Weapons

This generated reference contains 526 EOR equipment entries.

Name Tier Rarity Type Value Stats Abilities Acquisition Description
Ancestor's Totem 2–2 Rare Staff 2h 450 Damage +15, Awareness +4, Intelligence +4 Magic Basic Attack, Magic Splash Attack Town markets, Dungeon markets, Loot A low-damage ancestral focus offering balanced Awareness and Intelligence.
Ancient Bloom Bludgeon 2–3 Common Blunt 81 Damage +17, Health Regen +2, Strength +2 Blunt Basic Attack, Axe Pierce Attack, Blunt Magic Daze Attack, Magic Regen Attack, Blunt Entangle Checker Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Ancient Composite Bow 2–3 Common Bow 2h 75 Damage +20, Awareness +2, Critical Chance +14, Evasion +5 Bow Basic Attack, Bow Ice Pierce Attack, Bow Column Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Ancient Cultist Axe 2–3 Uncommon Axe 81 Damage +21, Strength +2 Axe Basic Attack, Axe Heavy Stun Attack, Axe Bleed Attack, Axe Heavy Armordown Attack, Axe Stun Attack Loot Polished enough for legends, plain enough for work.
Ancient Greathammer 2–3 Uncommon Blunt 2h 121 Damage +28, Strength +2 Blunt Basic Attack, Blunt Heavy Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Ancient Ornate Archlute 2–3 Common Lute 2h 273 Damage +32, Gold Multiplier +5, Pdef +4, Talent +2 Music Basic Splash Attack, Music Bleed Pierce Full Attack, Music Interrupt Splash Attack, Music Evadedown Aoe Attack, Music Stun Splash Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Ancient Pearl Staff 2–3 Uncommon Staff 2h 287 Damage +41, Intelligence +2 Staff Basic Attack, Magic Chaos Aoe Attack, Magic Water Aoe Attack, Magic Protect Aoe Attack, Magic Water Heavy Attack Dungeon markets, Loot Polished enough for legends, plain enough for work.
Ancient Sunring 2–3 Uncommon Boomerang 127 Damage +21, Awareness +2 Boomerang Basic Attack, Boomerang Fire Attack, Boomerang Column Attack, Boomerang Bleed Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Ancient Tome 2–3 Uncommon Book 2h 318 Damage +26, Intelligence +2 Book Basic Attack, Book Aoe Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Apprentice Primer 0–0 Common Book 2h 35 Damage +6 Book Basic Attack Town markets, Dungeon markets, Loot A straightforward starter tome with no extra passive budget beyond its base damage.
Arc-Coil Pistol 2–2 Rare Rifle 450 Damage +19, Magic Damage +1 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot Perfect attacks have a 20% chance to inflict Shock, or Attack Down if the target is immune.
Archmage's Folly 2–2 Rare Staff 2h 500 Damage +24, Magic Damage +4, Resistance -4 Magic Basic Attack, Magic Splash Attack Town markets, Dungeon markets, Loot Overwhelming magical output purchased with a severe loss of Resistance.
Archmage's Folly 3–3 Artifact Staff 2h 1400 Damage +28, Armor -3, Resistance -6, Magic Damage +6, Intelligence +8 Magic Basic Attack, Magic Splash Attack Loot LEGENDARY EFFECT: Overwhelming magical output with no defensive safeguard. PENALTY: -3 Armor and -6 Resistance. FLAVOR: The mage who made it achieved unimaginable power. Briefly.
Ash Bone Bow 0–1 Uncommon Bow 2h 15 Damage +7, Critical Chance +14, Armor +1 Bow Basic Attack, Bow Daze Attack Dungeon markets, Loot Cheap, honest, and better than empty hands.
Ash Chakram 0–1 Uncommon Boomerang 25 Damage +9 Boomerang Basic Attack, Boomerang Fire Attack, Boomerang Column Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Ash Decent Archlute 1–2 Common Lute 2h 54 Damage +17, Gold Multiplier +5, Pdef +2, Talent +1 Music Basic Splash Attack, Music Fire Splash Attack, Music Interrupt Splash Attack, Music Evadedown Aoe Attack, Music Stun Splash Attack Town markets, Dungeon markets, Loot Refitted gear with cleaner balance and better confidence.
Ash Fool Killer 1–2 Uncommon Cannon 637 Damage +24, Awareness +1, Dam Beast +20 Gun Explosive Attack No Roll, Gun Concussive Attack Content pools Refitted gear with cleaner balance and better confidence.
Ash Goblin Axe 0–1 Uncommon Axe 2h 20 Damage +10, Critical Chance +4, Armor +1 Axe Basic Attack, Axe Heavy Stun Attack, Axe Bleed Attack, Goblin Axe Heavy Attack Content pools Cheap, honest, and better than empty hands.
