Each piece has its own pool of possible effects and values.
Wiki
Features
Attribute System
Find equipment with extra bonuses, build a set around your playstyle and protect your best pieces.
Check the exact bonus, activation chance and regeneration interval.
AOL and individual protection scrolls follow different rules.
How to get attributed equipment
Eligible equipment can receive random extra attributes when it drops from a monster. The roll depends on the monster’s experience and the item’s configured loot chance. There is no single drop percentage shared by every item.
Not every piece can receive five attributes: its own limit and effect pool determine what can roll. Rings, amulets and stackable items do not receive new attributes. Two copies of the same equipment can have different bonuses.
Bonuses belong to the individual item and stay with it when you trade or sell it through a player shop. Inspect its Look before buying. Equipment carried in a bag does not grant equipped bonuses.
Border colors
The border shows the number of attributes, not their strength. A gold border does not guarantee that every roll is better than a green one.
1 attributeWhite
2 attributesGreen
3 attributesBlue
4 attributesPurple
5 attributesGoldBorders appear on item icons in the interface. Normal equipment has no attribute border. These are illustrative previews.
Understanding the numbers
- Flat bonuses: Armor +2 or Distance Fighting +3 adds to the corresponding stat.
- Percentages: protection and damage effects change the matching damage by a percentage; they are not flat armor points.
- Effect versus chance: a leech value is the share of damage recovered. Its activation chance, when shown, is a separate roll.
- Regeneration: read both amount and interval. A shorter interval restores the same amount more often.
For example, 10% Life Leech with a 20% activation chance restores 10 health from a successful 100-damage hit only when it triggers. It does not guarantee healing on every hit. This example is illustrative, not a promised roll for a specific item.
Attribute effects
These families cover the effects in the current equipment drop pools. Each piece has its own selection; not every effect can appear on every item.
| Family & attributes | What they do |
|---|---|
| Base statsArmor, Attack, Defense, Speed, Weight | Improve armor, weapon attack, defense or movement speed. Negative Weight makes the item lighter. |
| SkillsSword Fighting, Axe Fighting, Club Fighting, Distance Fighting, Shielding, Magic Level | Increase the corresponding skill while equipped. Magic Level applies only to mages, including promotions. |
| Attack speed & accuracyAttack Interval, Hit Chance | Negative Attack Interval reduces the time between attacks. Hit Chance improves the accuracy of the equipped distance weapon. |
| Health & manaMax Health, Max Mana | Increase maximum health or mana, adjusted for vocation as shown below. |
| RegenerationHealth Regen, Mana Regen | Restore the listed amount at the interval shown in Look. Each equipped piece has its own timer. |
| HealingHealing, Mana Healing | Healing improves health restored by combat healing. Mana Healing improves mana fluid recovery, not leech or mana transfers. |
| ProtectionProtection Physical, Protection Fire, Protection Energy, Protection Poison, Protection Elements, Protection Mana Drain | Reduce the matching damage type. Elements covers fire, energy and poison; Mana Drain reduces mana drained by attacks. |
| LeechLife Leech, Mana Leech | Recover a percentage of actual damage dealt as health or mana when the effect activates. Weapon and spell damage can trigger leech. |
| CriticalsCritical Hit, Critical Spell | Deal extra damage when the activation roll succeeds. Critical Hit applies to physical weapon attacks; Critical Spell applies to spell damage. |
| Defense bypassCrushing Blow, Perfuration | Crushing Blow has a chance to bypass defense and shielding. Perfuration has a chance to bypass armor. |
| Extra attackDouble Bash | Has a chance to add a second weapon hit at 50% damage. |
| Damage over timeBurning, Poison, Electrify | Weapon hits can apply fire, poison or energy damage over time, subject to immunity. The current effects tick five times, every two seconds. |
| Avoidance & mitigationDodge, Arrow Guard, Mitigation | Dodge has a chance to avoid damage from an attacker. Arrow Guard reduces ranged physical damage. Mitigation reduces incoming damage when its activation roll succeeds. |
| AbsorptionAbsorb Health, Absorb Mana | Absorb Health restores health from physical damage taken. Absorb Mana restores mana from fire, energy or poison damage taken. Absorption occurs after damage and does not prevent a lethal hit. |
| ReflectionReflect Physical, Reflect Fire, Reflect Energy, Reflect Elements | Return a share of actual damage to its attacker. Elements covers fire, energy and poison. The returned damage still respects the attacker’s defenses. |
| Temporary boostBerserk | Can boost melee skills and movement speed for eight seconds. Repeated activations refresh the effect rather than stacking it. |
| UtilityMomentum, Vibrancy | Momentum has a chance to shorten attack or healing exhaustion by one second. Vibrancy helps resist paralysis from monsters. |
Health and mana by vocation
The bonuses from your equipped set are added first, then adjusted for vocation. Fractional results are rounded down. Promotions use their base vocation’s adjustment.
| Vocation | Max Health bonus | Max Mana bonus |
|---|---|---|
| Knight / Elite Knight | Full amount | One sixth |
| Paladin / Royal Paladin | Two thirds | Half |
| Sorcerer / Druid and promotions | One third | Full amount |
Example: a total +90 Max Health grants +90 to a Knight, +60 to a Paladin or +30 to a mage. Magic Level bonuses apply only to mages. Some combined effects have caps, so additional pieces may not keep increasing them indefinitely.
