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Equipment

Research: You can now research information about Equipment in the Academia of each city. Type: /research item name

This is the equivalent of r-clicking and examining an item.


For rarer or more uncommon items, incuding event items please check the Uncommon Equipment page instead.

Legend

Items come in different colours (the text of the item). The colour is a rough guide on its power/importance:

  • Gray - items are junk. These either exist just to be vendor trash, or are used for quests.
  • White - items are usable in some way, so food, water, potions, or store bought equipment.
  • Green - items are Uncommon. Gear that drops off from a standard NPC, as well as some that have a one hour spawn timer, is green.
  • Blue - items are Rare. Gear that drops off from a rare NPC (those with longer spawn timers) will generally be blue.
  • Purple - items are Epic. Purple gear almost exclusively drops off from a one-a-day monster.
  • Godly - items are Godly. These items will only drop off from a super boss, or quest relevant NPC.
  • Red - items are Artifacts. The rarest of items obtained typically through one of a kind events.

Min=Minimum damage of the weapon when it is raw (totally undecked, no blesses or enchants)

Max=Maximum damage of the weapon when it is raw (totally undecked, no blesses or enchants)

AC = Protection value of the piece of armour. The value is the items base value (bare with no blesses/enchants).

Buy = Price to buy (from the store that sells it - if it is a creature drop, or a quest item, there may be no value here).

Location = The city that sells this item or the creature that has a chance of dropping this item.

Lvl = Minimum level required to equip this item.

Mob: Is the creature that has a chance to drops it when killed (if you are looking for where the monster is, check the Atlas Section for a rough idea).

POW = Power of the instrument, tome, codex, or talisman.

PP = Prestige Points - Indicating an item costs Prestige Points instead of gold. Prestige shops are available in Alderra.

Radiant = Indicates an extra level of enchantment on an item that will improve it further than possibly normally. Only available on top tier equipment that costs PP.

Sell = The gold you will get for selling this item (usually around half the amount of gold needed to buy the item).

Special = If an item has a special modifier it will show here.

Weapons

Blessed: Each blessing (of which there are 5) will add 0.5 to the Min and Max values of the weapon.

Enchanted: Each enchant level will add 0.5 to the Min and Max values of the weapon (Dull +0.5, Soft +1, Bright +1.5, Brilliant +2

There are also 2 special rare enchants only available on special items. Radiant adds +2.5 and Mysterious +3).

Decked: So when a weapon is decked it will have 4.5 more to the Min and Max than the values shown. See "Decking Equipment" in the "New Players Guide" section of this wiki.

Humming: Weapons that are dropped from creatures can sometimes "hum with energy".

  • Hums with a low tone = +1 min damage.
  • Hums with a high tone = +1 max damage.
  • Hums in perfect harmony = +1 min and max damage.

Blunts

  • Blunt weapons are best suited for Druids, Clerics, and Paladins (Paladins: Paladins receive a 16% damage increase with Blunt Weapons. Swords deal more damage until Paladins reach level 20).

Bows

  • Bows are of course two handed. You knew this already though!
  • Recommended Classes: Archer, Ranger, and Thief.
  • You can use them without arrows, but using them with arrows gives you the chance of making critical hits that do more damage than a standard hit.

Daggers

  • Recommended Classes: Assassin, Thief, and Necromancer.

Staves

  • Recommended Classes: Cleric, Monk, Necromancer and Sorcerer.

Swords

  • Recommended Classes: Barbarian, Bard, Knight, Paladin (until 19th level, see Blunt Weapons) and Ranger.

Two-Handed

  • Recommended Classes: Barbarian and Knight (although with a Knight you might be better of with a sword and shield for the protection and shield bash).
  • At the expense of defence you will have a chance of doing a critical hit that does more damage than a normal hit. 2-Handed weapons usually have a higher average damage than 1-handed weapons.

Special Weapons

Body Armor

Blessed: Each blessing (of which there are 5) will add 1 to the AC value of the body armor.

Enchanted: Each enchant level will add 2 to the AC value of the Body Armor (Dull +2, Soft +4, Bright +6, Brilliant +8 There are also 2 special rare enchants only available on special items. Radiant adds +12 and Mysterious adds +16).

Decked: So when the Body Armour is decked it will have 13 more AC than the value shown. See "Decking Equipment" in the "New Players Guide" section of this wiki.

Humming: Body armour that is dropped from creatures can sometimes "hum with energy".

  • Hums barely = +2 AC.
  • Hums softly = +4 AC.
  • Hums loudly = +6 AC.

Cloth Armor

  • Recommended Classes: Assassin, Necromancer, Thief and Sorcerer.


Light Armor

  • Recommended Classes: Archer, Cleric and Monk.


Medium Armor

  • Recommended Classes: Bard, Druid, and Ranger.


Heavy Armor

  • Recommended Classes: Barbarian, Knight and Paladin.

Helms

Enchanted: Each enchant level will add 1 to the AC value to the Helm (Dull +1, Soft +2, Bright +3, Brilliant +4

There are also 2 special rare enchants only available on special items. Radiant adds +6 and Mysterious +8).

Decked: So when the Helm is decked it will have 4 more AC than the value shown. See "Decking Equipment" in the "New Players Guide" section of this wiki.

