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Difference between revisions of "Equipment"

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'''Research:''' You can now research information about Equipment in the Academia of each city. Type: /research item name
+
__TOC__
  
This is the equivalent of r-clicking and examining an item.
+
== Overview ==
 +
'''Research:''' You can now research information about Equipment in the Academia of each city.
 +
* '''Command:''' <code>/research <item name></code>
 +
* ''Note: This is the equivalent of right-clicking and examining an item.''
  
 
+
For rarer or more uncommon items, including event items, please check the '''[[Uncommon_Equipment|Uncommon Equipment]]''' page.
For rarer or more uncommon items, incuding event items please check the '''[[Uncommon_Equipment|Uncommon Equipment]]''' page instead.
+
  
 
== Legend ==
 
== Legend ==
Items come in different colours (the text of the item). The colour is a rough guide on its power/importance:
+
Items come in different rarities. The colour of the Rarity text is a guide on its power/importance:
*<span style="color: grey">Gray </span> - items are junk. These either exist just to be vendor trash, or are used for quests.
+
*<span style="color: white">White </span> - items are usable in some way, so food, water, potions, or store bought equipment.
+
*<span style="color: green">Green </span> - items are Uncommon. Gear that drops off from a standard NPC, as well as some that have a one hour spawn timer, is green.
+
*<span style="color: Cyan">Blue </span> - items are Rare. Gear that drops off from a rare NPC (those with longer spawn timers) will generally be blue.
+
*<span style="color: purple">Purple </span> - items are Epic. Purple gear almost exclusively drops off from a one-a-day monster.
+
*<span style="color: Orange">Godly </span> - items are Godly. These items will only drop off from a super boss, or quest relevant NPC.
+
*<span style="color: red">Red </span> - 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.
+
 
+
 
+
===[[Instruments]] ===
+
*Instruments can only be equipped by Bards and Minstrels.
+
 
+
 
+
===[[Tomes]]===
+
*Tomes utilized by Necromancer's in their off-hand.
+
 
+
===[[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.
+
 
+
 
+
== [[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
+
 
+
== Accessories ==
+
 
+
===[[Amulets]]===
+
  
 +
* <span style="color:#E0E0E0;">Common</span> items are usable in some way (food, water, potions, or store bought equipment).
 +
* <span style="color:#32CD32;">Uncommon</span> items. Gear that drops off from a standard NPC or has a one hour spawn timer.
 +
* <span style="color:#00BFFF;">Rare</span> items. Gear that drops off from a rare NPC with longer spawn timers.
 +
* <span style="color:#A335EE;">Epic</span> items. Generally drops off from a one-a-day monster.
 +
* <span style="color:#FFA500;">Legendary</span> items. These drop from super bosses or quest relevant NPCs.
 +
* <span style="color:#FF0000;">Mythic</span> items. The rarest items obtained typically through one of a kind events.
  
===[[Rings]]===
+
== Terminology ==
{| class="sortable"
+
{| class="sortable" style="width: 100%;"
 +
! Term !! Definition
 
|-
 
|-
! '''Name''' !! '''Effect''' !! '''Origin''' !! '''Sell''' !! '''Location'''
+
| '''Min / Max''' || Minimum and Maximum damage of a weapon when "Raw" (no enchants/blesses).
 
|-
 
|-
|Recruit's Ring || 1 HP  || Newbie Quests || 100 || Seamoor
+
| '''AC''' || '''Armor Class:''' Protection value of the piece of armor (base value).
 
|-
 
|-
|Dragon's Courage || 3 HP  || Gnoll Quest Chain Reward || 500 || Turenyara
+
| '''POW''' || '''Power:''' Rating for instruments, tomes, codices, or talismans.
 
|-
 
|-
|Copper Wedding Ring || 1 HP & 1 MP || Kill Vengeful Spectra || 500 || Drelvar Mines
+
| '''Lvl''' || '''Level:''' Minimum level required to equip the item.
 
