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

  1. Raise IC on your main damage source whenever your stats/level allow — it moves you up the damage curve fastest.
  2. Keep a heal/drain in a spell slot for sustain.
  3. Socket class gems (Dragonfang/Demonfang/Frosttear) and your build's stat gems as soon as you can afford the enchant.
  4. Don't over-invest in soon-obsolete gear — the next IC tier is usually a bigger jump than any gem.

Next: Weapons & SpellsGems & EnchantingStats