Items & GearWeapons, armor, jewelry, rarity and sets: everything you equip.
Your power comes as much from gear as from levels. Items fall into three types: equipment, consumables and quest items, and every equipment piece has a level and (often) a class requirement, a rarity grade, and stats that read straight off the tooltip.
The paper doll
Your character wears gear across these slots:
| Group | Slots |
|---|---|
| Armor (4-piece) | Helmet · Suit · Gauntlet · Boots |
| Hands | Weapon · Shield |
| Jewelry | Necklace · 2× Ring · 2× Earring |
| Back & cosmetic | Cloak · Mask · Fashion (hat/suit/gloves/boots worn over armor) |
The rarity ladder
Every piece carries a grade, shown as a coloured line in its tooltip (never baked into the name). Higher grades multiply the item’s stats and add a glow:
| Grade | Stat multiplier | Notes |
|---|---|---|
| Common | ×1.0 | Sold by NPC shops |
| Uncommon | ×1.5 | Drop-only |
| Rare | ×2.2 | Drop-only; carries set bonuses |
| Unique | ×3.2 | Giants & bosses; the Lv 60 “Guardian” weapons |
| Legendary | ×4.5 | Reserved for future signature Relics |
Weapons by class
The weapon family decides which class can wield it, and which stat powers it:
| Weapons | Class | Reach | Notes |
|---|---|---|---|
| Sword · Axe | Vanguard | 2.8 | Sword/axe 1-handed (can use a shield) |
| Bow · Yo-Yo | Skydancer | 22 / 5 | Both two-handed; bow fires arrows |
| Knuckle · Stick | Oracle | 2.8 /- | Stick for magic/heals, knuckle for melee |
| Wand · Staff | Channeler | 18 | Both fire projectiles; staff is 2-handed |
Two-handed weapons (bow, yo-yo, staff, stick) can’t use a shield; one-handed ones (sword, axe, wand, knuckle) can. Weapons also carry an innate element you can raise up to +10 (see Enhancement). Example tiers, Lv 15 → Lv 55:
- Vanguard: Kehin Sword → Subblade Sword · Grabber Axe → Forge Axe
- Skydancer: Bow of Accuracy → Full Metal Bow · Toy of Iblis → Stealth Brain (yo-yo)
- Oracle: Flarine Stick → Peppermin Stick · Iron Knuckle → Splin Knuckle
- Channeler: Wand of Lightning → Rainbow Wand · Staff of Luena Lab → Olin Staff
At the very top sit the eight Lv 60 “Guardian” weapons: the only Unique-grade weapons in the game, dropped only by bosses (~10% a kill).
Armor & set bonuses
The core outfit is four pieces: helmet, suit, gauntlet, boots; usually themed as a matching set. Rare-grade sets grant set bonuses that stack as you wear more pieces: two pieces light up the first tier, three the next, all four the full effect.
Example: Hyper set Skydancer · Lv 45
- 2 pieces: Bow Attack +75, Yo-Yo Attack +75, DEF +20
- 3 pieces: DEF +21, Hit Rate +10%
- 4 pieces: Critical Damage +20%
Example: Parmil Wayfarer · Lv 5
- 2 pieces: Max HP +50, STR +3
- 3 pieces: DEF +23, Speed +10%
- 4 pieces: Max HP +150
Featured rare sets per class climb through the tiers; e.g. Vanguard: Flower (15) → Cylos (30) → Panggril (45) → Rescorn (60); Skydancer: Stinger → Layered → Cruiser → Restron; Oracle: Curus → Sayram → Wedge → Shuran; Channeler: Niz → Merr → Teba → Anoos. There’s also an Armor Upgrade Bonus: refine all four armor pieces to at least +3 and an extra set-wide bonus activates.
Jewelry
Necklaces, rings and earrings are all drop-only (from giants and bosses, Lv 20+) and are the workhorses of stat-stacking. Many belong to upgradeable families that climb to +20; each level swapping in a stronger ability set (e.g. an Arek Ring goes DEX +1 at +0 all the way to DEX +20). See jewelry enhancement.
Reading a tooltip
Hover any item to read, top to bottom: name (with a +N refine suffix) → rarity grade → bound/Relic status → required level and class (red if you can’t meet them) → Attack or Defense range (already including the +N) → weapon element → bonus ability lines (STR +2, Attack Speed +15%…) → the set lines that light up as you wear pieces.