|-
 
|-
|Copper Ring of Health || 4 HP || Craft 2 Life/1 Energy Essence & 1 Copper Bar || ? || Drelvar City
+
| '''Buy / Sell''' || Price in gold to purchase from a shop or sell back to a vendor.
 
|-
 
|-
|Copper Ring of Mana || 8 MP || Craft 1 Life/2 Energy Essence & 1 Copper Bar || ? || Drelvar City
+
| '''PP''' || '''Prestige Points:''' Currency used in special Alderra shops.
 
|-
 
|-
|Copper Ring of Life || 3 HP & 6 MP || Craft 2 Life/2 Energy Essence & 1 Copper Bar || ? || Drelvar City
+
| '''Radiant''' || Top-tier enchantment only available on high-end PP equipment.
 
|-
 
|-
|Pirates Ring || 1% Gold  || Sanguine Maiden || ? || Kraken Isle
+
| '''Mob''' || The creature that has a chance to drop the item. (See [[Atlas]] for locations).
 
|-
 
|-
|Contender's Ring || 3 HP & 4 MP || Buy 15 CM || ? || Alderra City
+
| '''Special''' || Unique modifiers or abilities attached to the item.
|-
+
|Champion's Ring || 8 HP & 10 MP || Buy 75 CM || ? || Alderra City
+
|-
+
|omaclaran remnant signet ring* || +6 hp & +6 mp || Buy 1200 FP || ? || Alderra City
+
|-
+
|Blackspawn signet ring* || +6 hp & +6 mp || Buy 1200 FP || ? || Alderra City
+
|-
+
|Church of Alderra Signet Ring* || +6 hp & +6 mp || Buy 1200 FP || ? || Alderra City
+
 
|}
 
|}
'''*:'''Skill: Light: gain light source for 3min at expense of 100hp <br>
 
  
 +
== Weapons ==
 +
=== Enhancement Rules ===
 +
* '''Blessed:''' Each blessing (max 5) adds +0.5 to Min/Max damage.
 +
* '''Enchanted:''' Dull (+0.5), Soft (+1), Bright (+1.5), Brilliant (+2). Rare Enchants: Radiant (+2.5), Mysterious (+3).
 +
* '''Decked:''' A fully decked weapon has '''+4.5''' more Min/Max than shown raw values.
 +
* '''Humming:''' Low Tone (+1 Min), High Tone (+1 Max), Perfect Harmony (+1 Min/Max).
  
===[[Boots]]===
+
=== Weapon Categories ===
 +
* [[Blunts]]: Preferred for Druids, Clerics, and Paladins (+16% DMG for Paladins after lvl 20).
 +
* [[Bows]]: Two-handed. Recommended for Archer, Ranger, and Thief. Arrows allow critical hits.
 +
* [[Daggers]]: Recommended for Assassin, Thief, and Necromancer.
 +
* [[Staves]]: Recommended for Cleric, Monk, Necromancer, and Sorcerer.
 +
* [[Swords]]: Recommended for Barbarian, Bard, Knight, Paladin, and Ranger.
 +
* [[Two-Handed]]: Higher average damage and critical chance. Recommended for Barbarian and Knight.
 +
* [[Special Weapons]]: Unique or hybrid weapon types.
  
