Monsters can drop weapons and armor with random bonus stats. Every statted item has a primary prefix and a chance for a secondary bonus. Weapons drop more often than armor (65% vs 35%). Weapons have 8 possible prefixes with color-coded names, while armor has 4. Stat values are continuous — every integer from the minimum to the maximum is possible (e.g. Strong weapons range 14 to 49, hitting every value in between). Stronger monsters drop better gear with higher stat rolls.
When you kill a monster, the game rolls several checks to decide what drops:
Each stat is generated in two steps: a base tier roll (1 through 6, with lower tiers much more likely) and then a type-specific formula that translates that base into the final value. The formulas use a multiplier plus a small random addition, which is why every integer in the range is reachable:
| Stat Type | Formula | Full Range | Example |
|---|---|---|---|
| Strong (weapon/armor) | base × 7 + random(0–7) | 14 – 49 | base 3 → 21 + rand = 21–28 |
| Light (weapon/armor) | base × 4 + random(0–4) | 16 – 28 | base 5 → 20 + rand = 20–24 |
| Poison | base × 5 + random(0–5) | 20 – 35 | base 4 → 20 + rand = 20–25 |
| Hit Probability (secondary) | base × 7 + random(0–7) | 21 – 49 | base 4 → 28 + rand = 28–35 |
| HP / MP / SP (armor sec.) | base × 7 + random(0–7) | 7 – 49 | base 1 → 7 + rand = 7–14 |
| PR / DR / MR (armor sec.) | base × 7 + random(0–7) | 21 – 49 | base 3 → 21 + rand = 21–28 |
| PA / MA (armor sec.) | base × 3 + random(0–3) | 9 – 21 | base 4 → 12 + rand = 12–15 |
| Agile / Righteous / Sharp / Ancient | raw value (no formula) | 1 – 6 | direct roll, no multiplier |
| Critical | raw value, min 5 | 5 – 6 | clamped to at least 5 |
| Consecutive Attack (sec.) | raw value, max 7 | 1 – 7 | direct roll, capped at 7 |
| Mana Converting / Crit Increase | (base + 1) / 2 | 1 – 3 | base 5 → (5+1)/2 = 3 |
Monsters are grouped into 10 tiers that determine which equipment they can drop and the maximum stat values they can roll. Higher tiers unlock better gear and higher bonuses.
| Tier | Monsters | Stat Limits |
|---|---|---|
| 1 | Slime, Giant Ant, Amphis, Rabbit, Cat | Reduced max values |
| 2 | Skeleton, Orc, Scorpion, Zombie | Reduced max values |
| 3 | Stone Golem, Clay Golem | Mana/Crit capped at 2 |
| 4 | Hellhound, Rudolph, Giant Crayfish | No restrictions |
| 5 | Cyclops, Troll, Beholder, Cannibal Plant, Dire Boar | No restrictions |
| 6 | Ogre, WereWolf, Stalker, Dark Elf, Ice Golem, Minotaurs | No restrictions |
| 7 | Liche, Frost, Nizie | No restrictions |
| 8 | Demon, Unicorn, Hellclaw, Tigerworm, Gargoyle, Barlog, Centaurus | No restrictions |
| 9 | Mountain Giant, Master Mage Orc | No restrictions |
| 10 | Ettin, Giant Lizard | No restrictions |
Weapons make up 65% of all statted equipment drops. Each weapon gets a color-coded primary prefix and a 30% chance for a secondary bonus.
