Gear and Artifacts
Shields, swords and quicksilver have become real equipment.
Slots | Tiers | Abilities | Getting gear | Bags | Wear and loss | Artifacts | Legends (who holds what)
Slots
You wear one item in each of five slots and carry more in your
bag: 6 to start, up to 50 with the best bag. In the browser client, click an item in your bag to wear it and
click a worn item (on your adventurer or in the list) to take it
off. You can't change gear in the middle of a fight. In any client,
Info › Gear does the same and also throws items away, and
/gear in chat lists them. Taking armor off lowers your
current energy by its bonus, and putting it on raises it again, so
swapping gear never heals you. Your
equipped items add together into the numbers the game has always used:
energy (once the shield), damage (once the sword) and
quicksilver (speed).
Each item's bonus is set by the circle (C) it comes from and its tier's quality (q), measured from the real monsters there, so gear keeps pace as you move out. Energy follows how hard monsters hit at that circle (H, below): a Fine armor and helm together soak up about seven average hits wherever they were found. Weapon damage follows how much energy monsters have there (M), so a weapon from a circle kills its monsters in about as many blows as earlier weapons did nearer in.
Damage is added to every blow: a blow hits for your strength, raised a little by your weapon (strength × (1 + √damage × 4%)), plus the weapon's damage. The Strength bar on the game screen shows this total, so it always matches what you hit for.
| Slot | Bonus |
|---|---|
| Weapon | +M × q ÷ 7 damage |
| Armor | +5.5 × H × q energy |
| Helm | +2 × H × q energy |
| Boots | +0.6 × (C − 3) × q quicksilver (at least circle 1) |
| Trinket | +0.8 × H × q energy and +M × q ÷ 70 damage |
Each item rolls within ±15% of these values. H, the average monster hit, and M, the average monster's energy, by circle (in between they scale smoothly; neither drops for a circle with weaker monsters, such as the Dead Marshes, and far out they grow with the circle):
| Circle | 1 | 5 | 10 | 15 | 20 | 25 | 30 | 40 | 50 | 75 | 100 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| H | 7 | 32 | 70 | 258 | 418 | 1,313 | 1,556 | 2,295 | 2,900 | 4,400 | 5,800 |
| M | 33 | 250 | 750 | 3,747 | 7,133 | 22,596 | 28,076 | 31,428 | 39,285 | 58,928 | 78,571 |
For example, Fine armor gives about 387 energy from circle 10, 8,557 from circle 30 and 31,900 from circle 100; a Fine weapon adds about 107 damage a blow from circle 10, 535 from circle 15 and 4,011 from circle 30.
Gear made before weapons and armor followed the real monsters was reforged once, when its owner next played: each item keeps its own roll and gets the new value for its circle and tier, and nothing got worse.
Tiers
| Tier | Quality q | Ability | Ability strength | Found from a monster, circle 1 |
|---|---|---|---|---|
| Worn | – | none | – | old shield/sword/quicksilver, scavenged |
| Common | 0.7 | none | – | 50% |
| Fine | 1.0 | 40% chance | ×1 | 32% |
| Masterwork | 1.4 | always | ×1.5 | 14% |
| Enchanted | 1.9 | always | ×2 | 4% |
| Artifact | 2.6 | two, special | ×3 | one of a kind |
The farther out you are, the better the odds: every 16 circles shifts about 10% of finds up a tier, to a maximum of 25% by circle 40.
