Game Mechanics
The numbers behind the game: XP table, drop rules, crafting odds and more.
27 game mechanics. Click a column to sort; type or pick to filter.
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| Summoning | Up to 5 summons follow a hero; each hits a little softer the more you lead. Their level follows your combat… |
| Experience Table | Total XP needed for each level, 1 to 99 (13,034,431 XP at 99). |
| Combat Level | How combat level is worked out from your combat skills. |
| Item Rarity | How loot rarity is rolled and how magic find affects it. |
| Empowering | Emberstones raise every stat on an item by 10% per level, up to +5. |
| Corruption | An Ashen Shard gambles on a magic, rare or unique item. The item is locked for good afterwards. |
| Sockets and Runes | Which items take sockets, how many, how they roll on drops, and what adding or emptying them costs. |
| Crafting Orbs | What the crafting orbs do. |
| Nightmare Lairs | From combat level 40, lairs can be run in Nightmare: 24 levels higher, bosses with at least ×3 life that hit… |
| New Hero Loot | A new hero’s head start on gear: more drops, more of them magic, fading as their best combat skill climbs. |
| Drop Tables | How monster, family, region and boss drop tables combine, and how pack leaders, champions and bosses change… |
| Pet Drop Chances | How often pets drop, per roll. |
| Mounts | Mounting takes 1s standing still, and needs 3s clear of combat. Riding adds 40–60% move speed by rarity. |
| Bank and Carry Limits | You carry at most 999 of each material. The bank has 200 slots shared by gear and materials: a slot holds… |
| Gathering Success | Your chance to gather on each attempt rises with your level above the requirement. |
| Gathering Tools | Pickaxes, hatchets and fishing rods: how tool speed, extra yield, refining, rare finds and gold work, and… |
| Prayer Training | Bury bones for Prayer XP, or offer them at an altar for ×3. |
| Champions | Rare packs are led by a named champion with a modifier, 3× the life, and better loot. From monster level 25… |
| Monster Modifiers | Projectiles, Thorns and four monster auras ride on champions, some pack leaders, bosses and Ember Rift keys,… |
| Auras, Thorns and Barrage | Aura gear radiates a buff to you and your party within 8 tiles; thorns return damage to monsters that hit… |
| Ashgates | An Ashgate Scroll opens a town portal after 1.5 s of reading; the pair lasts 10 minutes. |
| World Bosses | A world boss wakes somewhere in the wild regions every 45–90 minutes and stays 20 minutes. Everyone who… |
| Ember Rifts | A key opens a timed rift: fill its bar, beat its guardian within 6:00, and your key climbs a tier. Tiers… |
| Homeward Gates | Slaying an instance boss opens a Homeward Gate by its body; step in (after 1.6 s) to return to that region's… |
| Hero Stats | Every stat on the character sheet: what it does, how it is worked out and where it comes from. |
| Parties | Up to 5 heroes adventure together: shared kill XP, the same dungeon copy, and loot you can pass to each other. |
| Monster Scaling | How monster life and damage grow with level and party size. |
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