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This page mirrors the in-client Cyclopedia Gameplay Guide. It is regenerated from overlay Lua plus vocation/affix catalogs - do not hand-edit. Spells unlock from skill-tree node ranks. Library Spells lists those gates; character level is a hint.
- Getting Started
- How Damage Works
- Daily Boosts (3+1)
- Weapon Mastery
- Skill Trees
- Dual Wield
- Egg Stats
- Vocations (6 classes)
- Vocation Stats
- Party Share (XP + Loot)
- Gold and Economy
- Rune Crafting
- Item Rarity
- Egg Elites
- Auto Loot
- Keeping Your Client Current
- Affix Catalog
- More Guides (soon)
Getting Started
Start on the Isle of Beginnings (Rookshore). Around level 20, talk to the Ritewarden
to pick a class; that sends you to Karmia on the mainland.
Skill practice: a Training Machine hall is at 869, 202, 8 (Karmia continent, z=8).
Machines stand on the T-shaped floor tips. They do not drop loot and are ignored
by Daily Boosts - they exist to train skills, not to farm.
Class kits and promotions: Guide -> Vocations (6 classes).
Hit math: Guide -> How Damage Works. Breakdown: Cyclopedia Character -> Egg Stats.
Towns: Cyclopedia Map tab. Skill Trees: Alt+T (or the Skill Tree Control Button). Guide -> Skill Trees.
Dual Wield: Might node after Power 2. Guide -> Dual Wield.
Gold lives in the bank, not coin piles. Guide -> Gold and Economy.
Auto Loot: Alt+Shift+L or the Control Button. Guide -> Auto Loot.
Named field elites: Guide -> Egg Elites.
If you ever type hadouken, something fiery might answer.
to pick a class; that sends you to Karmia on the mainland.
Skill practice: a Training Machine hall is at 869, 202, 8 (Karmia continent, z=8).
Machines stand on the T-shaped floor tips. They do not drop loot and are ignored
by Daily Boosts - they exist to train skills, not to farm.
Class kits and promotions: Guide -> Vocations (6 classes).
Hit math: Guide -> How Damage Works. Breakdown: Cyclopedia Character -> Egg Stats.
Towns: Cyclopedia Map tab. Skill Trees: Alt+T (or the Skill Tree Control Button). Guide -> Skill Trees.
Dual Wield: Might node after Power 2. Guide -> Dual Wield.
Gold lives in the bank, not coin piles. Guide -> Gold and Economy.
Auto Loot: Alt+Shift+L or the Control Button. Guide -> Auto Loot.
Named field elites: Guide -> Egg Elites.
If you ever type hadouken, something fiery might answer.
How Damage Works
EasyGoin weapon hits edit the damage RANGE before it collapses to one roll (egg-canary EggCombat).
Additive Egg % bonuses apply after that roll.
1) Build a damage range [min, max] (melee / distance / wands)
Weapon attack (including worn Egg rarity attack affixes), weapon skill, fight mode,
and vocation multipliers set the band.
EasyGoin weapon FLOOR (live; replaces Cip level/5):
min = max(1, floor(weaponAttack * weaponSkill * 0.005))
Max = variance from attack*skill*fightFactor + that same floor.
Example: 57 attack / 65 skill -> floor 18; ceiling rises with skill and attack.
Wands and rods use that same floor, substituting Magic Level for weapon skill
(distance 0.09 coeff). Stick +attack matters. Dual-use: ML powers wand shots AND spells.
Each shot costs mana that scales with the stick's base attack (not rarity +attack).
Frugal / of Thrift (wand-only affix) eases that tax: cost / (1+efficiency/100),
never 0, floor 40% of base. Fist/unarmed is separate.
2) Weapon Mastery reshapes that range (pre-roll on live egg-canary)
Not a flat damage % stack like daily/tree bonuses:
- Min%: kill tiers on the specific weapon you are swinging raise that weapon's min only.
- Max% (Option B, live): each weapon you fully master (5000 kills) adds +1% maximum
to ALL your outgoing player damage (weapon swings, spells, runes, etc.), cap +25%.
Weapons get max% inside the range reshape before the roll.
Non-weapon hits get max% once on the outgoing value (never double-applied on weapons).
- At this stage, min is clamped to at most 80% of max.
Live path: C++ EggCombat reshape -> normal_random.
See Guide -> Weapon Mastery (Alt+M).
3) The server rolls one hit from the reshaped range
4) Additive Egg bonuses on the rolled hit
EggBoon % (daily/trees/rarity damage dealt/etc.) scales the rolled value.
See Guide -> Daily Boosts and Skill Trees.
GM helpers: /eggexpect (weapon expect band, wands included), /eggstats (stat sheet cache),
and /m Egg Training Dummy (0 armor).
Player view: Cyclopedia -> Character -> Egg Stats (Guide -> Egg Stats).
Not weapon damage: Party Share XP/Loot - see Guide -> Party Share.
Mystic schools: Arcane (Mage), Blight (Spiritualist), and Void (Esper) are real
combat types. They do not borrow Energy, Earth, or lifedrain. Resists for those
schools are still TBD - most creatures have no special absorb yet.
Stock systems (Cip Weapon Proficiency, wheel, and similar) may appear in the client.
We document the Egg path first; stock layers are TBD as we tune them.
Additive Egg % bonuses apply after that roll.
1) Build a damage range [min, max] (melee / distance / wands)
Weapon attack (including worn Egg rarity attack affixes), weapon skill, fight mode,
and vocation multipliers set the band.
EasyGoin weapon FLOOR (live; replaces Cip level/5):
min = max(1, floor(weaponAttack * weaponSkill * 0.005))
Max = variance from attack*skill*fightFactor + that same floor.
Example: 57 attack / 65 skill -> floor 18; ceiling rises with skill and attack.
Wands and rods use that same floor, substituting Magic Level for weapon skill
(distance 0.09 coeff). Stick +attack matters. Dual-use: ML powers wand shots AND spells.
Each shot costs mana that scales with the stick's base attack (not rarity +attack).
Frugal / of Thrift (wand-only affix) eases that tax: cost / (1+efficiency/100),
never 0, floor 40% of base. Fist/unarmed is separate.
2) Weapon Mastery reshapes that range (pre-roll on live egg-canary)
Not a flat damage % stack like daily/tree bonuses:
- Min%: kill tiers on the specific weapon you are swinging raise that weapon's min only.
- Max% (Option B, live): each weapon you fully master (5000 kills) adds +1% maximum
to ALL your outgoing player damage (weapon swings, spells, runes, etc.), cap +25%.
Weapons get max% inside the range reshape before the roll.
Non-weapon hits get max% once on the outgoing value (never double-applied on weapons).
- At this stage, min is clamped to at most 80% of max.
Live path: C++ EggCombat reshape -> normal_random.
See Guide -> Weapon Mastery (Alt+M).
3) The server rolls one hit from the reshaped range
4) Additive Egg bonuses on the rolled hit
EggBoon % (daily/trees/rarity damage dealt/etc.) scales the rolled value.
See Guide -> Daily Boosts and Skill Trees.
GM helpers: /eggexpect (weapon expect band, wands included), /eggstats (stat sheet cache),
and /m Egg Training Dummy (0 armor).
Player view: Cyclopedia -> Character -> Egg Stats (Guide -> Egg Stats).
Not weapon damage: Party Share XP/Loot - see Guide -> Party Share.
Mystic schools: Arcane (Mage), Blight (Spiritualist), and Void (Esper) are real
combat types. They do not borrow Energy, Earth, or lifedrain. Resists for those
schools are still TBD - most creatures have no special absorb yet.
Stock systems (Cip Weapon Proficiency, wheel, and similar) may appear in the client.
We document the Egg path first; stock layers are TBD as we tune them.
Daily Boosts (3+1)
EasyGoin replaces Cip's daily boosted creature/boss. There is no stock 2x XP
and no guaranteed extra Cip loot. Egg Daily Boosts (opcode 203) are the whole system.
Each UTC day (and on server start if the day file is missing) rolls 3 creatures + 1 boss.
Each of the four is independent. Open the panel with Alt+B or the Egg Daily Boosts
Control Button (Options -> Interface -> Control Buttons). Click a card to search
that name on the Cyclopedia World Atlas.
Roll range: 20-150, skewed low (take a uniform 0-1, square it, then scale).
Typical days sit nearer 20 than 150; 150 is possible but uncommon.
Attributes (each creature/boss rolls all four):
maxHpPct - that race's max HP is increased by this %
xpPct - XP from that race is increased by this %
lootExtraChance - extra loot rolls: 100 ~= one guaranteed extra;
150 ~= one extra + 50% chance of a second
respawnPct - intended faster respawn (interval x 100/(100+pct))
Respawn caveat: Lua spawn timers can shorten. Map XML spawn intervals are
engine-owned, so the respawn % is stored and shown but may not shorten map
nodes until an engine hook exists. HP, XP, and extra loot already work.
Pool: unique monster names from this world's spawn XML (equal weight, no
density bias), minus a blacklist (training machines, decorative animals, ...).
Boss vs creature uses isRewardBoss() or bossRaceId() > 0. Not a curated allow-list.
Login Egg Boosts (bottom bar) shows the same 3+1 outfits; hover for full rates.
Chat: !boosts / /boosts. Stock Cip 'Today's boosted creature' 2x widget stays off.
Rarity: looting a boosted creature or boss corpse uses 2x Magic Find on that
corpse's rarity rolls (same MF curve, doubled input). No extra affixes.
Daily-boosted races also roll Egg Elites twice as often (Guide -> Egg Elites).
Related: Guide -> How Damage Works; Guide -> Item Rarity; Guide -> Egg Elites.
and no guaranteed extra Cip loot. Egg Daily Boosts (opcode 203) are the whole system.
Each UTC day (and on server start if the day file is missing) rolls 3 creatures + 1 boss.
Each of the four is independent. Open the panel with Alt+B or the Egg Daily Boosts
Control Button (Options -> Interface -> Control Buttons). Click a card to search
that name on the Cyclopedia World Atlas.
Roll range: 20-150, skewed low (take a uniform 0-1, square it, then scale).
Typical days sit nearer 20 than 150; 150 is possible but uncommon.
Attributes (each creature/boss rolls all four):
maxHpPct - that race's max HP is increased by this %
xpPct - XP from that race is increased by this %
lootExtraChance - extra loot rolls: 100 ~= one guaranteed extra;
150 ~= one extra + 50% chance of a second
respawnPct - intended faster respawn (interval x 100/(100+pct))
Respawn caveat: Lua spawn timers can shorten. Map XML spawn intervals are
engine-owned, so the respawn % is stored and shown but may not shorten map
nodes until an engine hook exists. HP, XP, and extra loot already work.
Pool: unique monster names from this world's spawn XML (equal weight, no
density bias), minus a blacklist (training machines, decorative animals, ...).
Boss vs creature uses isRewardBoss() or bossRaceId() > 0. Not a curated allow-list.
Login Egg Boosts (bottom bar) shows the same 3+1 outfits; hover for full rates.
Chat: !boosts / /boosts. Stock Cip 'Today's boosted creature' 2x widget stays off.
Rarity: looting a boosted creature or boss corpse uses 2x Magic Find on that
corpse's rarity rolls (same MF curve, doubled input). No extra affixes.
Daily-boosted races also roll Egg Elites twice as often (Guide -> Egg Elites).
Related: Guide -> How Damage Works; Guide -> Item Rarity; Guide -> Egg Elites.
Weapon Mastery
Weapon Mastery tracks countable WEAPON kill tiers (opcode 202). Not Cip Weapon Proficiency.
Open with Alt+M or the Weapon Mastery main-panel button. Chat: !mastery / /mastery.
Kill credit (1.0, live):
Only the weapon that landed the killing blow (lethal contribution) gains a kill.
Equipping a sword while finishing with AOE/spells/runes does NOT farm that sword.
Ammo resolves to the launcher weapon (same as combat).
Kill tiers (per weapon item id) while that weapon swings:
100 / 250 / 500 / 1000 / 5000 kills -> +10% minimum damage each tier
(tier 5 = +50% min on that weapon).
Min% applies to the EasyGoin floor from How Damage Works
(attack * skill * 0.005; wands/rods use Magic Level as skill), so early/mid tiers have real bite.
Full mastery (5000 kills on a weapon) - max% Option B (live):
Each fully mastered weapon -> +1% maximum on ALL outgoing player damage
(weapons + spells + runes), cap +25%.
Weapon swings: max% is folded into the damage range before the roll.
Spells/runes: max% scales that hit once (no fake weapon min band).
