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.

SlotBonus
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):

Circle151015202530405075100
H732702584181,3131,5562,2952,9004,4005,800
M332507503,7477,13322,59628,07631,42839,28558,92878,571

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

TierQuality qAbilityAbility strengthFound from a monster, circle 1
Worn–none–old shield/sword/quicksilver, scavenged
Common0.7none–50%
Fine1.040% chance×132%
Masterwork1.4always×1.514%
Enchanted1.9always×24%
Artifact2.6two, special×3one 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.

AbilityItem nameEffect per point of strength
Evasion… of Evasion5% chance to dodge a monster's normal hit (at most 40%)
Lifesteal… of the Leechheal 8% of the damage you deal
Swiftness… of Swiftnessyou always strike first
Crushing Blows… of Crushing7% chance to deal double damage
Thorns… of Thornsmonsters 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 Mendingregain 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 Wellspringregain 0.5% of your mana limit every turn (your limit is 1,000 + level × your class's mana rate)
Focus… of Focusspells 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

SourceWhat you get
Monsters7% chance of an item after each kill
Championsalways drop Masterwork or Enchanted gear (as if 2 circles farther out), with a 3% chance of an artifact instead
Treasurefinds that were once shields, bucklers, swords and quicksilver now give armor, helms, weapons and boots made for the circle you are in
Daily questshalf of all quests, and every champion quest, also reward Fine or Masterwork gear (30% Masterwork) with an ability
Trading poststhe 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 adventurersa 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.

BagHoldsGold carriedPrice
Belt Pouch6×1(starting bag)
Satchel10×1.5400 gold
Leather Rucksack15×21,500 gold
Traveler's Pack20×34,000 gold
Adventurer's Pack25×49,000 gold
Reinforced Pack30×618,000 gold
Bag of Holding40×840,000 gold
Bag of the Endless Road50×1280,000 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 oldeach time age catches up with you, worn gear loses 7%
Titanseach blow wears 1% off your armor and helm
The Jabberwockdrinks half the quicksilver from your boots
Cerberustakes your worn weapon, armor and helm
Deathyour 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 deedChance of an artifact
Slaying a nemesis25%
Striking the blow that liberates a region25%
Defending the throne in a siege that is won10%
Beating a champion3%
Completing a daily quest2%

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.

ArtifactSlotPowersFrom circle
The Ring of HoardingTrinketHoard: gold never weighs you down; Midas Touch: twice the gold3
The Phoenix AmuletTrinketPhoenix: 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 energy5
The Helm of AgesHelmTimeless: you do not age while you wear it; Sage's Wisdom: a fifth more experience6
Gwaihir's FeatherBootsEagle's Flight: steps three times as far, and monsters find you 75% less often on a Move To walk; Tailwind: twice as quick in battle8
MournebladeWeaponSoulreaper: each kill restores a fifth of your energy; Execution: a blow that leaves a monster under a fifth of its energy finishes it10
The Archmage's CircletHelmArchmage: spells (and Mending Light) half again as strong; Manafont: spells cost half the mana10
The Balrog's WhipWeaponFlame of Udun: your blows strike a quarter harder; Fire-lash: your blows set the foe alight for a tenth more damagethe Balrog
The Dragon's HeartTrinketDragon's Hoard: half again as much gold; Dragonhide: monsters' blows do a fifth less damagethe Great Dragon
The Morgul CrownHelmDread: luckouts as if you were half again as clever; Wraith-sight: monsters find you half as often on a Move To walkthe Witch-king
The Pearl of the DeepTrinketDeep 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 energythe Kraken
The Mantle of ShadowsArmorShadowmeld: you can always get away from a fight (but not from Morgoth); Unseen: luckouts succeed as if you were twice as clever12
The Dragonscale AegisArmorDragonscale: monsters' blows do a quarter less; Fireborn: curses cannot touch you15
The Wind-lord's BootsBootsWindwalker: your steps carry you twice as far; Gale: monsters are half as quick against you18
The Crown of the DeepHelmSeafarer: water monsters will not fight you; Tideward: poison cannot touch you20
WyrmslayerWeaponDragonbane: double damage to dragons, drakes, wyrms and the Jabberwock; First Blood: your first blow in every fight does triple damage25

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 iteach 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 itwith the rest of your metal
you offer it to the Valarfrom 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