Abilities
Combat abilities work against monsters, not other players. Insight and Arcana raise your brains and magic level everywhere. The same ability on several items adds up. "Strength" is 1 for Fine, 1.5 for Masterwork, 2 for Enchanted and 3 for an artifact.
| Ability | Item name | Effect per point of strength |
|---|---|---|
| Evasion | … of Evasion | 5% chance to dodge a monster's normal hit (at most 40%) |
| Lifesteal | … of the Leech | heal 8% of the damage you deal |
| Swiftness | … of Swiftness | you always strike first |
| Crushing Blows | … of Crushing | 7% chance to deal double damage |
| Thorns | … of Thorns | monsters take 10% of the damage they deal you |
| Fortune | … of Fortune | +15% gold from treasure |
| Warding | … of Warding | −20% poison (never below 20%) |
| Mending | … of Mending | regain 1.5% of your full energy every turn |
| Prospecting | … of Prospecting | +20% chance of finding treasure |
| Magic abilities (helms and trinkets) | ||
| Insight | … of Insight | +2 brains, plus 10% of your brains |
| Arcana | … of Arcana | +2 magic level, plus 8% of your magic level — can unlock spells sooner |
| Wellspring | … of the Wellspring | regain 0.5% of your mana limit every turn (your limit is 1,000 + level × your class's mana rate) |
| Focus | … of Focus | spells cost 10% less mana (at most half off) |
Helms and trinkets roll a magic ability half the time; every other ability can appear on any slot. Brains and magic level from gear count only while the item is worn: your own stats are never changed, so nothing is lost or doubled when you take it off. Focus applies to spells you cast (including teleport and cloak), not to mana that monsters drain.
Getting gear
| Source | What you get |
|---|---|
| Monsters | 7% chance of an item after each kill |
| Champions | always drop Masterwork or Enchanted gear (as if 2 circles farther out), with a 3% chance of an artifact instead |
| Treasure | finds that were once shields, bucklers, swords and quicksilver now give armor, helms, weapons and boots made for the circle you are in |
| Daily quests | half of all quests, and every champion quest, also reward Fine or Masterwork gear (30% Masterwork) with an ability |
| Trading posts | the Armory sells 6 pieces a day for your circle: 2 Common, 3 Fine, 1 Masterwork. It buys an item for about half a treasure find of gold from the circle the item came from: (15 + 18 × (C − 1)) × the tier's worth (Worn ¼, Common ½, Fine 1, Masterwork 2, Enchanted 4), × 0.6 for helms and trinkets, × 1.3 with an ability. It sells for 16 times that. Selling what you find adds a little to your gold; it is not a way to get rich. |
| Fallen adventurers | a corpse yields Worn gear: half its weapon and armor, a quarter of its quicksilver |
When you find an item you see it beside what you are wearing and can Equip it, Stow it in your bag, or Leave it (or Swap it for what you're wearing when your bag is full). The guru's blessing and the smith now enchant the armor, weapon or boots you are wearing.
Bags
Everyone starts with a Belt Pouch. Every trading post has a Bags counter where you can buy the next bag up. Upgrades go one step at a time, and your items move into the new bag. A bag is lost if your character dies.
A bigger bag also carries more gold. Gold (and gems, which count half) only slows you down once you carry more than your limit: 1,000 gold plus your level times your class's gold tote (Magic-User 150, Fighter 225, Elf 125, Dwarf 200, Halfling 175, Experimento 175), multiplied by your bag's gold factor below. A level 10 Fighter with a Belt Pouch can carry 3,250 gold freely; with a Bag of the Endless Road, 39,000.
| Bag | Holds | Gold carried | Price |
|---|---|---|---|
| Belt Pouch | 6 | ×1 | (starting bag) |
| Satchel | 10 | ×1.5 | 400 gold |
| Leather Rucksack | 15 | ×2 | 1,500 gold |
| Traveler's Pack | 20 | ×3 | 4,000 gold |
| Adventurer's Pack | 25 | ×4 | 9,000 gold |
| Reinforced Pack | 30 | ×6 | 18,000 gold |
| Bag of Holding | 40 | ×8 | 40,000 gold |
| Bag of the Endless Road | 50 | ×12 | 80,000 gold |
In the browser client, the Gear panel shows your adventurer wearing their gear, and a square for every slot in your bag.
Wear and loss
| Growing old | each time age catches up with you, worn gear loses 7% |
| Titans | each blow wears 1% off your armor and helm |
| The Jabberwock | drinks half the quicksilver from your boots |
| Cerberus | takes your worn weapon, armor and helm |
| Death | your gear is lost with your character |
Artifacts never wear down.
