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Difference between revisions of "Equipment"

 
Line 24: Line 24:
 
| '''Min / Max''' || Minimum and Maximum damage of a weapon when "Raw" (no enchants/blesses).
 
| '''Min / Max''' || Minimum and Maximum damage of a weapon when "Raw" (no enchants/blesses).
 
|-
 
|-
| '''AC''' || '''Armor Class:''' Protection value of the piece of armor.
+
| '''AC''' || '''Armor Class:''' Protection value of the piece of armor (base value).
 
|-
 
|-
 
| '''POW''' || '''Power:''' Rating for instruments, tomes, codices, or talismans.
 
| '''POW''' || '''Power:''' Rating for instruments, tomes, codices, or talismans.
Line 44: Line 44:
 
=== Enhancement Rules ===
 
=== Enhancement Rules ===
 
* '''Blessed:''' Each blessing (max 5) adds +0.5 to Min/Max damage.
 
* '''Blessed:''' Each blessing (max 5) adds +0.5 to Min/Max damage.
* '''Enchanted:'''  
+
* '''Enchanted:''' Dull (+0.5), Soft (+1), Bright (+1.5), Brilliant (+2). Rare Enchants: Radiant (+2.5), Mysterious (+3).
** Dull: +0.5 | Soft: +1 | Bright: +1.5 | Brilliant: +2
+
* '''Decked:''' A fully decked weapon has '''+4.5''' more Min/Max than shown raw values.
** Rare Enchants: Radiant (+2.5) | Mysterious (+3)
+
* '''Humming:''' Low Tone (+1 Min), High Tone (+1 Max), Perfect Harmony (+1 Min/Max).
* '''Decked:''' A fully "decked" weapon has '''+4.5''' more Min/Max than shown raw values.
+
* '''Humming:'''  
+
** Low Tone: +1 Min damage
+
** High Tone: +1 Max damage
+
** Perfect Harmony: +1 Min AND Max damage
+
  
 
=== Weapon Categories ===
 
=== Weapon Categories ===
Line 59: Line 54:
 
* [[Staves]]: Recommended for Cleric, Monk, Necromancer, and Sorcerer.
 
* [[Staves]]: Recommended for Cleric, Monk, Necromancer, and Sorcerer.
 
* [[Swords]]: Recommended for Barbarian, Bard, Knight, Paladin, and Ranger.
 
* [[Swords]]: Recommended for Barbarian, Bard, Knight, Paladin, and Ranger.
* [[Two-Handed]]: High critical chance and damage. Recommended for Barbarian and Knight.
+
* [[Two-Handed]]: Higher average damage and critical chance. Recommended for Barbarian and Knight.
 
* [[Special Weapons]]: Unique or hybrid weapon types.
 
* [[Special Weapons]]: Unique or hybrid weapon types.
  
 
== Armor & Protection ==
 
== Armor & Protection ==
=== Body Armor ===
+
=== Enhancement Rules ===
* '''Blessed:''' Each blessing adds +1 AC.
+
* '''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).
 
* '''Enchanted:''' Dull (+2), Soft (+4), Bright (+6), Brilliant (+8). Rare: Radiant (+12), Mysterious (+16).
 
* '''Humming:''' Barely (+2 AC), Softly (+4 AC), Loudly (+6 AC).
 
* '''Humming:''' Barely (+2 AC), Softly (+4 AC), Loudly (+6 AC).
* '''Types:''' [[Cloth Armor]], [[Light Armor]], [[Medium Armor]], [[Heavy Armor]].
+
* '''Decked:''' Fully decked Body Armor grants '''+13 AC''' more than the raw value.
  
=== Helms & Shields ===
+
=== 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).
 
* '''Enchanted:''' Dull (+1), Soft (+2), Bright (+3), Brilliant (+4). Rare: Radiant (+6), Mysterious (+8).
 
* '''Humming:''' Barely (+2 AC), Softly (+3 AC), Loudly (+4 AC).
 
* '''Humming:''' Barely (+2 AC), Softly (+3 AC), Loudly (+4 AC).
* '''Types:''' [[Light Helm]], [[Heavy Helm]], [[Shields]].
+
* '''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 ==
 
== Off-Hand & Accessories ==
 
* [[Instruments]]: Bards only.
 
* [[Instruments]]: Bards only.
* [[Tomes]]: Necromancers only.
+
* [[Tomes]]: Necromancer off-hand.
* [[Talisman]]: Druids only.
+
* [[Talisman]]: Druid off-hand.
* [[Codex]]: Sorcerers only. Defensive item; POW affects buff duration.
+
* [[Codex]]: Sorcerer off-hand. POW affects buff power/duration.
 
* [[Amulets]] | [[Rings]] | [[Boots]] | [[Gloves]]
 
* [[Amulets]] | [[Rings]] | [[Boots]] | [[Gloves]]
* [[Equipment Sets]]: Bonuses granted for wearing full matching sets.
+
* [[Equipment Sets]]: Special bonuses granted for wearing matching sets.
  
