Equipment
Gear is half your power (the other half is stats and masteries). This page covers the slot system, the all-important Item Class, equip requirements, and sockets. For the actual item lines see Weapons & Spells, Armour & Shields, and Accessories.
Slots
You have six equipment slots:
| Slots | Holds | Fires on |
|---|---|---|
| 2 × weapon | a weapon or a shield | Attack |
| 2 × spell | any spell | Cast |
| 1 × armour | one armour piece | (passive) |
| 1 × accessory | one trinket | (passive) |
Key consequences of the two-slot model:
- Each equipped weapon/spell acts independently every round. Two weapons = two swings on Attack. A Fire spell + a Heal spell = every Cast both burns the enemy and heals you. This is the core of hybrid play (see Combat).
- A shield occupies a weapon slot. Running a shield means one fewer weapon swinging — you trade offence for the shield's defensive AC and the hit-chance penalty it imposes on attackers.
- A common caster layout is damage spell + heal/drain spell; a common fighter layout is weapon + weapon or weapon + shield.
Item Class (IC) — the power tier
Every item has an Item Class (IC), its tier of power. The seed catalog runs IC 0 → 20 in steps. IC drives three separate combat axes, depending on the item:
| Item type | Contributes |
|---|---|
| Weapon | Weapon Class (WC) |
| Spell | Spell Class (SC) |
| Armour / Shield | Armour Class (AC) |
WC, SC and AC are independent — they're the numbers compared on the damage curve. A point of class is worth a lot (every point of WC/SC over the enemy's effective AC multiplies your damage ×1.2), so raising IC is usually your biggest single upgrade.
Equip requirements
Higher-IC gear demands higher stats (and, past IC 11, a minimum level). These are the launch formulas:
| Item | Requirement |
|---|---|
| Weapon | STR ≥ IC × 200 |
| Attack spell | NTL ≥ IC × 200 |
| Heal / Drain spell | NTL ≥ IC × 130 (cheaper) |
| Armour | VIT ≥ IC × 150 |
| Shield | STR ≥ IC × 120 |
| Level (IC ≥ 11 only) | level ≥ (IC − 10) × 20 |
Read this as: your equip stat is what unlocks your next gear tier. A fighter pours STR not just for damage but to wear the next weapon; a tank pours VIT to wear the next armour. Plan your level-ups so you're never stuck holding an upgrade you can't equip.
Example: an IC-10 weapon needs STR 2000. The IC-11 version needs STR 2200 and level 20 (
(11−10)×20). Heal spells are the cheapest line to equip (×130), which is why almost everyone can afford a heal slot.
Sockets & gems
Items have gem sockets based on IC:
- IC ≥ 15 → 2 sockets
- IC < 15 → 1 socket
- Shadow-tier items always have 2 sockets (see Shadow & Mythic Items).
Gems are socketed at an Enchanter POI and dramatically extend what gear can do — extra class, stat %, lifesteal, crit, drop bonuses, and more. See Gems & Enchanting.
Buying, selling, upgrading
- Shops (Equipment Shop / Magic Shop) sell gear by zone, in IC bands that match the zone's level. Higher zones stock higher IC. See Economy.
- Selling back ("smashing") returns 50% of an item's value.
- Trading Post lets players buy/sell items to each other anonymously.
- Enchanter / Fusion / Temple upgrade gear via gems, gem fusion, and mythic forging.
Quick upgrade priorities
- Raise IC on your main damage source whenever your stats/level allow — it moves you up the damage curve fastest.
- Keep a heal/drain in a spell slot for sustain.
- Socket class gems (Dragonfang/Demonfang/Frosttear) and your build's stat gems as soon as you can afford the enchant.
- Don't over-invest in soon-obsolete gear — the next IC tier is usually a bigger jump than any gem.
Next: Weapons & Spells → Gems & Enchanting → Stats