Never double-applied on the same weapon swing.
Shape:
Mastery edits the damage RANGE before the roll (egg-canary EggCombat).
After raising ends, min is clamped to at most 80% of max at the mastery stage.
This is not EggBoon damageOutPct on the rolled hit.
Runes/spells mastery TRACKS are deferred (not in 1.0).
See Guide -> How Damage Works.
Open with Alt+M or the Weapon Mastery main-panel button. Chat: !mastery / /mastery.
Kill credit (1.0, live):
Only the weapon that landed the killing blow (lethal contribution) gains a kill.
Equipping a sword while finishing with AOE/spells/runes does NOT farm that sword.
Ammo resolves to the launcher weapon (same as combat).
Kill tiers (per weapon item id) while that weapon swings:
100 / 250 / 500 / 1000 / 5000 kills -> +10% minimum damage each tier
(tier 5 = +50% min on that weapon).
Min% applies to the EasyGoin floor from How Damage Works
(attack * skill * 0.005; wands/rods use Magic Level as skill), so early/mid tiers have real bite.
Full mastery (5000 kills on a weapon) - max% Option B (live):
Each fully mastered weapon -> +1% maximum on ALL outgoing player damage
(weapons + spells + runes), cap +25%.
Weapon swings: max% is folded into the damage range before the roll.
Spells/runes: max% scales that hit once (no fake weapon min band).
Never double-applied on the same weapon swing.
Shape:
Mastery edits the damage RANGE before the roll (egg-canary EggCombat).
After raising ends, min is clamped to at most 80% of max at the mastery stage.
This is not EggBoon damageOutPct on the rolled hit.
Runes/spells mastery TRACKS are deferred (not in 1.0).
See Guide -> How Damage Works.
Skill Trees
Skill Trees are character bonuses you spend points into. They are not Cip Weapon
Proficiency and not a spellbook. Points stay on the character through relogs.
Effects are always on (they stack with gear, Daily Boosts, and Weapon Mastery).
Open with Alt+T or the Skill Tree Control Button
(Options -> Interface -> Control Buttons).
How the window works:
Tabs are the trees. Click a cell to select it. The right-hand Details panel
shows the name, what it does, current and next rank effects, and what it
Requires (which other skills, and which rank, before this one unlocks).
Rank up (bottom of Details) spends a point on the selected skill.
Hover a cell for a short summary. Respec tree / Respec all refunds points.
Points:
You earn 1 point per 3 character levels (level 3, 6, 9, ...).
That pool is shared across every tree you can see - spending on Might
means fewer points left for Magic, Fortune, or your class tree.
Most ranks cost 1 point. After many ranks on the SAME skill, the next rank
can cost +1 more (every 5 ranks of that skill).
What the trees are for:
Might - dual-root: Power (damage, tempo, combo, Dual Wield) and Vitality (HP, capacity,
toughness, a little mana). Old Survival ranks migrate into Might.
Magic - patterns and utility spells (rope, haste, shield, food, Self heal shape).
Fortune - utility (Magic Find, extra loot chance, experience).
After you pick a class, a class tab is that vocation's tree (melee, distance,
fist, or magic identity). Class cells also teach a slice of that kit (spend to
learn, respec to forget). Rookies see the three shared trees (no class tab).
Covenant (Holy) and Calamity (Death) stay hidden until you make an Alignment
choice (placeholder until the Align rite exists). Paladin Path titles get a
Paladin stub.
Ranking some Magic and class/Align skills teaches spells your vocation can use.
Many spells need more than one skill (Magic.Strike plus Warrior.Arms, for
example). Mage Arcane, Spiritualist Blight, and Esper Void are class keystones
with their own clone kits. Those three are real combat schools (not Energy / Earth /
lifedrain). Blight still applies a poison condition. Void is not Align Death.
Monster resists for the new schools are not authored yet (empty/mild by default).
Click a spell name in Details to open Spell List and see every
Unlock line. Character level on Spell List is only a hint of intended
advancement, not the gate. Respec unlearns spells that trees granted.
Holy stock is still Archer-only; death stock is still Esper
(and Mage for Sudden Death). Other vocations can rank the Align trees but cannot
learn those spells until kit vocation lists change. Align spells also need the
matching Align tree visible (Covenant or Calamity choice).
Later cells on a branch need ranks in earlier cells. Details -> Requires is the
source of truth; the gold/grey lines on the tree are a hint, not a full list.
Exact numbers live on the cells. Trees are a long-term identity layer, not a
fully tuned endgame balance pass yet.
Chat: !trees / /skilltree (summary, spend, respec).
Related: Guide -> How Damage Works; Guide -> Dual Wield; Guide -> Egg Stats; Guide -> Weapon Mastery; Guide -> Daily Boosts.
Proficiency and not a spellbook. Points stay on the character through relogs.
Effects are always on (they stack with gear, Daily Boosts, and Weapon Mastery).
Open with Alt+T or the Skill Tree Control Button
(Options -> Interface -> Control Buttons).
How the window works:
Tabs are the trees. Click a cell to select it. The right-hand Details panel
shows the name, what it does, current and next rank effects, and what it
Requires (which other skills, and which rank, before this one unlocks).
Rank up (bottom of Details) spends a point on the selected skill.
Hover a cell for a short summary. Respec tree / Respec all refunds points.
Points:
You earn 1 point per 3 character levels (level 3, 6, 9, ...).
That pool is shared across every tree you can see - spending on Might
means fewer points left for Magic, Fortune, or your class tree.
Most ranks cost 1 point. After many ranks on the SAME skill, the next rank
can cost +1 more (every 5 ranks of that skill).
What the trees are for:
Might - dual-root: Power (damage, tempo, combo, Dual Wield) and Vitality (HP, capacity,
toughness, a little mana). Old Survival ranks migrate into Might.
Magic - patterns and utility spells (rope, haste, shield, food, Self heal shape).
Fortune - utility (Magic Find, extra loot chance, experience).
After you pick a class, a class tab is that vocation's tree (melee, distance,
fist, or magic identity). Class cells also teach a slice of that kit (spend to
learn, respec to forget). Rookies see the three shared trees (no class tab).
Covenant (Holy) and Calamity (Death) stay hidden until you make an Alignment
choice (placeholder until the Align rite exists). Paladin Path titles get a
Paladin stub.
Ranking some Magic and class/Align skills teaches spells your vocation can use.
Many spells need more than one skill (Magic.Strike plus Warrior.Arms, for
example). Mage Arcane, Spiritualist Blight, and Esper Void are class keystones
with their own clone kits. Those three are real combat schools (not Energy / Earth /
lifedrain). Blight still applies a poison condition. Void is not Align Death.
Monster resists for the new schools are not authored yet (empty/mild by default).
Click a spell name in Details to open Spell List and see every
Unlock line. Character level on Spell List is only a hint of intended
advancement, not the gate. Respec unlearns spells that trees granted.
Holy stock is still Archer-only; death stock is still Esper
(and Mage for Sudden Death). Other vocations can rank the Align trees but cannot
learn those spells until kit vocation lists change. Align spells also need the
matching Align tree visible (Covenant or Calamity choice).
Later cells on a branch need ranks in earlier cells. Details -> Requires is the
source of truth; the gold/grey lines on the tree are a hint, not a full list.
Exact numbers live on the cells. Trees are a long-term identity layer, not a
fully tuned endgame balance pass yet.
Chat: !trees / /skilltree (summary, spend, respec).
Related: Guide -> How Damage Works; Guide -> Dual Wield; Guide -> Egg Stats; Guide -> Weapon Mastery; Guide -> Daily Boosts.
Dual Wield
True two-weapon combat is an Alpha foundation, not a forever one-hand bandaid.
It is a shared Might skill (Dual Wield), not class-locked. Requires Power 2, then rank Dual Wield.
V1 live:
Two 1H melee weapons (sword / axe / club / fist). Rank 1 is required to equip the second weapon.
Without the node, the server rejects the second weapon with a clear Dual Wield message.
While dual-equipped, ranks start clumsy (slower attack speed, less damage out) and grow into
small buffs at ranks 4-5. Egg Stats / /eggboon show tree:might:dual_wield while it is on.
The offhand adds a fraction of its attack to the SAME swing. That is not a second hit and
not full offhand DPS.
If you respec Dual Wield while still holding two weapons, they stay equipped (no bag shuffle).
You cannot attack until you unequip the extra weapon or rank Dual Wield again.
Not live yet (filed leftovers):
Berserk-style two two-handers; dual crossbows / dual distance; dagger vs sword as a split skill.
Trying those now returns an honest leftover message.
You give up a shield. That is the commitment. Guide will say so until a real second swing exists.
Related: Guide -> Skill Trees; Guide -> How Damage Works; Alt+T Might.
It is a shared Might skill (Dual Wield), not class-locked. Requires Power 2, then rank Dual Wield.
V1 live:
Two 1H melee weapons (sword / axe / club / fist). Rank 1 is required to equip the second weapon.
Without the node, the server rejects the second weapon with a clear Dual Wield message.
While dual-equipped, ranks start clumsy (slower attack speed, less damage out) and grow into
small buffs at ranks 4-5. Egg Stats / /eggboon show tree:might:dual_wield while it is on.
The offhand adds a fraction of its attack to the SAME swing. That is not a second hit and
not full offhand DPS.
If you respec Dual Wield while still holding two weapons, they stay equipped (no bag shuffle).
You cannot attack until you unequip the extra weapon or rank Dual Wield again.
Not live yet (filed leftovers):
Berserk-style two two-handers; dual crossbows / dual distance; dagger vs sword as a split skill.
Trying those now returns an honest leftover message.
You give up a shield. That is the commitment. Guide will say so until a real second swing exists.
Related: Guide -> Skill Trees; Guide -> How Damage Works; Alt+T Might.
Egg Stats
Cyclopedia -> Character -> General Stats -> Egg Stats is the live breakdown of
EasyGoin numbers: what the Final is, which Base / Tree / Gear / Weapon Mastery
line contributed, and optional Show math (server text, not a second client formula).
The tab is card-based: each stat has a Final, source rows, and Magic Find shows
a loot-odds table (MF 0 vs you). Filters: All / Vitals / Offense / Defense / Utility.
The server is the source of truth. Opening the tab pushes a cache built on
equip / skill-tree / Weapon Mastery / login. It does not rebuild from scratch
on every open unless something changed.
V1 covers vocation x level base, skill trees, item rarity, Weapon Mastery,
Expect (same as /eggexpect and Alt+S Weapon Expect), attack speed, Combo,
Magic Find, capacity, and speed.
Cip Character Stats / Offence / Defence / Misc show the same live Finals
(no math or source breakdown). Egg Stats stays the detailed sheet.
Potions and other temporary Conditions are skipped; leftover is shown as residual
(engine Final minus attributed lines). Residual is a feature, not a bug.
Apply order (vitals): tree Condition (HP/mana/skill flats) first, then rarity
Condition after a rarity clear. Rarity HP% is folded into a flat using max HP
at that moment (not stacked with tree on the same Condition, which would wipe flats).
Weapon: skill/weapon band -> WM+tree reshape (80% min cap) -> roll -> EggBoon out%.
Attack speed / Combo: EggBoon compose -> C++ setters.
Base HP/mana/cap are vocation tables (gainhp/gainmana/gaincap from vocations.xml)
starting at 150 HP / 55 mana / 400 oz. If the engine bones differ (Rook/promote
weirdness), the sheet shows table base and the engine delta.
Filters group the same cards. Show math expands the server formula notes
and cache hit/rebuild flags.
GMs: /eggstats dumps the same cache (add json for the raw payload).
Related: Guide -> How Damage Works; Guide -> Skill Trees; Guide -> Item Rarity;
Guide -> Weapon Mastery.
EasyGoin numbers: what the Final is, which Base / Tree / Gear / Weapon Mastery
line contributed, and optional Show math (server text, not a second client formula).
The tab is card-based: each stat has a Final, source rows, and Magic Find shows
a loot-odds table (MF 0 vs you). Filters: All / Vitals / Offense / Defense / Utility.
The server is the source of truth. Opening the tab pushes a cache built on
equip / skill-tree / Weapon Mastery / login. It does not rebuild from scratch
on every open unless something changed.
V1 covers vocation x level base, skill trees, item rarity, Weapon Mastery,
Expect (same as /eggexpect and Alt+S Weapon Expect), attack speed, Combo,
Magic Find, capacity, and speed.
Cip Character Stats / Offence / Defence / Misc show the same live Finals
(no math or source breakdown). Egg Stats stays the detailed sheet.
