Please feel free to ask questions, or post any information you discover that you think should be here. I'll try to keep it updated and organised. The information already here is the result of testing during the alpha & beta, and observing the many patch notes.
Many thanks to all those who have asked questions and contributed to the thread.
The old mechanics thread can be found here.
There are three difficulty levels: Normal, Cruel, and Merciless. You must complete Normal difficulty before you can move to Cruel, and you must complete Cruel before you can move to Merciless.
The higher difficulties have death penalties, causing you to lose experience when you die. They are 0% for Normal (no penalty), 7.5% for Cruel and 15% for Merciless difficulty. This is a percentage of the experience needed to gain the next level, not your total experience.
Losing experience in this way cannot cause you to drop down a level. For instance if you have 11% progress to your next level and die in merciless difficulty, your progress will be reset to 0%.
There are also penalties to resistances in higher difficulty levels. In Cruel difficulty, there is a -20% penalty to player resistances, and this increases to -60% in Merciless.
Skills currently come in two main varieties: spells, and attack skills.
Any skill that uses your weapon damage counts as an attack skill, and everything else counts as a spell.
Attack skills are dependent on your weapon, and so are affected by attack speed, accuracy, etc.. Bonus damage from rings and other gear is applied when using an attack skill.
Spells do not draw their damage from your weapon in any way. They are affected by % cast speed, %fire/cold/lightning damage, %spell damage, and critical strikes. Integer damage bonuses on gear are not added to spells.
Traps & Mines
Traps are similar to spells, but are not affected by cast speed. They are affected by % trap laying speed, and relevant damage mods. I've written an article on the wiki that goes into more depth.
The only exception to this is Town Portal, which is not affected by attack speed, cast speed, or anything else.
Support gems only affects skills where it makes sense. For instance, skills that do not already do damage (such as Temporal Chains) will not benefit from Added Cold Damage. Skills that do not already have an area of effect will not benefit from Increased Area of Effect, etc.
Skill gem experience gain
- Gems get experience equal to 10% of the experience you earn.
- The number of gems you have equipped has no effect on the rate of XP gain. So having less gems equipped does not cause them to gain XP faster than if you had many gems equipped.
- Gems are not affected by the experience penalty when facing enemies below your level.
- Gems do not lose experience when you die.
Flasks come in four main varieties: life flasks, mana flasks, hybrid flasks, and utility flasks.
Life, Mana, and Hybrid flasks
These flasks cause you to regenerate life and/or mana when used. The amount recovered is shown on the flask as Life Recovery and Mana Recovery. The time it takes to recover the full amount is shown on the flask as Recovery Time. If you reach your maximum life and/or mana amount before the end of the recovery time, the flask effect will end prematurely. For example:
You are at 100/300 life, and 150/200 mana. You use a hybrid flask that has 400 Life Recovery, 200 Mana Recovery, and Recovery Time of 8 seconds. After 2 seconds, you will be at 200/300 life, and 200/200 mana, and the mana recovery effects ends. The life recovery continues, and at 4 seconds, you have reached maximum life, and the life recovery effect also ends.
Flasks can have magic modifiers that provide bonuses while the flask effect is active, for example increased movement speed or resistances. These bonuses end when the life/mana recovery effect ends.
When multiple flasks are used at the same time, the effects are queued. The effect with the highest regeneration rate is always applied first. For example:
You have two flasks, one that gives 500 life recovery over 10 seconds and has a 20% increased movement speed modifier, and a second that gives 500 life recovery of 5 seconds with no additional modifiers.
You use the first flask and gain the movement speed while recovering life. After one second, you use the second flask. At this point the remaining 9 seconds from the first flask is queued, and the second flask begins its effect. Once the second flask has expired, the first flask resumes its effect for the remaining duration.
These flasks give a temporary bonus for a set duration. Unlike the other flasks, the effects are not queued, each effect has its own timer that can overlap with other effects. The default effects of the flasks will not stack. For example:
You have a magic Granite Flask with +25% movement speed, and a regular Granite Flask, both giving +4000 armour for 4 seconds. You drink the first flask, and one second later you drink the second second flask. The result will be that for the first four seconds you will have +4000 armour and +25% movement speed. At the four second mark the first flask ends, but the second flask still has 1 second left. So you will have +4000 armour (but not the movement speed) for another 1 second.
