Contents

Gear and loot

You carry a bag of 24 cells, and only what is in it can be worn. Click an item to put it on, and whatever it replaces goes into the same cell. Drag an item onto another cell to move it, though not in the middle of a fight. Herbs, ore, wood, cloth, potions and recipe scrolls go into a separate materials pouch.

Wearing an item binds it to you. It still comes off and goes back in the bag, and you can throw it away or sell it to a vendor (any vendor will sell back the last 20 things you sold, for what they fetched), but it can never go up at the auction house. Its tooltip says "Soulbound"; anything not yet worn says "Binds when equipped". What a new character starts out wearing is bound, and the spares in its bag are not.

Where it comes from

Item levels

Loot is minted at the level of wherever it came from: a kill's at the creature's level less what its tier added, so an elite, a warden or a keeper drops gear for its zone rather than for its tier. Each level past the first adds 15% of the item's attribute bonus and 12% of a weapon's damage. An item asks for its own level, and you cannot wear it until you reach it.

Armour

Every piece of armour for the head, shoulders, chest, back, hands, waist, legs and feet is cloth, leather, chain or plate, and each class wears up to its heaviest. A chest piece may carry pauldrons, a belt or a tabard of its own; wear something on your shoulders, waist or back and it takes that part's place. Anything lighter is fine too, so a warrior can wear a wizard's hat. Rings, necklaces, weapons and off-hands have no type, and anyone can wear them.

ClassWears up toWields
WarriorPlateAnything
RangerChainAnything
BardLeatherInstrument only
MageClothStaff only
PriestClothAnything
RogueLeatherDagger only

Your bag greys out armour your class cannot wear, and its description says so in red. You can still buy it, sell it or put it up at auction.

Weapons

Most classes can hold any weapon, but three are held to one kind: a mage wields only a staff, a bard only an instrument, a lute or a mandolin, and a rogue only a dagger. Hobb in Spitehold sells daggers at every grade, and each outpost's trader sells some too. Off-hands are not weapons, so anyone can carry a shield, a parrying dagger or a chamberstick. A shield in the off hand lets you block blows and shots, and a blade in the main hand lets you parry blows (see misses, dodges, parries and blocks). The bag greys out a weapon your class cannot wield, the same as armour, and one you were already holding is put back in your bag when you log in, if it has room.

A rogue may carry any dagger in its off hand as well. Clicking a dagger in the bag wears it in whichever hand is empty; to choose the hand, drag it onto that slot of the character sheet. A dagger in the off hand adds its attributes and nothing more, because every blow is struck with the main hand. A dagger's description compares it with what is in both hands.

Weapons in the world

Besides the plain weapons the vendors sell, every kind of weapon comes in ten looks of its own: four common, four uncommon and two rare, each in its own metal, wood or crystal. Nobody sells them; they drop like any loot, or are forged by weaponsmiths. A rarer one hits harder than the plain weapon it is shaped like and carries more besides. Staves keep the colour of their crystal in the bolts they cast, and the lutes and mandolins play the same tune as the bard's own.

