Equipment

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"Rarity", "Item level", "Tempers", "Belt slots", and "Belt items" 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 through tempering. This page explains each of those layers in turn.

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 tempering work.

Rarity Prefix capacity Tempers
Worthless None 0
Common None until raised 1
Uncommon 1 2
Rare 2 4
Epic 3 6
Legendary 4, one of them the signature 8
Mythic Authored, no open slots 0

A Common piece holds no prefixes yet, but tempering's add prefix work raises Common gear to Uncommon as the new prefix lands. Legendary gear carries a signature prefix as part of its identity, which cannot be removed or rerolled and takes one of the four prefix slots rather than sitting on top of them. Mythic items are singular works whose powers are authored, locked, and beyond tempering entirely.

Rarity is also gated by your own character level, so what you find, buy, or loot is held to Uncommon from level 1, Rare from level 3, and Epic from level 6. Epic is the highest rarity ordinary play hands you, and Legendary and Mythic never arrive that way.

Dropped gear does not always arrive full, and a find may carry fewer prefixes than its rarity allows, leaving room for tempering. Legendary gear is the exception, because a legendary drops with all four of its prefix slots already filled.

Item level

Rarity and item level govern different halves of a piece's power, and you need both to read a piece of gear. Rarity sets how many affix lines a piece can hold. Item level sets how strong each of those lines can roll.

That means two pieces of the same rarity are not the same piece. An Epic sabre at item level 5 holds three prefixes but each one rolls from a shallow band, while an Epic sabre at item level 18 holds the same three prefixes and every one of them can roll from the deepest band a drop reaches. The higher level Epic is the stronger weapon, and the gap between them is large. When you compare two finds, read the level next to the rarity, never the rarity alone.

Item levels run from 1 to 30. A weapon's base damage also scales with its item level, stepping up at item levels 3, 6, 10, 14 and 18, so a higher level version of the same weapon hits harder before any affix is counted.

An item's level is stamped when the piece is made and never rises afterward, by any craft, forge work, or use. A stronger piece is found or made anew rather than levelled up.

Tiers and their gates

Every affix family runs on a numbered ladder, and the item card chips each rolled row with its tier. T1 is the strongest and the numbers count down to the weakest band. Item level is what opens the deeper tiers, and the top two ask a rarity on top of the level.

Tier Item level Rarity needed
T1 18 Legendary
T2 18 Epic
T3 14 None
T4 10 None
T5 6 None
T6 3 None
T7 1 None

T2 is the highest tier anything rolls, and both a drop and tempering reach it, so there is no grade of affix a find can carry that your own work cannot also reach. What differs is the path, because a drop hands you the roll while tempering seeds a row low and climbs it a tier at a time.

T1 sits above that and is never rolled at all, by a drop or by a craft. It is written onto Legendary gear as part of that piece's making, so you reach it by owning a legendary, whether you take one from a boss or forge one from a legendary material, as described on Legendary gear.

Not every family runs the full seven tiers, so a shallow family reaches its weakest tier at a higher number than another family would, and its gates sit at their own levels. The full tables, with each tier's values and its own item level gate, live on the affix list of each slot, indexed at Affixes.

Two kinds of drop break the pattern. A strong foe can leave a row above what that piece's own level and rarity would normally allow, and the card marks it Elevated. A cursed find pairs a strong bonus with a drawback you cannot remove, marked Cursed, and a cursed piece is always worth more than it costs you, but the cost is real, as described on Cursed items.

Equipment slots

Head
Back
Neck
Ammunition
Main hand
Body
Off hand
Ranged
Legs
Ranged off hand
Hands
Feet
Ring
Belt
Belt
Belt
Belt
The equipment panel.

You wear one piece per slot, and the panel holds thirteen, with a column reading down the body, a weapon pair on either side of it, and the smaller pieces around them. Below the gear sits the belt strip, covered under Belt slots.

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. Every armor slot rolls the same resistance, attribute, and skill families, so what tells the slots apart is the rest of the pool. Your armor's weight class limits only the evasion your Dexterity gives, and however much evasion your gear rolls is added on top of that limit. The class also sets how much a defensive prefix buys, so an armor prefix rolls highest on heavy and lowest on cloth, and an evasion prefix rolls highest on cloth and light and lowest on heavy, as described on Armor. Each entry below links to that slot's full list, and Affixes indexes them all.

Head slot

For the affixes this slot can roll, see List of head affixes.

The head rolls armor and accuracy on top of the shared families. It carries no family of its own, so it tends to fill whatever gap the rest of your gear leaves.

Neck slot

For the affixes this slot can roll, see List of neck affixes.

