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Equipment slots

This page was last checked against game version 0.2.1; the game is now at 0.3.0. Some explanations may be out of date (tables are always current).

You wear gear in equipment slots on the Inventory screen. Each slot holds one piece, and everything you wear adds its stats to your character. Most gear needs a minimum level, some only fits one class, and weapons and armour wear down in fights.

  • Main hand — your weapon: swords, spears, daggers, staves, bows, fist wraps.
  • Off hand — a shield, a lantern, an orb or a quiver.
  • Head, Chest, Hands, Feet — armour, mostly defence and attributes.
  • Cloak — a cloak over your armour.
  • Neck and Ring — jewellery with attributes, crit or luck. It doesn’t wear down.

The item list shows the slot of every piece. The cloaks:

  • Level. You can’t equip a piece below its level. The column “Level” in the item tables shows it.
  • Class. Class gear says which class may wear it (for example “Warriors only”). Without that class you can’t equip it.
  • Binding. Some gear becomes bound the first time you equip it. Bound gear can’t be traded with other players any more. Legendary uniques and the pieces of dropped sets bind like this.
  • Broken gear stays equipped but gives no stats until you repair it.

Yes. Some pieces shorten the runs of one profession while you wear them, for example Softpaw Gloves. Set bonuses can do the same. All such effects for one profession multiply, but together they never cut a run below 75% of its time. Tool bonuses (like a faster sickle) apply on top.

  • Fill every slot early. Even a cheap cloak or ring adds stats for free.
  • Upgrade what you keep. Upgrades raise a piece’s base stats and work on every slot.
  • Watch the level. Gear from a new zone is often a few levels ahead; buy or craft it before you arrive.