Gear and upgrade guide
Every armor set by class and level, the jewelry, the boss uniques, item grades, where gear drops, and how the blacksmith takes your weapon from +0 to +10. Read this before you risk your best item on the anvil.
1. How gear works
You wear a weapon, an off-hand shield (warriors and priests), a helm, a chest piece, gloves, boots, two rings, two earrings, a necklace, a belt and a cloak. Every piece has a required level, and from level 5 every class has armor of its own. The tooltip shows the class, the level, the gear band and every stat line.
- Weapons and armor that monsters drop come at +1. Shop stock comes at +0.
- The traders in Emberfold, Valcrest and Gorzhak sell the starter set and the level 5 iron gear of every class. Anything better drops from monsters, comes from the Riftstone Reel or is bought from other players' stalls.
- Wings, glows and store cloaks from the Power Up Store are looks with small bonuses. They have no + ladder.
2. Gear bands
Every piece belongs to a band, named in its tooltip.
| Band | Required level | Armor sets |
|---|---|---|
| Low tier | Below 15 | Starter (level 1), iron (level 5) |
| Mid tier | 15 to 39 | Steel (level 15), mithril (level 30) |
| High tier | 40 and up | Dragon (level 45), the level 55 set |
| Boss unique | The boss's own band | Rare pieces from bosses, above all of the above |
3. Armor by class
At level 1 everyone wears the same padded set: Leather Cap, Padded Vest, Leather Gloves and Leather Boots. From level 5 each class has its own look and its own stats: warriors wear plate, rogues leather and scale, mages robes and pointed hats, priests vestments and circlets. Each set is a helm, a chest piece, gloves and boots.
| Set (level) | Warrior | Rogue | Mage | Priest |
|---|---|---|---|---|
| Iron (5) | Iron and Chain | Hide | Linen | Acolyte |
| Steel (15) | Steel | Stalker | Silkweave | Cleric |
| Mithril (30) | Mithril | Nightveil | Moonsilk | Sanctified |
| Dragon (45) | Dragon | Drakescale | Emberweave | Dawnforged |
| Level 55 set | Titan | Phantom | Astral | Seraphic |
The dragon chest pieces carry 8% Flame Resistance, and the level 55 chest pieces 8% Shadow and 8% Poison Resistance.
4. Weapons
| Level | Warrior | Rogue | Mage | Priest |
|---|---|---|---|---|
| 1 | Rusty Sword | Worn Daggers | Ash Staff | Wooden Mace |
| 5 | Iron Sword, Iron Hatchet | Iron Daggers | Oak Staff | Iron Mace |
| 15 | Steel Sword, Steel Falchion | Steel Daggers, Venom Daggers (poison) | Ironwood Staff | Steel Mace |
| 30 | Mithril Sword, Mithril Waraxe (two-handed) | Mithril Daggers, Rime Daggers (ice) | Mithril Staff | Mithril Mace |
| 45 | Dragon Sword, Dragon Wingblade, Dragon Scythe (fire) | Dragon Daggers (fire), Stormfang Daggers (lightning) | Dragonbone Staff (fire) | Dragon Mace (fire) |
| 55 | Titan Sword, Titan Greataxe | Phantom Daggers | Astral Staff | Seraphic Mace |
Warriors and priests also find a shield at every level: wooden, iron, steel, mithril, dragon and titan.
5. Item grades
- Common: the item's own stats only.
- Magic: one extra random line.
- Rare: two or three extra random lines.
- Unique: the boss uniques, with fixed lines plain items never have.
Random lines can be STR, DEX, INT, VIT, HP, MP, attack power or defense, and grow with the item's level. Higher monsters drop magic and rare pieces more often than low ones, and bosses most often of all. Better grades also sell to traders for more.
6. Where gear drops
- A monster drops gear from 20 levels below its own up to 5 above it, so a level 42 Ash Revenant can already drop level 45 dragon gear. Bosses above level 60 count as level 60.
- No boss unique drops in the start zone around Emberfold.
- The Riftstone Reel of Nessa the Gemcutter in Emberfold pays gear by stone: green stones mithril (level 30), blue stones dragon (level 45), violet stones the level 55 set, for any class. Violet stones can also pay unique jewels, a level 45 boss weapon or a level 60 legendary weapon.
- The database lists what every monster drops.
7. Jewelry
Plain jewelry comes in three metals, each with a ring, an amulet, an earring and a belt in four kinds. Bronze pieces drop from monsters of levels 8 to 23, silver from 24 to 43 and gold from 44 up, and the bosses of those levels drop them more often.
| Kind | Main stat | Good for |
|---|---|---|
| Of Might | STR | Warriors |
| Of Swiftness | DEX | Rogues, and crit for everyone |
| Of the Arcane | INT | Mages and priests |
| Of Warding | VIT | Anyone who needs more HP |
Metals: Bronze (level 10), Silver (level 28), Gold (level 48), for example the Bronze Ring of Might or the Gold Belt of Warding. Along with them you will find single jewels with stat mixes, such as the Bronze Band, Sage's Charm, Hunter's Earring, Warder's Belt, Flameheart Ring and Stormglass Earring, and the Rift jewels the Riftstone Reel pays.