Drinking a flask consumes flask charges. Each flask shows how many charges are used per drink in its description, and each flask has a maximum number of charges it can hold.
Whenever you or one of your minions kills an enemy, all of your flasks gain charges.
By default regular monsters grant 1 charge each, magic (blue) monsters grant 3.5 charges each, and rare (yellow) monsters grant 6 charges each.
So killing a rare monster causes all of your flasks to gain 6 charges.
The main difference between the classes is their stating location on the passive skill tree. Classes also start with different amounts of attributes at level 1:
Marauder: 30 STR, 14 DEX, 14 INT
Ranger: 14 STR, 30 DEX, 14 INT
Witch: 14 STR, 14 DEX, 30 INT
Duelist: 22 STR, 22 DEX, 14 INT
Templar: 22 STR, 14 DEX, 22 INT
Shadow: 14 STR, 22 DEX, 22 INT
Life/mana per level
All classes begin with the same base stats, and gain the same amount per level:
50 life, +6 per level
40 mana, +4 per level
50 evasion, +3 per level (including level 1)
Attributes are required to equip gear and skills. The three attributes also grant some passive bonuses:
Strength grants +0.5 life and +0.2% melee physical damage per point
Dexterity grants +2 accuracy and +0.2% evasion per point
Intelligence grants +0.5 mana and +0.2% energy shield per point
Therefore the +10 attribute passive skills effectively grant:
+10 Strength: +5 life, +2% melee physical damage
+10 Dexterity: +20 accuracy, +2% evasion
+10 Intelligence: +5 mana, +2% energy shield
Life and mana regeneration
All classes have a base mana regeneration rate of 105% of their maximum mana per minute. For example, a character with 100 maximum mana will regenerate 105 mana per minute, or 1.75 mana per second.
"Increased Mana regeneration rate" modifiers modify the base rate. For example, 20% Increased Mana regeneration rate would result in 105 * 1.2 = 126% per minute.
Characters do not begin with any life regeneration, but it is available from gear and passive skills.
The rate at which you gain life from life leech is 20% of maximum life per second. If you have 1000 maximum life, and leech 600 life with a single attack, it will take three seconds for that life to be applied to your current life. You always get the full amount of life leeched, although it may take time to be applied - if you leech a large amount of life during a battle, you may find that the life gain continues long after the battle is over. Similar to flasks, the life gain from leech will end if you reach maximum life.
The same is true for mana leech, although the rate is 12.5% of maximum mana per second.
Most gear has attribute requirements that must be met in order to equip the gear. These requirements come from the base item type and are unaffected by magical modifiers, quality, or number of sockets. A complete list of gear and attribute requirements can be found here
Some items have a level requirement that must be met in order to equip the item.
There are two factors that affect level requirements.
- The level of the base item type. This is the level that the item starts appearing (and is separate from the itemlevel that affects which magical modifiers can spawn on it). See the item data link above for a list with all item levels. Some of the very low-level base items do not come with a level requirement.
- The level of the magical modifiers.
The level requirement for magical modifiers is equal to 80% of the level of the highest-level magical modifier on the item.
- The highest level requirement of the two listed above is the one that appears on the item.
There is a penalty to the chance of currency items (scrolls, orbs, etc.) dropping in areas with a monster level more than two levels lower than your character level. For each additional level that you have compared to the area's monster level+2, the chance of a currency item drop is reduced by 2.5%.
So if you are level 30 in a level 20 area, you will see 20% less currency item drops on average:
A level 30 character in a level 28 area will see no penalty.
Currency item Drops are not increased or decreased in this way when fighting in areas above your level.
For the purposes of this penalty, your level is never considered to be higher than 68. Therefore a level 75 character receives no penalty in a level 66 area.
There are two modifiers that affect drop rates in the game, increased item rarity, and increased item quantity.