{| class="sortable"
+
== Armor & Protection ==
! *Name* !! *RARITY* !! *LVL* !! *AC* !! *Buy* !! *Sell* !! *Location*
+
=== Enhancement Rules ===
|-
+
* '''Blessed:''' Each blessing (max 5) adds +1 AC to Body Armor.
| Snakeskin Boots ||  || 8 || 1 ||  || 100 || *Mob:*Undead Commander
+
* '''Enchanted:''' Dull (+2), Soft (+4), Bright (+6), Brilliant (+8). Rare: Radiant (+12), Mysterious (+16).
|-
+
* '''Humming:''' Barely (+2 AC), Softly (+4 AC), Loudly (+6 AC).
| Tattered Boots ||  || 15 || 3 ||  || ? || *Mob:* Death Knight? Blue Pouch?
+
* '''Decked:''' Fully decked Body Armor grants '''+13 AC''' more than the raw value.
|-
+
| Contender's Boots ||  || 20 || 5 || 40 Champion Marks || ? || Alderra?
+
|-
+
| Leather Boots ||  || 25 || 4 || 15000? || ? || Alderra?
+
|-
+
|Orc Gloves ||<span style="color: white">Common </span> || 25 || 4 || 15000 || 10000 || Blitz's Tannery: Alderra
+
|-
+
| [[Island Silk Boots]] || <span style="color: green">Uncommon </span> || 25 || 7 ||  ||  || *Mob:* Undead in Krakken Isle
+
|-
+
| Void Walkers ||  || 25 || 7 ||  || ? || *Mob:* Void Elemental?
+
|-
+
| Commander's Boots ||  || 25 || 7 ||  || ? || *Mob:* Blackspawn Commander?
+
|-
+
| Blackspawn Boots ||  || 25 || 8 ||  || ? || *Quest:* Yundrik Bitterxe in Alderra
+
|-
+
| Locksley Boots ||  || 25 || 9 ||  || ? || *Mob:* Glukag The Cyclops
+
|-
+
| Glacial Boots ||  || 25 || 7 +2 Mana ||  || ? || OAD: Blackspawn Ridge
+
|-
+
| Champion's Boots ||  || 25 || 10 || 120 Champion Marks || ? || Alderra?
+
|-
+
| Boots of Atonement ||  || 25 || 11 ||  || ? || *Quest:* From Yundrik Bitterxe in Alderra
+
|-
+
| Boots Of Sorrows* ||  || 25 || 11 ||  || ? || *Quest:* Yundrik Bitterxe in Alderra
+
|-
+
| Enigmatic boots ||  || 25 || 11 || 2000FP || ? || Alderra: See Faction Set
+
|-
+
| Clandestine Boots ||  || 25 || 11 || 2000FP || ? || Alderra: See Faction Set
+
|-
+
| Pious Boots ||  || 25 || 11 || 2000FP || ? || Alderra: See Faction Set
+
|-
+
| [[Boots of Attainment]] || <span style="color: purple">Epic </span>|| 25 || 12 ||  ||  || Seamoor: achievements quest, part of 'Attainment quest'
+
|}
+
'''*:''' The item cannot be soulbound and has a 4% chance of dropping on death
+
  
===[[Gloves]]===
+
=== Armor Categories ===
 +
* [[Cloth Armor]]: Recommended for Assassin, Necromancer, Thief, and Sorcerer.
 +
* [[Light Armor]]: Recommended for Archer, Cleric, and Monk.
 +
* [[Medium Armor]]: Recommended for Bard, Druid, and Ranger.
 +
* [[Heavy Armor]]: Recommended for Barbarian, Knight, and Paladin.
  