Potions and other temporary Conditions are skipped; leftover is shown as residual
(engine Final minus attributed lines). Residual is a feature, not a bug.
Apply order (vitals): tree Condition (HP/mana/skill flats) first, then rarity
Condition after a rarity clear. Rarity HP% is folded into a flat using max HP
at that moment (not stacked with tree on the same Condition, which would wipe flats).
Weapon: skill/weapon band -> WM+tree reshape (80% min cap) -> roll -> EggBoon out%.
Attack speed / Combo: EggBoon compose -> C++ setters.
Base HP/mana/cap are vocation tables (gainhp/gainmana/gaincap from vocations.xml)
starting at 150 HP / 55 mana / 400 oz. If the engine bones differ (Rook/promote
weirdness), the sheet shows table base and the engine delta.
Filters group the same cards. Show math expands the server formula notes
and cache hit/rebuild flags.
GMs: /eggstats dumps the same cache (add json for the raw payload).
Related: Guide -> How Damage Works; Guide -> Skill Trees; Guide -> Item Rarity;
Guide -> Weapon Mastery.
Vocations (6 classes)
EasyGoin uses six base classes (not Cip's four):
Warrior, Archer, Thief, Apprentice, Spiritualist, Esper.
Journey: Rookie -> class pick around level 20 (Ritewarden) -> promotions
(Aspect + Path branches via Vocation Tutor).
Spells: most of the kit still auto-unlocks at class + level. A SPELL-TREE
slice (Magic utility, class identity, holy/death) needs Alt+T ranks. No premium gate.
Kits are the six bases + Rookie. Promotions use the same class kit for now.
How they play (V1, rough -- deepen later):
Rookie - island starter. Practise kit, a weak strike, Light / Food / Magic Rope /
Cure Poison, and blank runes. No Find Person, Levitate, or Haste yet.
Warrior - frontline. High HP, physical exori, Challenge / Protect, potions.
Little conjuring. Holds the line.
Archer - ranged survival. Distance skill, holy / ethereal missiles, ammo conjures,
kiting heals. Not a paladin in name; the holy kit is the ranged toolkit.
Thief - swift skirmisher. Tempo melee (Monk leftover jabs for V1), poison, invis,
throwing stars. Dual Wield is a shared Might node (after Power 2); dagger vs sword skill split is still leftover.
Apprentice - structured boom. Fire and energy schools, rune factory, Ultimate Healing.
Repeatable, sellable magic.
Spiritualist - body and spirit hybrid. Ice / terra / nature, party heals, staff or
club poke (Physical Strike, Enchant Staff), can Challenge without going full knight.
Esper - fragile peak. Death / curse, shared energy for now, magic shield.
High burst, low HP. Power with a cost.
Party share vocation bonuses count unique Egg bases (up to 6).
Stat numbers live in Guide -> Vocation Stats (regenerated from the vocation kit).
Warrior, Archer, Thief, Apprentice, Spiritualist, Esper.
Journey: Rookie -> class pick around level 20 (Ritewarden) -> promotions
(Aspect + Path branches via Vocation Tutor).
Spells: most of the kit still auto-unlocks at class + level. A SPELL-TREE
slice (Magic utility, class identity, holy/death) needs Alt+T ranks. No premium gate.
Kits are the six bases + Rookie. Promotions use the same class kit for now.
How they play (V1, rough -- deepen later):
Rookie - island starter. Practise kit, a weak strike, Light / Food / Magic Rope /
Cure Poison, and blank runes. No Find Person, Levitate, or Haste yet.
Warrior - frontline. High HP, physical exori, Challenge / Protect, potions.
Little conjuring. Holds the line.
Archer - ranged survival. Distance skill, holy / ethereal missiles, ammo conjures,
kiting heals. Not a paladin in name; the holy kit is the ranged toolkit.
Thief - swift skirmisher. Tempo melee (Monk leftover jabs for V1), poison, invis,
throwing stars. Dual Wield is a shared Might node (after Power 2); dagger vs sword skill split is still leftover.
Apprentice - structured boom. Fire and energy schools, rune factory, Ultimate Healing.
Repeatable, sellable magic.
Spiritualist - body and spirit hybrid. Ice / terra / nature, party heals, staff or
club poke (Physical Strike, Enchant Staff), can Challenge without going full knight.
Esper - fragile peak. Death / curse, shared energy for now, magic shield.
High burst, low HP. Power with a cost.
Party share vocation bonuses count unique Egg bases (up to 6).
Stat numbers live in Guide -> Vocation Stats (regenerated from the vocation kit).
Vocation Stats
AUTO-GENERATED from generate_vocations.py -- edit kits there, then re-run.
How to read:
- Lower skill / magic multipliers = faster training (engine floor 1.10).
- Regen is chunky: larger amounts on longer ticks (about 20-40s).
- HP/s ~ amount * 1000 / tick_ms. Cap/level is capacity gain.
Rookie: HP+Mana/level 24 (12/12), HP 0.33/s (10 every 30s), Mana 0.32/s (8 every 25s), ML mult 2.00.
Base classes:
- Warrior: HP+Mana/level 38 (28/10), cap 25, ML 1.60
HP regen 1.71/s (48 every 28s); Mana regen 0.20/s (8 every 40s)
Skills: fist 1.35, club 1.20, sword 1.12, axe 1.10, distance 1.80, shielding 1.10
- Archer: HP+Mana/level 42 (20/22), cap 20, ML 1.25
HP regen 1.54/s (40 every 26s); Mana regen 0.64/s (18 every 28s)
Skills: fist 1.55, club 1.55, sword 1.55, axe 1.55, distance 1.10, shielding 1.35
- Thief: HP+Mana/level 36 (18/18), cap 18, ML 1.40
HP regen 1.58/s (38 every 24s); Mana regen 0.53/s (16 every 30s)
Skills: fist 1.40, club 1.45, sword 1.11, axe 1.50, distance 1.55, shielding 1.40
- Apprentice: HP+Mana/level 48 (14/34), cap 10, ML 1.12
HP regen 0.56/s (20 every 36s); Mana regen 1.27/s (28 every 22s)
Skills: fist 2.00, club 2.05, sword 2.05, axe 2.05, distance 1.90, shielding 1.70
- Spiritualist: HP+Mana/level 46 (20/26), cap 14, ML 1.15
HP regen 1.14/s (32 every 28s); Mana regen 0.92/s (22 every 24s)
Skills: fist 1.40, club 1.14, sword 1.50, axe 1.55, distance 1.70, shielding 1.18
- Esper: HP+Mana/level 50 (12/38), cap 10, ML 1.10
HP regen 0.45/s (18 every 40s); Mana regen 1.60/s (32 every 20s)
Skills: fist 1.12, club 1.50, sword 1.45, axe 1.55, distance 1.70, shielding 1.60
Tier 1 (first promo) -- same level gains, bigger regen chunks + soul:
- Knight: HP 2.54/s (64 every 25s); Mana 0.33/s (12 every 36s); soulmax 200
- Ranger: HP 2.31/s (54 every 23s); Mana 0.91/s (23 every 25s); soulmax 200
- Rogue: HP 2.36/s (51 every 21s); Mana 0.74/s (20 every 27s); soulmax 200
- Magician: HP 0.86/s (28 every 32s); Mana 1.82/s (36 every 19s); soulmax 200
- Druid: HP 1.71/s (43 every 25s); Mana 1.30/s (28 every 21s); soulmax 200
- Phantasm: HP 0.72/s (26 every 36s); Mana 2.28/s (41 every 18s); soulmax 200
Weapon theming (lower mult = faster): Warrior axe/shield peak; Spiritualist club
(Warrior axe < Spirit club < Warrior club); Esper fist; Thief sword; Archer distance;
Apprentice weakest body skills. Mystics keep magicshield.
Promotions (Aspect/Path/rank/finale) keep improving regen amounts and/or ticks.
Deeper Aspect identity is still TBD -- current bumps are light chart upgrades.
How to read:
- Lower skill / magic multipliers = faster training (engine floor 1.10).
- Regen is chunky: larger amounts on longer ticks (about 20-40s).
- HP/s ~ amount * 1000 / tick_ms. Cap/level is capacity gain.
Rookie: HP+Mana/level 24 (12/12), HP 0.33/s (10 every 30s), Mana 0.32/s (8 every 25s), ML mult 2.00.
Base classes:
- Warrior: HP+Mana/level 38 (28/10), cap 25, ML 1.60
HP regen 1.71/s (48 every 28s); Mana regen 0.20/s (8 every 40s)
Skills: fist 1.35, club 1.20, sword 1.12, axe 1.10, distance 1.80, shielding 1.10
- Archer: HP+Mana/level 42 (20/22), cap 20, ML 1.25
HP regen 1.54/s (40 every 26s); Mana regen 0.64/s (18 every 28s)
Skills: fist 1.55, club 1.55, sword 1.55, axe 1.55, distance 1.10, shielding 1.35
- Thief: HP+Mana/level 36 (18/18), cap 18, ML 1.40
HP regen 1.58/s (38 every 24s); Mana regen 0.53/s (16 every 30s)
Skills: fist 1.40, club 1.45, sword 1.11, axe 1.50, distance 1.55, shielding 1.40
- Apprentice: HP+Mana/level 48 (14/34), cap 10, ML 1.12
HP regen 0.56/s (20 every 36s); Mana regen 1.27/s (28 every 22s)
Skills: fist 2.00, club 2.05, sword 2.05, axe 2.05, distance 1.90, shielding 1.70
- Spiritualist: HP+Mana/level 46 (20/26), cap 14, ML 1.15
HP regen 1.14/s (32 every 28s); Mana regen 0.92/s (22 every 24s)
Skills: fist 1.40, club 1.14, sword 1.50, axe 1.55, distance 1.70, shielding 1.18
- Esper: HP+Mana/level 50 (12/38), cap 10, ML 1.10
HP regen 0.45/s (18 every 40s); Mana regen 1.60/s (32 every 20s)
Skills: fist 1.12, club 1.50, sword 1.45, axe 1.55, distance 1.70, shielding 1.60
Tier 1 (first promo) -- same level gains, bigger regen chunks + soul:
- Knight: HP 2.54/s (64 every 25s); Mana 0.33/s (12 every 36s); soulmax 200
- Ranger: HP 2.31/s (54 every 23s); Mana 0.91/s (23 every 25s); soulmax 200
- Rogue: HP 2.36/s (51 every 21s); Mana 0.74/s (20 every 27s); soulmax 200
- Magician: HP 0.86/s (28 every 32s); Mana 1.82/s (36 every 19s); soulmax 200
- Druid: HP 1.71/s (43 every 25s); Mana 1.30/s (28 every 21s); soulmax 200
- Phantasm: HP 0.72/s (26 every 36s); Mana 2.28/s (41 every 18s); soulmax 200
Weapon theming (lower mult = faster): Warrior axe/shield peak; Spiritualist club
(Warrior axe < Spirit club < Warrior club); Esper fist; Thief sword; Archer distance;
Apprentice weakest body skills. Mystics keep magicshield.
Promotions (Aspect/Path/rank/finale) keep improving regen amounts and/or ticks.
Deeper Aspect identity is still TBD -- current bumps are light chart upgrades.
Party Share (XP + Loot)
With shared experience enabled:
XP pot multiplier:
sizeBonus = 0.20 * (in-range party size - 1)
vocBonus = 0.20 * (unique Egg bases among in-range members - 1), capped at 6 bases
each share = ceil(exp * (1 + sizeBonus + vocBonus) / in-range size)
Loot: half that bonus as extra drop-roll chance on each creature
(6 size + 6 voc => +100% = one guaranteed extra roll; over 100% can add more rolls).
Requires shared experience on (same as XP share).
Gold/platinum/crystal from those rolls credit the corpse owner's bank
(same as solo loot). See Guide -> Gold and Economy.
Only members in share range of the leader (and within the level band) count toward
bonuses and receive share. Parked or far alts do not inflate party bonuses.
This is not weapon damage - see Guide -> How Damage Works for hit math.
XP pot multiplier:
sizeBonus = 0.20 * (in-range party size - 1)
vocBonus = 0.20 * (unique Egg bases among in-range members - 1), capped at 6 bases
each share = ceil(exp * (1 + sizeBonus + vocBonus) / in-range size)
Loot: half that bonus as extra drop-roll chance on each creature
(6 size + 6 voc => +100% = one guaranteed extra roll; over 100% can add more rolls).
Requires shared experience on (same as XP share).
