Equipment Basics

To better your character, your character may buy equipment from the local shops. Weaponry, armour, and shields are located at any The Guilded Anvil, denoted on the minimap by an S, and spells at any The Arcanium, denoted by an M on the minimap.

Equipment is broken into two categories, with 1 sub-category each. Each class is also assigned a designated class bonus.

Here is a list of all classes, their bonuses, and information:

  • Fighter
    • Consists of using melee attacks to kill foes
      • Sword – +15% Critical Damage
      • Axe – +10% Critical Chance
      • Mace – +5% Weapon Class
      • Staff – +2.5% Weapon and Armor Class
        • This weapon-type is used to enhance spell classes and isn’t meant to be wielded as a primary weapon.
      • Shield – +5% Drop Chance
        • Special fighter class (“Tank”). Has major Armor Class increase but only activates at the later stages of the game when you’re using godly shields as your primary weapon. Class bonus only actives at this stage. Used in conjunction with godly earth spells for maximum effect.
      • Bow/Arrow
        • Special fighter class (“Sharpshooter”) – Uses dexterity as its primary stat, 2x Hit Initiative, 30% Hit Chance, 2x Double Hit Chance, -1 Armor Class, Lower Health
  • Caster
    • Uses Spells to kill foes
      • Fire – +10% Hit Chance & +2.5% Spell Class
      • Cold – +5% Armor Class
      • Air – +5% Spell Class
      • Earth – +2.5% Spell and Armor Class
        • This spell-type is used to enhance melee classes and isn’t meant to be wielded as a primary spell.
      • Arcane – +5% Drop Chance
        • Special caster class (“Heal”). Has major Armor Class increase but only activates at the later stages of the game when you’re using godly shields as your primary weapon. Class bonus only actives at this stage. Used in conjunction with godly staves for maximum effect.
      • Drain
        • Special Fighter Class (“Vampire”) – Vitality as primary stat, Access to powerful gems no one else can use; Drain & Steal from foes; Die in under 50% Health; Shields and FT do not provide Armor Class bonuses (emblem does!).

Fighting enemies with only one weapon or spell equipped in your primary slot provides a +6 IC bonus to your gear but less accuracy. This is beneficial in the early game before you have opportunities to enchant your gear.  Using two weapons will lose that +6 IC bonus but gain extra accuracy and hit chance.

Shields and Heals provide extra armor to each class. Shields are used for casters while Heals are used for fighters. Their Armor Class bonuses depend on the IC of the gear and how upgraded they are.

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