{| class="sortable"
+
== Helms & Shields ==
|-
+
=== Enhancement Rules ===
! '''Name''' !! '''LVL''' !! '''AC''' !! '''Buy''' !! '''Sell''' !! '''Location'''
+
* '''Enchanted:''' Dull (+1), Soft (+2), Bright (+3), Brilliant (+4). Rare: Radiant (+6), Mysterious (+8).
|-
+
* '''Humming:''' Barely (+2 AC), Softly (+3 AC), Loudly (+4 AC).
|Tattered Gloves || 15 || 3 ||  || 500 || '''Mob:''' Rotting Dead? Trail Bandits?
+
* '''Decked:''' Fully decked Helms/Shields grant '''+4 AC''' more than the raw value.
|-
+
|Bandit's Mitts || 20 || 4 ||  || ? || '''Mob:''' Bandit Scouts and possibly other Wasteland rogues?
+
|-
+
|Ringleader's Mitts || 20 || 5 || || || '''Mob:''' Ringleader
+
|-
+
|Contender's Gloves || 20 || 5 || 40 Champions Marks || ? || Alderra
+
|-
+
|Leather Gloves || 25 || 4 || 15000? || ? || Alderra?
+
|-
+
|Orc Gloves || 25 || 4 || 15000 || 10000 || Blitz's Tannery: Alderra
+
|-
+
|Singed Leather Gloves || 25 || 46||  || 2000 || +2 mana on equip; '''Mob:''' [[Vazar Crane]]
+
|-
+
|Captain's Gloves || 25 || 7 ||  || ? || '''Mob:''' Blackspawn Captain
+
|-
+
| Silk Gloves || 25 || 9 ||  || 3000 ||  Undead Kraken Mobs
+
|-|-
+
|Mining Gloves || 25 || 7 ||  || 1000 ||  Various dwarf and mini bosses in Drelvar Mines
+
|-
+
|Kandor Gloves || 25 || 7 ||  || 3000 ||  '''Mob:''' Hags in Tegus Instance
+
|-
+
|Fiend's Gauntlets || 25 || 9 ||  || 4000 ||  '''Boss:''' Treasure Fiend
+
|-
+
|Netherhide Gloves || 25 || 9 ||  || ? || Various higher level roguish mobs drop Traveller's Pouch including Master Burglar, Ringleader, Bandit Leader, Rustlers, etc.
+
|-
+
|Divine Wraps || 25 || 9 ||  || 4000 || '''Mob:''' Spirit of Eternity
+
|-
+
|Fiend's guantlets || 25 || 9 ||  || ? || '''Orebreaker's Bag''' Damomila Orebreaker Quest
+
|-
+
|Champion's Gloves || 25 || 10 || 120 Champions Marks || ? || Alderra
+
|-
+
|Enigmatic Gloves || 25 || 11 || 2000FP || ? || Alderra: See Faction Set
+
|-
+
|Clandestine Gloves|| 25 || 11 || 2000FP || ? || Alderra: See Faction Set
+
|-
+
|Pious Gloves || 25 || 11 || 2000FP || ? || Alderra: See Faction Set
+
|}
+
  
==[[Equipment Sets]]==
+
=== Protection Categories ===
 +
* [[Light Helm]]: Recommended for Bard, Druid, Monk, Necromancer, and Sorcerer.
 +
* [[Heavy Helm]]: Recommended for Assassin, Barbarian, Cleric, Knight, Paladin, Ranger, and Thief.
 +
* [[Shields]]: Recommended for Assassin, Barbarian, Cleric, Knight, Paladin, Ranger, and Thief.
  
*Special gear that when equipped together bestow the wearer significant benefits.
+
== Off-Hand & Accessories ==
 +
* [[Instruments]]: Bards only.
 +
* [[Tomes]]: Necromancer off-hand.
 +
* [[Talisman]]: Druid off-hand.
 +
* [[Codex]]: Sorcerer off-hand. POW affects buff power/duration.
 +
* [[Amulets]] | [[Rings]] | [[Boots]] | [[Gloves]]
 +
* [[Equipment Sets]]: Special bonuses granted for wearing matching sets.
  
== Ranger Pet Gear==
+
== Ranger Pet Gear ==
 +
Rangers can equip pets with one weapon, one armor, one special, and one description item.
  
Rangers can equip each of their pets with one weapon, one piece of armour, one special and one description item.
+
=== Pet Armor ===
The armour and weapons affect the stats of the pet it is equipped on (unless otherwise specified).
+
{| class="sortable" style="width: 100%;"
 
+
! Name !! Cost !! Location !! AC !! WIS !! Dodge !! HP/Lvl !! Special
=== Armor ===
+
 
