Equipment Stats

How the hybrid random stat system works for all equipment in Arcania.

All equipment in Arcania uses a hybrid random stat system designed for engaging loot and replayability. Equipment provides derived stats only - primary stats like STR, VIT, and AGI come exclusively from level-up point allocation.


How Equipment Stats Work

Every piece of equipment has multiple stat components:

ComponentDescription
Base StatDefense (armor/shields) or Damage (weapons) - fixed by tier
Identity StatGuaranteed derived stat based on equipment slot/type
Random Bonus Stats1-3 additional stats rolled from a themed pool
SocketsEmpty slots for gems (Armor/Weapons/Shields only)

Note

Accessories are different - they have Identity Stats and Bonus Stats but NO sockets.


Stat Count by Tier

Higher tier equipment has more bonus stats and sockets:

TierBonus StatsSocketsTotal Potential Stats
Tier 1111 identity + 1 bonus + 1 gem = 3
Tier 2121 identity + 1 bonus + 2 gems = 4
Tier 3231 identity + 2 bonus + 3 gems = 6
Tier 4241 identity + 2 bonus + 4 gems = 7
Tier 5351 identity + 3 bonus + 5 gems = 9

Range Variance

All stats roll within a range, creating approximately ±20% variance from the midpoint. This creates "god rolls" (maximum values) that players can chase.

Example: Tier 5 Pendant

God Roll:

Titan Pendant (Tier 5) - PERFECT
├── Crit Chance: +6% (max)
├── Bonus 1: Max HP +360 (max)
├── Bonus 2: Crit Damage +15% (max)
└── Bonus 3: Physical Attack +50 (max)

Average Roll:

Titan Pendant (Tier 5) - AVERAGE
├── Crit Chance: +5%
├── Bonus 1: Max HP +300
├── Bonus 2: Magic Attack +48
└── Bonus 3: Crit Damage +12%

Themed Bonus Pools

Each equipment slot draws random bonus stats from a themed pool appropriate to that slot:

EquipmentThemeExample Bonus Stats
HeadMagicMax Mana, Magic Attack, Magic Resistance
ChestSurvivabilityPhysical Defense, Magic Resistance, HP Regen
GlovesOffensivePhysical Attack, Crit Chance, Crit Damage
LegsEnduranceMax HP, Movement Speed, Physical Defense
BootsMobilityAttack Speed, Max HP, HP Regen
WeaponsClass-specificCrit stats, Attack Speed, Penetration
ShieldsDefensiveMax HP, Magic Resistance, HP Regen
PendantsOffensiveMax HP, Attack stats, Crit Damage
RingsUtilityDefenses, Max Mana, Movement Speed
WingsFrontlinePhysical Defense, Max HP, HP Regen
CapesCasterMagic Resistance, Max Mana, Mana Regen

See individual equipment pages for complete bonus pool details and stat ranges.


Socket System

Armor, Weapons, and Shields have empty sockets that can be filled with gems for additional stats. Socket count increases with tier.

Equipment TypeTier 1Tier 2Tier 3Tier 4Tier 5
Armor (per piece)12345
Weapons11223
Shields11223
Accessories-----

Gem System (Placeholder)

Gems provide additional derived stats when socketed into equipment. Expected gem categories:

Offensive Gems:

  • Critical Chance %, Critical Damage %
  • Physical Attack, Magic Attack
  • Attack Speed %
  • Armor Penetration %, Magic Penetration %

Defensive Gems:

  • Physical Defense, Magic Resistance
  • Max HP

Utility Gems:

  • Max Mana
  • HP Regeneration, Mana Regeneration
  • Movement Speed %

Note

Gem stats are randomized within ranges when socketed. Full gem system documentation coming soon.


Acquisition

Equipment drops from various sources based on tier:

TierPrimary Sources
Tier 1Homeland vendors, starting quests
Tier 2Regional quests, elite enemies
Tier 3Dominion Zone 1-2 drops, boss rewards
Tier 4Dominion Zone 3-4 drops, boss rewards
Tier 5Legendary quests, final boss drops

Quick Reference

What's Guaranteed:

  • Base Defense/Damage (fixed by tier and slot)
  • Identity Stat type (determined by slot)
  • Socket count (fixed by tier)

What's Random:

  • Identity Stat value (within tier range)
  • Which bonus stats roll (from themed pool)
  • Bonus stat values (within tier ranges)

This system means two items of the same type and tier can have very different stat profiles, encouraging players to farm for optimal combinations.