 
== Ranger Pet Gear ==
 
== Ranger Pet Gear ==
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=== Pet Armor ===
 
=== Pet Armor ===
 
{| class="sortable" style="width: 100%;"
 
{| class="sortable" style="width: 100%;"
! Name !! Cost !! Location !! AC !! WIS !! Dodge !! Sp. Negation !! HP/Lvl
+
! Name !! Cost !! Location !! AC !! WIS !! Dodge !! HP/Lvl !! Special
 
|-
 
|-
| Thick Cloth Armor || 2500 || Ark/Hideout || - || 5 || 3 || 10 || -
+
| Thick Cloth Armor || 2500 || Ark/Hideout || - || 5 || 3 || - || +10 Spell Negation
 
|-
 
|-
| Leather Carapace || 2500 || Ark/Hideout || 10 || 2 || 1 || - || 3
+
| Leather Carapace || 2500 || Ark/Hideout || 10 || 2 || 1 || 3 || -
 
|-
 
|-
| Scale Mail Armor || 2500 || Ark/Hideout || 20 || - || - || - || 6
+
| Scale Mail Armor || 2500 || Ark/Hideout || 20 || - || - || 6 || -
 
|-
 
|-
| Mithril Armor || 2500 || Ark/Hideout || 40 || -3 || -3 || - || 10
+
| Mithril Armor || 2500 || Ark/Hideout || 40 || -3 || -3 || 10 || -
 
|-
 
|-
| Thin Cloth Armor || 250 || Canopia || - || 2 || 2 || 5 || -
+
| Thin Cloth Armor || 250 || Canopia || - || 2 || 2 || - || +5 Spell Negation
 
|-
 
|-
| Pet Armor - Colossal || - || Ebonmurk || 60 || -3 || -2 || - || 12
+
| <span style="color:#00BFFF;">'''Pet Armor - Tinfoil Hat'''</span> || 1000 || Ebonmurk || 10 || 3 || 1 || 4 || Soulbound
 +
|-
 +
| <span style="color:#00BFFF;">'''Pet Armor - Colossal Gambeson'''</span> || 1000 || Ebonmurk || 60 || -3 || -2 || 12 || Soulbound
 
|}
 
|}
  
 
=== Pet Weapons ===
 
=== Pet Weapons ===
 
{| class="sortable" style="width: 100%;"
 
{| class="sortable" style="width: 100%;"
! Name !! Cost !! Location !! Damage !! INT !! Atk Agi !! Delay !! Exh
+
! 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 || -
 
|-
 
|-
| Bone Gear || 2500 || Ark/Hideout || -15 || 5 || - || -0.25s || -0.5s
+
| Titanium Gear || 2500 || Ark/Hideout || 6 || - || - || - || - || -
 
|-
 
|-
| Sapphire Gear || 2500 || Ark/Hideout || 2 || - || - || -0.5s || -1.0s
+
| Adamantite Gear || 2500 || Ark/Hideout || 18 || -6 || -2 || 0.25s || 0.5s || -
 
|-
 
|-
| Titanium Gear || 2500 || Ark/Hideout || 6 || - || - || - || -
+
| <span style="color:#00BFFF;">'''Pet Weapon - Razorpaw'''</span> || 1000 || Ebonmurk || -12 || 4 || -1 || -0.15s || -0.2s || Soulbound
 
|-
 
|-
| Adamantite Gear || 2500 || Ark/Hideout || 18 || -6 || -2 || 0.25s || 0.5s
+
| <span style="color:#00BFFF;">'''Pet Weapon - Titan Thumper'''</span> || 1000 || Ebonmurk || 8 || -2 || - || 0.1s || -0.1s || Soulbound
 
|-
 
|-
| Pet Weapon - Razorpaw || - || Ebonmurk || 12 || -3 || -1 || -0.15s || -0.2s
+
| <span style="color:#00BFFF;">'''Pet Weapon - Energia Rod'''</span> || 1000 || Ebonmurk || - || 7 || 1 || -0.2s || -0.25s || Soulbound
 
|}
 
|}
  
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! Name !! Cost !! Location !! Effect
 
! Name !! Cost !! Location !! Effect
 
|-
 
|-
| Leech Spell || 6500 || Hideout || 20% Spell - Damage based self heal.
+
| Leech Spell || 6500 || Ranger Hideout || 20% Spell - Damage base self heal.
 
|-
 
|-
| Beam Spell || 6200 || Hideout || 20% Spell - Casts divinity beam.
+
| Beam Spell || 6200 || Ranger Hideout || 20% Spell - Casts divinity beam.
 
|-
 
|-
| Divinity Glow || 2000 || Hideout || Adds: %PetName% glows bright %PlayerDivinityColor%!
+
| Divinity Glow || 2000 || Ranger Hideout || Adds: %PetName% glows bright %PlayerDivinityColor%!
 
|-
 
|-
| Ominous Aura || 2000 || Hideout || Adds: %PetName% is surrounded by an ominous aura!
+
| Ominous Aura || 2000 || Ranger Hideout || Adds: %PetName% is surrounded by an ominous aura!
 
|}
 
|}
  
 
[[Category:Equipment]]
 
[[Category:Equipment]]
 
[[Category:Ranger]]
 
[[Category:Ranger]]

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!