There are three potential sources of these modifiers:
- the player (skills, passives, gear etc.)
- monsters (such as bosses and champions)
- Party bonuses
Modifiers from the player stack additively with each other, and are subject to diminishing returns.
Modifiers from the party bonus and monsters stack additively with each other, and are not subject to diminishing returns.
The total player bonus stacks multiplicatively with the total party & monster bonus.
Increased Item Rarity
Increased Item Rarity % modifiers increase the chances of an item being magic, rare, or unique. For example with a total of +100% increased item rarity, you'd get twice as many magic items, twice as many rares and twice as many uniques from normal enemies.
This modifier has no effect on the number or type of currency items, scrolls, or gems that drop.
When in a party, only the modifier from the player who lands the killing blow on an enemy is counted.
If one of your minions gets a kill, the minion's IIR is added to yours and the total is used.
Magic, rare, and unique monsters have an Increased item rarity modifier for drops.
Increased Item Quantity
This modifier increases the average number of items that drop from monsters and chests. It does not affect the type, quality, or rarity of item dropped, only the chance that something will drop. There is no cap on the usefulness of this modifier, as monsters can drop more than one item at a time.
The base chance for an item to drop from a normal monster is 16%. This varies between monster types, and special monsters have higher drop chances.
When in a party, each player in the party after the first gives a +50% item quantity modifier on drops.
IIQ & IIR modifiers from support gems currently do not work with kills made by damage over time effects, such as the poison from poison arrow. Modifiers from your gear will affect those kills however.
All weapons, armour, flasks, gems, and maps can randomly receive between +1% and +20% quality.
This value can be increased by Whetstones, Armour Shards, Glassblower's Baubles, Gemcutter's Prisms, and Cartographer's Chisels but is capped at 20%.
The effect of quality depends on the item:
- On weapons, increased physical damage
- On armour, increased Armour rating, Evasion, and Energy Shield
- On flasks, increased life and mana recovery
- On utility flasks, increased duration
- On gems, the bonus is specific to each gem. For instance, Frenzy gets increased damage, while Cleave gets increased attack speed.
- On maps, increases the item quantity bonus from monsters in the map area.
Modifiers are split up in to two main groups, prefixes and suffixes. A magic item can have only one prefix and one suffix, never two prefixes or two suffixes.
Rare items can have up to six modifiers, it is unknown if there is a limit on how many of these can be prefixes/suffixes.
A randomly generated rare item (from a drop or Orb of Alchemy) receives between four and six modifiers randomly, with the following odds:
1/12 chance of 6 mods
4/12 chance of 5 mods
7/12 chance of 4 mods
All modifiers have a level associated with them, and will only appear on items whos item level is greater than or equal to the modifier's level.
Lists of available magical modifiers are available in the item data section.
The "Culling Strike" modifier (found on some unique items) causes monsters to die if you strike them down to 10% or less life.
In general, integer modifiers are applied before percentages. Percentage modifiers using the words "% increased" or "% reduced" stack additively with one another, while "% more" and "% less" modifiers stack multiplicatively.
When dealing with weapons, some modifiers that are listed on the weapon itself are applied first, before mods from other pieces of equipment, skills, and so on. This includes anything affecting physical damage, such as increased physical damage, added physical damage, quality etc., and also attack speed, critical strike chance, and accuracy. It does not include elemental damage mods or Critical Strike Multiplier mods.
Similarly, when dealing with armour, evasion, and energy shield on armour, any modifiers affecting those stats that are listed on the piece of armour are applied first. This includes quality and any other mods directly affecting armour, evasion, or energy shield amount. It does not include mods affecting the energy shield recharge delay or regeneration rate, only the amount of energy shield.
Imagine I have 100 life, and two passive skills that increase total life by 15%. The total bonus will be 30%, resulting in 130 life.
Now imagine I am wearing boots that give +40 life, and have a passive skill that grants +20 life. The integer bonuses are applied first, giving me 160 life, then the percentage bonuses are applied to that subtotal, for a final total of 208 life.
