Gear and Artifacts

Shields, swords and quicksilver have become real equipment.

Slots | Tiers | Abilities | Getting gear | Bags | Wear and loss | Artifacts | Legends (who holds what)


Slots

You wear one item in each of five slots and carry more in your bag: 6 to start, up to 50 with the best bag. In the browser client, click an item in your bag to wear it and click a worn item (on your adventurer or in the list) to take it off. You can't change gear in the middle of a fight. In any client, Info › Gear does the same and also throws items away, and /gear in chat lists them. Taking armor off lowers your current energy by its bonus, and putting it on raises it again, so swapping gear never heals you. Your equipped items add together into the numbers the game has always used: energy (once the shield), damage (once the sword) and quicksilver (speed).

Each item's bonus is set by the circle (C) it comes from and its tier's quality (q). Energy and damage follow how hard monsters hit at that circle (H, below), so gear keeps pace as you move out: a Fine armor and helm together soak up about seven average hits wherever they were found.

SlotBonus
Weapon+0.4 × H × q damage
Armor+5.5 × H × q energy
Helm+2 × H × q energy
Boots+0.6 × (C − 3) × q quicksilver (at least circle 1)
Trinket+0.8 × H × q energy and +0.08 × H × q damage

Each item rolls within ±15% of these values. H, the average monster hit, by circle (in between, it scales smoothly; beyond 100 it grows with the circle):

Circle151015202530405075100
H731702004001,0001,4502,2502,9004,4005,800

For example, Fine armor gives about 385 energy from circle 10, 8,000 from circle 30 and 32,000 from circle 100.

Tiers

TierQuality qAbilityAbility strengthFound from a monster, circle 1
Worn–none–old shield/sword/quicksilver, scavenged
Common0.7none–50%
Fine1.040% chance×132%
Masterwork1.4always×1.514%
Enchanted1.9always×24%
Artifact2.6two, special×3one of a kind

The farther out you are, the better the odds: every 16 circles shifts about 10% of finds up a tier, to a maximum of 25% by circle 40.

Abilities

Combat abilities work against monsters, not other players. Insight and Arcana raise your brains and magic level everywhere. The same ability on several items adds up. "Strength" is 1 for Fine, 1.5 for Masterwork, 2 for Enchanted and 3 for an artifact.

AbilityItem nameEffect per point of strength
Evasion… of Evasion5% chance to dodge a monster's normal hit (at most 40%)
Lifesteal… of the Leechheal 8% of the damage you deal
Swiftness… of Swiftnessyou always strike first
Crushing Blows… of Crushing7% chance to deal double damage
Thorns… of Thornsmonsters take 10% of the damage they deal you
Fortune… of Fortune+15% gold from treasure
Warding… of Warding−20% poison (never below 20%)
Mending… of Mendingregain 1.5% of your full energy every turn
Prospecting… of Prospecting+20% chance of finding treasure
Magic abilities (helms and trinkets)
Insight… of Insight+2 brains, plus 10% of your brains
Arcana… of Arcana+2 magic level, plus 8% of your magic level — can unlock spells sooner
Wellspring… of the Wellspringregain 0.5% of your mana limit every turn (your limit is 1,000 + level × your class's mana rate)
Focus… of Focusspells cost 10% less mana (at most half off)

Helms and trinkets roll a magic ability half the time; every other ability can appear on any slot. Brains and magic level from gear count only while the item is worn: your own stats are never changed, so nothing is lost or doubled when you take it off. Focus applies to spells you cast (including teleport and cloak), not to mana that monsters drain.

Getting gear

SourceWhat you get
Monsters7% chance of an item after each kill
Championsalways drop Masterwork or Enchanted gear (as if 2 circles farther out), with an 8% chance of an artifact instead
Treasurefinds that were once shields, bucklers, swords and quicksilver now give armor, helms, weapons and boots made for the circle you are in; 2% of them are an artifact instead
Daily questshalf of all quests, and every champion quest, also reward Fine or Masterwork gear (30% Masterwork) with an ability
Trading poststhe Armory sells 6 pieces a day for your circle: 2 Common, 3 Fine, 1 Masterwork. It buys an item for about half a treasure find of gold from the circle the item came from: (15 + 18 × (C − 1)) × the tier's worth (Worn ¼, Common ½, Fine 1, Masterwork 2, Enchanted 4), × 0.6 for helms and trinkets, × 1.3 with an ability. It sells for 16 times that. Selling what you find adds a little to your gold; it is not a way to get rich.
Fallen adventurersa corpse yields Worn gear: half its weapon and armor, a quarter of its quicksilver

When you find an item you see it beside what you are wearing and can Equip it, Stow it in your bag, or Leave it (or Swap it for what you're wearing when your bag is full). The guru's blessing and the smith now enchant the armor, weapon or boots you are wearing.

Bags

Everyone starts with a Belt Pouch. Every trading post has a Bags counter where you can buy the next bag up. Upgrades go one step at a time, and your items move into the new bag. A bag is lost if your character dies.

BagHoldsPrice
Belt Pouch6(starting bag)
Satchel10400 gold
Leather Rucksack151,500 gold
Traveler's Pack204,000 gold
Adventurer's Pack259,000 gold
Reinforced Pack3018,000 gold
Bag of Holding4040,000 gold
Bag of the Endless Road5080,000 gold

In the browser client, the Gear panel shows your adventurer wearing their gear, and a square for every slot in your bag.

Wear and loss

Growing oldeach time age catches up with you, worn gear loses 7%
Titanseach blow wears 1% off your armor and helm
The Jabberwockdrinks half the quicksilver from your boots
Cerberustakes your worn weapon, armor and helm
Deathyour gear is lost with your character

Artifacts never wear down.


Artifacts

Only one of each artifact exists. Each has two abilities at triple strength, and its bonus is rolled at quality 2.6 for the circle where it is found. The whole realm hears when one is found or lost, and the Legends page shows who holds each one right now. An artifact can only be found once you reach the circle listed.

ArtifactSlotAbilitiesFrom circle
The Ring of HoardingTrinketFortune, Prospecting3
The Phoenix AmuletTrinketPhoenix: saves you from death once, leaving you at half energy, then flies away; Mending5
The Helm of AgesHelmMending, Warding6
Gwaihir's FeatherBootsSwiftness, Evasion8
MournebladeWeaponCrushing Blows, Lifesteal10
The Archmage's CircletHelmArcana, Wellspring10
The Mantle of ShadowsArmorEvasion, Thorns12
The Dragonscale AegisArmorThorns, Warding15
The Wind-lord's BootsBootsEvasion, Mending18
The Crown of the DeepHelmSeafarer: water monsters will not fight you; Warding20
WyrmslayerWeaponDragonbane: double damage to dragons, drakes, wyrms and the Jabberwock; Swiftness25

An artifact goes back into the realm, for someone else to find, when:

its holder dies(the Phoenix Amulet saves you once instead)
a thief steals iteach normal hit has a chance: Smeagol 15%, Saruman 10%, champions 3%, most other monsters 0.2% (Morons and Idiots never notice). The thief vanishes with it.
Cerberus takes itwith the rest of your metal
you offer it to the Valarfrom Info › Gear › Offer Artifact, for one boon: Might (+10% maximum strength, forever), Vigor (+10% maximum energy, forever), or Riches (3,000 × (level + 5) gold and 5 + level ÷ 4 gems)
you leave it or throw it away
its holder is not seen for 14 days