Wiki / Item Stats Glossary
What every stat on your gear actually does.
Tooltips on gear show short stat lines like “+14% item find” or “14% Bonus Enhance.” This page explains the mechanic and, where there is one, the exact formula behind each stat — including the three brand new ones introduced with Grimsby's profession weapons.
Core stats
ATK / DEF / HP
Base combat stats. ATK and DEF come from your Combat level plus your weapon and armor; HP comes from your Combat level plus any HP-granting gear. See the Combat Stats page for the exact per-level formulas.
XP/task
A flat amount of bonus experience added to every completed action (a combat win, a gather, or a craft) in the matching skill. Additive — a +12 XP/task item on top of a +30 XP/task ring gives +42 total.
Item Find %
Multiplies the chance of any random item-find roll — gem prospecting, world-boss/Zone-Control unique drops, and similar chance-based finds. A base 1% drop chance with +14% Item Find becomes 1% × 1.14 = 1.14%. It does not affect guaranteed (100%-chance) rewards.
2x Gather Chance % (double-gather)
A chance, on Mining/Gathering/Spellcrafting actions, to receive one extra copy of the resource. Every full 100% guarantees one extra automatically; the leftover remainder becomes a fractional chance for one more. Example: 135% double-gather = 1 guaranteed extra + a 35% chance of a 2nd extra.
Gold Find %
Multiplies gold earned from combat kills and from crafting/gathering actions that pay gold. +20% Gold Find turns a 100-gold reward into 120.
Fire / Frost / Lightning Resist
Flat resistance values checked against the matching secondary-enemy type in Zones 18–20 — you need at least the enemy's required resist amount in that element to fight it at all.
Warfare (PvP ATK)
A flat ATK bonus that only applies during PvP activities (currently Zone Control). It does zero against normal PvE enemies. Found on the Conqueror's set — see the Conqueror's Set page.
Gear Score & Item Level
Gear Score adds up every stat on an item into one number, counted in “1 ATK” units, so you can compare two pieces for the same slot at a glance. It is shown on item tooltips, in the loadout editor and on every item's wiki page. Upgraded pieces (+1 to +4) include their share of the tier set bonus.
| Stat | Gear Score per point |
|---|---|
| ATK, DEF, XP/task, Fire/Frost/Lightning Resist, Warfare | 1 |
| HP | 0.5 |
| Item Find %, Gold Find %, Bonus Enhance/Brew/Enchant/Build % | 1.5 |
| 2x Gather % | 0.75 |
| Crit Chance % | 8 |
| +1 skill level | 5 |
Item Level sets the level needed to wear gear above level 69. Each tier past Tier 20 adds 2 levels (Tier 21 = 71, Tier 22 = 73 … Tier 25 = 79 … Tier 34 = 97). Before, every tier added 4 (Tier 25 used to need 89).
- Crafted gear (smithed and tailored gear, crafted rings/amulets/relics, gem jewellery, cloaks) uses its tier's level. Upgrading to +1…+4 never changes it.
- Unique drops are compared with the crafted +4 piece of the same slot and tier. Just as strong: same level. Twice as strong: up to 4 levels higher. Much weaker: up to 3 levels lower.
- Never below 70, and never higher than the item used to need. Gear at level 69 or below, including all raid gear, is unchanged.
Full Gear Score & Item Level page (every tier's level and every unique above 69, with its score against crafted +4).
New: crafting-proc stats
Introduced alongside Grimsby's profession weapons — see the Village page. Each is a passive chance that triggers automatically while you craft with the item equipped; none require any extra action from you.
Bonus Enhance (Smithing + Tailoring)
A chance that a Smithing or Tailoring craft pops out already enhanced (+1, rarely +2, very rarely +3, extremely rarely +4) instead of the base item — the exact same lucky-craft mechanic Smithing has always had, just boosted (and, for +3 and +4, made possible at all).
Base rates (0% Bonus Enhance): +1 = 5%, +2 = 1%, +3 and +4 = 0% (impossible)
With B% Bonus Enhance equipped:
+1 = 5% × (1 + B/100)
+2 = 1% × (1 + B/100)
+3 = B/100 percent flat
+4 = B/1000 percent flat
Example at B=14% (Journeyman's Hammer / Weaver's Needle): +1 = 5.7%, +2 = 1.14%, +3 = 0.14%, +4 = 0.014% (about 1 in 7,000 crafts).
Since v.20.67 it also works like Bonus Brew: a flat B% chance per craft of one extra plain copy of the item, free (no extra materials). At 14% that's roughly 1 extra piece every 7 crafts — handy for work orders and selling.
Extra-copy chance = B%
Bonus Brew (Alchemy)
A flat X% chance, on any Alchemy craft, of getting one extra potion in the output — no tiers, just a straight chance roll per craft.
Extra-potion chance = X%
Example: Alchemist's Volatile Flask's 14% Bonus Brew means roughly 1 in 7 potion-brewing actions yields a bonus potion.
Since v.20.72 it also raises the 1% chance of brewing a Super potion by the same share: 40% Bonus Brew makes it 1.4%.
Super chance = 1% × (1 + X/100)
Bonus Enchant (Spellcrafting)
The Spellcrafting equivalent of Bonus Brew: a flat X% chance, on any enchant-scroll craft, of getting one extra scroll in the output.
Extra-scroll chance = X%
Example: Spellcrafter's Runestaff's 14% Bonus Enchant means roughly 1 in 7 enchant-scroll crafts yields a bonus scroll.
Crit Chance
Adds a flat X% to your chance of landing a critical hit in PvE combat: zone fights, the Daily Dungeon, and guild raids. It does not apply in Zone Control (PvP).
Your crit chance = that mode's normal crit chance + X%
Normal crit chances: zone fights 12% (plus weapon/ATK adjustments, see the Combat Formula page), Daily Dungeon 10% (crits hit ×1.35), raids 10% + 0.05% per ATK (crits hit ×2). Deliberately rare: only three raid drops have it (Tyrant's Ember +2%, Skarth's Frostheart +3%, Thessaly's Tempest Lance +4%), so the most you can stack is +7%.