Gear and weapons
Eleven slots, two-handed weapons, javelins, orbs, sets and where the best gear comes from.
The slots
Head, body, legs, boots, gloves, cape, weapon, off-hand, amulet, ring and ammo. Gloves often add a point or two of attack; capes add armour and defence, and you can see your cape on your back unless the Wardrobe picks a different one.
Weapons by vocation
- Knight: swords, daggers (quick, an attack every 1.5 seconds), axes and war picks, clubs, maces and flails (slow, heavy hits) and a shield, or a two-handed claymore, halberd, spear, scythe or the Coral Trident. Two-handers hit much harder but leave no room for a shield; halberds, spears and scythes reach two tiles. Equipping one puts your shield in your bag, and the other way round.
- Paladin: bows and crossbows (with arrows or bolts), or thrown weapons that need no ammunition: javelins, plus throwing knives, shuriken and chakrams, which are quicker (an attack every 1.6 seconds) and hit a little lighter. Chakrams reach five tiles; the rest reach four.
- Wizard: wands and staves, with a spellbook, a codex or an orb in the off-hand. Orbs add a little attack; books add more defence.
Sets
Wear several pieces of the same set for bonuses. The newest sets have five pieces (helm, body, legs, boots and gloves), with a bonus at two and at four. Boss sets like the Drowned Queen's Regalia and the Ashen Regent's Raiment have three bonuses. See Gear sets.
Getting the best gear
- Each dungeon's monsters drop that tier's gear, and each family of monsters drops its matching gloves.
- Bosses drop legendaries, often a weapon, a cape or gloves.
- The top tier is Voidsteel (Knight), Riftleather (Paladin) and Nullweave (Wizard) at level 62, from the Riftwastes. It drops there, and Quartermaster Ysra sells it at Wardens' Rest. It can't be smithed.
- Smithing reaches tidesteel (66+), ashsteel (76+) and starsteel (88+); Fletching makes the matching javelins, bows and ammunition. See Crafting.