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WAR OF DUSK
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Items

Equipment

Seven equipment tiers, from Recruit to Blue Flame. Every piece has base stats, rolled affixes graded I–VII and, on armor, a set bonus. Here is everything that matters when choosing what to wear.

On this page

Slots

Heroes have nine slots. Drag an item from the bag onto the slot (or right-click → Equip) in the Equipment tab of the Character window. A two-handed weapon also takes the shield's place.

Equipment slots
SlotNotes
WeaponSets your path, damage and look. Grants points in the weapon's path.
ShieldOnly with a one-handed weapon: Knight (Sword), Sorceress (Scepter) and Beastmaster (Totem).
HelmSet piece.
ChestSet piece.
PantsSet piece.
GlovesSet piece.
BootsSet piece.
AmuletPower and HP, with free-roll affixes. Refines up to +9.
CapeA quest reward, permanent and bound to the character.

Tiers I–VII

Each region and quest drops the tier of its level — sometimes the one above. The level shown is the minimum to equip. Affixes and the +10 gem effect grow with the tier.

Equipment tiers
TierLevelWhere it dropsChest (DEF / HP)Affixes
I · Recruit1Lantern Ford2 / 21×1 / ×1
II · Crypt40Lantern Ford and Ashbitter Fort6 / 60×1.2 / ×1.1
III · Watcher80Ashbitter Fort10 / 100×1.4 / ×1.2
IV · Oath130Ashbitter Fort and Oathwaste15 / 150×1.6 / ×1.3
V · Eclipse190Oathwaste21 / 210×1.8 / ×1.4
VI · Ashes255Bluefire Dome28 / 275×2 / ×1.5
VII · Blue Flame320Bluefire Dome and Water A34 / 340×2.2 / ×1.6

Affixes: flat values × the 1st multiplier; % values × the 2nd.

What drops for you

Item drops favor what your class uses. Weight of each kind in the roll:

Armor
3
Your class's weapon
2
Shield
1 (0.25 if your class can't use it)
Amulet
1
Another class's weapon
0.25

Base stats and refining

Each piece's base stats (damage, defense, HP, Power) grow by 20% of the original value per refine level: a +9 item has 2.8× its base stats, and a +10, 3×. Fixed extras (weapon speed, shield block) and affixes don't change with refining.

How to refine, the odds and +10 are in The Forge.

Affixes and grades

Every new item — dropped, composed or a starter — gets the affixes of a fixed combination for its slot: 2, or 3 on rare ones. Each affix rolls a grade from I to VII, and its value is the grade's × the tier multiplier. Amulets roll freely among the standard affixes. Refining doesn't change affixes; Composition 4 → 1 is how you reroll them.

Odds of each grade
IIIIIIIVVVIVII
30%25%20%12%8%4%1%

Each affix's value per grade, at tier I (multiply by the tier):

Helm

Helm
AffixIIIIIIIVVVIVII
Attack speed—3%6%9%12%15%18%
HP—102030405060
Defense——510152025
Power—2%4%6%8%10%12%

Combinations: HP + Attack speed · HP + Power · Defense + Attack speed · Defense + Power.

Chest / Pants

Chest / Pants
AffixIIIIIIIVVVIVII
Critical1%2%3%4%5%6%7%
Power——612182430
Defense—51015202530
Reinforced defense——3540455055

Combinations: Power + Critical · Defense + Critical · Reinforced defense + Critical (up to V) · Power + Defense + Critical (up to V) · Defense + Critical (up to IV) + Power (up to III).

Gloves

Gloves
AffixIIIIIIIVVVIVII
Defense—51015202530
Power——612182430
Path points—369121518
Immunity—3%6%9%12%15%18%
Accuracy10203040506070

Combinations: Defense + Power · Defense + Path points · Defense + Immunity · Power + Defense (up to V) + Accuracy · Path points + Defense (up to V) + Accuracy · Power (up to III) + Defense (up to V) + Accuracy.

