Gear & Items
Gear is the equipment your character wears and the items you carry. Better gear is the steadiest way to grow stronger, and you pick most of it up just by playing.
What you can equip
You have a main-hand weapon slot, an off-hand slot, seven armor slots, and three jewelry slots: a neck and two fingers. Each class can use only certain weapons and wears armor up to its own weight, cloth, leather, or mail, so the upgrades that fit you are the ones made for your class. Jewelry carries no weight at all: any class wears whatever it earns. Within that, fill every slot with the best piece you find.
- Weapon
- Off Hand
- Head
- Neck
- Shoulders
- Chest
- Waist
- Legs
- Hands
- Feet
- Finger
- Finger
What the off hand takes depends on your class. A shield goes there, and so does a held focus such as an orb or a tome, or a quiver for a hunter. Classes that can dual wield put a second weapon in it instead, at a price worth knowing: fighting with a weapon in each hand makes your ordinary swings miss noticeably more often, though it leaves your abilities alone. A two-handed weapon normally needs both hands, so equipping one benches whatever the off hand was holding, unless your specialization is one of the rare ones that can carry two of them at once.
Bags and carrying room
Everything you pick up rides in one shared pack, and you grow it by equipping bags. Your bags window keeps four bag sockets: click a bag in your pack to sling it into a free socket, and every bag you wear adds its own room. Simple bags are cheap vendor goods, roomier ones drop from beasts, and the finest come from dungeon bosses, so your carrying room grows right alongside your gear. Anything that stacks says on its tooltip how many of it one slot will hold, which is how you know in advance that a big potion run is going to cost you two.
When the pack gets messy, the Sort button in the bags window tidies it in one press. Partial stacks of the same thing are merged together, and everything is laid back out in a readable order: weapons and armor first, then bags, consumables, tools, and mounts, then crafting materials with each fine grade sitting beside its plain version, then quest items, with grey junk last so you can see at a glance what to sell. Nothing is ever created or lost, only rearranged, so it is always safe to press.
Quality, at a glance
Every item has a quality, and its name is colored to match so you can read its worth at a glance. From most common to most prized:
- Poor
- Common
- Uncommon
- Rare
- Epic
- Legendary
Higher quality usually means better stats, but quality is a hint, not a rule. A well-matched piece for your class and level can beat a flashier one.
Keep your gear current
Replacing an old piece with a fresh upgrade does more for you than playing perfectly in gear you have outgrown. When something better drops or a quest offers it, take it. Do not save your good items for later.
If you want a quick way to compare two pieces, turn on Show Item Level in the options. Gear with a known source, from enemies, quests, and the crafting trades, then shows an item level, a single figure for roughly how powerful it is based on where it came from, so you can tell at a glance which upgrade pulls more weight, even across different slots. Pieces with no such source, like plain vendor basics and starter gear, show no item level, so a missing figure is normal, not a fault.
Some pieces also carry a required level, shown on the tooltip. You can loot, buy, or be handed such a piece at any level, but you cannot wear it until you get there. The requirement follows where the piece came from rather than its color alone, so a rare you win at your own level is usually wearable straight away, while a hand-me-down from far above you waits in your bags until you catch up.
Where gear comes from
Most of your early upgrades are quest rewards, so it pays to finish quests rather than grind. Enemies drop gear when you defeat them, vendors in town sell solid basics, crafters turn gathered materials into wearable pieces, and the player market lets you buy from other adventurers. At the top of the hill, three earned currencies buy gear found nowhere else: Delve Marks at the delve keeper, Heroic Marks at the heroic quartermaster, and Honor at the honor quartermasters.
Honor is what fighting other players pays, and the honor quartermasters, FURY in Eastbrook and Warmarshal Draven Kole in Highwatch, keep the Warfare stores that Honor alone buys: whole armor families, jewelry, and weapons no coin merchant carries. The arena page covers how the Honor itself is earned.
Rifts add one more source once you are at the level cap, and a rift is a race: the group that clears one first wins its rewards. That first clear pays gear on top of everything else the run leaves behind, including a Riftbound band cut to your class role, a ring you will not find anywhere else in the world. A group that finishes second still finishes its own run and keeps the credit for the clear; what it forfeits are the first-clear rewards. The rifts page covers the race itself.
Soulbound: yours and yours alone
A few special rewards are soulbound, bound to your character from the moment you earn them. A soulbound item cannot be traded, mailed, sold to a vendor, or listed on the market; it is yours and yours alone. That guards prize tokens such as Heroic Marks, and it covers every piece of Warfare gear bought with Honor, so a player-versus-player kit is worn only by the character who earned it. Most of the gear you win from the world is still yours to trade, sell, or share freely.
