Written by RagnarokExcelsior
For the purposes of this I’ve assumed that all armor are equivalent (ie: iLvl 7 Belt + Shock Defense Property = iLvl 7 Chest + Shock Defense Property). Also I’ve not bothered to separate Weapon and Armor properties because as far as I can tell, with the exception of Fawkes’ Gear and the Halloween Helm, it is pretty obvious which is which (except with Shields, which act as both, and that only makes it easier). Also I assumed that Uniques followed the same rules as Legendary items, just that their selection of properties was fixed.
This information was collected using a mixture of my own in-game items and from screenshots of the details screens of items posted on the various Class Trading Forums here, thus extremely low level or high level stuff is highly unrepresented.
I have a semi-complete (ie: has most of the information here) research set of data which incorporates item-types and iLvls if someone was looking to do heavier research on iLvl cut-offs and starting points for these various properties. I plan to do some of that myself using the information, but after awhile I started cutting info straight to this format and leaving that stuff off.
I’ve used Minor/Moderate/Major in situations where the actual numbers are highly determined by iLvl since it got to be odd looking if I had only limited data and the Normal value range was ending up higher than the Rare value range.
Mods are presently not included, since
- Generally trade screenshots don’t use the details page for mods, making it extraordinarily difficult to get accurate mod data.
- Mods sometimes seem to use similar properties to standard items at reduced rates, but even that seems inconsistent enough to make it difficult.
but I am going to reserve a section for talking about them in the future.
White names are properties for Enhanced Items (or better).
Blue names are properties on Rare or better items.
Orange names are properties on Legendary or better items.
- Accuracy
- Refined – +2-5 Accuracy
- Eagle’s – +6-8 Accuracy
- Falcon’s – +12-15 Accuracy
- Zephyr’s – +19-20 Accuracy
- Strength
- Burly – +4-5 Strength
- Hound’s – +8-10 Strength
- Tiger’s – +13 Strength
- Lionheart – +20 Strength
- Stamina
- Mammoth’s – +4 Stamina
- Titan’s – +8-10 Stamina
- Juggernaut’s – +13-15 Stamina
- Leviathan’s – +20 Stamina
- Willpower
- Clever – +2-4 Willpower
- Friar’s – +7-9 Willpower
- Bishop’s - +12-13 Willpower
- Archbishop’s - +17 Willpower
- All Attributes
- Bold – All Attributes +3-5
- Courageous – All Attributes +6-10
- Fearless – All Attributes +11-15** The above properties can appear as Normal, Rare, and Legendary modifiers. The only apparent difference amongst them appears to be the required iLvl for the modifier to appear.
- Hit Points
- Healthy – +7-20 Hit Points
- Bountiful – +23-38 Hit Points
- Robust – +54-60 Hit Points
- Vigorous – +73 Hit Points
- Power Points
- Energizing – +7-9 Power Points
- Invigorating – +17-19 Power Points
- Supercharged – +29 Power Points** Similar to the +Stat properties, these can appear as a mixture of Normal, Rare, and Legendary. Higher rarity increases the amount of points relative to the iLvl. Ie: Normal iLvl 20 Healthy value < Rare iLvl 20 Healthy value.
- Luck
- Lucky- +32 Luck
- Fortunate - +45-50 Luck
- Prosperous - +60-65 Luck
- Hit Point Bonus %
- Sustaining - +5% Hit Points
- Restorative - +8-11% Hit Points
- Bracing - +13-14% Hit Points
- Health Regen
- Healing - Health Regen 14-21/Min
- Mendicant - Health Regen 31/Min
- Panacea - Health Regen 34-73/Min
- Power Regen
- Recharging - Power Regen 12-16/Min
- Reviving - Power Regen 23-25/Min
- Ameliorating - Power Regen 31-54/Min
** These numbers may be slightly off as Patch 0.1 claimed to have retuned the mechanics of Heath and Power Regen and some of this data was gathered during Patch 0.
- Proc abilities
- Shrapnel -
Crippling, Enervating , Debilitating - Rebounder Bolts -
Bouncing, Reflecting , Ricochet - Exploding Spikes -
Blasting, Exploding , Eruptive - Fire Nova -
Explosive, Charring , Searing - Electric Discharge -
Thundering, Striking , Bolting - Charged Bolts -
Charged, Storm , Tempest - Spectral Nova
Tempering, Diminishing , Weakening - Toxic Nova -
Viperous, Virulent , Venomous ** These Proc properties can come in 4 flavors – “on Attack” (while swinging/shooting), “on Hit”, “on Kill”, and “when Hit”.
I’ve been told that Nova effects originate on the target whereas non-Nova abilities originate on the player triggering them (though “when Hit” is always player centered, due to the nature of the effect, I believe), though I’ve only had limited testing experience with them.*** I think you can find all 4 flavors of Procs for all the different elements/abilities, though I don’t have full data to completely back that claim (for example, I’ve never found a Shrapnel trigger that wasn’t “on Kill” based), so extra input is always favorable.
