πEquipment
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.
π Slot Distribution by Weapon Tier
Tier
Level Req
Weapon Power
Card Slots
Slot Philosophy
π° Newbie
1
Very Low
4
Max customization for early builds
πͺ Apprentice
5
Low
3
Stronger base stats, some flexibility
βοΈ Journeyman
10
Medium
2
Specialized, focused builds
π‘οΈ Expert
15
High
1
Precision enhancement only
π± 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.
π§ 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
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