Ash Makeshift Staff 1–2 Uncommon Staff 2h 50 Damage +21, Intelligence +1 Staff Basic Attack, Magic Fire Splash Attack, Magic Fire Attack Dungeon markets, Loot Refitted gear with cleaner balance and better confidence.
Ash Meditation Staff 1–2 Common Longstaff 40 Damage +13, Intelligence +1, Resistance +3 Polearm Basic Attack, Magic Cure Splash Attack, Only Stun Melee Attack Town markets, Dungeon markets, Loot Refitted gear with cleaner balance and better confidence.
Ash Old Shovel 0–1 Common Blunt 2h 24 Damage +13 Blunt Basic Attack, Blunt Ground Fire Attack Dungeon markets, Loot Cheap, honest, and better than empty hands.
Ash Seed Bludgeon 0–1 Common Blunt 16 Damage +9, Health Regen +1 Blunt Basic Attack, Blunt Ground Fire Attack, Blunt Magic Daze Attack, Magic Regen Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Ash Worn Knife 0–1 Common Dagger 12 Damage +6, Critical Chance +10, Speed +4 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Ashigaru Field Katana 0–1 Uncommon Katana 38 Damage +15, Critical Chance +8, Dam Human +12, Armor +1 Blade Basic Attack, Blade Armordown Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Ashwhisper Shortbow 0–0 Common Bow 2h 35 Damage +6, Awareness +1, Critical Chance +3 Bow Basic Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 0, combining reliable ranged damage with awareness +1; crit chance +3%.
Astral Conduit 3–3 Artifact Staff 2h 1700 Damage +34, Resistance +2, Intelligence +6, Magic Damage +2 Magic Basic Attack, Magic Splash Attack Loot A endgame staff with tier-appropriate base power and a restrained secondary package: Resistance +2; Intelligence +6; Magic Damage +2.
Autumn Leaf Katana 0–1 Uncommon Katana 52 Damage +17, Critical Chance +14, Dam Human +10, Speed +1 Blade Basic Attack, Blade Armordown Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Bamboo Training Katana 0–0 Common Katana 18 Damage +10, Critical Chance +5, Speed +1 Blade Basic Attack, Blade Armordown Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Blackpowder Repeater 2–2 Rare Rifle 470 Damage +24, Speed -5 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot A hard-hitting firearm whose weight and reload mechanism reduce Speed.
Blinkblade 3–3 Artifact Dagger 2030 Damage +35, Speed +6, Critical Chance +10 Knife Basic Attack, Knife Bleed Attack Loot A speed-scaling dagger built for rapid turns and precise attacks. Secondary package: Speed +6; Crit Chance +10%.
Blood Moon Katana 3–3 Artifact Katana 1700 Damage +35, Evasion +5, Critical Chance +10, Awareness +6 Blade Basic Attack, Blade Bleed Attack Loot A endgame katana with tier-appropriate base power and a restrained secondary package: Evasion +5; Crit Chance +10%; Awareness +6.
Bloodletter 2–2 Rare Axe 450 Damage +21 Axe Basic Attack, Axe Bleed Attack Town markets, Dungeon markets, Loot Deals 8% more damage while the wielder is below 50% Health.
Bloodletter 3–3 Artifact Axe 1200 Damage +27, Phy +2 Axe Basic Attack, Axe Bleed Attack Loot LEGENDARY EFFECT: Damage rises as Health falls: +5% below 75%, +10% below 50%, and +15% below 25%. FLAVOR: It never asks whose blood pays the balance.
Brass Broken Bottle 0–1 Uncommon Dagger 16 Damage +7 Knife Basic Attack, Blade Pierce Attack, Knife Bleed Attack Dungeon markets, Loot Cheap, honest, and better than empty hands.
Brass Club 0–1 Common Blunt 16 Damage +9 Blunt Basic Attack, Blunt Magic Daze Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Brass Crude Goblin Bomb 0–1 Uncommon Bomb 19 Damage +13 Potion Confuse Attack, Inanimate Powderkeg Explode Dungeon markets, Loot Cheap, honest, and better than empty hands.
Brass Cultist Staff 1–2 Uncommon Staff 2h 40 Damage +22, Intelligence +1 Staff Basic Attack, Magic Chaos Aoe Attack, Magic Dark Attack, Magic Dark Heavy Attack, Magic Drain Attack Loot Refitted gear with cleaner balance and better confidence.
Brass Decent Tamboura 1–2 Common Lute 2h 36 Damage +13, Gold Multiplier +10, Pevd +3, Talent +1 Music Basic Aoe Attack, Music Bleed Pierce Full Attack, Music Pierce Full Attack, Music Attackup Splash Attack, Music Rush Splash Attack Town markets, Dungeon markets, Loot Refitted gear with cleaner balance and better confidence.