Death and attribute loss
In a normal death without an AOL equipped in the neck slot, all extra attributes on your equipped items are removed. Base items remain subject to the usual drop rules.
- An AOL equipped in the neck protects attributes in a normal death and is consumed as usual. An AOL carried in a bag does not protect you.
- Ordinary blessings do not prevent attribute loss.
- Items in bags, depot or player shops are not stripped by this equipped-item rule. Bags and their contents can still be lost under normal death rules.
- Red skull ignores AOL and individual scroll protection.
- Designated arena deaths and deaths without loot loss preserve the no-loss exception.
Protection scrolls
Use a scroll on an eligible attributed equipment piece you own. It must match the exact number of attributes; a larger scroll cannot replace a smaller one. A valid application consumes the scroll and protects that single item and its attributes.
| Scroll | Attributes | Price |
|---|---|---|
| Green protection scroll | 1 | 2,000 gp |
| Blue protection scroll | 2 | 5,000 gp |
| Purple protection scroll | 3 | 10,000 gp |
| Orange protection scroll | 4 | 15,000 gp |
| Red protection scroll | 5 | 25,000 gp |
Scroll colors differ from border colors: one attribute has a white border and uses a green scroll.
Available from blank rune merchants: Alexander, Asima, Fenech, Frans, Rachel, Shiriel, Sigurd, Tandros, Topsy and Xodet.
- Duration: 15 hours of monster-XP hunting while equipped, or until the first death, whichever comes first. Offline, idle and bag time do not consume it; quest and PvP XP do not consume it.
- First normal death: the piece and its attributes are kept, then the mark is removed. This also consumes protection when an AOL is equipped.
- Inside a bag: an already protected piece stays protected at death, but its bag and other contents do not gain protection.
- Red skull: protection is ignored and the mark is removed. No-loss arena exceptions do not consume it.
- No stacking: protection cannot be recharged while active. Invalid targets or an incorrect scroll are rejected without consumption.
Use Look to check the remaining protection time. When it expires or is consumed, the usual death rules apply again.
Items
Browse the collection by category or find a specific item.
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All items
Monsters
Creatures and bosses from Vaelor. Browse base stats, attacks, resistances and corpse loot.
Base stats and configured loot rolls from the server's current data. Elite bonuses, random item attributes and quest rewards are separate.
Paw & Fur tasks
Hunt for Grizzly Adams, earn rank points and unlock special boss encounters.
Ranks
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| Task | Level | Kills | Rank required | Points First completion | XP reward | Extra reward |
|---|
Outfits & addons
Discover each outfit, its materials, NPCs and the steps to unlock its base and accessories.
Outfit names do not restrict your vocation. Select Male or Female for the matching quest routes. Store outfits are purchased separately; this collection covers the 15 classic outfit families and their quests.
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Quests
Explore classic quests, tools and access missions, with requirements, rewards and a guide for each adventure.
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Spells
Incantations, magic level requirements and mana costs for Vaelor's spells and runes.
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| Incantation | ML cast / create | ML use | Name | Mana | Vocations | Charges / amount |
|---|
Vocations refer to casting or creating the spell; a base vocation badge includes its promotion. ML use applies to using a rune. Most runes can be used by any vocation; Paralyze is restricted to Druids and Elder Druids. Charges are per created rune; amount is the number of conjured items. Premium spells are marked P. Spells must be learned where required; house commands need the appropriate house rights.
Merchants
Find NPCs by name, city or item.
Calculators
Choose a tool from the sidebar.
Build your equipment set
Choose a slot, then pick an item. Compare the base stats of your set using Vaelor's combat rules.
Helmet
Selected set
| Slot | Item | ARM | DEF | ATK | Weight |
|---|
How it works
- Armor is added from helmet, amulet, armor, legs, boots and ring. Reduction is a flat amount of physical damage, not a percentage.
- Fight mode changes attack and defense with the same integer rounding used by the server.
- The server uses the shield's defense and Shielding skill when the shield's defense is at least the weapon's; otherwise it uses the weapon's defense and Attack skill.
- After two seconds without an attack target, passive defense uses the defensive multiplier. Both blocking values are shown below.
- Damage is raw physical damage before the target's armor, blocking, resistances and PvP rules. Random attributes, enchantments, temporary skill bonuses and spells are excluded.
- Weight counts one of each selected item, including one projectile and an empty backpack. Blocking applies to eligible attacks and is subject to the game's block limits.
Skill training
Estimated continuous training from 0% progress in the current skill, using this server's base attack speed and skill rate. Pauses, misses and attacks that grant no skill progress increase the actual time. Temporary bonuses are excluded.
Magic level
Spell & rune power
Distance hit chance
HP & mana regeneration
See how much health and mana each vocation recovers over your chosen period while continuously fed.
From 1 to 300 minutes.
| Vocation | Per minute | HP recovered | Mana recovered |
|---|
How it works
- Food regeneration only works while your character is fed. Without food, it stops.
- Promotion improves regeneration: knights recover more health, while paladins and mages recover more mana.
- Characters without a vocation (None) recover health only.
- These are base regeneration totals, excluding spells, potions and item bonuses. Recovery stops at maximum health or mana.