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.
| Slot | Notes |
|---|---|
| Sets your path, damage and look. Grants points in the weapon's path. | |
| Only with a one-handed weapon: Knight (Sword), Sorceress (Scepter) and Beastmaster (Totem). | |
| Set piece. | |
| Set piece. | |
| Set piece. | |
| Set piece. | |
| Set piece. | |
| Power and HP, with free-roll affixes. Refines up to +9. | |
| A 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.
| Tier | Level | Where it drops | Chest (DEF / HP) | Affixes |
|---|---|---|---|---|
| 1 | Lantern Ford | 2 / 21 | ×1 / ×1 | |
| 40 | Lantern Ford and Ashbitter Fort | 6 / 60 | ×1.2 / ×1.1 | |
| 80 | Ashbitter Fort | 10 / 100 | ×1.4 / ×1.2 | |
| 130 | Ashbitter Fort and Oathwaste | 15 / 150 | ×1.6 / ×1.3 | |
| 190 | Oathwaste | 21 / 210 | ×1.8 / ×1.4 | |
| 255 | Bluefire Dome | 28 / 275 | ×2 / ×1.5 | |
| 320 | Bluefire Dome and Water A | 34 / 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.
| I | II | III | IV | V | VI | VII |
|---|---|---|---|---|---|---|
| 30% | 25% | 20% | 12% | 8% | 4% | 1% |
Each affix's value per grade, at tier I (multiply by the tier):
Helm
| Affix | I | II | III | IV | V | VI | VII |
|---|---|---|---|---|---|---|---|
| Attack speed | — | 3% | 6% | 9% | 12% | 15% | 18% |
| HP | — | 10 | 20 | 30 | 40 | 50 | 60 |
| Defense | — | — | 5 | 10 | 15 | 20 | 25 |
| Power | — | 2% | 4% | 6% | 8% | 10% | 12% |
Combinations: HP + Attack speed · HP + Power · Defense + Attack speed · Defense + Power.
Chest / Pants
| Affix | I | II | III | IV | V | VI | VII |
|---|---|---|---|---|---|---|---|
| Critical | 1% | 2% | 3% | 4% | 5% | 6% | 7% |
| Power | — | — | 6 | 12 | 18 | 24 | 30 |
| Defense | — | 5 | 10 | 15 | 20 | 25 | 30 |
| Reinforced defense | — | — | 35 | 40 | 45 | 50 | 55 |
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
| Affix | I | II | III | IV | V | VI | VII |
|---|---|---|---|---|---|---|---|
| Defense | — | 5 | 10 | 15 | 20 | 25 | 30 |
| Power | — | — | 6 | 12 | 18 | 24 | 30 |
| Path points | — | 3 | 6 | 9 | 12 | 15 | 18 |
| Immunity | — | 3% | 6% | 9% | 12% | 15% | 18% |
| Accuracy | 10 | 20 | 30 | 40 | 50 | 60 | 70 |
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
| Affix | I | II | III | IV | V | VI | VII |
|---|---|---|---|---|---|---|---|
| Power | — | — | 6 | 12 | 18 | 24 | 30 |
| Defense | — | 5 | 10 | 15 | 20 | 25 | 30 |
| Path points | — | 3 | 6 | 9 | 12 | 15 | 18 |
Combinations: Power + Path points · Power (up to VI) + Defense · Power (up to VI) + Defense + Path points.
Shield
| Affix | I | II | III | IV | V | VI | VII |
|---|---|---|---|---|---|---|---|
| Defense | — | 5 | 10 | 15 | 20 | 25 | 30 |
| HP | — | 10 | 20 | 30 | 40 | 50 | 60 |
| Block | — | 1% | 2% | 3% | 4% | 5% | 6% |
| Absorption | — | 3 | 6 | 9 | 12 | 15 | 18 |
| 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)
| Affix | I | II | III | IV | V | VI | VII |
|---|---|---|---|---|---|---|---|
| Damage | 2 | 4 | 6 | 9 | 12 | 15 | 20 |
| Critical | 1% | 2% | 3% | 4% | 5% | 6% | 7% |
| Attack speed | — | 2% | 4% | 6% | 8% | 10% | 12% |
| Penetration | — | 5 | 10 | 15 | 20 | 25 | 30 |
| Weapon path points | — | 2 | 4 | 6 | 8 | 10 | 12 |
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)
| Affix | I | II | III | IV | V | VI | VII |
|---|---|---|---|---|---|---|---|
| Magic attack | 2 | 4 | 6 | 9 | 12 | 15 | 20 |
| Critical | 1% | 2% | 3% | 4% | 5% | 6% | 7% |
| Cooldown | — | 1% | 2% | 3% | 4% | 5% | 6% |
| Penetration | — | 5 | 10 | 15 | 20 | 25 | 30 |
| Weapon path points | — | 2 | 4 | 6 | 8 | 10 | 12 |
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)
| Affix | I | II | III | IV | V | VI | VII |
|---|---|---|---|---|---|---|---|
| All resistances | 2% | 4% | 6% | 8% | 10% | 12% | 15% |
| HP | 10 | 20 | 30 | 40 | 50 | 60 | 80 |
| STR | 1 | 2 | 3 | 4 | 5 | 6 | 8 |
| INT | 1 | 2 | 3 | 4 | 5 | 6 | 8 |
| DEX | 1 | 2 | 3 | 4 | 5 | 6 | 8 |
| CON | 1 | 2 | 3 | 4 | 5 | 6 | 8 |
| 1st path points | 1 | 2 | 3 | 4 | 5 | 6 | 8 |
| 2nd path points | 1 | 2 | 3 | 4 | 5 | 6 | 8 |
| 3rd path points | 1 | 2 | 3 | 4 | 5 | 6 | 8 |
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 | 2 pieces | 4 pieces | 5 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 | 2 pieces | 4 pieces | 5 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 | 2 pieces | 4 pieces | 5 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 | 2 pieces | 4 pieces | 5 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.
| Shield | DEF | HP | Block |
|---|---|---|---|
| 3 | 8 | 5% | |
| 9 | 24 | 6% | |
| 15 | 40 | 7% | |
| 23 | 60 | 8% | |
| 32 | 84 | 9% | |
| 41 | 110 | 10% | |
| 51 | 136 | 11% |
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.
| Amulet | Power | HP |
|---|---|---|
| 1 | 8 | |
| 3 | 24 | |
| 5 | 40 | |
| 8 | 60 | |
| 11 | 84 | |
| 14 | 110 | |
| 17 | 136 |
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.
| Cape | Quest | Stats |
|---|---|---|
| Apprentice's Trial (level 100+) | +12 DEF, +150 HP, +8 ATK | |
| Kingdom's Oath (level 250+) | +30 DEF, +420 HP, +14 ATK, +3% Block | |
| Kingdom's Oath (level 250+) | +16 DEF, +220 HP, +32 ATK, +4% Critical | |
| Kingdom'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.