A softer version of the same idea also exists: some things bind on trade, meaning they can change hands exactly once and then belong to whoever received them. A crafted piece made on commission binds when the crafter hands it over. A copy under that rule never rides the market or the post, which are anonymous; it passes face to face or not at all, and once it has passed, it is bound. The tooltip says which rule a piece follows, so check before you plan to resell it.
Unique-Equipped: one legendary of a kind
Legendary items are unique-equipped: your character can wear only one copy of a given legendary at a time, and its heroic version counts as the same item. A second copy can ride in your bags, in the bank, or on the market, but trying to wear both at once is refused, and the tooltip carries a gold Unique-Equipped tag so you can see the rule before you plan a build around two of them.
Masterwrought: the crafted summit
The finest crafted gear carries a gold Unique-Equipped: Masterwrought tag on its tooltip. These pieces are the summit of the crafting professions, made by master crafters from rare materials and traded freely on the open market, and they stand beside the treasures of the deepest dungeons. The tag is one shared family rule: a character can wear at most two Masterwrought pieces at once, whichever crafts they come from, so pick the two slots where they serve your build best. The rule keeps one further line for the very top of the family: a wearer who has Perfected a Masterwrought piece can promote it into a legendary of their own naming, a chain the Professions page tells in full, and a character can wear at most one legendary Masterwrought piece among the two.
Sets and set bonuses
Some armor comes in matched families, several pieces cut to look and fight as one. Wear enough of a family at once and the set wakes up, granting bonuses on top of each piece's own stats, and the more pieces you wear the stronger it gets. A few such families turn up as prized drops while you level, and the greatest of them come from the toughest group content near the level cap, so chasing a full set is a classic endgame goal. Fighting other players has matched families of its own, bought a piece at a time with Honor; they wake at different piece counts than the drop families do, and their bonuses only ever answer when the enemy is another player.
Consumables
Some items are used once for a quick benefit. They are cheap insurance, so keep a few on hand.
Potions restore health or mana the moment you use them, even mid-fight, which makes them a clutch save when a pull goes wrong. Every potion shares one cooldown, a couple of minutes long, so you get one good moment per fight rather than a chain of them. They also restore less than sitting down to eat or drink, which is the price of not sitting. Potions come in tiers cut for each stretch of the world, so carry the tier made for your level: an old low-tier potion is a sliver on a grown character.
Food and drink restore you while you sit and rest between fights. Eating recovers health, drinking recovers mana, and resting this way is free. Sit down for a few seconds after a tough fight instead of running into the next one half-healed.
Elixirs grant a temporary buff while you adventure, a small edge that helps when you want to push a little further. They do not share the potion cooldown, so you can drink one and still keep a healing potion in reserve. Two elixirs of the same stat do not stack, and the last one you drink is the one you keep.
Fishing
Fishing is a calm change of pace. Carry a fishing pole, use it beside open water, and reel in what bites. You mostly catch raw fish for the cooking pot, the odd bit of junk to sell for a few coins, and now and then a prized rare catch. What you find depends on the water you fish in.
The fish you reel in are cooking ingredients, not trail snacks: cook them at a kitchen (or a specialized field kitchen) into sit-down meals that restore health over rest. Deeper zones stock higher-tier catches for better dishes, so a line in the lake is a quiet way to keep the cook and the party fed between fights.
Now and then your line catches something far better than supper: a shimmering prized fish that any angler might luck into in any water. Hook one and your log lights up with the catch. It is the kind of lucky pull that makes an idle afternoon at the lake worth telling people about.
Looks and cosmetics
Some rewards change only how your character looks, never how strong you are. These cosmetic skins let you stand out without affecting the game, so wear whichever you like.
Your character's own appearance comes in two lines. Most classes have several alternate appearances, a fresh take on the class look that is yours to wear. Alongside them sit chromas: named two-tone color schemes that repaint a look entirely, from sober metals to bright imperial colors.
Cosmetics come in rarity tiers of their own, and the rarer ones are a fun thing to chase. Earning a higher tier also unlocks the looks below it.
A few of these come from a mysterious cosmetic cache, a sealed prize that rolls one of three quality grades when you open it and grants the appearance to match. It is purely for looks: nothing inside it makes you stronger, only finer to look at.
Set your active look from the appearance row on your character screen, and switch freely among everything you have unlocked.
Weapon skins are a third line, and they change what you carry rather than who carries it. A skin repaints a weapon type, so the look follows whichever sword, staff, or bow you have equipped, and it never touches the weapon's stats, reach, or speed. Skins unlock for your whole account rather than one character, and they come in collections with rarity tiers like everything else. They are offered in the Armory's seasonal collections rather than found out in the world, and the Armory is also where you set them, one per weapon type, rather than from the appearance row. Everyone standing near you sees the skin you are wearing.