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.
Contents
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! |