Every statted weapon gets one primary prefix that defines its main bonus. The prefix also determines the weapon's name color in-game, making it easy to spot what you've found at a glance.
| Prefix | Drop Chance | What It Does | Value Range |
|---|---|---|---|
| Agile | 20% | Increases agility bonus | 1 – 6 |
| Righteous | 20% | Adds holy damage | 1 – 6 |
| Poison | 16% | Applies poison damage on hit | 20 – 35 |
| Sharp | 16% | Increases sharpness bonus | 1 – 6 |
| Critical | 15% | Critical value bonus | 5 – 6 |
| Strong | 7% | Raw damage boost | 14 – 49 |
| Light | 3% | Extends melee attack reach | 16 – 28 |
| Ancient | 3% | Ancient power bonus | 1 – 6 |
After the primary prefix, there's a 30% chance the weapon also rolls a secondary bonus. Weapons have different secondary options than armor.
| Bonus | Drop Chance | What It Does | Value |
|---|---|---|---|
| Hit Probability | 50% | Increases your accuracy | 21 – 49 |
| Consecutive Attack | 35% | Extra attack damage per consecutive hit | 1 – 7 |
| Experience Bonus | 10% | Gain extra EXP per kill | Fixed +20 |
| Gold Bonus | 5% | Earn extra gold per kill | Fixed +50 |
Wands are a special category of weapon drops. They always receive the "Special" prefix and follow slightly different rules:
The specific weapon that drops depends on the monster's tier. Higher-tier monsters unlock stronger weapons.
| Tier | Possible Weapon Drops |
|---|---|
| 1 | Dagger, Short Sword, Light Axe |
| 2 | Main Gauche, Gradius, Sexon Axe, Tomahawk, Sabre, Esterk |
| 3 | Long Sword, Double Axe, Sabre, Esterk |
| 4 | Sabre, Scimitar, Falchion, Esterk, Rapier |
| 5 | Esterk, Rapier, War Axe |
| 6 | Great Sword, Flameberge, Claymore, Esterk, Rapier, Composite Bow |
| 7 | Great Sword, Flameberge, Esterk, Rapier |
| 8 | Great Sword, Flameberge, Battle Axe, Esterk, Rapier, Flameberge+1, Giant Sword, Black Shadow Sword |
| 9 | Sabre, Scimitar, Falchion, Esterk, Rapier, Hammer |
| 10 | Claymore, Esterk, Rapier, Hammer, Battle Hammer, Black Shadow Sword |
| Tier | Wand Type |
|---|---|
| 2-3 | Magic Wand (0% Mana Save) |
| 4-6 | Magic Wand (10% Mana Save) |
| 7-8 | Magic Wand (20% Mana Save) |
Armor makes up 35% of all statted equipment drops. Each armor piece gets a primary prefix and a 60% chance for a secondary bonus.
Every statted armor gets one primary prefix that defines its main bonus. This is what you see in the item name.
| Prefix | Drop Chance | What It Does | Value Range |
|---|---|---|---|
| Strong | 60% | Increases item quality and defense contribution | 14 – 49 |
| Light | 30% | Reduces armor weight (lower STR requirement to equip) | 16 – 28 |
| Mana Converting | 5.5% | Boosts mana transmutation efficiency | 1 – 3 |
| Crit Increase | 4.5% | Increases charge critical chance | 1 – 3 |
After the primary prefix is set, there's a 60% chance the armor also rolls a secondary bonus. This is what separates good armor from great armor.
| Bonus | Drop Chance | What It Does | Value Range |
|---|---|---|---|
| Poison Resist (PR) | 30% | Increases poison resistance | 21 – 49 |
| Magic Resist (MR) | 19% | Reduces magic damage taken | 21 – 49 |
| Stamina Points (SP) | 15% | Increases your max SP | 7 – 49 |
| Hit Points (HP) | 10% | Increases your max HP | 7 – 49 |
| Mana Points (MP) | 10% | Increases your max MP | 7 – 49 |
| Defense Rating (DR) | 10% | Increases your defense ratio | 21 – 49 |
| Phys. Absorb (PA) | 4% | Flat physical damage absorption | 9 – 21 |
| Magic Absorb (MA) | 2% | Flat magic damage absorption | 9 – 21 |
The specific armor piece that drops depends on the monster's tier. Higher-tier monsters unlock stronger armor in the drop pool.