Gold/platinum/crystal from those rolls credit the corpse owner's bank
(same as solo loot). See Guide -> Gold and Economy.
Only members in share range of the leader (and within the level band) count toward
bonuses and receive share. Parked or far alts do not inflate party bonuses.
This is not weapon damage - see Guide -> How Damage Works for hit math.
Gold and Economy
EasyGoin gold lives in the bank. You do not haul coin piles to loot or shop.
Where to see it:
Gold bar on the right panel (same rules as HP/mana): drag the small corner box
or anywhere on the bar to reorder; it stays on that panel and has no close button.
Piles show crystal / platinum / gold remainders, then Gold: n,nnn.
Hover a pile for the exact count. The bar ticks as loot and shops land.
Bankers {balance} and chat !balance show the same number.
Loot: gold, platinum, and crystal coins credit your bank when the corpse is created.
They do not sit in the corpse. The loot line lists them with items:
Loot of a cyclops: meat, 68 gold (Banked).
Hunt analyzer gold may lag or miss banked loot (stock Canary limitation).
Vendors: buy and sell use your bank. Empty bags are fine.
Player trade: do not put coin stacks in the trade window. Send gold with
!transfer name, amount or talk to a banker and say transfer.
Old piles: coins still in bags, depot, or inbox convert to bank on login.
Picking up or dropping leftover coins also banks them.
Physical coins still exist for leftover piles and decor. Hard-Use 100 gold
-> 1 platinum; 100 platinum -> 1 crystal (and reverse). Bankers do not
withdraw coin stacks in this version.
Related: Guide -> Party Share (extra loot rolls; gold still banks to the corpse owner).
Where to see it:
Gold bar on the right panel (same rules as HP/mana): drag the small corner box
or anywhere on the bar to reorder; it stays on that panel and has no close button.
Piles show crystal / platinum / gold remainders, then Gold: n,nnn.
Hover a pile for the exact count. The bar ticks as loot and shops land.
Bankers {balance} and chat !balance show the same number.
Loot: gold, platinum, and crystal coins credit your bank when the corpse is created.
They do not sit in the corpse. The loot line lists them with items:
Loot of a cyclops: meat, 68 gold (Banked).
Hunt analyzer gold may lag or miss banked loot (stock Canary limitation).
Vendors: buy and sell use your bank. Empty bags are fine.
Player trade: do not put coin stacks in the trade window. Send gold with
!transfer name, amount or talk to a banker and say transfer.
Old piles: coins still in bags, depot, or inbox convert to bank on login.
Picking up or dropping leftover coins also banks them.
Physical coins still exist for leftover piles and decor. Hard-Use 100 gold
-> 1 platinum; 100 platinum -> 1 crystal (and reverse). Bankers do not
withdraw coin stacks in this version.
Related: Guide -> Party Share (extra loot rolls; gold still banks to the corpse owner).
Rune Crafting
Normal rune conjures (V1, live):
Soul cost is 0. Soul is not a stocking limiter on HMM / SD / etc.
Mana to make a rune is about 50% of the old Cip-era cost (rounded, minimum 1).
Sudden Death is 450 (nice round, not exact half of 985).
Examples (mana per conjure):
Blank Rune 50 -> 25
Light Magic Missile 120 -> 60
Heavy Magic Missile 350 -> 175
Sudden Death 985 -> 450
Paralyze 1400 -> 700
Blank-rune reagent and charges-per-cast are unchanged. Using a rune is unchanged.
Ammo conjures (arrows/bolts) still use their old soul/mana; this page is runes only.
Not in V1 (later tracks):
Bulk conjure - spend leftover mana to make many at once (soft cap 100).
Super-Runes - soul-gated premium crafts for every class.
The soul meter may still show. It is reserved for Super-Runes, not normal runes.
Soul cost is 0. Soul is not a stocking limiter on HMM / SD / etc.
Mana to make a rune is about 50% of the old Cip-era cost (rounded, minimum 1).
Sudden Death is 450 (nice round, not exact half of 985).
Examples (mana per conjure):
Blank Rune 50 -> 25
Light Magic Missile 120 -> 60
Heavy Magic Missile 350 -> 175
Sudden Death 985 -> 450
Paralyze 1400 -> 700
Blank-rune reagent and charges-per-cast are unchanged. Using a rune is unchanged.
Ammo conjures (arrows/bolts) still use their old soul/mana; this page is runes only.
Not in V1 (later tracks):
Bulk conjure - spend leftover mana to make many at once (soft cap 100).
Super-Runes - soul-gated premium crafts for every class.
The soul meter may still show. It is reserved for Super-Runes, not normal runes.
Item Rarity
Eligible loot gear can roll Egg rarity (per item, not per kill).
Magic Find drains Normal toward ~20% floors (overlap waterfall). Rare stays
above Epic through typical jewelry MF (~50-100). N/U/R/E settle near 20% by ~1000 MF;
leftover mass goes to Legendary + Unique/Set. Extra MF past 1000 is nearly flat.
Base rates (MF=0):
Uncommon 8% primary + 2 chart affixes
Rare 2% primary + 3 chart
Epic 0.25% primary + 4 chart (Epic forces 1 Affix Boost)
Legendary 0.01% primary + 5 chart + fancy name (forces 3 Boosts)
Primary is a guaranteed base-stat roll (atk / def / armor / backpack oz).
Jewelry has no primary. Look text marks it (base). Not Affix-Boost eligible.
Chart lines can roll Affix Boost (+50% on that line, shown [Boosted] in gold).
Elite corpses can also mark a line [Empowered] (+100%, wine/raspberry vs Boosted gold).
See Guide -> Egg Elites for spawn, Champion vs Unique, and elite loot rules.
Worn bonuses apply from equipped slots only.
Nested bags do not grant oz, HP, MF, or combat. Volume (Vol: extra cells)
is on the bag itself and works nested. Spacious oz is the worn backpack only.
AoE family (at most one per item): Cleave | Splash | Multi-Shot | Range.
Cleave - melee: unique rolls on 3 facing tiles (front-left/front/front-right).
Splash - ranged and wands/rods: 3x3 unique rolls at rolled % (overrides the shot).
Multi-Shot - ranged and wands/rods: other hostiles; never the primary.
Combo Attack is not in that family (rating -> Double/Triple on the natural swing).
Elemental Type (chart, not rods/wands) converts the primary swing to fire/ice/energy/
earth/holy/death. That is the base hit type, not extra on-hit. Immune/resist use the
new type. GM smoke: /eggrarity type fire then swing a resist/immune.
Wands/rods: Magic Level scales the shot like weapon skill; mana per shot is the mystic
price (scales with base attack). Frugal / of Thrift eases that tax (never to 0).
Combat pipeline: natural swing -> Combo extras (full swings) -> AoE unique rolls
-> elementals. AoE never procs Combo. GMs: /eggexpect shows Combo% and AoE notes.
Quest chests (and NPC quest gear) roll Epic, with a fair Legendary chance.
Hunt loot still uses the Magic Find curve above.
Unique and Set bands exist beyond Legendary (rarer; empty catalogs fall back to
Legendary). NPCs refuse Legendary / Unique / Set. Normal-Epic sell as the base item.
See Guide -> Affix Catalog for every affix, meaning, and rarity band.
Magic Find drains Normal toward ~20% floors (overlap waterfall). Rare stays
above Epic through typical jewelry MF (~50-100). N/U/R/E settle near 20% by ~1000 MF;
leftover mass goes to Legendary + Unique/Set. Extra MF past 1000 is nearly flat.
Base rates (MF=0):
Uncommon 8% primary + 2 chart affixes
Rare 2% primary + 3 chart
Epic 0.25% primary + 4 chart (Epic forces 1 Affix Boost)
Legendary 0.01% primary + 5 chart + fancy name (forces 3 Boosts)
Primary is a guaranteed base-stat roll (atk / def / armor / backpack oz).
Jewelry has no primary. Look text marks it (base). Not Affix-Boost eligible.
Chart lines can roll Affix Boost (+50% on that line, shown [Boosted] in gold).
Elite corpses can also mark a line [Empowered] (+100%, wine/raspberry vs Boosted gold).
See Guide -> Egg Elites for spawn, Champion vs Unique, and elite loot rules.
Worn bonuses apply from equipped slots only.
Nested bags do not grant oz, HP, MF, or combat. Volume (Vol: extra cells)
is on the bag itself and works nested. Spacious oz is the worn backpack only.
AoE family (at most one per item): Cleave | Splash | Multi-Shot | Range.
Cleave - melee: unique rolls on 3 facing tiles (front-left/front/front-right).
Splash - ranged and wands/rods: 3x3 unique rolls at rolled % (overrides the shot).
Multi-Shot - ranged and wands/rods: other hostiles; never the primary.
Combo Attack is not in that family (rating -> Double/Triple on the natural swing).
Elemental Type (chart, not rods/wands) converts the primary swing to fire/ice/energy/
earth/holy/death. That is the base hit type, not extra on-hit. Immune/resist use the
new type. GM smoke: /eggrarity type fire then swing a resist/immune.
Wands/rods: Magic Level scales the shot like weapon skill; mana per shot is the mystic
price (scales with base attack). Frugal / of Thrift eases that tax (never to 0).
Combat pipeline: natural swing -> Combo extras (full swings) -> AoE unique rolls
-> elementals. AoE never procs Combo. GMs: /eggexpect shows Combo% and AoE notes.
Quest chests (and NPC quest gear) roll Epic, with a fair Legendary chance.
Hunt loot still uses the Magic Find curve above.
Unique and Set bands exist beyond Legendary (rarer; empty catalogs fall back to
Legendary). NPCs refuse Legendary / Unique / Set. Normal-Epic sell as the base item.
See Guide -> Affix Catalog for every affix, meaning, and rarity band.
Egg Elites
Egg Elites are named field creatures (prefix/suffix) with extra HP, damage, XP, and loot.
They replace Cip Influenced/Fiendish spawn. Exaltation Forge and dust stay;
elite kills still feed forge dust. Forge UI is unchanged.
Vocab (do not mix these):
Elite - any promoted T1-T5 creature
Champion - elite T5 only (not Unique gear)
Unique - IR Unique gear only (not a monster tier)
Empowered - elite-corpse IR line (+100%), not Affix Boost and not Daily Boosted
Spawn:
About 1% of forgeable normal spawns promote. Daily-boosted races roll twice as often (~2%).
No floor, cap, or timer - a camped spawn will eventually elite; a room can roll several Champions.
Among elites, tiers weight 40 / 30 / 15 / 10 / 5 (T1 most common, Champion rarest).
When an elite appears:
T4 Legendary and T5 Champion world-announce (with coords). T1-T3 stay quieter.
Baselines (on top of the stock creature, before affixes):
T1 HP +25% dmg +15% XP +10%
T2 HP +40% dmg +25% XP +20%
T3 HP +55% dmg +35% XP +30%
T4 Legendary HP +70% dmg +45% XP +40%
T5 Champion HP +90% dmg +60% XP +55%
Elites do not gain extra movement speed.
Live affixes (name shows at most one prefix + one suffix; extras on look):
Frenzied +20-35% attack speed (no move speed)
Brutal +15-30% damage dealt
Thick-Hided +20-40% max HP
Resilient -15-25% damage taken (not immunity)
Artifact signature loot steps one ladder tier (power-score gap at most 9)
Lucky 1.5x Magic Find on that corpse's rarity rolls
Generous +15-25% XP from this kill (additive with tier XP)
Loot (one elite kill, not per party member):
One signature IR-eligible piece, floor Rare (inject if the corpse had none).
Artifact: that signature steps +1 on the derived gear ladder; huge gaps no-op.
Elite corpses roll ~2x special chart lines, about 50/50 [Empowered] (+100%)
vs [Boosted] (+50%). Other eligible loot on the corpse also uses ~2x rarity odds.
Nameplates use Item Rarity colors on the stock font:
T1 green, T2 blue, T3 purple, T4 orange, T5 wine (same wine as Unique / Empowered).
GMs: /eggelite can force a test spawn. Those are silent (not a world event).
Related: Guide -> Item Rarity; Guide -> Daily Boosts.
They replace Cip Influenced/Fiendish spawn. Exaltation Forge and dust stay;
elite kills still feed forge dust. Forge UI is unchanged.
Vocab (do not mix these):
Elite - any promoted T1-T5 creature
Champion - elite T5 only (not Unique gear)
Unique - IR Unique gear only (not a monster tier)
Empowered - elite-corpse IR line (+100%), not Affix Boost and not Daily Boosted
Spawn:
About 1% of forgeable normal spawns promote. Daily-boosted races roll twice as often (~2%).