WeaponHitsBonus
Bronze Shortsword8 every 2 s+3 Strength, +1 Dexterity
Militia Sword8 every 2 s+1 Stamina, +2 Strength, +1 Dexterity
Blackiron Sword8 every 2 s+3 Strength, +1 Willpower
Highland Claymore10 every 3.2 s+1 Stamina, +3 Strength
Emberbrand10 every 2 s+1 Stamina, +4 Strength, +1 Dexterity
Frostbite10 every 2 s+1 Stamina, +3 Strength, +2 Dexterity
Verdigris Saber10 every 2 s+3 Strength, +2 Dexterity, +1 Willpower
Executioner's Greatsword12 every 3.2 s+2 Stamina, +4 Strength
Dawnbringer15 every 3.2 s+3 Stamina, +4 Strength, +1 Willpower
Nightfall12 every 2 s+1 Stamina, +4 Strength, +3 Dexterity
WeaponHitsBonus
Woodsman's Hatchet7 every 2 s+1 Stamina, +2 Strength, +1 Dexterity
Bronze Hand Axe7 every 2 s+3 Strength, +1 Dexterity
Bearded Axe10 every 2.6 s+1 Stamina, +3 Strength
Timbercleaver10 every 2.6 s+2 Stamina, +2 Strength
Bloodreaver12 every 2.6 s+1 Stamina, +4 Strength, +1 Dexterity
Rimecleft12 every 2.6 s+2 Stamina, +4 Strength
Thornbite8 every 2 s+3 Strength, +2 Dexterity, +1 Willpower
Marauder's Hatchet8 every 2 s+1 Stamina, +3 Strength, +2 Dexterity
Wyrmfang15 every 2.6 s+2 Stamina, +4 Strength, +1 Dexterity, +1 Willpower
Stormsplitter15 every 2.6 s+2 Stamina, +4 Strength, +2 Dexterity
WeaponHitsBonus
Smith's Maul11 every 2.8 s+1 Stamina, +3 Strength
Stonebreaker11 every 2.8 s+2 Stamina, +2 Strength
Bronze Mallet11 every 2.8 s+1 Stamina, +2 Strength, +1 Willpower
Gravewarden's Hammer11 every 2.8 s+2 Stamina, +1 Strength, +1 Willpower
Cinderforge Hammer13 every 2.8 s+2 Stamina, +4 Strength
Glacial Mallet13 every 2.8 s+3 Stamina, +2 Strength, +1 Willpower
Thunderhead13 every 2.8 s+1 Stamina, +4 Strength, +1 Dexterity
Mossback Maul13 every 2.8 s+3 Stamina, +2 Strength, +1 Willpower
Sunforged Hammer17 every 2.8 s+2 Stamina, +5 Strength, +1 Willpower
Doomhammer17 every 2.8 s+3 Stamina, +5 Strength
WeaponHitsBonus
Bronze Knife6 every 1.4 s+1 Strength, +3 Dexterity
Skinning Knife6 every 1.4 s+1 Strength, +2 Dexterity, +1 Willpower
Highland Dirk6 every 1.4 s+1 Stamina, +1 Strength, +2 Dexterity
Stiletto6 every 1.4 s+4 Dexterity
Venomfang7 every 1.4 s+1 Strength, +4 Dexterity, +1 Willpower
Quicksilver Dagger7 every 1.4 s+2 Strength, +4 Dexterity
Shadowfang7 every 1.4 s+2 Strength, +4 Dexterity
Icicle7 every 1.4 s+2 Stamina, +4 Dexterity
Bloodletter9 every 1.4 s+1 Stamina, +2 Strength, +5 Dexterity
Voidwhisper9 every 1.4 s+1 Strength, +5 Dexterity, +1 Intelligence, +1 Willpower
WeaponHitsBonus
Hunter's Shortbow8 every 2.2 s+1 Strength, +3 Dexterity
Ashwood Bow8 every 2.2 s+3 Dexterity, +1 Willpower
Elm Longbow8 every 2.2 s+1 Stamina, +3 Dexterity
Blackthorn Bow8 every 2.2 s+4 Dexterity
Thornwood Recurve10 every 2.2 s+1 Strength, +4 Dexterity, +1 Willpower
Emberstring10 every 2.2 s+2 Strength, +4 Dexterity
Frostwind Bow10 every 2.2 s+1 Stamina, +4 Dexterity, +1 Willpower
Bonebow10 every 2.2 s+2 Stamina, +4 Dexterity
Moonshadow12 every 2.2 s+1 Strength, +5 Dexterity, +2 Willpower
Sunfire Longbow12 every 2.2 s+1 Stamina, +1 Strength, +5 Dexterity, +1 Willpower
WeaponHitsBonus
Oaken Staff7 every 2.4 s+1 Stamina, +3 Intelligence, +3 Willpower
Ashen Rod7 every 2.4 s+4 Intelligence, +3 Willpower
Driftwood Staff7 every 2.4 s+1 Stamina, +2 Intelligence, +4 Willpower
Brambleroot Staff7 every 2.4 s+1 Stamina, +2 Intelligence, +4 Willpower
Emberheart Staff8 every 2.4 s+6 Intelligence, +3 Willpower
Rimecaller's Staff8 every 2.4 s+1 Stamina, +5 Intelligence, +3 Willpower
Rosequartz Staff8 every 2.4 s+4 Intelligence, +5 Willpower
Gloomwood Staff8 every 2.4 s+1 Stamina, +5 Intelligence, +3 Willpower
Starfall Staff11 every 2.4 s+1 Stamina, +6 Intelligence, +4 Willpower
Lifebloom Staff11 every 2.4 s+1 Stamina, +4 Intelligence, +6 Willpower
WeaponHitsBonus
Pearwood Lute6 every 2.2 s+4 Dexterity, +3 Willpower
Ebony Lute6 every 2.2 s+1 Stamina, +4 Dexterity, +2 Willpower
Wayfarer's Lute6 every 2.2 s+1 Stamina, +4 Dexterity, +2 Willpower
Maple Mandolin6 every 1.8 s+3 Stamina, +4 Dexterity
Sunburst Mandolin7 every 1.8 s+3 Stamina, +5 Dexterity, +1 Willpower
Moonlit Lute7 every 2.2 s+5 Dexterity, +4 Willpower
Emberstrung Mandolin7 every 1.8 s+3 Stamina, +6 Dexterity
Lute of Sorrows7 every 2.2 s+1 Stamina, +5 Dexterity, +3 Willpower
Silverstring Lute9 every 2.2 s+1 Stamina, +6 Dexterity, +4 Willpower
Feywood Mandolin9 every 1.8 s+4 Stamina, +6 Dexterity, +1 Willpower