Artifacts
Only one of each artifact exists, and each has two powers no other gear can have. Artifacts are rare: they come only from great deeds, and the whole realm hears which deed earned one. The Legends page shows who holds each one right now. An artifact can only be found once you reach the circle listed.
| Great deed | Chance of an artifact |
|---|---|
| Slaying a nemesis | 25% |
| Striking the blow that liberates a region | 25% |
| Defending the throne in a siege that is won | 10% |
| Beating a champion | 3% |
| Completing a daily quest | 2% |
An artifact grows with you. Its bonus is rolled at quality 2.6, which no other tier reaches, and always matches your level, as if it were made at the circle that suits it (1 + level ÷ 4), keeping its own roll. Where it was found doesn't matter, so carrying one in from far out gives no head start, and one found early never falls behind.
| Artifact | Slot | Powers | From circle |
|---|---|---|---|
| The Ring of Hoarding | Trinket | Hoard: gold never weighs you down; Midas Touch: twice the gold | 3 |
| The Phoenix Amulet | Trinket | Phoenix: saves you from death, leaving you at half energy, then rests an hour before it can again; Radiance: every blow you strike restores 4% of your energy | 5 |
| The Helm of Ages | Helm | Timeless: you do not age while you wear it; Sage's Wisdom: a fifth more experience | 6 |
| Gwaihir's Feather | Boots | Eagle's Flight: steps three times as far, and monsters find you 75% less often on a Move To walk; Tailwind: twice as quick in battle | 8 |
| Mourneblade | Weapon | Soulreaper: each kill restores a fifth of your energy; Execution: a blow that leaves a monster under a fifth of its energy finishes it | 10 |
| The Archmage's Circlet | Helm | Archmage: spells (and Mending Light) half again as strong; Manafont: spells cost half the mana | 10 |
| The Balrog's Whip | Weapon | Flame of Udun: your blows strike a quarter harder; Fire-lash: your blows set the foe alight for a tenth more damage | the Balrog |
| The Dragon's Heart | Trinket | Dragon's Hoard: half again as much gold; Dragonhide: monsters' blows do a fifth less damage | the Great Dragon |
| The Morgul Crown | Helm | Dread: luckouts as if you were half again as clever; Wraith-sight: monsters find you half as often on a Move To walk | the Witch-king |
| The Pearl of the Deep | Trinket | Deep Tides: regain mana as you travel, three times as fast as the Wellspring; Sea's Embrace: each of your blows heals a twentieth of your energy | the Kraken |
| The Mantle of Shadows | Armor | Shadowmeld: you can always get away from a fight (but not from Morgoth); Unseen: luckouts succeed as if you were twice as clever | 12 |
| The Dragonscale Aegis | Armor | Dragonscale: monsters' blows do a quarter less; Fireborn: curses cannot touch you | 15 |
| The Wind-lord's Boots | Boots | Windwalker: your steps carry you twice as far; Gale: monsters are half as quick against you | 18 |
| The Crown of the Deep | Helm | Seafarer: water monsters will not fight you; Tideward: poison cannot touch you | 20 |
| Wyrmslayer | Weapon | Dragonbane: double damage to dragons, drakes, wyrms and the Jabberwock; First Blood: your first blow in every fight does triple damage | 25 |
An artifact goes back into the realm, for someone else to find, when:
| its holder dies | (the Phoenix Amulet saves you instead, once an hour) |
| a thief steals it | each normal hit has a chance: Smeagol 15%, Saruman 10%, champions 3%, most other monsters 0.2% (Morons and Idiots never notice). The thief vanishes with it. |
| Cerberus takes it | with the rest of your metal |
| you offer it to the Valar | from Info › Gear › Offer Artifact, for one boon: Might (+10% maximum strength, forever), Vigor (+10% maximum energy, forever), or Riches (3,000 × (level + 5) gold and 5 + level ÷ 4 gems) |
| you leave it or throw it away | |
| its holder is not seen for 14 days |