No floor, cap, or timer - a camped spawn will eventually elite; a room can roll several Champions.
Among elites, tiers weight 40 / 30 / 15 / 10 / 5 (T1 most common, Champion rarest).
When an elite appears:
T4 Legendary and T5 Champion world-announce (with coords). T1-T3 stay quieter.
Baselines (on top of the stock creature, before affixes):
T1 HP +25% dmg +15% XP +10%
T2 HP +40% dmg +25% XP +20%
T3 HP +55% dmg +35% XP +30%
T4 Legendary HP +70% dmg +45% XP +40%
T5 Champion HP +90% dmg +60% XP +55%
Elites do not gain extra movement speed.
Live affixes (name shows at most one prefix + one suffix; extras on look):
Frenzied +20-35% attack speed (no move speed)
Brutal +15-30% damage dealt
Thick-Hided +20-40% max HP
Resilient -15-25% damage taken (not immunity)
Artifact signature loot steps one ladder tier (power-score gap at most 9)
Lucky 1.5x Magic Find on that corpse's rarity rolls
Generous +15-25% XP from this kill (additive with tier XP)
Loot (one elite kill, not per party member):
One signature IR-eligible piece, floor Rare (inject if the corpse had none).
Artifact: that signature steps +1 on the derived gear ladder; huge gaps no-op.
Elite corpses roll ~2x special chart lines, about 50/50 [Empowered] (+100%)
vs [Boosted] (+50%). Other eligible loot on the corpse also uses ~2x rarity odds.
Nameplates use Item Rarity colors on the stock font:
T1 green, T2 blue, T3 purple, T4 orange, T5 wine (same wine as Unique / Empowered).
GMs: /eggelite can force a test spawn. Those are silent (not a world event).
Related: Guide -> Item Rarity; Guide -> Daily Boosts.
Auto Loot
EasyGoin Auto Loot is stock Quick Loot with server auto-apply on death. It is not cavebot.
Open Manage Auto Loot with Alt+Shift+L, the world right-click menu, or the Control Button
(Options -> Interface -> Control Buttons). Alt+Q quick-loots nearby corpses by hand.
Chat: !autoloot on / off / all (bare !autoloot for status). Floor: !alfloor <na|uncommon|rare|epic|legendary>.
Accepted list (whitelist) is the baseline. Right-click a pickupable item -> Add to loot list.
Free accounts may add 50 entries; Premium 250. If Premium expires, existing rows stay.
Tick Use main container as fallback so unassigned loot still goes into your backpack.
Gold, platinum, and crystal credit the bank when the corpse is created (Guide -> Gold and Economy).
Rarity floor (click the button to cycle, default N/A):
N/A = list only (today's behavior until you opt in).
Uncommon / Rare / Epic / Legendary also pick corpse gear whose egg_rarity is that tier or better.
Order: Unique/Set > Legendary > Epic > Rare > Uncommon.
Unique and Set satisfy a Legendary floor. There is no Unique-only option.
Items with no egg_rarity (food, mats, runes) never match the floor; they need the Accepted list.
Explicit Skipped ids always win over the floor - those items stay in the corpse.
Keep-N / Limit? (Accepted stackable rows only):
Tick Limit? and type N. Auto/quick loot tops you up toward N, then leaves the rest.
Count is inventory plus open containers (worn backpack contents count). Not depot, store inbox,
or closed nested bags. Unchecked = full stacks, same as before.
Party / shared corpses use stock Quick Loot ownership. Sparkle on a corpse is rarity, not a vacuum.
Affix prefer/reject filters are not in this version.
Open Manage Auto Loot with Alt+Shift+L, the world right-click menu, or the Control Button
(Options -> Interface -> Control Buttons). Alt+Q quick-loots nearby corpses by hand.
Chat: !autoloot on / off / all (bare !autoloot for status). Floor: !alfloor <na|uncommon|rare|epic|legendary>.
Accepted list (whitelist) is the baseline. Right-click a pickupable item -> Add to loot list.
Free accounts may add 50 entries; Premium 250. If Premium expires, existing rows stay.
Tick Use main container as fallback so unassigned loot still goes into your backpack.
Gold, platinum, and crystal credit the bank when the corpse is created (Guide -> Gold and Economy).
Rarity floor (click the button to cycle, default N/A):
N/A = list only (today's behavior until you opt in).
Uncommon / Rare / Epic / Legendary also pick corpse gear whose egg_rarity is that tier or better.
Order: Unique/Set > Legendary > Epic > Rare > Uncommon.
Unique and Set satisfy a Legendary floor. There is no Unique-only option.
Items with no egg_rarity (food, mats, runes) never match the floor; they need the Accepted list.
Explicit Skipped ids always win over the floor - those items stay in the corpse.
Keep-N / Limit? (Accepted stackable rows only):
Tick Limit? and type N. Auto/quick loot tops you up toward N, then leaves the rest.
Count is inventory plus open containers (worn backpack contents count). Not depot, store inbox,
or closed nested bags. Unchecked = full stacks, same as before.
Party / shared corpses use stock Quick Loot ownership. Sparkle on a corpse is rarity, not a vacuum.
Affix prefer/reject filters are not in this version.
Keeping Your Client Current
EasyGoin uses one official client. When a new pack is ready, you will usually
hear about it in-game first: a short countdown, then the world restarts.
When it is time to update, a window asks you to Update or Quit:
- Update closes this client, applies the new files, and opens the game again.
That restart is expected. Then Enter Game as usual.
- Quit closes the client. You do not enter the world.
You can wait out a countdown or close the client, but you cannot keep playing
on an old pack. Update is how you get back in.
First install is the website Downloads zip. After that, the client keeps itself
current. Do not mix files from older zips into a working install.
hear about it in-game first: a short countdown, then the world restarts.
When it is time to update, a window asks you to Update or Quit:
- Update closes this client, applies the new files, and opens the game again.
That restart is expected. Then Enter Game as usual.
- Quit closes the client. You do not enter the world.
You can wait out a countdown or close the client, but you cannot keep playing
on an old pack. Update is how you get back in.
First install is the website Downloads zip. After that, the client keeps itself
current. Do not mix files from older zips into a working install.
Affix Catalog
Egg item affixes (prefixes and suffixes).
Magnitudes track rarity bands (U/R/E/L). Affix Boost (+50%) can mark a line [Boosted].
Primary base-stat roll is separate (not listed here).
AoE family (pick one): Cleave | Splash | Multi-Shot | Range. Combo is separate.
Capacity oz is not on hats/weapons. Volume (Vol cells) is backpack-only and nests.
PREFIXES
--------
Sturdy [sturdy]
(see look text)
U: armorFlat 1-2 | R: armorFlat 1-2 | E: armorPct 20-35 | L: armorPct 35-50
Keen [keen]
(see look text)
U: attackFlat 1-3 | R: attackFlat 1-3 | E: attackPct 20-35 | L: attackPct 35-50
Exact [precise]
(see look text)
U: hitChanceFlat 1-3 | R: hitChanceFlat 2-4 | E: hitChanceFlat 3-6 | L: hitChanceFlat 5-8
Guarded [guarded]
(see look text)
U: defenseFlat 1-2 | R: defenseFlat 1-2 | E: defensePct 20-35 | L: defensePct 35-50
Hearty [vital]
(see look text)
U: hpFlat 20-45 | R: hpFlat 20-45 | E: hpPct 5-7 | L: hpPct 7-10
Arcane [arcane]
(see look text)
U: manaFlat 20-45 | R: manaFlat 20-45 | E: manaPct 5-7 | L: manaPct 7-10
Swift [swift]
(see look text)
U: speedFlat 5-15 | R: speedFlat 9-22 | E: speedFlat 13-30 | L: speedFlat 23-42
Bulky [bulky]
(see look text)
U: capFlat 50-150 | R: capFlat 89-220 | E: capFlat 133-300 | L: capFlat 227-420
Spacious [spacious]
(see look text)
U: capFlat 100-250 | R: capFlat 170-373 | E: capFlat 250-513 | L: capFlat 405-720
Roomy [roomy]
Volume: extra bag cells (Vol). Works nested. Not player oz.
U: volCells 1-2 | R: volCells 2-3 | E: volCells 3-4 | L: volCells 4-6
Wizardly [wizardly]
(see look text)
U: magicLevelFlat 1 | R: magicLevelFlat 1-2 | E: magicLevelFlat 2-3 | L: magicLevelFlat 2-4
Savage [savage]
(see look text)
U: critChance 1-2 | R: critChance 2-3 | E: critChance 3-4 | L: critChance 4-6
Brutal [brutal]
(see look text)
U: critDamage 5-10 | R: critDamage 7-14 | E: critDamage 10-18 | L: critDamage 15-24
Vampiric [vampiric]
(see look text)
U: lifeLeechChance 3-5 | R: lifeLeechChance 3-5 | E: lifeLeechAmount 5-10 | L: lifeLeechAmount 5-10
Siphoning [siphoning]
(see look text)
U: manaLeechChance 3-5 | R: manaLeechChance 3-5 | E: manaLeechAmount 5-10 | L: manaLeechAmount 5-10
Frugal [frugal]
Wand/rod only. Mana-cost efficiency (cost / (1+eff/100), never 0, floor 40% of base).
U: wandManaEfficiency 8-12 | R: wandManaEfficiency 12-20 | E: wandManaEfficiency 20-35 | L: wandManaEfficiency 35-50
Fencing [fencing]
(see look text)
U: skillSword 1-2 | R: skillSword 2-3 | E: skillSword 3-4 | L: skillSword 4-6
Hacking [cleaving]
(see look text)
U: skillAxe 1-2 | R: skillAxe 2-3 | E: skillAxe 3-4 | L: skillAxe 4-6
Crushing [crushing]
(see look text)
U: skillClub 1-2 | R: skillClub 2-3 | E: skillClub 3-4 | L: skillClub 4-6
Marksman [marksman]
(see look text)
U: skillDist 1-2 | R: skillDist 2-3 | E: skillDist 3-4 | L: skillDist 4-6
Brawling [brawling]
(see look text)
U: skillFist 1-2 | R: skillFist 2-3 | E: skillFist 3-4 | L: skillFist 4-6
Parrying [warding]
(see look text)
U: skillShield 1-2 | R: skillShield 2-3 | E: skillShield 3-4 | L: skillShield 4-6
Flameward [flameward]
(see look text)
U: absorbFire 2-4 | R: absorbFire 3-5 | E: absorbFire 4-7 | L: absorbFire 6-10
Frostward [frostward]
(see look text)
U: absorbIce 2-4 | R: absorbIce 3-5 | E: absorbIce 4-7 | L: absorbIce 6-10
Stormward [stormward]
(see look text)
U: absorbEnergy 2-4 | R: absorbEnergy 3-5 | E: absorbEnergy 4-7 | L: absorbEnergy 6-10
Stoneward [stoneward]
(see look text)
U: absorbEarth 2-4 | R: absorbEarth 3-5 | E: absorbEarth 4-7 | L: absorbEarth 6-10
Holyward [holyward]
(see look text)
U: absorbHoly 2-4 | R: absorbHoly 3-5 | E: absorbHoly 4-7 | L: absorbHoly 6-10
Deathward [deathward]
(see look text)
U: absorbDeath 2-4 | R: absorbDeath 3-5 | E: absorbDeath 4-7 | L: absorbDeath 6-10
Ironward [ironward]
(see look text)
U: absorbPhysical 1-2 | R: absorbPhysical 2-3 | E: absorbPhysical 3-4 | L: absorbPhysical 4-6
Flaming [flaming]
(see look text)
U: increaseFire 2-4 | R: increaseFire 3-5 | E: increaseFire 4-7 | L: increaseFire 6-10
Freezing [freezing]
(see look text)
U: increaseIce 2-4 | R: increaseIce 3-5 | E: increaseIce 4-7 | L: increaseIce 6-10
Sparking [sparking]
(see look text)
U: increaseEnergy 2-4 | R: increaseEnergy 3-5 | E: increaseEnergy 4-7 | L: increaseEnergy 6-10
Earthen [earthen]
(see look text)
U: increaseEarth 2-4 | R: increaseEarth 3-5 | E: increaseEarth 4-7 | L: increaseEarth 6-10
Fortunate [fortunate]
(see look text)
U: magicFindPct 5-15 | R: magicFindPct 10-24 | E: magicFindPct 16-34 | L: magicFindPct 27-48
Restoring [restoring]
(see look text)
U: hpRegen 1-2 | R: hpRegen 2-3 | E: hpRegen 3-4 | L: hpRegen 4-6
Meditative [meditative]
(see look text)
U: manaRegen 1-2 | R: manaRegen 2-3 | E: manaRegen 3-4 | L: manaRegen 4-6
Fierce [fierce]
(see look text)
U: damageOutPct 1-2 | R: damageOutPct 2-3 | E: damageOutPct 3-4 | L: damageOutPct 4-6
Rapid [hasty]
Shortens swing interval (attack speed %).