+
{| class="sortable"
+
 
|-
 
|-
! '''Name''' !! '''Cost''' !! '''Location''' !! '''AC''' !! '''WIS''' !! '''Dodge''' !! '''Spell Damage Negation''' !! '''HP/lvl'''
+
| Thick Cloth Armor || 2500 || Ark/Hideout || - || 5 || 3 || - || +10 Spell Negation
 
|-
 
|-
| Thick Cloth Armor || 2500/2200|| Ark/Ranger Hideout|| || 5 || 3 || 10 ||  
+
| Leather Carapace || 2500 || Ark/Hideout || 10 || 2 || 1 || 3 || -
 
|-
 
|-
| Leather Carapace || 2500/2200|| Ark/Ranger Hideout|| 10 || 2 || 1 || || 3
+
| Scale Mail Armor || 2500 || Ark/Hideout || 20 || - || - || 6 || -
 
|-
 
|-
| Scale Mail Armor || 2500/2200|| Ark/Ranger Hideout|| 20 || || || || 6
+
| Mithril Armor || 2500 || Ark/Hideout || 40 || -3 || -3 || 10 || -
 
|-
 
|-
| Mithril Armor || 2500/2200|| Ark/Ranger Hideout|| 40 || -3 ||-3  || || 10
+
| Thin Cloth Armor || 250 || Canopia || - || 2 || 2 || - || +5 Spell Negation
 
|-
 
|-
| Thin Cloth Armor || 250 || Canopia || || 2 || 2 || 5 ||  
+
| <span style="color:#00BFFF;">'''Pet Armor - Tinfoil Hat'''</span> || 1000 || Ebonmurk || 10 || 3 || 1 || 4 || Soulbound
 
|-
 
|-
| Leather Armor || 250 || Canopia || 5 ||  || 1 ||  || 1
+
| <span style="color:#00BFFF;">'''Pet Armor - Colossal Gambeson'''</span> || 1000 || Ebonmurk || 60 || -3 || -2 || 12 || Soulbound
|-
+
| Light Chain Armor || 250 || Canopia || 10 ||  ||  ||  || 3
+
|-
+
| Iron Armor || 250 || Canopia || 20 || -3 || -3 || || 6
+
 
|}
 
|}
  
=== Weapon ===  
+
=== Pet Weapons ===
 
+
{| class="sortable" style="width: 100%;"
{| class="sortable"
+
! Name !! Cost !! Location !! DMG !! INT !! Agi !! Delay !! Exh !! Special
 
|-
 
|-
! '''Name''' !! '''Cost''' !! '''Location''' !! '''Damage''' !! '''Int''' !! '''Atk Agi''' !! '''Atk Delay''' !! '''Exh'''
+
| Bone Gear || 2500 || Ark/Hideout || -15 || 5 || - || -0.25s || -0.5s || -
 
|-
 
|-
| Bone Gear || 2500/2200 || Ark/Ranger Hideout || -15 || 5 || || -0.25s || -.5s
+
| Sapphire Gear || 2500 || Ark/Hideout || 2 || - || - || -0.5s || -1.0s || -
 
|-
 
|-
| Sapphire Gear || 2500/2200 || Ark/Ranger Hideout || 2 || || || -.5s || -1s
+
| Titanium Gear || 2500 || Ark/Hideout || 6 || - || - || - || - || -
 
|-
 
|-
| Titanium Gear || 2500/2200 || Ark/Ranger Hideout || 6 || || || ||  
+
| Adamantite Gear || 2500 || Ark/Hideout || 18 || -6 || -2 || 0.25s || 0.5s || -
 
|-
 
|-
| Adamantite Gear || 2500/2200 || Ark/Ranger Hideout || 18 || -6 || -2 || .25s || .5s
+
| <span style="color:#00BFFF;">'''Pet Weapon - Razorpaw'''</span> || 1000 || Ebonmurk || -12 || 4 || -1 || -0.15s || -0.2s || Soulbound
 
|-
 
|-
| Ruby Gear || 250 || Canopia/Bityrn || || || 1 || ||  
+
| <span style="color:#00BFFF;">'''Pet Weapon - Titan Thumper'''</span> || 1000 || Ebonmurk || 8 || -2 || - || 0.1s || -0.1s || Soulbound
 