Quality behaves differently on armour and flasks than on weapons. On armour and flasks, it stacks multiplicatively with other modifiers on that piece of equipment.
Quality on weapons stacks additively with other % modifiers on the weapon.
[there was an item linked here that has since been wiped. It had +69 armour, 9% increased armour, and 20% quality]
This Horned Casque has a base armour rating of 428. Then the +69 is added to get 497 armour. Then the 9% bonus raises it to 541, and finally +20% quality results in 650 armour.
Another example calculation
If you had a sword whose unmodified damage is 10-20, with the following modifiers:
50% increased physical damage on the weapon;
20% quality on the weapon;
5-10 added physical damage on the weapon;
passive skills granting 30% increased sword damage;
a skill that does 40% increased damage and 30% less damage;
the calculation would would look like this:
Base damage: 10-20
Stage 1, on-weapon modifiers: (10-20 + 5-10) x (1 + 0.5 + 0.2) = 25.5-51
Stage 2, all other modifiers: (25.5-51) x (1 + 0.3 + 0.4) x 0.7 = 30-61
There are three types of sockets:
1. Strength (red)
2. Dexterity (green)
3. Intelligence (blue)
Sockets appear randomly on most equipable items. Higher level items can appear with more sockets than lower level items of the same type.
The maximum amount of sockets that can appear on an item also varies by the type of item:
- Two handed weapons and body armour can have up to 6 sockets
- Wands, shields, and one handed weapons can have a maximum of 3 sockets
- Everything else can have a maximum of 4 sockets
One exception to this is the starting weapon that appears on the beach at the start of the game. Its item level is 1 but it always has one socket of each colour.
- Items are more likely to receive sockets that match their attribute requirements. So an item requiring only dexterity is more likely to have green sockets than red or blue sockets.
- You can only put a blue (intelligence) gem in a blue socket, red gem in a red socket, etc.
- Sockets can be linked. The links are shown as gold bars between the sockets. Support gems affect any skill gems in sockets that they are linked to.
This sword has 1 strength socket, 1 intelligence socket, and 2 dexterity sockets. Every socket is linked to every other socket. In this sword you could put:
- 4 skill gems. You would get access to 4 active skills.
- 3 skill gems and one support gem. You would get access to 3 active skills, and all three would be improved by the support gem.
- 2 skill gems, 2 support gems. You get 2 active skills, both are improved by both support gems
- 1 skill gem, 3 support gems. You get 1 active skill that is boosted by all 3 support gems.
So lets say you put in:
Cleave skill gem,
Raise Zombie skill gem, and
Added Cold Damage support gem.
You would get a cleave skill that does extra cold damage, and raise zombie skill with zombies that do extra cold damage.
You would not get zombies that have cleave, or raise a zombie every time you use cleave.
If two of the same support gem are linked to the same skill within the same socket group, they do not stack. Only the highest-level gem gives a bonus.
Additionally, two skill gems of the same type can be used in separate socket groups, resulting in more than one usable version of that skill. Skill Gems are only affected by support gems in the same socket group.
For example, imagine a piece of armour with 5 sockets. The first two sockets are linked in one group, and the remaining three sockets are linked in a separate group. If you put Cleave and Faster Attacks in the first group, and Cleave, Added Fire Damage, and Added Cold Damage in the second group, you would have two different versions of cleave available - one cleave skill that attacks faster, and another cleave that does bonus fire and cold damage.
Small letters appear over the skill icons for each support gem you have attached to that skill. This allows you to differentiate between the different versions if you have more than one of the same skill gem equipped.
Each item has a level associated with it that is equal to the monster level of the area it dropped in. The monster level is shown on the map overlay (TAB key). Magic monsters (blue name) have +1 to their level, and will yield items with an itemlevel one level higher than other monsters in the same area.
Rare (yellow name) and unique (brown name) monsters have +2 to their level, and will yield items with an itemlevel two levels higher than other monsters in the same area.
You can check an item's level by picking it up on the cursor and typing /itemlevel in the chat box. This item level determines which modifiers it can receive, and how many sockets it can receive.