U: attackSpeedPct 3-6 | R: attackSpeedPct 4-8 | E: attackSpeedPct 6-11 | L: attackSpeedPct 9-14
Learned [learned]
Bonus experience gain while worn.
U: xpPct 3-8 | R: xpPct 5-12 | E: xpPct 8-17 | L: xpPct 14-24
Blazing [blazing]
Cip Attack:+E fire on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementFire 2-6 | R: elementFire 4-9 | E: elementFire 6-12 | L: elementFire 9-17
Glacial [glacial]
Cip Attack:+E ice on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementIce 2-6 | R: elementIce 4-9 | E: elementIce 6-12 | L: elementIce 9-17
Crackling [thundering]
Cip Attack:+E energy on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementEnergy 2-6 | R: elementEnergy 4-9 | E: elementEnergy 6-12 | L: elementEnergy 9-17
Seismic [seismic]
Cip Attack:+E earth on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementEarth 2-6 | R: elementEarth 4-9 | E: elementEarth 6-12 | L: elementEarth 9-17
Fiery [fiery]
Converts the weapon's primary swing to fire. Not rods/wands. Not extra on-hit.
U: elementTypeFire 1 | R: elementTypeFire 1 | E: elementTypeFire 1 | L: elementTypeFire 1
Icy [icy]
Converts the weapon's primary swing to ice. Not rods/wands. Not extra on-hit.
U: elementTypeIce 1 | R: elementTypeIce 1 | E: elementTypeIce 1 | L: elementTypeIce 1
Voltaic [voltaic]
Converts the weapon's primary swing to energy. Not rods/wands. Not extra on-hit.
U: elementTypeEnergy 1 | R: elementTypeEnergy 1 | E: elementTypeEnergy 1 | L: elementTypeEnergy 1
Verdant [verdant]
Converts the weapon's primary swing to earth. Not rods/wands. Not extra on-hit.
U: elementTypeEarth 1 | R: elementTypeEarth 1 | E: elementTypeEarth 1 | L: elementTypeEarth 1
Hallowed [hallowed]
Converts the weapon's primary swing to holy. Not rods/wands. Not extra on-hit.
U: elementTypeHoly 1 | R: elementTypeHoly 1 | E: elementTypeHoly 1 | L: elementTypeHoly 1
Umbral [umbral]
Converts the weapon's primary swing to death. Not rods/wands. Not extra on-hit.
U: elementTypeDeath 1 | R: elementTypeDeath 1 | E: elementTypeDeath 1 | L: elementTypeDeath 1
Extending [reaching]
Increases weapon attack range (exclusive with Cleave / Splash / Multi-Shot).
U: rangeFlat 1 | R: rangeFlat 1 | E: rangeFlat 1-2 | L: rangeFlat 1-2
Volley [volley]
Multi-Shot: other hostiles in range (never the primary). Ranged and wands/rods.
U: multiShot 1 | R: multiShot 1 | E: multiShot 1-2 | L: multiShot 1-2
Cleaving [sweeping]
Cleave: unique rolls on the 3 adjacent tiles facing the target (melee only).
U: sweepPct 25-40 | R: sweepPct 32-47 | E: sweepPct 40-55 | L: sweepPct 50-72
Splashing [splashing]
Splash: 3x3 unique rolls at rolled % (overrides the primary shot). Ranged and wands/rods.
U: splashPct 60-75 | R: splashPct 70-90 | E: splashPct 85-105 | L: splashPct 100-120
Striking [striking]
Combo Attack rating (Double/Triple on the natural swing). Can coexist with Cleave/Splash/Multi.
U: comboAttack 30-60 | R: comboAttack 44-81 | E: comboAttack 60-105 | L: comboAttack 88-144
Brisk [brisk]
Attack speed on ring/amulet (lighter than weapon Rapid). Stacks with of Alacrity.
U: attackSpeedPct 2-4 | R: attackSpeedPct 3-5 | E: attackSpeedPct 4-7 | L: attackSpeedPct 6-10
Mending [mending]
HP regeneration (weaker body line; shares the non-weapon pool with jewelry Restoring).
U: hpRegen 1 | R: hpRegen 1-2 | E: hpRegen 2-3 | L: hpRegen 2-4
SUFFIXES
--------
of the Bear [of_the_bear]
(see look text)
U: armorFlat 1-2 | R: armorFlat 1-2 | E: armorPct 20-35 | L: armorPct 35-50
of the Tiger [of_the_tiger]
(see look text)
U: attackFlat 1-3 | R: attackFlat 1-3 | E: attackPct 20-35 | L: attackPct 35-50
of Precision [of_precision]
(see look text)
U: hitChanceFlat 1-3 | R: hitChanceFlat 2-4 | E: hitChanceFlat 3-6 | L: hitChanceFlat 5-8
of Fortification [of_warding]
(see look text)
U: defenseFlat 1-2 | R: defenseFlat 1-2 | E: extraDefenseFlat 1-3 | L: extraDefenseFlat 1-3
of Life [of_life]
(see look text)
U: hpFlat 20-45 | R: hpFlat 20-45 | E: hpPct 5-7 | L: hpPct 7-10
of Mind [of_mind]
(see look text)
U: manaFlat 20-45 | R: manaFlat 20-45 | E: manaPct 5-7 | L: manaPct 7-10
of Fleetness [of_haste]
(see look text)
U: speedFlat 5-15 | R: speedFlat 9-22 | E: speedFlat 13-30 | L: speedFlat 23-42
of the Pack [of_the_pack]
(see look text)
U: capFlat 50-150 | R: capFlat 89-220 | E: capFlat 133-300 | L: capFlat 227-420
of Holding [of_holding]
(see look text)
U: capFlat 100-250 | R: capFlat 170-373 | E: capFlat 250-513 | L: capFlat 405-720
of Volume [of_volume]
Volume: extra bag cells (Vol). Works nested. Not player oz.
U: volCells 1-2 | R: volCells 2-3 | E: volCells 3-4 | L: volCells 4-6
of Sorcery [of_sorcery]
(see look text)
U: magicLevelFlat 1 | R: magicLevelFlat 1-2 | E: magicLevelFlat 2-3 | L: magicLevelFlat 2-4
of Carnage [of_carnage]
(see look text)
U: critChance 1-2 | R: critChance 1-2 | E: critDamage 12-20 | L: critDamage 12-20
of Blood [of_blood]
(see look text)
U: lifeLeechChance 3-5 | R: lifeLeechChance 3-5 | E: lifeLeechAmount 5-10 | L: lifeLeechAmount 5-10
of Essence [of_essence]
(see look text)
U: manaLeechChance 3-5 | R: manaLeechChance 3-5 | E: manaLeechAmount 5-10 | L: manaLeechAmount 5-10
of Thrift [of_thrift]
Wand/rod only. Mana-cost efficiency (cost / (1+eff/100), never 0, floor 40% of base).
U: wandManaEfficiency 8-12 | R: wandManaEfficiency 12-20 | E: wandManaEfficiency 20-35 | L: wandManaEfficiency 35-50
of Swords [of_swords]
(see look text)
U: skillSword 1-2 | R: skillSword 2-3 | E: skillSword 3-4 | L: skillSword 4-6
of Axes [of_axes]
(see look text)
U: skillAxe 1-2 | R: skillAxe 2-3 | E: skillAxe 3-4 | L: skillAxe 4-6
of Clubs [of_clubs]
(see look text)
U: skillClub 1-2 | R: skillClub 2-3 | E: skillClub 3-4 | L: skillClub 4-6
of Archery [of_archery]
(see look text)
U: skillDist 1-2 | R: skillDist 2-3 | E: skillDist 3-4 | L: skillDist 4-6
of Fists [of_fists]
(see look text)
U: skillFist 1-2 | R: skillFist 2-3 | E: skillFist 3-4 | L: skillFist 4-6
of the Bulwark [of_the_bulwark]
(see look text)
U: skillShield 1-2 | R: skillShield 2-3 | E: skillShield 3-4 | L: skillShield 4-6
of Embers [of_embers]
(see look text)
U: absorbFire 2-4 | R: absorbFire 3-5 | E: absorbFire 4-7 | L: absorbFire 6-10
of Winter [of_winter]
(see look text)
U: absorbIce 2-4 | R: absorbIce 3-5 | E: absorbIce 4-7 | L: absorbIce 6-10
of Thunder [of_thunder]
(see look text)
U: absorbEnergy 2-4 | R: absorbEnergy 3-5 | E: absorbEnergy 4-7 | L: absorbEnergy 6-10
of Roots [of_roots]
(see look text)
U: absorbEarth 2-4 | R: absorbEarth 3-5 | E: absorbEarth 4-7 | L: absorbEarth 6-10
of Sanctity [of_sanctity]
(see look text)
U: absorbHoly 2-4 | R: absorbHoly 3-5 | E: absorbHoly 4-7 | L: absorbHoly 6-10
of Shadows [of_shadows]
(see look text)
U: absorbDeath 2-4 | R: absorbDeath 3-5 | E: absorbDeath 4-7 | L: absorbDeath 6-10
of Plates [of_plates]
(see look text)
U: absorbPhysical 1-2 | R: absorbPhysical 2-3 | E: absorbPhysical 3-4 | L: absorbPhysical 4-6
of Inferno [of_inferno]
(see look text)
U: increaseFire 2-4 | R: increaseFire 3-5 | E: increaseFire 4-7 | L: increaseFire 6-10
of Glaciers [of_glaciers]
(see look text)
U: increaseIce 2-4 | R: increaseIce 3-5 | E: increaseIce 4-7 | L: increaseIce 6-10
of Storms [of_storms]
(see look text)
U: increaseEnergy 2-4 | R: increaseEnergy 3-5 | E: increaseEnergy 4-7 | L: increaseEnergy 6-10
of Bedrock [of_bedrock]
(see look text)
U: increaseEarth 2-4 | R: increaseEarth 3-5 | E: increaseEarth 4-7 | L: increaseEarth 6-10
of Finding [of_finding]
(see look text)
U: magicFindPct 5-15 | R: magicFindPct 10-24 | E: magicFindPct 16-34 | L: magicFindPct 27-48
of Recovery [of_recovery]
(see look text)
U: hpRegen 1-2 | R: hpRegen 2-3 | E: hpRegen 3-4 | L: hpRegen 4-6
of Focus [of_focus]
(see look text)
U: manaRegen 1-2 | R: manaRegen 2-3 | E: manaRegen 3-4 | L: manaRegen 4-6
of Slaughter [of_slaughter]
(see look text)
U: damageOutPct 1-2 | R: damageOutPct 2-3 | E: damageOutPct 3-4 | L: damageOutPct 4-6
of Alacrity [of_alacrity]
Attack speed % on weapons, rings, and amulets. Stacks with Rapid/Brisk.
U: attackSpeedPct 3-6 | R: attackSpeedPct 4-8 | E: attackSpeedPct 6-11 | L: attackSpeedPct 9-14
of Wisdom [of_wisdom]
Bonus experience gain while worn.
U: xpPct 3-8 | R: xpPct 5-12 | E: xpPct 8-17 | L: xpPct 14-24
of Cinders [of_cinders]
Cip Attack:+E fire on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementFire 2-6 | R: elementFire 4-9 | E: elementFire 6-12 | L: elementFire 9-17
of Frost [of_frost]
Cip Attack:+E ice on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementIce 2-6 | R: elementIce 4-9 | E: elementIce 6-12 | L: elementIce 9-17
of Bolts [of_bolts]
Cip Attack:+E energy on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementEnergy 2-6 | R: elementEnergy 4-9 | E: elementEnergy 6-12 | L: elementEnergy 9-17
of Quakes [of_quakes]
Cip Attack:+E earth on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementEarth 2-6 | R: elementEarth 4-9 | E: elementEarth 6-12 | L: elementEarth 9-17
of Pyres [of_pyres]
Converts the weapon's primary swing to fire. Not rods/wands. Not extra on-hit.
U: elementTypeFire 1 | R: elementTypeFire 1 | E: elementTypeFire 1 | L: elementTypeFire 1
of Rime [of_rime]
Converts the weapon's primary swing to ice. Not rods/wands. Not extra on-hit.
