
What is it?
Your character has eleven gear slots: weapon, shield, body, headgear, legs, gloves, boots, cape, amulet, ring and god ring. Any character can use any item – even a mage can wear the heaviest armor.
What unlocks an item
Armor and shields need a Defense skill level. Weapons need mastery in their style. Strength unlocks nothing. The requirement is written on the item, for example “Required level (Defense): 20”.
Jewelry has no requirements. Dawn+ items work only with an active membership.
Armor types
Every armor item is heavy armor, light armor or magic robes. The type changes your own hitting power in a given style, but it never changes Defense. So the Defense number on an item is correct in any combination.
- Heavy armor: changes nothing for Melee. Each heavy armor item lowers Ranged power by 4% and Magic power by 8%.
- Light armor: each light armor item raises Ranged power by 4%.
- Magic robes: each robe item raises Magic power by 8% and lowers Melee and Ranged power by 4% each.
- A shield counts as a heavy armor item.
- Weapons and jewelry are universal – they don’t change power.
- The percentages add up across all equipped items, but the total increase or decrease in power is capped at 45%.
- Heavy armor with Magic is allowed, but it’s a deliberate choice: more Defense, weaker hits.
Weapons
Weapons are one-handed, two-handed (bows and staffs) or off-hand (shields). You can’t use a two-handed weapon together with a shield – the game tells you so instead of quietly removing one. Your weapon also decides your combat style.
Crafting and the crafter’s name
You can buy gear, get it from enemies or craft it in the Smithy and the Workshop. A crafted item carries its maker’s name – you can see who made it. Crafting uses up raw materials and gives skill experience in that craft and XP.
Good to know
- Items don’t wear out and never need repairs.
- Armor sets have their own name and look, but give no extra power.
- A pet adds its level to your hits and grows as you win.