Equipment

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"Rarity", "Tempers", and "Accessory slots" redirect here.

Equipment is the gear you wear and wield. A piece of equipment has a rarity, an item level, and a set of affixes, and can be reworked at the Forge. This page explains each layer.

Rarity

Every item sits on a seven-step rarity ladder. For equipment, rarity sets how many rolled prefixes a piece can hold and how many tempers it has for forge work.

Rarity Prefix capacity Tempers
Worthless None 0
Common None until raised 1
Uncommon 1 2
Rare 2 4
Epic 3 6
Legendary 3, plus a signature prefix 6
Mythic Authored, no open slots 0

A Common piece holds no prefixes yet, but the Forge's add prefix action raises Common gear to Uncommon as the new prefix lands. Legendary gear carries a signature prefix as part of its identity: it cannot be removed or rerolled, and it sits outside the rolled capacity. Mythic items are singular works; their powers are authored, locked, and beyond forge work entirely.

Dropped gear does not always arrive full. A find may carry fewer prefixes than its rarity allows, leaving room for forge work.

Item level and tiers

An item's level tracks the strength of what it can roll. Every affix family comes in numbered tiers: tier 1 is the strongest band a roll can reach, and higher numbers are weaker bands. A higher item level opens stronger tiers, and the strongest tiers of some families also demand a rarity floor.

Two things shape what you can make versus what you can find:

  • Forge work tops out at tier 2. The best bands are found, not made.
  • Drops can carry rows above the normal ceiling. These are marked Elevated on the item card, and cursed gear can push further still.

The full tier tables, with each tier's values and item level gates, live on the per-slot affix lists. See Affixes.

Equipment slots

You wear one piece per slot: head, neck, body, back, main hand, off hand, hands, ring, and feet. Each slot draws from its own pool of affix families, so a helm and a sabre roll from different lists, and a family that runs deep on one slot may be shallower on another. The slot lists on Affixes show every pool.

Accessory slots

Beyond worn gear, four accessory slots unlock as you level. Anything that is not worn gear and not a consumable can sit in one, whatever its size: a trinket, a tool, a curio, a lump of raw material. An accessory carries no implicit and no prefixes; its power is its single suffix, the one item effect it holds, active while the item sits in the slot.

Slot Unlocks at level
First 1
Second 3
Third 6
Fourth 10

Affixes

Affixes are the powers an item carries. The item card groups them three ways, and every page here uses the same names.

Group What it is
Implicit Power the base item always carries, part of its identity before any rolls. One to a base, whatever its rarity
Prefixes The rolled power. A prefix is either a bonus with a family, a tier, and a value, such as Max Health or Fire Resistance, or a triggered effect that fires on its own when its condition is met, such as a Flaming blade searing what it strikes. Rarity sets how many a piece can hold
Suffix One at most. On gear it is an augment: a conditional power with limited uses, written in at the Forge. On a consumable it is what using the item does

A triggered effect is a prefix like any other, so it spends one of the piece's prefix slots: a blade that burns what it strikes carries one fewer plain bonus for it. No drop and no forge action writes a suffix onto a piece by rolling; an augment is made at the Forge.

What can roll depends on the slot. See Affixes for the family index and each slot's full list, and Item effects for how effects activate and recharge.

Tempers

Tempers are an item's tolerance for forge work. Every forge action spends at least one temper, and a piece with none left cannot be worked further. Higher rarities hold more, as the table above shows. Tempers are a count, not a pool that refills: what is spent is gone, so choose your work with care. A critical success at the forge lands its work without spending the temper; a critical failure scars one with nothing to show for it. See Forge for the full rules.

Items & Equipment
Items · Equipment · Affixes · Item effects · Forge · Crafting · Merchants