Sets in the world

Out in the world, every kind of armour comes in sets of five, each set in its own colours and its hat its own shape. Anyone whose class can wear the armour can wear the set. They drop like any loot, at the set's rarity. Which piece comes is down to chance.

Cloth sets are a hat, a robe, gloves, trousers and shoes. The hats are wizard's hats: the Hedge-Witch's crooked and sagging, the Pilgrim's low under a broad flat brim, the Astral's tall, curled over and thick with stars. Every piece of every cloth set can also be sewn, once its pattern drops, and a sewn piece may come out Fine, Superior or Masterwork, with more of each attribute than one found. Leather sets are made by leatherworking, and chain and plate by armorsmithing, the same way.

SetPiecesWhole set
Hedge-Witch's GarbHedge-Witch's Hat, Hedge-Witch's Robe, Hedge-Witch's Gloves, Hedge-Witch's Trousers, Hedge-Witch's Shoes+5 Intelligence, +8 Willpower
Midnight VestmentsMidnight Hat, Midnight Robe, Midnight Gloves, Midnight Trousers, Midnight Shoes+8 Intelligence, +5 Willpower
Scholar's AttireScholar's Hat, Scholar's Robe, Scholar's Gloves, Scholar's Trousers, Scholar's Shoes+6 Stamina, +5 Intelligence, +2 Willpower
Pilgrim's WeedsPilgrim's Hat, Pilgrim's Robe, Pilgrim's Gloves, Pilgrim's Trousers, Pilgrim's Shoes+5 Stamina, +8 Willpower
EmberweaveEmberweave Hat, Emberweave Robe, Emberweave Gloves, Emberweave Trousers, Emberweave Shoes+6 Stamina, +14 Intelligence
FrostweaveFrostweave Hat, Frostweave Robe, Frostweave Gloves, Frostweave Trousers, Frostweave Shoes+6 Stamina, +9 Intelligence, +5 Willpower
Tidecaller's RaimentTidecaller's Hat, Tidecaller's Robe, Tidecaller's Gloves, Tidecaller's Trousers, Tidecaller's Shoes+12 Intelligence, +8 Willpower
Briarwood GarbBriarwood Hat, Briarwood Robe, Briarwood Gloves, Briarwood Trousers, Briarwood Shoes+7 Stamina, +6 Dexterity, +5 Intelligence, +2 Willpower
Astral RegaliaAstral Hat, Astral Robe, Astral Gloves, Astral Trousers, Astral Shoes+5 Stamina, +18 Intelligence, +8 Willpower
Gravecloth ShroudGravecloth Hat, Gravecloth Robe, Gravecloth Gloves, Gravecloth Trousers, Gravecloth Shoes+11 Stamina, +13 Intelligence, +7 Willpower