Brass Hand Axe 0–1 Common Axe 16 Damage +9 Axe Basic Attack, Axe Heavy Stun Attack, Axe Heavy Armordown Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Brass Heavy Bow 0–1 Common Bow 2h 19 Damage +10, Critical Chance +7, Evasion +2 Bow Basic Attack, Bow Ice Pierce Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Brass Spellbook 1–2 Uncommon Book 2h 63 Damage +15, Intelligence +1 Book Basic Attack, Book Aoe Attack Town markets, Dungeon markets, Loot Refitted gear with cleaner balance and better confidence.
Celestial Branch 3–3 Artifact Bow 2h 2030 Damage +36, Evasion +6, Speed +6 Bow Basic Attack, Bow Aoe Attack Loot A distinct field bow tuned for tier 5, combining reliable ranged damage with evasion +6; speed +6.
Clockwork Fang 2–2 Rare Dagger 925 Damage +26, Speed +5, Awareness +5 Knife Basic Attack, Knife Bleed Attack Dungeon markets, Loot A speed-scaling dagger built for rapid turns and precise attacks. Secondary package: Speed +5; Awareness +5.
Cometpoint Spear 2–2 Rare Spear 925 Damage +27, Speed +5, Awareness +5 Polearm Basic Attack, Polearm Pierce Attack Dungeon markets, Loot A speed-scaling spear built for rapid turns and precise attacks. Secondary package: Speed +5; Awareness +5.
Cometstring 3–3 Artifact Bow 2h 1700 Damage +34, Evasion +5, Awareness +6, Critical Chance +10 Bow Basic Attack, Bow Aoe Attack Loot A endgame bow with tier-appropriate base power and a restrained secondary package: Evasion +5; Awareness +6; Crit Chance +10%.
Copperleaf Warbow 1–1 Common Bow 2h 80 Damage +10, Critical Chance +3, Luck +2 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 1, combining reliable ranged damage with crit chance +3%; luck +2.
Cracked Dojo Katana 0–0 Common Katana 16 Damage +9, Critical Chance +10, Speed +1 Blade Basic Attack, Blade Armordown Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Crimson Ronin Katana 2–3 Uncommon Katana 188 Damage +31, Critical Chance +20, Dam Human +20, Speed +2 Blade Basic Attack, Blade Armordown Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Crooked Staff 0–0 Common Staff 2h 35 Damage +6 Magic Basic Attack Town markets, Dungeon markets, Loot A straightforward starter staff with no extra passive budget beyond its base damage.
Crown Battle Hammer 2–3 Common Blunt 101 Damage +21, Strength +2 Blunt Basic Attack, Axe Armordown Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Crown Boglerang 2–3 Uncommon Boomerang 99 Damage +17, Awareness +2 Boomerang Basic Attack, Boomerang Water Splash Attack, Boomerang Water Attack, Boomerang Row Attack, Boomerang Column Attack Dungeon markets, Loot Polished enough for legends, plain enough for work.
Crown Broken Bottle 2–3 Uncommon Dagger 85 Damage +15, Speed +2 Knife Basic Attack, Blade Shadow Aoe, Knife Bleed Attack Dungeon markets, Loot Polished enough for legends, plain enough for work.
Crown Cultist Staff 2–3 Uncommon Staff 2h 205 Damage +41, Intelligence +2 Staff Basic Attack, Magic Ice Armor Aoe Attack, Magic Dark Attack, Magic Dark Heavy Attack, Magic Drain Splash Attack, Magic Chaos Aoe Attack Loot Polished enough for legends, plain enough for work.
Crown Demon's Lust 2–3 Rare Blade 2h 218 Damage +29, Strength +2 Blade Basic Attack, Demon Attackdown Splash Attack, Demon Fire Attack, Demon Spin Attack, Demon Attackdown Attack Content pools Polished enough for legends, plain enough for work.
