart | Might resistance | 6 to 15 | +3 | 30 | Off hand, Body, Legs, Neck |
| Quick | Reflexes resistance | 6 to 15 | +3 | 30 | Off hand, Feet, Legs, Ring |
| Enduring | Endurance resistance | 6 to 15 | +3 | 30 | Body, Shoulders, Neck |
| Lucid | Wits resistance | 6 to 15 | +3 | 30 | Head, Neck, Ring |
| Steadfast | Resolve resistance | 6 to 15 | +3 | 30 | Head, Off hand, Neck |
| Proud | Presence resistance | 6 to 15 | +3 | 30 | Head, Neck, Ring |
| Warm | Kept off the cold | 1 to 3 | +1 | 30 | Head, Body, Hands, Feet, Shoulders, Legs |
| Airy | Kept off the heat | 1 to 3 | +1 | 30 | Head, Body, Hands, Feet, Shoulders, Legs |
What gear asks
No gear has a level requirement. Every piece but the starting kit names the attribute it needs most and a second one. The first needs 8 + 2 for each tier of the land it dropped in, plus 0 for common, 1 for uncommon, 2 for rare, 10 for epic, 20 for legendary; the second needs 75% of that. Only the hero's own attributes count, never what its gear adds.
Sockets
A dropped Rare piece has 0 to 1 sockets, an Epic 1 to 2, a Legendary 2; crafted gear has its recipe's. Gems are cut at the workbench and set at the anvil; a gem gives by the kind of piece it sits in, a rune changes its wearer's abilities. Taking one out whole costs 25 gold; breaking it out is free and destroys it.
Ruby: weapon +3 damage; armour +15 health; jewellery +1 Strength
Sapphire: weapon +10% mana regeneration; armour +15 mana; jewellery +1 Intelligence
Emerald: weapon +8 accuracy rating; armour +8 evasion rating; jewellery +1 Dexterity
Topaz: weapon +8 critical strike rating; armour +3 armour; jewellery +1 Constitution
Rune of Fury: Abilities deal 10% more damage
Rune of the Arc: Sweeping abilities reach 20° wider
Rune of Binding: Stuns last 0.5 s longer
Rune of Fervour: Buffs last 2 s longer
Rune of Haste: Ability cooldowns 10% shorter
Rune of Thrift: Abilities cost 20% less mana
Enchanting
At the anvil, a piece of gear rises one level at a time, to +5: every positive number it has, its affixes' too, grows by the level's percent. A failure costs the materials and never harms the piece.
| Level | Chance | Numbers | Gold | Materials | Enchanting |
|---|---|---|---|---|---|
| +1 | 95% | +10% | 5 gold | 3 | |
| +2 | 85% | +20% | 10 gold | 7 | |
| +3 | 70% | +30% | 25 gold | 11 | |
| +4 | 55% | +45% | 50 gold | 15 | |
| +5 | 40% | +60% | 100 gold | 19 |