πŸ‘•Equipment

How to Obtain

You can obtain gear crafting, buying or dropping from monsters

  • Recipes can be used to craft gear, and they can come from

    • Dungeons

    • Instances

    • Quests

    • Specific Rewards

    • Mini-Bosses and Bosses

Categories

Added 5 Categories of Items, each category requires a Base Level to be used

  • Newbie (Lv 1), Apprentice (Lv 5), Journeyman (Lv 10), Expert (Lv 15), Master (Lv 20)

  • Weapon Level is directly proportional to its category (Newbie Weapon means it's Level 1, while a Master Weapon means it's Level 5)

Weapons now have a new inherit modifier: Speed

  • Weapon Speed is rated from 1 to 10, and determines how quick it is in battle

    • Bow: 2

    • 2H Weapons: 3

    • Staff: 4

    • Mace: 4

    • Book: 5

    • 1H Spear: 6

    • Instrument: 7

    • Knuckle: 8

    • Katar: 8

    • 1H Axe: 8

    • 1H Sword: 8

    • Dagger: 9

    • Unarmed: 10

  • Armor Gear now is organized by Classes: Light, Medium and Heavy

    • Headgear, Armor, Shield, Garment and Shoes are the components of the classes

      • Light Armor combined can go up to 10 DEF and 500 Weight

      • Medium Armor combined can go up to 20 DEF and 1,000 Weight

      • Heavy Armor combined can go up to 30 DEF and 1,500 Weight

Weapon Card Slots

Weapons are not only tools of battle, they are conduits of divine potential. By embedding monster cards into weapons, players can unlock special combat bonuses. However, the stronger the weapon, the fewer cards it can hold.

This balance ensures that powerful weapons offer raw might, while lower-tier weapons provide more customization through card synergy and combo potential.


πŸ“Š Slot Distribution by Weapon Tier

Tier

Level Req

Weapon Power

Card Slots

Slot Philosophy

πŸ”° Newbie

1

Very Low

4

Max customization for early builds

πŸͺ“ Apprentice

5

Low

3

Stronger base stats, some flexibility

βš”οΈ Journeyman

10

Medium

2

Specialized, focused builds

πŸ›‘οΈ Expert

15

High

1

Precision enhancement only

πŸ”± Master

20

Very High

0

Pure, unenhanced divine power

Note: This system encourages creative builds in early and mid-game, while late-game weapons rely on stats, refinement, and innate abilities, not raw card stacking.


🧠 Design Intent

  • Build Diversity: Low-tier weapons allow heavy customization, enabling status builds, region combos, and situational tools.

  • Power Control: Prevents high-level weapons from becoming too overpowered via card stacking.

  • Strategic Choices: Players may sacrifice damage for utility or vice versa.

Equipment Options

Options are way to enhance your current equipment, and they have different possibilities:

Better options come from harder places. A Knife can have up to 7 different Grades depending on where it is dropping.

Gear Options

Option Group
Monster Condition
Options

Weapon Grade A

Boss

4

Weapon Grade B

Mini-Boss

4

Weapon Grade C

Normal Lv 20+

3

Weapon Grade D

Normal Lv 13-20

3

Weapon Grade E

Normal Lv 8-12

2

Weapon Grade F

Normal Lv 5-7

2

Weapon Grade G

Normal Lv 1-4

1

Armor/Garment/Shoes Grade B

Normal Lv 1+

2 + up to 2 Randoms

Armor/Garment/Shoes Grade A

Boss Lv 1+

2 + up to 2 Randoms

Last updated