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Equipment

Equipment is the gear your character wears, and after cultivation it is your biggest lever on combat power. You fill a set of slots with weapons, armour, and accessories, and every piece feeds stats into the combat engine. Building a strong character is largely about finding, crafting, and refining better gear.

You have 16 equipment slots, grouped by type:

GroupSlots
WeaponsWeapon, Sheathed
ArmourHead, Robe, Cape, Bracers, Sash, Pants, Boots
AccessoriesEarring (x2), Necklace, Ring (x2), Talisman
UtilityPouch

A few slots behave specially:

  • Sheathed is a second weapon you carry alongside your main one. While it is sheathed it does not add its stats; it is there so you can swap weapons. A two-handed weapon locks the sheathed slot.
  • Pouch is a utility slot. Equipping a pouch unlocks extra consumable slots, letting you carry more elixirs, food, and pills into a fight.
  • Your two Rings (and two Earrings) draw from the same pool, so each can roll its own stats independently.

A single item’s power is built from several layers stacked together:

  • Base stats and quality. Every piece has base stats set by its quality, a roll from 0% to 100%. Higher quality pushes the base stats closer to the item’s maximum. Crafted gear rolls higher quality (25% to 100%) than dropped gear, so crafting is the reliable way to get a clean base.
  • Affixes. Bonus stats layered on top, and the source of an item’s rarity (Common through Legendary). This is the deepest part of the system, covered on its own page: see Affixes.
  • Enhancement. Strengthening a piece at the Forge, raising both its base stats and its affixes.
  • Spirit veins and gems. Sockets you can slot gems into for extra stats.

At the Forge you can enhance a piece, adding about 10% to all of its stats per level, up to a maximum of +15. Each attempt can fail; on a failure you lose the materials spent but the item is unchanged, so gear never breaks or downgrades. Higher levels are riskier and cost more. Weapons use weapon stones and everything else uses armour stones, and an optional booster improves your odds.

Equipment can roll up to four spirit vein sockets, each with a colour. At the Forge’s Spirit Vein station you bind gems into matching sockets for a small stat boost (white sockets accept any colour). Socketing is a gamble: each attempt has roughly a 30% chance to bind, and the gem is destroyed if it fails, so save gems for gear you intend to keep. Pouches do not roll veins.

Gear is divided into five tiers, set by the item’s level requirement, and each tier lines up with a cultivation realm:

TierItem levelRealm
T11 to 19Mortal
T220 to 39Disciple
T340 to 59Adept
T460 to 79Master
T580 to 99Sage

Higher tiers carry larger base stats and larger flat affixes, so a higher-tier piece is a meaningful jump in power, not just a number change.

Each piece, and your character as a whole, has a gear score: a single number summarising equipment power. It is driven mostly by item tier and enhancement, with smaller contributions from quality, affixes, and sockets. Use it as a quick way to compare two pieces or track your overall progress, but remember it is a summary, so the right stats for your build still matter more than a slightly higher number.

The Forge is where you refine gear, across three stations:

  • Enhancement: strengthen a piece with enhancement stones (the +1 to +15 track above).
  • Spirit Vein: bind gems into a piece’s open vein sockets.
  • Modification: reshape a piece’s affixes and quality using consumable orbs. See Affixes for the full list of orbs and what each one does.

Gear comes from two places:

  • Drops. Enemies drop equipment as you fight. Dropped gear rolls a lower quality range, but it is your steady stream of pieces and the only source of mob-exclusive items.
  • Crafting. The Blacksmithing and Tailoring skills turn gathered materials into weapons and armour. Crafted gear rolls the best quality range, so once you can make a piece, crafting is usually the better base to refine.
  • Affixes: the bonus stats and rarity system, plus Forge orbs.
  • Skills: gathering materials and crafting gear.
  • Combat: what your equipment stats do in a fight.
  • Cultivation: your power before gear, and the realms that gate item tiers.