- Shrapnel -
- Defensive Procs
- Barbed - Minor Physical Thorns
- Asperous - Moderate Physical Thorns
- Thorned - Major Physical Thorns
- Fevered - Minor Fire Thorns
- Febrile - Moderate Fire Thorns
- Pyretic - Major Fire Thorns
- Powered - Minor Electrical Thorns
- Electrostatic - Moderate Electrical Thorns
- Energized - Major Electrical Thorns
- Ethereal - Minor Spectral Thorns
- Empyrean - Moderate Spectral Thorns
- Celestial - Major Spectral Thorns
- Rotted - Minor Toxic Thorns
- Decomposing - Moderate Toxic Thorns
- Corroded - Major Toxic Thorns
- Defenses
- Primal - Minor All Defenses
- Chromatic - Moderate All Defenses
- Kaleidoscopic - Major All Defenses
- Stabilizing - Minor Stun Defense
- Braced - Moderate Stun Defense
- Steadied - Major Stun Defense
- Extinguishing - Minor Ignite Defense
- Dousing - Moderate Ignite Defense
- Stifling - Major Ignite Defense
- Resistant - Minor Shock Defense
- Shielded - Moderate Shock Defense
- Grounded - Major Shock Defense
- Synchronized - Minor Phase Defense
- Harmonic - Moderate Phase Defense
- Concordant - Major Phase Defense
- Vaccinating - Minor Poison Defense
- Immunizing - Moderate Poison Defense
- Inoculating - Major Poison Defense
** Numbers are highly affect by iLvl. Normal appears to be on par with 10x iLvl while Rare and Legendary seem to employ values close to 20x iLvl.
- Armor Value and Shields
- Statuesque - +3-5% Total Armor Value
- Monolithic - +7-8% Total Armor Value
- Colossal - +10% Total Armor Value** Seems to be a Legendary only property.
- Guarded - +9-17 Armor
- Protected - +16-19 Armor
- Solid - +13 Armor
- Resolute - +42 Armor
- Secure - +37-45 Armor
- Impregnable - +50-100 Armor
- Buffering - +6-16 Shields
- Barricading - +17-30 Shields
- Assimilating - +27-44 Shields
- Redirecting - +20-45 Shields
- Ablative - +50-100 Shields
- Elemental Damage and Attack Strength
- Hammering - ?% Physical Damage
- Bashing - +15-17% Physical Damage
- Pummeling - +20-21% Physical Damage
- Forceful - +Minor Stun Attack Strength
- Compelling - +Moderate Stun Attack Strength
- Roundhouse - +Major Stun Attack Strength
- Kindled - +11% Fire Damage
- Inflamed - +15% Fire Damage
- Volcanic - +21% Fire Damage
- Burning - +Minor Ignite Attack Strength
- Igniting - +Moderate Ignite Attack Strength
- Combustible - +Major Ignite Attack Strength
- Juiced - +??% Electrical Damage
- Galvanized - +15% Electrical Damage
- Volted - +21% Electrical Damage
- Stunning - +Minor Shock Attack Strength
- Dazing - +Moderate Shock Attack Strength
- Staggering - +Major Shock Attack Strength
- Eerie - +11-12% Spectral Damage
- Lucent - +17% Spectral Damage
- Radiant - +20% Spectral Damage
- Spirited - +Minor Phase Attack Strength
- Hallowed - +Moderate Phase Attack Strength
- Consecrated - +Major Phase Attack Strength
- Sickening - +11% Toxic Damage
- Loathsome - +17% Toxic Damage
- Tainted - +21% Toxic Damage
- Contaminated - +Minor Poison Attack Strength
- Polluted - +Moderate Poison Attack Strength
- Radiated - +Major Poison Attack Strength** Attack strengths are also iLvl weighted.
- Nonspecific Damage and Criticals
- ????? - +??% Damage
- Blackened - +20% Damage
- Blessed - +18-20% Damage
- Sacred - +22-24% Damage
- Divine - +26% Damage
- Vindicator’s - +1% Critical Chance Bonus
- Punisher’s - +3-4% Critical Chance Bonus
- Avenger’s - +5-6% Critical Chance Bonus
- Crusher - +57% Critical Damage Bonus
- Compensated - +64-65% Critical Damage Bonus
- Vanquisher - +86-87% Critical Damage Bonus
- Regulated - +92-101% Critical Damage Bonus
- Annihilator - +105-113% Critical Damage Bonus
- Harmonized - +121-135% Critical Damage Bonus
- Shield Interaction
- Disrupting - +51-57% Shield Overload
- Subverting - +83% Shield Overload
- Demolishing - +91-99% Shield Overload
- Perforating - 39% Shield Penetration
- Piercing - 49-53% Shield Penetration
- Penetrating - +65-66% Shield Penetration
- Anti Creature type Modifiers
[Type] = Beast, Necro, Demon, Spectral- [Type] Seeker’s - +24-28% Damage vs [Type]
- [Type] Tracker’s - +36-41% Damage vs [Type]
- [Type] Hunter’s - +48-54% Damage vs [Type]
- [Type]blight - +61-70% Critical Chance Multiplier vs [Type]
- [Type]scourge - +97-104% Critical Chance Multiplier vs [Type]
- [Type]bane - +121-131% Critical Chance Multiplier vs [Type]
- [Type] Lasher’s - +128% Critical Damage Bonus vs [Type]
- [Type] Mauler’s - +205-208% Critical Damage Bonus vs [Type]
- [Type] Slayer’s - +242-263% Critical Damage Bonus vs [Type]
- Misc Weapon Efficiency/Effectiveness Properties
- Aligned - +7% Range
- Ranged - +9% Range
- Telescopic - +12-13% Range
- Extracircumferential - +??% Splash Damage Radius
- Supercircumferential - +??% Splash Damge Radius
- Megacircumferential - +??% Splash Damage Radius
- Steady - Energy Consumption -4-7
- Consistent - Energy Consumption -9-10
- Faultless - Energy Consumption -13
- Minion Buffs
- Agreeable - +15% Minion Health
- Commodious - +20-27% Minion Healt

[...] new guides section also features by a TheoryCraft guide RagnarokExcelsior on Weapon Properties. Be sure to check it [...]