Gear & the Forge
Equipment
What you can wear, who can wear it, how rarity and sets work, and where better gear comes from.
Gear is most of your power. Every piece adds stats, some change how your hero looks, and matching pieces unlock set bonuses. This page covers the slots, who can wear what, weapons, rarity colours, sets and where to find new gear.
The twelve slots
| Slot | What goes there |
|---|---|
| Weapon | Your main weapon. It sets your basic attack. |
| Secondary | A shield, orb, quiver, talisman or lantern, by class. |
| Hat, Top, Bottom, Shoes, Gloves, Cape | Armour. These show on your hero. |
| Earrings, Ring, Pendant, Belt | Accessories. They add stats but keep their own look. |
Open GEAR in the equipment window, tap a slot, then tap a piece in your bag and press WEAR. EQUIP BEST wears the best piece you can use in every slot. An up or down arrow with a POWER number tells you if a piece is an upgrade before you wear it. TAKE OFF moves a worn piece back to your bag.
Is it better for me?
Tap any piece of gear (in your bag, a shop, the Market, a trade, your mail or a quest reward) and its card compares it with what you wear in that slot:
- POWER. The one number that sums up your hero. The card shows your POWER with the piece worn and how much it goes up (▲) or down (▼). Trust it over the rarity colour: a strong base can beat a higher tier.
- Base · ★ · Potential. When forge stars or potential are involved, this line shows where the change comes from. A plain Epic with a better base can still beat your forged Legendary, and this line shows why.
- Every stat. Each stat shows the piece's value, your worn piece's value and the change. Stats your class does not use are greyed out, and the card says so (for example "INT: not used by Lightblade").
- Two-handed weapons are compared with your weapon AND your shield, because both come off.
- Can't equip says why in red: the level you need, or the classes that can wear it. A piece you are too low for still shows the POWER it will give once you can wear it.
In your bag, a green ▲ on a piece means it would raise your POWER right now.
Level and class
Every piece has a level. You see Requires level N until you reach it. Gear can also be limited by:
- Class. A piece can be made for one class only, and its card says so (for example "Lightblade only"). Pieces with no class tag fit everybody.
- Path. Each path has its own outfit, marked "For the Path of ...". Only heroes on that path can wear it.
- Weapon and secondary type. Each class and path uses specific weapons (see below).
Your hero level goes up to 120, so gear comes in steps of about ten levels. When a new step opens, last step's gear is the one to replace.
Weapons by class
Everyone starts with a Walking Stick. At level 10 you choose a class and may use two weapon types. From level 30 each path wields one weapon type.
| Class | Levels 10 to 29 | First path | Second path |
|---|---|---|---|
| Lightblade | Sword or greatsword | Sunguard: sword and shield | Dragoon: spear and shield |
| Starweaver | Staff or wand | Stars: staff and orb | Star Monk: knuckles and orb |
| Windstrider | Bow or crossbow | Skywarden: bow and quiver | Marksman: crossbow and quiver |
| Moonshade | Dagger or glaive | Reaper: dagger and talisman | Dancer: chakram and talisman |
| Thornwarden | Scepter or staff | Wildheart: scepter and lantern | Harbinger: scythe and lantern |
If you pick up a weapon your path no longer uses, it stops being sold or dropped from level 30. Copies you already own turn into your path's weapon of the same level, with their stars and tier kept. A letter from The Forge tells you when it happens.
A greatsword, bow, crossbow or staff is held in both hands. Wielding a greatsword puts your shield back in your bag.
Weapon speed
The item card shows Attack speed as Fast, Normal or Slow. Fast weapons swing more often. Daggers and wands are fast, knuckles range from normal to fast, and greatswords, staffs, crossbows and scythes are slow. Swords, bows, spears, glaives, chakrams and scepters are normal.
Rarity colours
The order, lowest to highest: Common 1/5, Rare 2/5, Epic 3/5, Unique 4/5, Legendary 5/5. Item cards and trade cards show the step next to the tier name.
Each piece you own has a tier, shown in its name colour, frame and icon glow.
On the ground, Rare gear and higher tiers shine with a beam in their rarity colour, so you can spot them among other drops.
| Tier | Colour |
|---|---|
| Common | Pale grey |
| Rare | Blue |
| Epic | Purple |
| Unique | Gold |
| Legendary | Green |
The tier belongs to the piece, not to the item name. Gear from shops is always Common. Gear that drops from creatures rolls its own tier, and bosses give better tiers more often. Dungeon, raid and lair gear comes at a fixed tier. A tier above Common also carries hidden potential: see
Enchanting to reveal it and roll it again.
Equipment sets
Pieces that share a set name count together. Wear several and the set gives a bonus, listed on every piece's card.
- Armour sets have six pieces. You get a bonus at 2, 4 and 6 pieces.
- Accessory sets are smaller, with bonuses at 2, 3 or 4 pieces.
- The first bonus adds Max HP and Max MP. The middle bonus adds Defence. The full set adds a little Damage and Boss Damage.
- A piece that has shattered in the Forge does not count towards a set until it is restored. See
The Forge.
Examples:
Wanderer's Kit for your first levels,
Dawnforged for Lightblades at level 30,
Starwoven for Starweavers, and the accessory set
Starlit Crownbreaker. A plain gear set exists for every class at levels 10, 20, 30 and so on, and the path sets from level 30 up are cut for one path only.
Where gear comes from
- Gear shops. Every big town has a gear shop selling Common pieces for its level band. In Dawnhollow it is
Brannoc Oakhammer, and in Emberforge
Master Hulda Anvilsong. Pieces from shops are a safe, steady upgrade. - Creature drops. Creatures drop gear near their own level. Accessories drop less often than armour. Bosses roll better tiers more often.
- Quests. Many quests pay a piece of gear. Quest gear cannot be traded but can be sold once you outgrow it.
- Dungeons. Each dungeon has its own gear, such as
Rootbound Wardplate from
The Rootbound Labyrinth. See
Dungeons. - Raids. Raids drop strong pieces and set parts, for example
Tri-Crowned Cuirass. See
Raids. - Boss lairs. Hard lairs drop accessories you cannot find elsewhere. See
Boss Lairs. - Crowned creatures. A Crowned creature rises on some field maps on a clock. Each has a signature accessory, such as
Needlecap's Bloom Earring. See
Creatures and Bosses. - Echo Tower. The tower shop sells whole sets for tower points.
- The market. Other players sell tradeable gear. See
Trading and the Market.
Looks
Your real gear sets your power. The STYLE tab dresses your hero over it with cosmetic pieces, and a style weapon only shows over a real weapon of the same type. Looks come from the
The Cash Shop.
Dawnforged
Starwoven
Hawkfeather
Moonsilver
Wildroot