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:
| Component | Description |
|---|---|
| Base Stat | Defense (armor/shields) or Damage (weapons) - fixed by tier |
| Identity Stat | Guaranteed derived stat based on equipment slot/type |
| Random Bonus Stats | 1-3 additional stats rolled from a themed pool |
| Sockets | Empty 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:
| Tier | Bonus Stats | Sockets | Total Potential Stats |
|---|---|---|---|
| Tier 1 | 1 | 1 | 1 identity + 1 bonus + 1 gem = 3 |
| Tier 2 | 1 | 2 | 1 identity + 1 bonus + 2 gems = 4 |
| Tier 3 | 2 | 3 | 1 identity + 2 bonus + 3 gems = 6 |
| Tier 4 | 2 | 4 | 1 identity + 2 bonus + 4 gems = 7 |
| Tier 5 | 3 | 5 | 1 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:
| Equipment | Theme | Example Bonus Stats |
|---|---|---|
| Head | Magic | |
| Chest | Survivability | |
| Gloves | Offensive | |
| Legs | Endurance | |
| Boots | Mobility | |
| Weapons | Class-specific | Crit stats, |
| Shields | Defensive | |
| Pendants | Offensive | |
| Rings | Utility | Defenses, |
| Wings | Frontline | |
| Capes | Caster |
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 Type | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 |
|---|---|---|---|---|---|
| Armor (per piece) | 1 | 2 | 3 | 4 | 5 |
| Weapons | 1 | 1 | 2 | 2 | 3 |
| Shields | 1 | 1 | 2 | 2 | 3 |
| 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:
| Tier | Primary Sources |
|---|---|
| Tier 1 | Homeland vendors, starting quests |
| Tier 2 | Regional quests, elite enemies |
| Tier 3 | Dominion Zone 1-2 drops, boss rewards |
| Tier 4 | Dominion Zone 3-4 drops, boss rewards |
| Tier 5 | Legendary 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.