8. Boss uniques
A boss unique is always clearly stronger than the best plain piece of its slot at its level, often with class guards or strong resistances. It shimmers gold in its slot and its tooltip.
| Level | Uniques | Dropped by |
|---|---|---|
| 28 | Barrow Crown Ring, Grave Warden Earring | The Barrow King |
| 36 | Mossback Hide Belt | Mossback the Ancient |
| 45 | Hellmaw Cleaver, Fangs of Hellmaw, Staff of the Old Root, Hollowbell Mace | Hellmaw; the staff and mace also from The Hoarfrost Titan and Pyreheart |
| 50 | Warlord's Signet, the Emberbound, Frostbound and Stormbound belts, the Earrings of the Vanguard, the Shadow, the Arcanist and the Devout | Grak the Warlord |
| 55 | Ashdrake, Frostdrake and Stormdrake Pendants, Bloodstone Ring, Moonglass Ring | Ancient Colossus, Skorvyn the Cinder Wyrm |
| 60 | Nightreaper, Duskreaver Daggers, Staff of the Sundered Sky, Crownforge Maul | Every Colony boss from level 64 up |
| 60 | Heart of the Colossus, Legion Belt; Tyrant's Ember; Hellmaw Fang Necklace; Wyrmwing Cloak | Ancient Colossus; The Cinder Tyrant; Hellmaw; Skorvyn |
9. The blacksmith and the + ladder
Brann, the blacksmith in Emberfold, raises weapons, shields and armor up to +10. Every + raises the item's stats, and the later steps raise them the most. Every try costs gold, and the price climbs with each step.
- +0 to +3: gold only, no scroll. The first two steps never fail. A failed try from +2 to +3 keeps the item at +2.
- +3 to +10: every try needs an Upgrade Scroll as well as the gold, and a failed try destroys the item.
- Best Upgrade Scroll: works like an Upgrade Scroll with better odds. Scribes sell it, and Colony monsters and bosses drop it rarely.
- Fortune Stone: from the Power Up Store. Put one in the blacksmith's window and that try's chance of success goes up. One stone per try, used up whether the try works or not, and never spent on a step that cannot fail. It never makes a step certain.
- A success at +7 or higher is announced to the whole server.
Scrolls are sold by the scribes: Ilsa in Emberfold, Wendell in Valcrest, Vashka in Gorzhak, and more in the Colony, Morgard and the Umbral Rift. An Upgrade Scroll costs 100,000 gold, a Jewelry Scroll 400,000 and a Best Upgrade Scroll 1,000,000. Monsters drop Upgrade Scrolls rarely, and the homeland roaming bosses drop an Upgrade or a Jewelry Scroll.
Jewelry and cloaks go up to +3 by merging instead: bring three identical pieces at the same +, a Jewelry Scroll and the gold, and they become one piece a level higher. Merging never fails.
10. Weapon glow at +7 and +8
From +7 a weapon starts to glow, and from +8 it burns, lit in its own colors (a near-black blade stays dark). Elemental weapons burn in their element's look: flames for fire, pale crystals for ice, sparks for lightning, violet bubbles for poison and dark violet flames for shadow. Everyone around you sees it.
11. Elements and resistances
Some weapons carry an element and deal extra Flame, Glacier, Lightning, Poison or Shadow Damage on every hit. Only weapons have elements: skills and monsters do not, so resistances matter against players.
- A resistance takes its percent off the extra damage of a weapon of that element, up to 50% per element, so an elemental weapon always keeps at least half its bonus.
- Resistances are flat. A + does not raise them and drops never roll them.
- You find them on dragon and level 55 chest pieces, on jewelry named for an element (Flameheart Ring, Stormglass Earring, the Emberbound, Frostbound and Stormbound belts, the drake pendants) and on boss uniques. The Legion Belt from the Ancient Colossus resists all five.
- Class guards ("Defense vs Warriors" and the others) work the same way against each class, up to 30%. Your character window shows your resistances.
12. Two-handed weapons
The Mithril Waraxe, Dragon Wingblade, Dragon Scythe, Titan Greataxe, Hellmaw Cleaver and Nightreaper are two-handed warrior weapons. They leave no hand for a shield: equipping one puts your shield in the bag, and a shield cannot go beside one. Swords, falchions and hatchets are one-handed, so a warrior who wants a shield picks one of those.
- Push spare items past +3 first. Only risk your main weapon when you can afford to lose it.
- Keep three copies of good jewelry instead of selling them: merged, they become one +1 piece.
- Against an enemy nation that loves fire weapons, stack Flame Resistance up to its cap.