Boots

Boots
AffixIIIIIIIVVVIVII
Power——612182430
Defense—51015202530
Path points—369121518

Combinations: Power + Path points · Power (up to VI) + Defense · Power (up to VI) + Defense + Path points.

Shield

Shield
AffixIIIIIIIVVVIVII
Defense—51015202530
HP—102030405060
Block—1%2%3%4%5%6%
Absorption—369121518
Immunity—3%6%9%12%15%18%
All resistances—2%4%6%8%10%12%

Combinations: Defense + Block · HP + Block · Defense + Absorption · HP + Immunity · Defense + All resistances · Defense + HP + Block (up to IV).

Weapon (physical damage)

Weapon (physical damage)
AffixIIIIIIIVVVIVII
Damage2469121520
Critical1%2%3%4%5%6%7%
Attack speed—2%4%6%8%10%12%
Penetration—51015202530
Weapon path points—24681012

Combinations: Damage + Critical · Damage + Attack speed · Damage + Penetration · Damage + Weapon path points · Critical + Attack speed · Weapon path points + Critical · Damage + Critical + Penetration (up to IV) · Damage + Weapon path points + Attack speed (up to IV).

Weapon (magic attack)

Weapon (magic attack)
AffixIIIIIIIVVVIVII
Magic attack2469121520
Critical1%2%3%4%5%6%7%
Cooldown—1%2%3%4%5%6%
Penetration—51015202530
Weapon path points—24681012

Combinations: Magic attack + Critical · Magic attack + Cooldown · Magic attack + Penetration · Magic attack + Weapon path points · Critical + Cooldown · Weapon path points + Cooldown · Magic attack + Critical + Penetration (up to IV) · Magic attack + Weapon path points + Cooldown (up to IV).

Standard affixes (amulets)

Standard affixes (amulets)
AffixIIIIIIIVVVIVII
All resistances2%4%6%8%10%12%15%
HP10203040506080
STR1234568
INT1234568
DEX1234568
CON1234568
1st path points1234568
2nd path points1234568
3rd path points1234568

Free roll: any combination, no repeats.

Sets

Each tier has a five-piece set — helm, chest, pants, gloves and boots — shared by every class. The bonus depends on the wearer's class and stacks: 2, 4 and 5 pieces. On tiers VI and VII the 5-piece bonus adds a special effect: a party aura, drops or XP.

Knight

Set bonuses — Knight
Set2 pieces4 pieces5 pieces
I · Recruit+6% Defense+1.5% Block+4.5% HP
II · Crypt+9% Defense+2.3% Block+6.8% HP
III · Watcher+12% Defense+3% Block+9% HP
IV · Oath+15% Defense+3.8% Block+11.2% HP
V · Eclipse+18% Defense+4.5% Block+13.5% HP
VI · Ashes+21% Defense+5.3% Block+15.8% HP, +3% Aura: party defense
VII · Blue Flame+24% Defense+6% Block+18% HP, +5% Aura: party defense

Huntress

Set bonuses — Huntress
Set2 pieces4 pieces5 pieces
I · Recruit+1% Critical+2.5% Attack speed+1.5% Dodge
II · Crypt+1.5% Critical+3.8% Attack speed+2.3% Dodge
III · Watcher+2% Critical+5% Attack speed+3% Dodge
IV · Oath+2.5% Critical+6.3% Attack speed+3.8% Dodge
V · Eclipse+3% Critical+7.5% Attack speed+4.5% Dodge
VI · Ashes+3.5% Critical+8.8% Attack speed+5.3% Dodge, +3% Drop rate
VII · Blue Flame+4% Critical+10% Attack speed+6% Dodge, +5% Drop rate