The neck is jewelry rather than armor, so it takes no armor line at all and rolls attack damage and max health in its place.

Back slot

For the affixes this slot can roll, see List of back affixes.

The back holds cloaks, capes, and packs. It rolls armor and evasion, plus carrying capacity, which rolls only here and on the body.

Ammunition slot

For every arrow and bolt, see Ammunition.

The quiver holds arrows and bolts. They are counted and spent one per shot, whether it lands or goes wide, and ammunition of higher level and rarity strikes harder. An empty quiver never silences a bow, because the shot still flies and simply loses the ammunition's added damage. Ammunition rolls no affixes and takes no tempering.

Main hand slot

For the affixes this slot can roll, see List of main hand affixes.

This slot carries a weapon's own damage. Its pool covers damage scaling by type, accuracy, slayer lines that add bonus damage dice against one kind of creature and roll stronger dice than an ordinary damage line of the same tier to make up for the restriction, and every triggered effect a weapon can carry, from Flaming to Vampiric, and it rolls no resistances at all. Rings, amulets, and gloves can roll a rare line that adds flat damage to every attack, but nothing else scales a weapon the way this slot does. The base strike is set by the weapon's kind alone, so a longsword strikes like a longsword at any rarity, and what rarity buys is room for more affix lines.

Off hand slot

For the affixes this slot can roll, see List of off hand affixes.

The off hand holds shields and whatever else the second hand carries, and what may be wielded here is gated by weapon properties. Block rolls here and nowhere else, and evasion rolls here too. The slot also carries the triggered effects it shares with the body, such as Thorned and Searing, which fire when something strikes you rather than powering your own attacks. A shield never takes a damage affix, because a spiked shield pierces through what it is rather than what was forged onto it.

Ranged slot

Ranged weapons roll from the main hand pool, see List of main hand affixes.

The ranged slot holds bows, crossbows, and anything else that shoots. Both weapon sets stay equipped at once, so the melee pair and the ranged pair sit on the panel together, and each strike draws from whichever set fits its range. At close quarters the melee pair answers whenever it holds a weapon, and the ranged pair steps in when it does not.

Ranged off hand slot

This slot holds what the second hand carries alongside a ranged weapon, and it follows the same set rule as the ranged slot above.

Body slot

For the affixes this slot can roll, see List of body affixes.

The body carries the heaviest armor and the deepest defensive pool, rolling armor, evasion, max health, and carrying capacity. Like the off hand it can roll the triggered effects, so a breastplate can burn or freeze whatever strikes it.

Legs slot

For the affixes this slot can roll, see List of legs affixes.

The legs roll armor, evasion, and max health, a pool close to the body's without the carrying capacity or the triggered effects.

Hands slot

For the affixes this slot can roll, see List of hands affixes.

The hands roll armor, accuracy, and attack damage, and they are the only slot that adds damage to unarmed strikes.

Feet slot

For the affixes this slot can roll, see List of feet affixes.

The feet roll armor and evasion, and they are the only slot that rolls movement speed.

Ring slot

For the affixes this slot can roll, see List of ring affixes.

Rings take no armor and no evasion. They roll accuracy, attack damage, attributes, and skill, so they tune a build rather than protect it.

Belt slots

Beyond worn gear, four belt slots unlock as you level. A belt slot takes an item that is not worn gear, such as a trinket, a tool, a curio, or a chunk of raw material, and consumables, reagents, and ammunition never fit whatever their size. A belt item carries no implicit and no prefixes, and its power is its single suffix, the one item effect it holds, active while the item sits in the slot.

How much of the belt an item takes follows its size, the same way a two-handed weapon claims both hands.

Item size Belt slots it fills
Tiny or small 1
Medium 2
Large or bigger All 4

A carrier bigger than the slots you have unlocked will not go on at all, so the belt's own ladder is what gates the heavier trinkets.

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 item effect, a power with limited uses, bound in through tempering. 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, and a blade that burns what it strikes carries one fewer plain bonus for it. No drop ever writes a suffix onto a piece, because an item effect is bound through tempering from a material you carry, with a material matching the effect's element used first when you have one.

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 tempering work. Adding a prefix or climbing one spends a temper, and a piece with none left takes no more of that work. Binding an item effect is the exception, since it spends no temper and works even on a piece with none left, so the materials and the roll are its whole price. Higher rarities hold more tempers, as the table above shows. Tempers are a count rather than a pool that refills, so what is spent is gone, and you should choose your work with care. A critical success on the tempering roll refunds a temper, while a critical failure scars one with nothing to show for it. See Tempering for the full rules.

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