Leather sets are a hat, a jerkin, gloves, leggings and boots. The hats are bycockets, beaked at the front and turned up behind: the Drover's broad-brimmed and nearly flat, the Nightjar's sharp-beaked with a purple plume, the Stagking's tall with a long white plume on a gilt band.

SetPiecesWhole set
Trapper's HideTrapper's Hat, Trapper's Jerkin, Trapper's Gloves, Trapper's Leggings, Trapper's Boots+5 Stamina, +8 Dexterity
Poacher's LeathersPoacher's Hat, Poacher's Jerkin, Poacher's Gloves, Poacher's Leggings, Poacher's Boots+8 Dexterity, +5 Willpower
Drover's HideDrover's Hat, Drover's Jerkin, Drover's Gloves, Drover's Leggings, Drover's Boots+8 Stamina, +5 Dexterity
Minstrel's MotleyMinstrel's Hat, Minstrel's Jerkin, Minstrel's Gloves, Minstrel's Leggings, Minstrel's Boots+5 Stamina, +5 Dexterity, +2 Intelligence, +1 Willpower
Wolfrunner HideWolfrunner Hat, Wolfrunner Jerkin, Wolfrunner Gloves, Wolfrunner Leggings, Wolfrunner Boots+6 Stamina, +14 Dexterity
Saltstained LeathersSaltstained Hat, Saltstained Jerkin, Saltstained Gloves, Saltstained Leggings, Saltstained Boots+6 Stamina, +9 Dexterity, +5 Willpower
CinderhideCinderhide Hat, Cinderhide Jerkin, Cinderhide Gloves, Cinderhide Leggings, Cinderhide Boots+8 Stamina, +5 Strength, +7 Dexterity
Fenstalker's GarbFenstalker's Hat, Fenstalker's Jerkin, Fenstalker's Gloves, Fenstalker's Leggings, Fenstalker's Boots+6 Stamina, +9 Dexterity, +5 Willpower
Nightjar LeathersNightjar Hat, Nightjar Jerkin, Nightjar Gloves, Nightjar Leggings, Nightjar Boots+5 Stamina, +18 Dexterity, +8 Willpower
Stagking's RegaliaStagking's Hat, Stagking's Jerkin, Stagking's Gloves, Stagking's Leggings, Stagking's Boots+8 Stamina, +13 Dexterity, +5 Intelligence, +5 Willpower

Chain sets are a coif, a hauberk, gloves, chausses and boots. The coif is ordinary mail, and each set wears its own steel cap over it: the Sentry's a round skullcap with a nose guard, the Wayfarer's a broad kettle hat, the Stormguard's a tall ribbed spangenhelm, the Ravenmail's black and swept back to a long spike.

