WikiItems & EconomyItems & Gear

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

◉ Live capture The equipment doll with gear in every slot, several carrying a +10 badge, and the four fashion slots along the bottom.
The doll, worn. The refine badges sit on the gear, and the fashion row along the bottom is separate from the armour above it.

Your character wears gear across these slots:

GroupSlots
Armor (4-piece)Helmet · Suit · Gauntlet · Boots
HandsWeapon · Shield
JewelryNecklace · 2× Ring · 2× Earring
Back & cosmeticCloak · 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:

GradeStat multiplierNotes
Common×1.0Sold by NPC shops
Uncommon×1.5Drop-only
Rare×2.2Drop-only; carries set bonuses
Unique×3.2Giants & bosses; the Lv 60 “Guardian” weapons
Legendary×4.5Reserved for future signature Relics
Rarity is gated by monster rank. Normal mobs can’t drop rares; captains give a trace; giants are the unique faucet; bosses drop curated uniques. All jewelry is drop-only: no shop sells rings, earrings or necklaces. About 30% of dropped gear arrives pre-refined at +1 to +3.

Weapons by class

The weapon family decides which class can wield it, and which stat powers it:

WeaponsClassReachNotes
Sword · AxeVanguard2.8Sword/axe 1-handed (can use a shield)
Bow · Yo-YoSkydancer22 / 5Both two-handed; bow fires arrows
Knuckle · StickOracle2.8 /-Stick for magic/heals, knuckle for melee
Wand · StaffChanneler18Both 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:

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
One line on that list is printed but wired to nothing: Magic Defense. No damage roll reads it: spells and swords alike are mitigated by your ordinary Defense, so read it as worth zero when you compare pieces. The same goes for a Block line: nothing in the game consults it.

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.

Your starter kit and quest items are soul-bound; untradeable and worth nothing to a vendor, so you can’t sell them by accident.