| Tier | Possible Armor Drops |
|---|---|
| 1-2 | Wood Shield, Targe Shield |
| 3 | Targe Shield |
| 4 | Hauberk, Chain Hose, Blonde Shield |
| 5 | Leather Armor, Hauberk, Chain Hose, Iron Shield, Helm, Full Helm |
| 6 | Hauberk, Chain Hose, Chain Mail, Plate Mail, Lagi Shield, Horned Helm, Wings Helm, Wizard Cap, Wizard Hat |
| 7 | Scale Mail, Plate Mail, Chain Mail, Knight Shield, Tower Shield, Helm, Full Helm |
| 8 | Cape |
You can stack bonuses from multiple equipment pieces, but some stats have hard caps that can't be exceeded no matter how much gear you equip:
| Stat | Max | Notes |
|---|---|---|
| Physical Absorb (PA) | 50 | Total across all equipped items |
| Magic Absorb (MA) | 50 | Total across all equipped items |
| Mana Converting | 13 | From Mana Converting prefix |
| Charge Critical | 20 | From Crit Increase prefix |
There are two ways to get statted armor: monster drops and player crafting. Here's how they compare:
| Property | Monster Drops | Manufactured |
|---|---|---|
| How you get it | Random drop from killing monsters | Crafted by players with the Manufacturing skill |
| Stats | Completely random (primary + optional secondary) | Determined during crafting |
| Defense bonus | Base defense only | Base + bonus from crafting quality |
| Rarity | Depends on drop rates and luck | Depends on materials and skill level |
Quick reference for what each possible stat actually does for your character when equipped:
| Prefix | Effect |
|---|---|
| Light | Extends melee attack reach by +1 (both small and large targets) |
| Strong | Raw damage increase added to weapon base damage |
| Critical | Critical value bonus (5 or 6) |
| Agile | Increases agility-based combat bonuses |
| Righteous | Adds holy damage component to attacks |
| Poison | Applies poison damage (20-35) over time |
| Sharp | Increases sharpness for higher damage potential |
| Ancient | Imbues ancient power for enhanced combat |
| Special (Wands) | Increases Magic Casting Probability (reduces chance of spells failing) |
| Bonus | Effect |
|---|---|
| Hit Probability | Increases your chance to hit targets |
| Consecutive Attack | Adds bonus damage on consecutive hits |
| Experience Bonus | Gain +20 extra EXP per kill |
| Gold Bonus | Earn +50 extra gold per kill |
| Prefix | Effect |
|---|---|
| Strong | Higher item quality value — contributes to overall defense |
| Light | Extends melee attack reach by +1 (both small and large targets) |
| Mana Converting | Increases mana gained from transmutation (capped at 13 total) |
| Crit Increase | Increases your charge critical hit chance (capped at 20 total) |
| Bonus | Effect |
|---|---|
| Poison Resist (PR) | Increases resistance to poison effects |
| Defense Rating (DR) | Increases your overall defense ratio |
| Hit Points (HP) | Increases your maximum HP |
| Stamina Points (SP) | Increases your maximum SP |
| Mana Points (MP) | Increases your maximum MP |
| Magic Resist (MR) | Reduces incoming magic damage |
| Phys. Absorb (PA) | Flat reduction of physical damage per hit (capped at 50 total) |
| Magic Absorb (MA) | Flat reduction of magic damage per hit (capped at 50 total) |
| Property | Weapons | Armor |
|---|---|---|
| Drop share (of statted equipment) | 65% | 35% |
| Primary prefix types | 8 types (+ Special for wands) | 4 types |
| Secondary bonus chance | 30% (40% for wands) | 60% |
| Most common prefix | Agile / Righteous (20% each) | Strong (60%) |
| Rarest prefix | Light / Ancient (3% each) | Crit Increase (4.5%) |
| Rarest secondary | Gold Bonus (5%) | MA (2%) |
| Best farming tiers | 6-10 (elite weapons) | 6-8 (elite armor, cape) |
| No drops from tier | All tiers drop weapons | Tier 9-10 (weapons only) |