|-
 
|-
| Platinum Gear || 250 || Canopia/Bityrn || 3 || -2 ||  ||  ||
+
| <span style="color:#00BFFF;">'''Pet Weapon - Energia Rod'''</span> || 1000 || Ebonmurk || - || 7 || 1 || -0.2s || -0.25s || Soulbound
|-
+
| 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
+
 
|}
 
|}
  
=== Special ===
+
=== Pet Specials & Descriptions ===
 
+
{| class="sortable" style="width: 100%;"
{| class="sortable"
+
! Name !! Cost !! Location !! Effect
 
|-
 
|-
! '''Name''' !! '''Cost''' !! '''Location''' !! '''Infra''' !! '''Spell Percent''' !! '''Special'''
+
| Leech Spell || 6500 || Ranger Hideout || 20% Spell - Damage base self heal.
 
|-
 
|-
| Small Scope Lens || 800 || Ark || 3 ||  ||  
+
| Beam Spell || 6200 || Ranger Hideout || 20% Spell - Casts divinity beam.
 
|-
 
|-
| Leech Spell || 6500/6200 || Ark/Ranger Hideout || -2 || 20% || Damage base self heal. Damage and penetration based on pet's intelligence
+
| Divinity Glow || 2000 || Ranger Hideout || Adds: %PetName% glows bright %PlayerDivinityColor%!
 
|-
 
|-
| Scope Lens || 2200 || Ranger Hideout || 6 ||  ||
+
| Ominous Aura || 2000 || Ranger Hideout || Adds: %PetName% is surrounded by an ominous aura!
|-
+
| 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 ===
+
[[Category:Equipment]]
 
+
[[Category:Ranger]]
{| class="sortable"
+
|-
+
! '''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!
+
|}
+
 
+
 
+
 
+
 
+
<BR>
+
<BR>
+

Latest revision as of 21:40, 14 January 2026

Overview

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

  • Command: /research <item name>
  • Note: This is the equivalent of right-clicking and examining an item.

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

Legend

Items come in different rarities. The colour of the Rarity text is a guide on its power/importance:

  • Common items are usable in some way (food, water, potions, or store bought equipment).
  • Uncommon items. Gear that drops off from a standard NPC or has a one hour spawn timer.
  • Rare items. Gear that drops off from a rare NPC with longer spawn timers.
  • Epic items. Generally drops off from a one-a-day monster.
  • Legendary items. These drop from super bosses or quest relevant NPCs.
  • Mythic items. The rarest items obtained typically through one of a kind events.

Terminology

Term Definition
Min / Max Minimum and Maximum damage of a weapon when "Raw" (no enchants/blesses).
AC Armor Class: Protection value of the piece of armor (base value).
POW Power: Rating for instruments, tomes, codices, or talismans.
Lvl Level: Minimum level required to equip the item.
Buy / Sell Price in gold to purchase from a shop or sell back to a vendor.
PP Prestige Points: Currency used in special Alderra shops.
Radiant Top-tier enchantment only available on high-end PP equipment.
Mob The creature that has a chance to drop the item. (See Atlas for locations).
Special Unique modifiers or abilities attached to the item.

Weapons

Enhancement Rules

  • Blessed: Each blessing (max 5) adds +0.5 to Min/Max damage.
  • Enchanted: Dull (+0.5), Soft (+1), Bright (+1.5), Brilliant (+2). Rare Enchants: Radiant (+2.5), Mysterious (+3).
  • Decked: A fully decked weapon has +4.5 more Min/Max than shown raw values.
  • Humming: Low Tone (+1 Min), High Tone (+1 Max), Perfect Harmony (+1 Min/Max).