U: elementTypeIce 1 | R: elementTypeIce 1 | E: elementTypeIce 1 | L: elementTypeIce 1
of Current [of_current]
Converts the weapon's primary swing to energy. Not rods/wands. Not extra on-hit.
U: elementTypeEnergy 1 | R: elementTypeEnergy 1 | E: elementTypeEnergy 1 | L: elementTypeEnergy 1
of Mire [of_mire]
Converts the weapon's primary swing to earth. Not rods/wands. Not extra on-hit.
U: elementTypeEarth 1 | R: elementTypeEarth 1 | E: elementTypeEarth 1 | L: elementTypeEarth 1
of Grace [of_grace]
Converts the weapon's primary swing to holy. Not rods/wands. Not extra on-hit.
U: elementTypeHoly 1 | R: elementTypeHoly 1 | E: elementTypeHoly 1 | L: elementTypeHoly 1
of Bane [of_bane]
Converts the weapon's primary swing to death. Not rods/wands. Not extra on-hit.
U: elementTypeDeath 1 | R: elementTypeDeath 1 | E: elementTypeDeath 1 | L: elementTypeDeath 1
of Span [of_reach]
Increases weapon attack range (exclusive with Cleave / Splash / Multi-Shot).
U: rangeFlat 1 | R: rangeFlat 1 | E: rangeFlat 1-2 | L: rangeFlat 1-2
of Barrages [of_volleys]
Multi-Shot: other hostiles in range (never the primary). Ranged and wands/rods.
U: multiShot 1 | R: multiShot 1 | E: multiShot 1-2 | L: multiShot 1-2
of the Reaper [of_the_reaper]
Cleave: unique rolls on the 3 adjacent tiles facing the target (melee only).
U: sweepPct 25-40 | R: sweepPct 32-47 | E: sweepPct 40-55 | L: sweepPct 50-72
of Eruption [of_eruption]
Splash: 3x3 unique rolls at rolled % (overrides the primary shot). Ranged and wands/rods.
U: splashPct 60-75 | R: splashPct 70-90 | E: splashPct 85-105 | L: splashPct 100-120
of Echoes [of_echoes]
Combo Attack rating (Double/Triple on the natural swing). Can coexist with Cleave/Splash/Multi.
U: comboAttack 30-60 | R: comboAttack 44-81 | E: comboAttack 60-105 | L: comboAttack 88-144
of Vitality [of_vitality]
HP regen on non-weapons (weaker body line).
U: hpRegen 1 | R: hpRegen 1-2 | E: hpRegen 2-3 | L: hpRegen 2-4
of Clarity [of_clarity]
Mana regen on non-weapons (weaker body line).
U: manaRegen 1 | R: manaRegen 1-2 | E: manaRegen 2-3 | L: manaRegen 2-4
Magnitudes track rarity bands (U/R/E/L). Affix Boost (+50%) can mark a line [Boosted].
Primary base-stat roll is separate (not listed here).
AoE family (pick one): Cleave | Splash | Multi-Shot | Range. Combo is separate.
Capacity oz is not on hats/weapons. Volume (Vol cells) is backpack-only and nests.
PREFIXES
--------
Sturdy [sturdy]
(see look text)
U: armorFlat 1-2 | R: armorFlat 1-2 | E: armorPct 20-35 | L: armorPct 35-50
Keen [keen]
(see look text)
U: attackFlat 1-3 | R: attackFlat 1-3 | E: attackPct 20-35 | L: attackPct 35-50
Exact [precise]
(see look text)
U: hitChanceFlat 1-3 | R: hitChanceFlat 2-4 | E: hitChanceFlat 3-6 | L: hitChanceFlat 5-8
Guarded [guarded]
(see look text)
U: defenseFlat 1-2 | R: defenseFlat 1-2 | E: defensePct 20-35 | L: defensePct 35-50
Hearty [vital]
(see look text)
U: hpFlat 20-45 | R: hpFlat 20-45 | E: hpPct 5-7 | L: hpPct 7-10
Arcane [arcane]
(see look text)
U: manaFlat 20-45 | R: manaFlat 20-45 | E: manaPct 5-7 | L: manaPct 7-10
Swift [swift]
(see look text)
U: speedFlat 5-15 | R: speedFlat 9-22 | E: speedFlat 13-30 | L: speedFlat 23-42
Bulky [bulky]
(see look text)
U: capFlat 50-150 | R: capFlat 89-220 | E: capFlat 133-300 | L: capFlat 227-420
Spacious [spacious]
(see look text)
U: capFlat 100-250 | R: capFlat 170-373 | E: capFlat 250-513 | L: capFlat 405-720
Roomy [roomy]
Volume: extra bag cells (Vol). Works nested. Not player oz.
U: volCells 1-2 | R: volCells 2-3 | E: volCells 3-4 | L: volCells 4-6
Wizardly [wizardly]
(see look text)
U: magicLevelFlat 1 | R: magicLevelFlat 1-2 | E: magicLevelFlat 2-3 | L: magicLevelFlat 2-4
Savage [savage]
(see look text)
U: critChance 1-2 | R: critChance 2-3 | E: critChance 3-4 | L: critChance 4-6
Brutal [brutal]
(see look text)
U: critDamage 5-10 | R: critDamage 7-14 | E: critDamage 10-18 | L: critDamage 15-24
Vampiric [vampiric]
(see look text)
U: lifeLeechChance 3-5 | R: lifeLeechChance 3-5 | E: lifeLeechAmount 5-10 | L: lifeLeechAmount 5-10
Siphoning [siphoning]
(see look text)
U: manaLeechChance 3-5 | R: manaLeechChance 3-5 | E: manaLeechAmount 5-10 | L: manaLeechAmount 5-10
Frugal [frugal]
Wand/rod only. Mana-cost efficiency (cost / (1+eff/100), never 0, floor 40% of base).
U: wandManaEfficiency 8-12 | R: wandManaEfficiency 12-20 | E: wandManaEfficiency 20-35 | L: wandManaEfficiency 35-50
Fencing [fencing]
(see look text)
U: skillSword 1-2 | R: skillSword 2-3 | E: skillSword 3-4 | L: skillSword 4-6
Hacking [cleaving]
(see look text)
U: skillAxe 1-2 | R: skillAxe 2-3 | E: skillAxe 3-4 | L: skillAxe 4-6
Crushing [crushing]
(see look text)
U: skillClub 1-2 | R: skillClub 2-3 | E: skillClub 3-4 | L: skillClub 4-6
Marksman [marksman]
(see look text)
U: skillDist 1-2 | R: skillDist 2-3 | E: skillDist 3-4 | L: skillDist 4-6
Brawling [brawling]
(see look text)
U: skillFist 1-2 | R: skillFist 2-3 | E: skillFist 3-4 | L: skillFist 4-6
Parrying [warding]
(see look text)
U: skillShield 1-2 | R: skillShield 2-3 | E: skillShield 3-4 | L: skillShield 4-6
Flameward [flameward]
(see look text)
U: absorbFire 2-4 | R: absorbFire 3-5 | E: absorbFire 4-7 | L: absorbFire 6-10
Frostward [frostward]
(see look text)
U: absorbIce 2-4 | R: absorbIce 3-5 | E: absorbIce 4-7 | L: absorbIce 6-10
Stormward [stormward]
(see look text)
U: absorbEnergy 2-4 | R: absorbEnergy 3-5 | E: absorbEnergy 4-7 | L: absorbEnergy 6-10
Stoneward [stoneward]
(see look text)
U: absorbEarth 2-4 | R: absorbEarth 3-5 | E: absorbEarth 4-7 | L: absorbEarth 6-10
Holyward [holyward]
(see look text)
U: absorbHoly 2-4 | R: absorbHoly 3-5 | E: absorbHoly 4-7 | L: absorbHoly 6-10
Deathward [deathward]
(see look text)
U: absorbDeath 2-4 | R: absorbDeath 3-5 | E: absorbDeath 4-7 | L: absorbDeath 6-10
Ironward [ironward]
(see look text)
U: absorbPhysical 1-2 | R: absorbPhysical 2-3 | E: absorbPhysical 3-4 | L: absorbPhysical 4-6
Flaming [flaming]
(see look text)
U: increaseFire 2-4 | R: increaseFire 3-5 | E: increaseFire 4-7 | L: increaseFire 6-10
Freezing [freezing]
(see look text)
U: increaseIce 2-4 | R: increaseIce 3-5 | E: increaseIce 4-7 | L: increaseIce 6-10
Sparking [sparking]
(see look text)
U: increaseEnergy 2-4 | R: increaseEnergy 3-5 | E: increaseEnergy 4-7 | L: increaseEnergy 6-10
Earthen [earthen]
(see look text)
U: increaseEarth 2-4 | R: increaseEarth 3-5 | E: increaseEarth 4-7 | L: increaseEarth 6-10
Fortunate [fortunate]
(see look text)
U: magicFindPct 5-15 | R: magicFindPct 10-24 | E: magicFindPct 16-34 | L: magicFindPct 27-48
Restoring [restoring]
(see look text)
U: hpRegen 1-2 | R: hpRegen 2-3 | E: hpRegen 3-4 | L: hpRegen 4-6
Meditative [meditative]
(see look text)
U: manaRegen 1-2 | R: manaRegen 2-3 | E: manaRegen 3-4 | L: manaRegen 4-6
Fierce [fierce]
(see look text)
U: damageOutPct 1-2 | R: damageOutPct 2-3 | E: damageOutPct 3-4 | L: damageOutPct 4-6
Rapid [hasty]
Shortens swing interval (attack speed %).
U: attackSpeedPct 3-6 | R: attackSpeedPct 4-8 | E: attackSpeedPct 6-11 | L: attackSpeedPct 9-14
Learned [learned]
Bonus experience gain while worn.
U: xpPct 3-8 | R: xpPct 5-12 | E: xpPct 8-17 | L: xpPct 14-24
Blazing [blazing]
Cip Attack:+E fire on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementFire 2-6 | R: elementFire 4-9 | E: elementFire 6-12 | L: elementFire 9-17
Glacial [glacial]
Cip Attack:+E ice on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementIce 2-6 | R: elementIce 4-9 | E: elementIce 6-12 | L: elementIce 9-17
Crackling [thundering]
Cip Attack:+E energy on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementEnergy 2-6 | R: elementEnergy 4-9 | E: elementEnergy 6-12 | L: elementEnergy 9-17
Seismic [seismic]
Cip Attack:+E earth on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementEarth 2-6 | R: elementEarth 4-9 | E: elementEarth 6-12 | L: elementEarth 9-17
Fiery [fiery]
Converts the weapon's primary swing to fire. Not rods/wands. Not extra on-hit.
U: elementTypeFire 1 | R: elementTypeFire 1 | E: elementTypeFire 1 | L: elementTypeFire 1
Icy [icy]
Converts the weapon's primary swing to ice. Not rods/wands. Not extra on-hit.
U: elementTypeIce 1 | R: elementTypeIce 1 | E: elementTypeIce 1 | L: elementTypeIce 1
Voltaic [voltaic]
Converts the weapon's primary swing to energy. Not rods/wands. Not extra on-hit.
U: elementTypeEnergy 1 | R: elementTypeEnergy 1 | E: elementTypeEnergy 1 | L: elementTypeEnergy 1
Verdant [verdant]
Converts the weapon's primary swing to earth. Not rods/wands. Not extra on-hit.
U: elementTypeEarth 1 | R: elementTypeEarth 1 | E: elementTypeEarth 1 | L: elementTypeEarth 1
Hallowed [hallowed]
Converts the weapon's primary swing to holy. Not rods/wands. Not extra on-hit.
U: elementTypeHoly 1 | R: elementTypeHoly 1 | E: elementTypeHoly 1 | L: elementTypeHoly 1
Umbral [umbral]
Converts the weapon's primary swing to death. Not rods/wands. Not extra on-hit.
U: elementTypeDeath 1 | R: elementTypeDeath 1 | E: elementTypeDeath 1 | L: elementTypeDeath 1
Extending [reaching]
Increases weapon attack range (exclusive with Cleave / Splash / Multi-Shot).
U: rangeFlat 1 | R: rangeFlat 1 | E: rangeFlat 1-2 | L: rangeFlat 1-2
Volley [volley]
Multi-Shot: other hostiles in range (never the primary). Ranged and wands/rods.
U: multiShot 1 | R: multiShot 1 | E: multiShot 1-2 | L: multiShot 1-2
Cleaving [sweeping]
Cleave: unique rolls on the 3 adjacent tiles facing the target (melee only).