Sorceress

Set bonuses — Sorceress
Set2 pieces4 pieces5 pieces
I · Recruit−1% Cooldown+3% Attack−1.5% Cooldown
II · Crypt−1.5% Cooldown+4.5% Attack−2.3% Cooldown
III · Watcher−2% Cooldown+6% Attack−3% Cooldown
IV · Oath−2.5% Cooldown+7.5% Attack−3.8% Cooldown
V · Eclipse−3% Cooldown+9% Attack−4.5% Cooldown
VI · Ashes−3.5% Cooldown+10.5% Attack−5.3% Cooldown, +2% XP rate
VII · Blue Flame−4% Cooldown+12% Attack−6% Cooldown, +3% XP rate

Beastmaster

Set bonuses — Beastmaster
Set2 pieces4 pieces5 pieces
I · Recruit+4% Summon power+0.1%/s HP regen+4% Summon power, +2% HP
II · Crypt+6% Summon power+0.2%/s HP regen+6% Summon power, +3% HP
III · Watcher+8% Summon power+0.2%/s HP regen+8% Summon power, +4% HP
IV · Oath+10% Summon power+0.3%/s HP regen+10% Summon power, +5% HP
V · Eclipse+12% Summon power+0.3%/s HP regen+12% Summon power, +6% HP
VI · Ashes+14% Summon power+0.4%/s HP regen+14% Summon power, +7% HP, +0.2%/s Aura: party HP regen
VII · Blue Flame+16% Summon power+0.4%/s HP regen+16% Summon power, +8% HP, +0.3%/s Aura: party HP regen

Shields

The shield goes with a one-handed weapon and adds defense, HP and a fixed block (block doesn't change with refining). Its affixes bring block, absorption, immunity and all resistances.

Shields
ShieldDEFHPBlock
Recruit Buckler (I)385%
Crypt Shield (II)9246%
Watcher's Kite Shield (III)15407%
Oathbound Pavise (IV)23608%
Eclipse Aegis (V)32849%
Ashen Bulwark (VI)4111010%
Blueflame Rampart (VII)5113611%

Amulets

One amulet per tier, with base Power and HP and two free-roll affixes: all resistances, HP, an attribute (STR, INT, DEX or CON) or points in one of the three paths. Power counts as physical damage or magic attack, depending on the class. Amulets only refine up to +9 — there is no +10 amulet.

Amulets
AmuletPowerHP
Recruit Pendant (I)18
Crypt Talisman (II)324
Watcher's Sigil (III)540
Oath Medallion (IV)860
Eclipse Pendant (V)1184
Ashen Reliquary (VI)14110
Blueflame Heart (VII)17136

Capes

Capes are quest rewards. They equip at once and stay in the cape slot for good: they can't be removed, stored in the Chest or trashed, refined or given affixes. A higher-rank cape replaces the previous one.

Capes
CapeQuestStats
Apprentice CapeApprentice's Trial (level 100+)+12 DEF, +150 HP, +8 ATK
Cape of the Kingdom of AuroraKingdom's Oath (level 250+)+30 DEF, +420 HP, +14 ATK, +3% Block
Cape of the Kingdom of EmbersKingdom's Oath (level 250+)+16 DEF, +220 HP, +32 ATK, +4% Critical
Neutral MantleKingdom's Oath (level 250+)+23 DEF, +320 HP, +23 ATK, +1.5% Block, +2% Critical

In the Kingdom's Oath you choose once, for good: Kingdom of Aurora (more defense and HP), Kingdom of Embers (more damage and crit) or Neutral Council (balanced attributes). See Equipment Quests.

Equipment tips

  • Complete your tier's set before refining high: 4 and 5 pieces give bonuses no single refine can match.
  • Drop regions have better affixes (grades skewed upward) and more items; XP regions, more experience.
  • An item you already have in your bag or equipped turns into Orichalcum Dust when it drops. Learn more.
  • Items get really valuable from +7 and tier VI: the Trash asks for confirmation on them.
  • Higher-tier pieces require a level: check each tier's minimum (I 1, II 40, III 80, IV 130, V 190, VI 255, VII 320).

Game data from October 3, 2026.