Bonus Stats
Beyond the primary stats dictated by an item's template, rare-and-above items can roll bonus stats - secondary stat lines pulled from the pool of stats not already covered by the item's base stats. Bonus stats are what make two items of the same type feel distinct.

What Counts as a Bonus Stat
Every item has a template that specifies its base stats - the primary stats the item is supposed to provide. A weapon's template emphasizes Attack Power or Magic Power. An armor's template emphasizes HP and defensive stats. A ring's template might emphasize Luck.
Bonus stats fill the gaps. They're picked from the pool of combat stats not already in the template's emphasis. A weapon with Attack Power as its base stat can roll a bonus Speed stat; an armor piece that focuses on HP can roll a bonus Luck stat.
How Many Bonuses by Rarity
Rarity controls how many bonus stat slots an item can have:
| Rarity | Max Bonus Stats |
|---|---|
| Common | Up to 1 (often zero) |
| Rare | Up to 1 |
| Epic | Up to 2 |
| Legendary | Up to 3 |
The number of bonuses is rolled at generation - an epic item might have zero, one, or two bonus stats, not always the maximum. Higher rarities just have a larger ceiling.
A legendary item with three bonus stats on top of its base stats is a very broad item - it's providing meaningful contributions across multiple stats at once. That's part of why legendary gear feels transformative when you get it.
Rolling for Bonuses
When an item generates with bonus slots available, the game:
- Rolls how many bonus stats the item will have (from 0 up to the rarity's max).
- Picks that many stats at random from the pool of stats not already in the template's base stats.
- Computes the values for those bonus stats from a shared stat budget.
The bonuses come from a separate pool than the base stats - you won't get a bonus Attack Power on a weapon that already has Attack Power as its base. Instead, you might get bonus Speed or Luck.
Base Stats vs Bonus Stats in the UI
The item detail sheet shows base stats and bonus stats combined - the "total stats" view is what matters for equipping and combat. Internally they're tracked separately, but from a gameplay standpoint, they add linearly to your combat sheet when equipped.
If you're comparing two items, the total stat pile is what you're actually comparing against, not the base-vs-bonus breakdown.
Bonus Stats Add Flavor
Because bonus stats are random, two rolls of the same template can feel distinctly different:
- A rare Knight sword that rolls bonus Vitality turns into a tanky-hybrid weapon.
- A rare Knight sword that rolls bonus Luck turns into a crit-focused alternative.
- A rare Knight sword that rolls nothing extra is still good - it's just a straight-ahead attack-focused weapon.
For players optimizing a build, the bonus stat is often the decisive factor between "keep this and equip it" or "sell this and wait for a better roll."
Bonus Stats and Build Flexibility
Because bonus stats draw from the pool of stats not on the template, they're how items pull builds in unexpected directions:
- A Wizard's staff with bonus HP makes a fragile build less fragile.
- A Knight's armor with bonus Luck gives you crit chance you wouldn't expect from armor.
- A Rogue's weapon with bonus Magic Defense rounds out a usually-magic-vulnerable class.
The randomness is one of the reasons rare-and-above items feel worth hunting for.