U: sweepPct 25-40 | R: sweepPct 32-47 | E: sweepPct 40-55 | L: sweepPct 50-72
Splashing [splashing]
Splash: 3x3 unique rolls at rolled % (overrides the primary shot). Ranged and wands/rods.
U: splashPct 60-75 | R: splashPct 70-90 | E: splashPct 85-105 | L: splashPct 100-120
Striking [striking]
Combo Attack rating (Double/Triple on the natural swing). Can coexist with Cleave/Splash/Multi.
U: comboAttack 30-60 | R: comboAttack 44-81 | E: comboAttack 60-105 | L: comboAttack 88-144
Brisk [brisk]
Attack speed on ring/amulet (lighter than weapon Rapid). Stacks with of Alacrity.
U: attackSpeedPct 2-4 | R: attackSpeedPct 3-5 | E: attackSpeedPct 4-7 | L: attackSpeedPct 6-10
Mending [mending]
HP regeneration (weaker body line; shares the non-weapon pool with jewelry Restoring).
U: hpRegen 1 | R: hpRegen 1-2 | E: hpRegen 2-3 | L: hpRegen 2-4
SUFFIXES
--------
of the Bear [of_the_bear]
(see look text)
U: armorFlat 1-2 | R: armorFlat 1-2 | E: armorPct 20-35 | L: armorPct 35-50
of the Tiger [of_the_tiger]
(see look text)
U: attackFlat 1-3 | R: attackFlat 1-3 | E: attackPct 20-35 | L: attackPct 35-50
of Precision [of_precision]
(see look text)
U: hitChanceFlat 1-3 | R: hitChanceFlat 2-4 | E: hitChanceFlat 3-6 | L: hitChanceFlat 5-8
of Fortification [of_warding]
(see look text)
U: defenseFlat 1-2 | R: defenseFlat 1-2 | E: extraDefenseFlat 1-3 | L: extraDefenseFlat 1-3
of Life [of_life]
(see look text)
U: hpFlat 20-45 | R: hpFlat 20-45 | E: hpPct 5-7 | L: hpPct 7-10
of Mind [of_mind]
(see look text)
U: manaFlat 20-45 | R: manaFlat 20-45 | E: manaPct 5-7 | L: manaPct 7-10
of Fleetness [of_haste]
(see look text)
U: speedFlat 5-15 | R: speedFlat 9-22 | E: speedFlat 13-30 | L: speedFlat 23-42
of the Pack [of_the_pack]
(see look text)
U: capFlat 50-150 | R: capFlat 89-220 | E: capFlat 133-300 | L: capFlat 227-420
of Holding [of_holding]
(see look text)
U: capFlat 100-250 | R: capFlat 170-373 | E: capFlat 250-513 | L: capFlat 405-720
of Volume [of_volume]
Volume: extra bag cells (Vol). Works nested. Not player oz.
U: volCells 1-2 | R: volCells 2-3 | E: volCells 3-4 | L: volCells 4-6
of Sorcery [of_sorcery]
(see look text)
U: magicLevelFlat 1 | R: magicLevelFlat 1-2 | E: magicLevelFlat 2-3 | L: magicLevelFlat 2-4
of Carnage [of_carnage]
(see look text)
U: critChance 1-2 | R: critChance 1-2 | E: critDamage 12-20 | L: critDamage 12-20
of Blood [of_blood]
(see look text)
U: lifeLeechChance 3-5 | R: lifeLeechChance 3-5 | E: lifeLeechAmount 5-10 | L: lifeLeechAmount 5-10
of Essence [of_essence]
(see look text)
U: manaLeechChance 3-5 | R: manaLeechChance 3-5 | E: manaLeechAmount 5-10 | L: manaLeechAmount 5-10
of Thrift [of_thrift]
Wand/rod only. Mana-cost efficiency (cost / (1+eff/100), never 0, floor 40% of base).
U: wandManaEfficiency 8-12 | R: wandManaEfficiency 12-20 | E: wandManaEfficiency 20-35 | L: wandManaEfficiency 35-50
of Swords [of_swords]
(see look text)
U: skillSword 1-2 | R: skillSword 2-3 | E: skillSword 3-4 | L: skillSword 4-6
of Axes [of_axes]
(see look text)
U: skillAxe 1-2 | R: skillAxe 2-3 | E: skillAxe 3-4 | L: skillAxe 4-6
of Clubs [of_clubs]
(see look text)
U: skillClub 1-2 | R: skillClub 2-3 | E: skillClub 3-4 | L: skillClub 4-6
of Archery [of_archery]
(see look text)
U: skillDist 1-2 | R: skillDist 2-3 | E: skillDist 3-4 | L: skillDist 4-6
of Fists [of_fists]
(see look text)
U: skillFist 1-2 | R: skillFist 2-3 | E: skillFist 3-4 | L: skillFist 4-6
of the Bulwark [of_the_bulwark]
(see look text)
U: skillShield 1-2 | R: skillShield 2-3 | E: skillShield 3-4 | L: skillShield 4-6
of Embers [of_embers]
(see look text)
U: absorbFire 2-4 | R: absorbFire 3-5 | E: absorbFire 4-7 | L: absorbFire 6-10
of Winter [of_winter]
(see look text)
U: absorbIce 2-4 | R: absorbIce 3-5 | E: absorbIce 4-7 | L: absorbIce 6-10
of Thunder [of_thunder]
(see look text)
U: absorbEnergy 2-4 | R: absorbEnergy 3-5 | E: absorbEnergy 4-7 | L: absorbEnergy 6-10
of Roots [of_roots]
(see look text)
U: absorbEarth 2-4 | R: absorbEarth 3-5 | E: absorbEarth 4-7 | L: absorbEarth 6-10
of Sanctity [of_sanctity]
(see look text)
U: absorbHoly 2-4 | R: absorbHoly 3-5 | E: absorbHoly 4-7 | L: absorbHoly 6-10
of Shadows [of_shadows]
(see look text)
U: absorbDeath 2-4 | R: absorbDeath 3-5 | E: absorbDeath 4-7 | L: absorbDeath 6-10
of Plates [of_plates]
(see look text)
U: absorbPhysical 1-2 | R: absorbPhysical 2-3 | E: absorbPhysical 3-4 | L: absorbPhysical 4-6
of Inferno [of_inferno]
(see look text)
U: increaseFire 2-4 | R: increaseFire 3-5 | E: increaseFire 4-7 | L: increaseFire 6-10
of Glaciers [of_glaciers]
(see look text)
U: increaseIce 2-4 | R: increaseIce 3-5 | E: increaseIce 4-7 | L: increaseIce 6-10
of Storms [of_storms]
(see look text)
U: increaseEnergy 2-4 | R: increaseEnergy 3-5 | E: increaseEnergy 4-7 | L: increaseEnergy 6-10
of Bedrock [of_bedrock]
(see look text)
U: increaseEarth 2-4 | R: increaseEarth 3-5 | E: increaseEarth 4-7 | L: increaseEarth 6-10
of Finding [of_finding]
(see look text)
U: magicFindPct 5-15 | R: magicFindPct 10-24 | E: magicFindPct 16-34 | L: magicFindPct 27-48
of Recovery [of_recovery]
(see look text)
U: hpRegen 1-2 | R: hpRegen 2-3 | E: hpRegen 3-4 | L: hpRegen 4-6
of Focus [of_focus]
(see look text)
U: manaRegen 1-2 | R: manaRegen 2-3 | E: manaRegen 3-4 | L: manaRegen 4-6
of Slaughter [of_slaughter]
(see look text)
U: damageOutPct 1-2 | R: damageOutPct 2-3 | E: damageOutPct 3-4 | L: damageOutPct 4-6
of Alacrity [of_alacrity]
Attack speed % on weapons, rings, and amulets. Stacks with Rapid/Brisk.
U: attackSpeedPct 3-6 | R: attackSpeedPct 4-8 | E: attackSpeedPct 6-11 | L: attackSpeedPct 9-14
of Wisdom [of_wisdom]
Bonus experience gain while worn.
U: xpPct 3-8 | R: xpPct 5-12 | E: xpPct 8-17 | L: xpPct 14-24
of Cinders [of_cinders]
Cip Attack:+E fire on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementFire 2-6 | R: elementFire 4-9 | E: elementFire 6-12 | L: elementFire 9-17
of Frost [of_frost]
Cip Attack:+E ice on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementIce 2-6 | R: elementIce 4-9 | E: elementIce 6-12 | L: elementIce 9-17
of Bolts [of_bolts]
Cip Attack:+E energy on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementEnergy 2-6 | R: elementEnergy 4-9 | E: elementEnergy 6-12 | L: elementEnergy 9-17
of Quakes [of_quakes]
Cip Attack:+E earth on the weapon (Fire Sword pattern). Not rods/wands. Not a separate on-hit.
U: elementEarth 2-6 | R: elementEarth 4-9 | E: elementEarth 6-12 | L: elementEarth 9-17
of Pyres [of_pyres]
Converts the weapon's primary swing to fire. Not rods/wands. Not extra on-hit.
U: elementTypeFire 1 | R: elementTypeFire 1 | E: elementTypeFire 1 | L: elementTypeFire 1
of Rime [of_rime]
Converts the weapon's primary swing to ice. Not rods/wands. Not extra on-hit.
U: elementTypeIce 1 | R: elementTypeIce 1 | E: elementTypeIce 1 | L: elementTypeIce 1
of Current [of_current]
Converts the weapon's primary swing to energy. Not rods/wands. Not extra on-hit.
U: elementTypeEnergy 1 | R: elementTypeEnergy 1 | E: elementTypeEnergy 1 | L: elementTypeEnergy 1
of Mire [of_mire]
Converts the weapon's primary swing to earth. Not rods/wands. Not extra on-hit.
U: elementTypeEarth 1 | R: elementTypeEarth 1 | E: elementTypeEarth 1 | L: elementTypeEarth 1
of Grace [of_grace]
Converts the weapon's primary swing to holy. Not rods/wands. Not extra on-hit.
U: elementTypeHoly 1 | R: elementTypeHoly 1 | E: elementTypeHoly 1 | L: elementTypeHoly 1
of Bane [of_bane]
Converts the weapon's primary swing to death. Not rods/wands. Not extra on-hit.
U: elementTypeDeath 1 | R: elementTypeDeath 1 | E: elementTypeDeath 1 | L: elementTypeDeath 1
of Span [of_reach]
Increases weapon attack range (exclusive with Cleave / Splash / Multi-Shot).
U: rangeFlat 1 | R: rangeFlat 1 | E: rangeFlat 1-2 | L: rangeFlat 1-2
of Barrages [of_volleys]
Multi-Shot: other hostiles in range (never the primary). Ranged and wands/rods.
U: multiShot 1 | R: multiShot 1 | E: multiShot 1-2 | L: multiShot 1-2
of the Reaper [of_the_reaper]
Cleave: unique rolls on the 3 adjacent tiles facing the target (melee only).
U: sweepPct 25-40 | R: sweepPct 32-47 | E: sweepPct 40-55 | L: sweepPct 50-72
of Eruption [of_eruption]
Splash: 3x3 unique rolls at rolled % (overrides the primary shot). Ranged and wands/rods.
U: splashPct 60-75 | R: splashPct 70-90 | E: splashPct 85-105 | L: splashPct 100-120
of Echoes [of_echoes]
Combo Attack rating (Double/Triple on the natural swing). Can coexist with Cleave/Splash/Multi.
U: comboAttack 30-60 | R: comboAttack 44-81 | E: comboAttack 60-105 | L: comboAttack 88-144
of Vitality [of_vitality]
HP regen on non-weapons (weaker body line).
U: hpRegen 1 | R: hpRegen 1-2 | E: hpRegen 2-3 | L: hpRegen 2-4
of Clarity [of_clarity]
Mana regen on non-weapons (weaker body line).
U: manaRegen 1 | R: manaRegen 1-2 | E: manaRegen 2-3 | L: manaRegen 2-4
More Guides (soon)
This Cyclopedia Guide tab is the home for short EasyGoin how-to pages.
Start with Guide -> Getting Started (Rookshore, class pick, Training Machine hall).
Named field creatures: Guide -> Egg Elites. Future entries may cover houses
and other systems. Map and House tabs already list EasyGoin towns.
Start with Guide -> Getting Started (Rookshore, class pick, Training Machine hall).
Named field creatures: Guide -> Egg Elites. Future entries may cover houses
and other systems. Map and House tabs already list EasyGoin towns.