Item Properties
From Nevergrind Wiki
Property | Description |
---|---|
Armor | Reduces damage from physical attacks |
Reduced Weight | Drops the weight of an item to the tier below it. For example plate drops to chain, chain drops to leather, and leather drops to cloth. |
Maximum Health | Increases your maximum health. |
Maximum Mana | Increases your maximum mana. |
Strength | Increases the damage of your physical attacks. |
Stamina | Increases your maximum health. |
Agility | Increases dodge, parry, riposte chance, physical mitigation. Affects several rogue skills. |
Dexterity | Critical hit chance, critical hit damage, and weapon proc rate. |
Wisdom | Increases maximum mana for healer classes (Ranger, Paladin, Druid, Cleric, Shaman). Increases healing spell power, magic mitigation, and mana regeneration for all classes. |
Intelligence | Increases maximum mana for caster classes (Shadow Knight, Necromancer, Enchanter, Magician, Wizard). Increases non-healing spell power for all classes. |
Charisma | Affects several key Bard and Enchanter spells like charm and mesmerize. Affects buy and sell prices at all town merchants. Increases the damage of Bard songs. |
All Attributes | Increases all character attributes: Strength, Stamina, Agility, Dexterity, Wisdom, Intelligence, and Charisma. |
Health Per Tick | Health regenerated every 4 seconds. |
Mana Per Tick | Mana regenerated every 3 seconds. |
Attack | Directly increases your physical attack rating. Attack rating is typically the most important value when calculating physical attack damage. Properties like weapon skills and offense all affect Attack. |
One-Hand Slashing | Increases your Attack rating with 1H Slash weapons. |
Two-Hand Slashing | Increases your Attack rating with 2H Slash weapons. |
One-Hand Blunt | Increases your Attack rating with 1H Blunt weapons. |
Two-Hand Blunt | Increases your Attack rating with 2H Blunt weapons. |
Piercing | Increases your Attack rating with Piercing weapons. |
Hand to Hand | Increases your Attack rating with your fists. |
Offense | Increases your Attack rating with all weapons. |
Dual Wield | Increases your chance to dual wield with auto attacks. |
Double Attack | Increases your chance to double attack with auto attacks. |
Defense | Increases your natural defenses, which increases your total Armor rating. |
Dodge | Increases your chance to dodge physical attacks. |
Block | Increases your chance to parry physical attacks. This is the same thing as parry, but monks call it block instead. |
Parry | Increases your chance to parry physical attacks. Successful parries trigger an auto-attack .25 seconds later. |
Riposte | Increases your chance to riposte physical attacks. Unlike parry which has a quarter-second delay, riposte is instant and does not interrupt your auto-attack cycle. |
Alteration | Increases the spell power of all Alteration spells. |
Abjuration | Increases the spell power of all Abjuration spells. |
Evocation | Increases the spell power of all Evocation spells. |
Conjuration | Increases the spell power of all Conjuration spells. |
Channeling | Increases the chance to avoid spell pushback while channeling a spell |
Singing | Increases the power of your Singing. This is the Bard version of Alteration. |
Percussion | Increases the power of your Percussion songs. This is the Bard version of Evocation. |
Wind | Increases the power of your Wind songs. This is the Bard version of Conjuration. |
Abjuration | Increases the power of your String songs. This is the Bard version of Abjuration. |
Brass | Increases the power of your Brass songs. This is the Bard version of Channeling. |
All Skills | Increases all skills including monk and bard versions: All weapon skills, Offense, Dual Wield, Double Attack, Defense, Dodge, Parry, Riposte, Alteration, Evocation, Conjuration, Abjuration, and Channeling. |
Critical Chance | Increases the chance of all attacks being a critical hit. Critical chance suffers from diminishing returns at fixed breakpoints. |
Critical Damage | Increases the damage of critical hits. Critical Damage suffers from diminishing returns at fixed breakpoints. |
Maximum Physical Damage Reduction | Reduces mob physical damage from 1 to your maximum physical damage reduction value. This helps reduce physical damage taken, but it is not consistent like Armor reduction. |
Maximum Magic Damage Reduction | Reduces mob magical damage from 1 to your maximum magic damage reduction value. This helps reduce magical damage taken, but it is not consistent like Magic Resistances. |
Resist Poison | Reduces all poison damage. Maximum value is 300 which equates to 75% reduction. |
Resist Magic | Reduces all magical damage. Maximum value is 300 which equates to 75% reduction. |
Resist Lightning | Reduces all lightning damage. Maximum value is 300 which equates to 75% reduction. |
Resist Cold | Reduces all cold damage. Maximum value is 300 which equates to 75% reduction. |
Resist Fire | Reduces all fire damage. Maximum value is 300 which equates to 75% reduction. |
All Resistances | Reduces magic damage of all types. |
Gold Find | Increases the amount of gold found from monsters. |
Exp Find | Increases the amount of experience per kill. |
Thorn Damage | When a monster physically attacks you, you will reflect unresistable thorn damage. |
Absorb From Poison Damage | Absorbs Health from all poison attacks. You cannot heal more than 50% of damage received. |
Absorb From Magic Damage | Absorbs Health from all magical attacks. You cannot heal more than 50% of damage received. |
Absorb From Lightning Damage | Absorbs Health from all lightning attacks. You cannot heal more than 50% of damage received. |
Absorb From Cold Damage | Absorbs Health from all cold attacks. You cannot heal more than 50% of damage received. |
Absorb From Fire Damage | Absorbs Health from all fire attacks. You cannot heal more than 50% of damage received. |
Absorb From All Magic Damage | Increases percent of absorbed health from all magical damage types. |
Health Per Kill | Health absorbed every time you kill a monster. |
Mana Per Kill | Mana absorbed every time you kill a monster. This does not apply for Rogues, Monks, or Warriors. |
Physical Damage | Adds unmodified physical damage to physical attacks. |
Poison Damage | Adds unmodified poison damage to physical attacks. |
Magic Damage | Adds unmodified magical damage to physical attacks. |
Lightning Damage | Adds unmodified lightning damage to physical attacks. |
Cold Damage | Adds unmodified cold damage to physical attacks. |
Fire Damage | Adds unmodified fire damage to physical attacks. |
% Physical Damage | Increases the damage of all physical attacks by a fixed percent. |
% Poison Damage | Increases the damage of all poison spells by a fixed percent. |
% Magic Damage | Increases the damage of all magical spells by a fixed percent. |
% lightning Damage | Increases the damage of all lightning spells by a fixed percent. |
% Cold Damage | Increases the damage of all cold spells by a fixed percent. |
% Fire Damage | Increases the damage of all fire spells by a fixed percent. |
% All Magical Damage | Increases the damage of all spells by a fixed percent. |
Magic Find | Increases the chance of finding magical items. |