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.

2. Gear bands

Every piece belongs to a band, named in its tooltip.

BandRequired levelArmor sets
Low tierBelow 15Starter (level 1), iron (level 5)
Mid tier15 to 39Steel (level 15), mithril (level 30)
High tier40 and upDragon (level 45), the level 55 set
Boss uniqueThe boss's own bandRare 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.

The dragon chest pieces carry 8% Flame Resistance, and the level 55 chest pieces 8% Shadow and 8% Poison Resistance.

4. Weapons

LevelWarriorRogueMagePriest
1Rusty SwordWorn DaggersAsh StaffWooden Mace
5Iron Sword, Iron HatchetIron DaggersOak StaffIron Mace
15Steel Sword, Steel FalchionSteel Daggers, Venom Daggers (poison)Ironwood StaffSteel Mace
30Mithril Sword, Mithril Waraxe (two-handed)Mithril Daggers, Rime Daggers (ice)Mithril StaffMithril Mace
45Dragon Sword, Dragon Wingblade, Dragon Scythe (fire)Dragon Daggers (fire), Stormfang Daggers (lightning)Dragonbone Staff (fire)Dragon Mace (fire)
55Titan Sword, Titan GreataxePhantom DaggersAstral StaffSeraphic Mace

Warriors and priests also find a shield at every level: wooden, iron, steel, mithril, dragon and titan.

5. Item grades

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

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.

KindMain statGood for
Of MightSTRWarriors
Of SwiftnessDEXRogues, and crit for everyone
Of the ArcaneINTMages and priests
Of WardingVITAnyone 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.

LevelUniquesDropped by
28Barrow Crown Ring, Grave Warden EarringThe Barrow King
36Mossback Hide BeltMossback the Ancient
45Hellmaw Cleaver, Fangs of Hellmaw, Staff of the Old Root, Hollowbell MaceHellmaw; the staff and mace also from The Hoarfrost Titan and Pyreheart
50Warlord's Signet, the Emberbound, Frostbound and Stormbound belts, the Earrings of the Vanguard, the Shadow, the Arcanist and the DevoutGrak the Warlord
55Ashdrake, Frostdrake and Stormdrake Pendants, Bloodstone Ring, Moonglass RingAncient Colossus, Skorvyn the Cinder Wyrm
60Nightreaper, Duskreaver Daggers, Staff of the Sundered Sky, Crownforge MaulEvery Colony boss from level 64 up
60Heart of the Colossus, Legion Belt; Tyrant's Ember; Hellmaw Fang Necklace; Wyrmwing CloakAncient 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.

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.

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.

Quick tips
  • 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.

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