A drop first rolls a 5% base chance (plus any Rarity Bonus) to become rare at all. If it passes, the game walks the tiers from Common upward and rolls each tier's chance below — the first that passes is your tier. Because it's a cascade, higher tiers are far rarer than the raw % suggests. Equipment only; an item also rolls a Level tied to its tier (Common 1–10, Uncommon 11–20, … up to Transcendent 141–150) that scales its base stats.
| Tier | Chance | Tier | Chance |
|---|---|---|---|
| Common | 15.0% | Chaos | 4.5% |
| Uncommon | 14.0% | Eternal | 3.8% |
| Rare | 12.0% | Divine | 3.0% |
| Epic | 10.0% | Phantasmal | 2.3% |
| Legendary | 8.5% | Celestial | 1.7% |
| Exotic | 7.0% | Cosmic | 1.2% |
| Mythic | 6.0% | Abyssal / Transcendent | 0.8% / 0.5% |
Two orbs reroll a rarity item (both keep any Artificer-locked stats):
| Orb | Effect |
|---|---|
| Orb of Chaos | Keeps the current rarity tier, rerolls all unlocked stats. |
| Divine Orb | Rerolls the rarity itself + stats. 25% chance to land any rarity (else it becomes non-rarity); if it lands, the tier follows the cascade: 25 / 18 / 15 / 12 / 10 / 8 / 7 / 6 / 5 / 4 / 3.5 / 3 / 2.5 / 2 / 1%. |
Each rarity fills stat slots (more at higher tiers); the specific stats are picked at random from each pool, so a stat's chance = slots ÷ pool size.
| Category | Pool | Slots by tier | Chance / stat |
|---|---|---|---|
| Skills (weapon + profession) | 15 (Magic Lvl, Sword, Axe, Club, Dist, Shield, Fist, Fishing, Crafting, Wood, Mining, Herb, Armor/Weapon/Jewel-smith) | T1–5: 1 · T6–13: 2 · T14–15: 3 | 6.7 / 13.3 / 20% |
| Elemental Absorb | 10 (Phys, Energy, Earth, Fire, Drown, Ice, Holy, Death, Water, Arcane) | T1–8: 1 · T9–13: 2 · T14–15: 3 | 10 / 20 / 30% |
| Special (one only, T4+) | 3 (Critical, Mana Leech, Life Leech — each gives Chance + Amount) | T1–3: none · T4+: 1 | 33.3% each |
| Elemental Damage (weapons) | 8 (Fire, Ice, Energy, Death, Earth, Water, Arcane, Holy) | T1: none · T2–15: 1 | 12.5% each |
The exact roll range (min–max) for each tier. Skill stat = magic level & weapon/profession skills. Absorb / Special = elemental resist %, and the one Critical / Life Leech / Mana Leech roll (its Chance and Amount both take this value) — they share the same value ladder. Wpn Element = elemental damage %, weapons only. Higher tiers also raise the minimum, so a Transcendent skill stat never rolls below +5.
| Rarity | Skill stat | Absorb / Special | Wpn Element |
|---|---|---|---|
| Common | +1 | +1% | +1–2% |
| Uncommon | +1 | +1% | +2–3% |
| Rare | +1 | +1–2% | +2–4% |
| Epic | +1–2 | +1–2% | +3–5% |
| Legendary | +1–2 | +2% | +3–6% |
| Exotic | +1–3 | +2–3% | +4–7% |
| Mythic | +1–3 | +2–3% | +4–8% |
| Chaos | +1–4 | +2–3% | +5–9% |
| Eternal | +1–4 | +3–4% | +5–10% |
| Divine | +2–5 | +3–4% | +6–11% |
| Phantasmal | +2–5 | +3–4% | +7–12% |
| Celestial | +2–5 | +3–5% | +7–13% |
| Cosmic | +3–6 | +4–5% | +8–13% |
| Abyssal | +4–6 | +4–5% | +9–14% |
| Transcendent | +5–6 | +4–5% | +10–15% |
Values pulled directly from the live server roll tables. Combine with the slot counts above: e.g. a Transcendent weapon rolls 3 skill stats (each +5–6), 3 resists (+4–5%), one special (+4–5% chance & amount) and one element (+10–15%).