Reading generated equipment
Two items with the same base type can have different attributes. Procedural equipment combines a rolled base, material, area level, rarity and affixes. Base templates are not the final numbers on an item.
Set pieces
Rare and Epic equipment can become a set piece when the drop allows it. The set roll is 12%, requires area level 2 or above, and does not run when a fixed base type or the no-set option is used. A drop capped at Rare or below cannot produce set pieces.
Set thresholds
Set bonuses add together. Wearing enough pieces for a later threshold also keeps the bonuses from every earlier threshold you reached.
Named Legendary copies
A named Legendary has its own fixed starting attributes, then receives a rarity multiplier and area scaling. Damage, health, armour and related combat attributes grow with area level. Critical chance, vision, gold find, item find and stealth utility keep the rarity multiplier without the area growth.
Whey-drawn weapons
Manna on kill stays at its authored amount on whey-drawn Legendary weapons. Their Manna-dependent damage penalty is a separate cost, listed on the weapon.
Dragon and Descent equipment
Dragon equipment and Descent Relics scale differently from named Legendaries. Their attributes use linear area scaling. A Descent Relic can also replace some attributes with its dragon aspect's version.
Artifacts
Artifacts have fixed attributes with no area scaling. They arrive identified, with no random affixes or curse.
Defence points
Raw evasion, status resistance, block chance and damage reduction are points. The game converts them into an effective chance or reduction against the attacker's danger tier. A deeper attacker makes the same points less effective.
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