Humming: Helms and Shields that drop from creatures can also "Hum with energy". As of the Summer 2018 update Helms and Shields can now hum with 3 levels of energy:

  • Hums Barely = +2 AC
  • Hums Softly = +3 AC
  • Hums Loudly = +4 AC

Light Helm

  • Recommended Classes: Bard, Druid, Monk, Necromancer, and Sorcerer.


Heavy Helm

  • Recommended Classes: Assassin, Barbarian, Cleric, Knight, Paladin, Ranger and Thief.

Off Hand

Shields

  • Recommended Classes: Assassin, Barbarian, Cleric, Knight, Paladin, Ranger and Thief.

Enchanted: Each enchant level will add 1 to the AC value to the Shield (Dull +1, Soft +2, Bright +3, Brilliant +4

There are also 2 special rare enchants only available on special items. Radiant adds +6 and Mysterious +8).

Decked: So when the Shield is decked it will have 4 more AC than the value shown. See "Decking Equipment" in the "New Players Guide" section of this wiki.

Humming: Helms and Shields that drop from creatures can also "Hum with energy". As of the Summer 2018 update Helms and Shields can now hum with 3 levels of energy:

  • Hums Barely = +2 AC
  • Hums Softly = +3 AC
  • Hums Loudly = +4 AC

Instruments

  • Instruments can only be equipped by Bards.


Tomes

  • Tomes utilized by Necromancer's in their off-hand.

Talisman

  • Talisman are utilized by Druid's in their off-hand.

Codex

  • Codex are utilized by Sorcerer's in their off-hand.

Accessories

Amulets

Rings

Boots

Gloves

Equipment Sets

  • Special gear that when equipped together bestow the wearer significant benefits.

Ranger Pet Gear

Rangers can equip each of their pets with one weapon, one piece of armour, one special and one description item. The armour and weapons affect the stats of the pet it is equipped on (unless otherwise specified).

Armor

Name Cost Location AC WIS Dodge Spell Damage Negation HP/lvl
Thick Cloth Armor 2500/2200 Ark/Ranger Hideout 5 3 10
Leather Carapace 2500/2200 Ark/Ranger Hideout 10 2 1 3
Scale Mail Armor 2500/2200 Ark/Ranger Hideout 20 6
Mithril Armor 2500/2200 Ark/Ranger Hideout 40 -3 -3 10
Thin Cloth Armor 250 Canopia 2 2 5
Leather Armor 250 Canopia 5 1 1
Light Chain Armor 250 Canopia 10 3
Iron Armor 250 Canopia 20 -3 -3 6
Pet Armor - Colossal Gambeson Ebonmurk 10 -2 dodge agi, +60 Armor, +12 HP/Lvl, -3 Wis

Weapon

Name Cost Location Damage Int Atk Agi Atk Delay Exh
Bone Gear 2500/2200 Ark/Ranger Hideout -15 5 -0.25s -.5s
Sapphire Gear 2500/2200 Ark/Ranger Hideout 2 -.5s -1s
Titanium Gear 2500/2200 Ark/Ranger Hideout 6
Adamantite Gear 2500/2200 Ark/Ranger Hideout 18 -6 -2 .25s .5s
Ruby Gear 250 Canopia/Bityrn 1
Platinum Gear 250 Canopia/Bityrn 3 -2
Wooden Gear 800 Fort Huldar -6 2 -.25s
Emerald Gear 800 Fort Huldar 1 -.25s -.5s
Cobalt Gear 800 Fort Huldar 6 -2
Tungsten Gear 800 Fort Huldar 12 -3 -1 0.25
Pet Weapon - Razorpaw Ebonmurk 12 -3 -1 -12 damage, +4 Int, -0.15s attack delay, -0.2s exhaust

Special

Name Cost Location Infra Spell Percent Special
Small Scope Lens 800 Ark 3
Leech Spell 6500/6200 Ark/Ranger Hideout -2 20% Damage base self heal. Damage and penetration based on pet's intelligence
Scope Lens 2200 Ranger Hideout 6
Mend Spell 4700 Ranger Hideout -2 15% Heal party member. Heal amount based on pet intelligence
Self Mend Spell 4700 Ranger Hideout -2 15% Self heal. More powerful than Mend spell. Heal amount based on pet intelligence
Breath Spell 4700 Ranger Hideout -2 100% Convert 85% physical damage to spell damage. Override pet special abilities. Pet intelligence vs enemy wistom
Beam Spell 6200 Ranger Hideout -2 20% Cast divinity beam. Damage & penetration based on pets intelligence

Description

Name Cost Location Special
Rage 500 Ranger Hideout Adds description: %PetName% is full of RAGE!
Bowtie 500 Ranger Hideout Adds description: %PetName% is wearing a small bowtie!
Shades 1000 Ranger Hideout Adds description: %PetName% has a cool pair of shades.
Loyalty 1000 Ranger Hideout Adds description: %PetName% is remarkably loyal to %YourName% and will protect %himher% at any cost.
Ominous Aura 2000 Ranger Hideout Adds description: %PetName% is surrounded by a ominous aura!
Divinity Glow 2000 Ranger Hideout Adds description: %PetName% glows bright %PlayerDivinityColor% with gleaming power!