SetPiecesWhole set
Sentry's MailSentry's Coif, Sentry's Hauberk, Sentry's Gloves, Sentry's Chausses, Sentry's Boots+8 Stamina, +5 Dexterity
Riverwatch MailRiverwatch Coif, Riverwatch Hauberk, Riverwatch Gloves, Riverwatch Chausses, Riverwatch Boots+6 Stamina, +5 Dexterity, +2 Willpower
Outrider's MailOutrider's Coif, Outrider's Hauberk, Outrider's Gloves, Outrider's Chausses, Outrider's Boots+5 Stamina, +8 Dexterity
Wayfarer's MailWayfarer's Coif, Wayfarer's Hauberk, Wayfarer's Gloves, Wayfarer's Chausses, Wayfarer's Boots+6 Stamina, +5 Dexterity, +2 Willpower
Huntsman's MailHuntsman's Coif, Huntsman's Hauberk, Huntsman's Gloves, Huntsman's Chausses, Huntsman's Boots+6 Stamina, +14 Dexterity
Stormguard MailStormguard Coif, Stormguard Hauberk, Stormguard Gloves, Stormguard Chausses, Stormguard Boots+13 Stamina, +7 Dexterity
Ashwalker MailAshwalker Coif, Ashwalker Hauberk, Ashwalker Gloves, Ashwalker Chausses, Ashwalker Boots+8 Stamina, +5 Strength, +7 Dexterity
Marshwarden MailMarshwarden Coif, Marshwarden Hauberk, Marshwarden Gloves, Marshwarden Chausses, Marshwarden Boots+8 Stamina, +7 Dexterity, +5 Willpower
Silverscale MailSilverscale Coif, Silverscale Hauberk, Silverscale Gloves, Silverscale Chausses, Silverscale Boots+13 Stamina, +13 Dexterity, +5 Willpower
RavenmailRavenmail Coif, Ravenmail Hauberk, Ravenmail Gloves, Ravenmail Chausses, Ravenmail Boots+7 Stamina, +5 Strength, +14 Dexterity, +5 Willpower

Plate sets are a helm, a breastplate, gauntlets, greaves and sabatons, and only a warrior wears them. Each set's helm is its own: the Bulwark's low, round and heavily riveted, the Barrowguard's squat with its nape flared over the shoulders, the Sunsteel's gilt with a tall crest, the Dreadnought's black and close-cheeked under great horns.

SetPiecesWhole set
Footman's PlateFootman's Helm, Footman's Breastplate, Footman's Gauntlets, Footman's Greaves, Footman's Sabatons+8 Stamina, +5 Strength
Bulwark PlateBulwark Helm, Bulwark Breastplate, Bulwark Gauntlets, Bulwark Greaves, Bulwark Sabatons+11 Stamina, +2 Strength
Ironbound HarnessIronbound Helm, Ironbound Breastplate, Ironbound Gauntlets, Ironbound Greaves, Ironbound Sabatons+7 Stamina, +6 Strength
Gatewarden's PlateGatewarden's Helm, Gatewarden's Breastplate, Gatewarden's Gauntlets, Gatewarden's Greaves, Gatewarden's Sabatons+6 Stamina, +5 Strength, +2 Willpower
Bloodforged PlateBloodforged Helm, Bloodforged Breastplate, Bloodforged Gauntlets, Bloodforged Greaves, Bloodforged Sabatons+7 Stamina, +13 Strength
GlacierplateGlacier Helm, Glacier Breastplate, Glacier Gauntlets, Glacier Greaves, Glacier Sabatons+13 Stamina, +5 Strength, +2 Willpower
Barrowguard PlateBarrowguard Helm, Barrowguard Breastplate, Barrowguard Gauntlets, Barrowguard Greaves, Barrowguard Sabatons+13 Stamina, +7 Strength
Sunsteel PlateSunsteel Helm, Sunsteel Breastplate, Sunsteel Gauntlets, Sunsteel Greaves, Sunsteel Sabatons+8 Stamina, +7 Strength, +5 Willpower
Dreadnought PlateDreadnought Helm, Dreadnought Breastplate, Dreadnought Gauntlets, Dreadnought Greaves, Dreadnought Sabatons+14 Stamina, +12 Strength, +5 Willpower
Wyrmslayer's PlateWyrmslayer's Helm, Wyrmslayer's Breastplate, Wyrmslayer's Gauntlets, Wyrmslayer's Greaves, Wyrmslayer's Sabatons+14 Stamina, +7 Strength, +5 Dexterity, +5 Willpower

Creature sets

Every kind of creature has a set of armour made from it, eight pieces: head, shoulders, chest, back, hands, waist, legs and feet. A wolf's is a hood with the wolf's head on it over grey fur; a skeleton warrior's a skull helm and plates of bone; a spider's a silk weave with a cowl of mandibles. Only that creature leaves its pieces, and each comes at the level of what you killed, as any of its loot would. All of them are uncommon.