Weapon Categories

  • Blunts: Preferred for Druids, Clerics, and Paladins (+16% DMG for Paladins after lvl 20).
  • Bows: Two-handed. Recommended for Archer, Ranger, and Thief. Arrows allow critical hits.
  • Daggers: Recommended for Assassin, Thief, and Necromancer.
  • Staves: Recommended for Cleric, Monk, Necromancer, and Sorcerer.
  • Swords: Recommended for Barbarian, Bard, Knight, Paladin, and Ranger.
  • Two-Handed: Higher average damage and critical chance. Recommended for Barbarian and Knight.
  • Special Weapons: Unique or hybrid weapon types.

Armor & Protection

Enhancement Rules

  • Blessed: Each blessing (max 5) adds +1 AC to Body Armor.
  • Enchanted: Dull (+2), Soft (+4), Bright (+6), Brilliant (+8). Rare: Radiant (+12), Mysterious (+16).
  • Humming: Barely (+2 AC), Softly (+4 AC), Loudly (+6 AC).
  • Decked: Fully decked Body Armor grants +13 AC more than the raw value.

Armor Categories

  • Cloth Armor: Recommended for Assassin, Necromancer, Thief, and Sorcerer.
  • Light Armor: Recommended for Archer, Cleric, and Monk.
  • Medium Armor: Recommended for Bard, Druid, and Ranger.
  • Heavy Armor: Recommended for Barbarian, Knight, and Paladin.

Helms & Shields

Enhancement Rules

  • Enchanted: Dull (+1), Soft (+2), Bright (+3), Brilliant (+4). Rare: Radiant (+6), Mysterious (+8).
  • Humming: Barely (+2 AC), Softly (+3 AC), Loudly (+4 AC).
  • Decked: Fully decked Helms/Shields grant +4 AC more than the raw value.

Protection Categories

  • Light Helm: Recommended for Bard, Druid, Monk, Necromancer, and Sorcerer.
  • Heavy Helm: Recommended for Assassin, Barbarian, Cleric, Knight, Paladin, Ranger, and Thief.
  • Shields: Recommended for Assassin, Barbarian, Cleric, Knight, Paladin, Ranger, and Thief.

Off-Hand & Accessories

Ranger Pet Gear

Rangers can equip pets with one weapon, one armor, one special, and one description item.

Pet Armor

Name Cost Location AC WIS Dodge HP/Lvl Special
Thick Cloth Armor 2500 Ark/Hideout - 5 3 - +10 Spell Negation
Leather Carapace 2500 Ark/Hideout 10 2 1 3 -
Scale Mail Armor 2500 Ark/Hideout 20 - - 6 -
Mithril Armor 2500 Ark/Hideout 40 -3 -3 10 -
Thin Cloth Armor 250 Canopia - 2 2 - +5 Spell Negation
Pet Armor - Tinfoil Hat 1000 Ebonmurk 10 3 1 4 Soulbound
Pet Armor - Colossal Gambeson 1000 Ebonmurk 60 -3 -2 12 Soulbound

Pet Weapons

Name Cost Location DMG INT Agi Delay Exh Special
Bone Gear 2500 Ark/Hideout -15 5 - -0.25s -0.5s -
Sapphire Gear 2500 Ark/Hideout 2 - - -0.5s -1.0s -
Titanium Gear 2500 Ark/Hideout 6 - - - - -
Adamantite Gear 2500 Ark/Hideout 18 -6 -2 0.25s 0.5s -
Pet Weapon - Razorpaw 1000 Ebonmurk -12 4 -1 -0.15s -0.2s Soulbound
Pet Weapon - Titan Thumper 1000 Ebonmurk 8 -2 - 0.1s -0.1s Soulbound
Pet Weapon - Energia Rod 1000 Ebonmurk - 7 1 -0.2s -0.25s Soulbound

Pet Specials & Descriptions

Name Cost Location Effect
Leech Spell 6500 Ranger Hideout 20% Spell - Damage base self heal.
Beam Spell 6200 Ranger Hideout 20% Spell - Casts divinity beam.
Divinity Glow 2000 Ranger Hideout Adds: %PetName% glows bright %PlayerDivinityColor%!
Ominous Aura 2000 Ranger Hideout Adds: %PetName% is surrounded by an ominous aura!