A kill in the wilds leaves a piece 4% of the time, and one below ground 8%. A warden leaves one 35% of the time, and a zone's boss or a dungeon's keeper 50%. Which piece is down to chance, every slot alike. Everyone who earns the kill rolls for their own. The fallen king's plate comes only off a keeper, never off the brigands and castle garrisons who wear the same body.

Wear all eight pieces of one set and it adds 6 more points, spread as its pieces lean and grown with the lowest piece's level, and one more rank of a talent: Pathfinder, Steadfast, Subtlety, Threat, Field Medic, Scavenger or Thick Hide, past the most ranks you could learn. The character sheet lists it under Set worn whole.

Dungeon sets

Each dungeon keeps a set of armour for every class, five pieces each: head, chest, hands, legs and feet. They are epic, the only epic items there are, and a piece is worn only by the class it was made for, so a priest cannot wear the mage's robe even though both wear cloth.

Pieces come only from the dungeon's hoard, in the keeper's lair. Each member's share holds one piece of their own class's set, minted at the hoard's level. Which piece is down to chance, every slot alike, and you may get one you already have, so a full set takes several runs. A run pays once: rerolling the dungeon brings a new chest, and a new piece.

Two dungeons have sets: the Sewers under Spitehold, and the Hollow Hill on Cairnholt Downs:

Each is shaped to look like nothing else. In the Sewers, Floodgate Plate is verdigris bronze with a visored helm and riveted pauldrons, Drainrunner Scale is teal scale mail with a long skirt, Gutterlark Leathers are oxblood and studded with a brimmed cap, Cistern-Sage Regalia is an indigo robe with pale runes and a peaked cowl, Lanternkeeper Vestments are bone-white linen with sage cross-stitch, and the Sluicebreaker Garb is soot-black leather crossed by rust-orange straps.

The Barrow's are grave goods. Wightlord Plate is blackened iron chased with old gold, its helm ringed by a circlet of points. Howewarden Mail is dark bronze rings over peat-stained hide, with a long mantle and a hauberk to the knee. Dirgesinger's Leathers are plum-black, ruled with silver staves, under a tall mourning cap. Barrowseer Regalia is an ash-grey robe to the calf, with a deep hood and bone beads. Shroudtender Vestments are grave-white linen crossed by grey windings, under a veil. The Gravecutter Garb is peat-dark leather with a moss-green strap of stolen coins.

Your collection

Once you have found every piece of a named set, a set in the world, a creature's or a dungeon's, it goes into your collection, opened with J. The pieces need not be found together or kept: each counts from the moment it reaches your bag, so a piece sold, listed or thrown away still counts toward the set.

Any piece of a set in your collection can be made again, wherever you are. It comes at the highest item level you ever found that piece at, costs what a vendor would pay for it, and arrives bound, so selling it back gets you only what it cost, and the auction house won't take it.

What you look like

Everyone sees what you wear, and each piece is drawn on you only while you wear it, so take something off and the skin underneath shows. Cloth is linen or a dark robe, and leather is brown. Chain is grey ring mail, and plate is faceted steel with pauldrons and knee plates. Gilded plate is plate in gold. On the head, cloth is a wizard's hat with a floppy brim, tall with stars on it or one of the cloth sets' own, leather a bycocket with a beaked brim and a red feather, chain a mail coif that drapes over the shoulders, and plate a pointed helm with a nasal and cheek plates. A coif or a helm takes the place of your hair; the hats sit on top of it. Your weapons are in your hands.

Everyone starts in the same plain linen tunic and trousers, bareheaded, barehanded and barefoot, and neither adds anything: better armour is bought or found. Each class starts with its own weapons, and all but the priest carry a spare or two:

See every item.