Crown Divine Staff 2–3 Common Longstaff 205 Damage +20, Intelligence +2, Resistance +5 Polearm Basic Attack, Magic Cure Splash Attack, Only Stun Melee Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Crown Heavy Cannon 2–3 Uncommon Cannon 637 Damage +41, Awareness +2, Speed -5 Gun Explosive Attack, Gun Concussive Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Crown Horsebow 2–3 Common Bow 2h 55 Damage +16, Awareness +2, Critical Chance +18, Evasion +6 Bow Basic Attack, Bow Aoe Attack, Bow Pierce Full Attack, Bow Interrupt Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Crown Improved Bomb 2–3 Uncommon Bomb 127 Damage +35, Awareness +2 Potion Splash Attack, Fish Poison Splash Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Crown Ornate Lute 2–3 Common Lute 2h 227 Damage +28, Gold Multiplier +8, Pres +4, Talent +2 Music Basic Attack, Music Protect Splash Attack, Music Basic Aoe Attack, Music Defenseup Splash Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Crown Tomahawk 2–3 Common Axe 98 Damage +20, Strength +2 Axe Basic Attack, Magic Protect Splash Attack, Axe Heavy Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Crown Tome of Warding 2–3 Uncommon Book 2h 318 Damage +24, Intelligence +2 Book Basic Attack, Magic Ice Armor Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Crown of Arrows 3–3 Artifact Bow 2h 2030 Damage +36, Awareness +6, Critical Chance +10 Bow Basic Attack, Bow Aoe Attack Loot A distinct field bow tuned for tier 5, combining reliable ranged damage with awareness +6; crit chance +10%.
Dawncleaver 3–3 Rare Blade 2h 1475 Damage +40, Strength +5, Max Health +8 Blade Heavy Attack, Blade Pierce Attack Dungeon markets, Loot A endgame greatsword with tier-appropriate base power and a restrained secondary package: Strength +5; Max Health +8.
Dawnfeather Bow 0–0 Common Bow 2h 35 Damage +6, Evasion +2, Speed +1 Bow Basic Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 0, combining reliable ranged damage with evasion +2; speed +1.
Dawnfire Axe 3–3 Rare Axe 1400 Damage +37, Phy +1, Strength +5 Axe Basic Attack, Axe Bleed Attack Dungeon markets, Loot A endgame axe with tier-appropriate base power and a restrained secondary package: Physical Damage +1; Strength +5.
Dawnfire Bow 3–3 Rare Bow 2h 1400 Damage +33, Critical Chance +7, Evasion +4 Bow Basic Attack, Bow Aoe Attack Dungeon markets, Loot A endgame bow with tier-appropriate base power and a restrained secondary package: Crit Chance +7%; Evasion +4.
Dawnfire Codex 3–3 Rare Book 2h 1400 Damage +30, Resistance +2, Max Health +8 Book Basic Attack, Magic Protect Splash Attack Dungeon markets, Loot A endgame tome with tier-appropriate base power and a restrained secondary package: Resistance +2; Max Health +8.
Dawnfire Fang 3–3 Rare Dagger 1400 Damage +27, Speed +5, Evasion +4 Knife Basic Attack, Knife Bleed Attack Dungeon markets, Loot A endgame dagger with tier-appropriate base power and a restrained secondary package: Speed +5; Evasion +4.
Dawnfire Glaive 3–3 Rare Polearm 2h 1400 Damage +36, Armor +2, Phy +1 Polearm Swipe Attack, Polearm Column Attack Dungeon markets, Loot A endgame polearm with tier-appropriate base power and a restrained secondary package: Armor +2; Physical Damage +1.
Dawnfire Hammer 3–3 Rare Blunt 2h 1475 Damage +39, Armor +2, Vitality +5 Blunt Basic Attack, Blunt Stun Attack Dungeon markets, Loot A endgame hammer with tier-appropriate base power and a restrained secondary package: Armor +2; Vitality +5.
Dawnfire Katana 3–3 Rare Katana 1400 Damage +34, Awareness +5, Evasion +4 Blade Basic Attack, Blade Bleed Attack Dungeon markets, Loot A endgame katana with tier-appropriate base power and a restrained secondary package: Awareness +5; Evasion +4.
Dawnfire Lute 3–3 Rare Lute 2h 1400 Damage +27, Luck +5, Resistance +2 Music Attackup Splash Attack, Music Interrupt Splash Attack Dungeon markets, Loot A endgame lute with tier-appropriate base power and a restrained secondary package: Luck +5; Resistance +2.
Dawnfire Mace 3–3 Rare Blunt 1400 Damage +35, Strength +5, Max Health +8 Blunt Basic Attack, Blunt Pierce Attack Dungeon markets, Loot A endgame mace with tier-appropriate base power and a restrained secondary package: Strength +5; Max Health +8.
Dawnfire Scythe 3–3 Rare Polearm 2h 1400 Damage +36, Phy +1, Max Health +8 Polearm Swipe Attack, Melee Bleed Stab Attack Dungeon markets, Loot A endgame scythe with tier-appropriate base power and a restrained secondary package: Physical Damage +1; Max Health +8.
Dawnfire Spear 3–3 Rare Spear 1400 Damage +34, Critical Chance +7, Evasion +4 Polearm Basic Attack, Polearm Pierce Attack Dungeon markets, Loot A endgame spear with tier-appropriate base power and a restrained secondary package: Crit Chance +7%; Evasion +4.
Dawnfire Staff 3–3 Rare Staff 2h 1400 Damage +33, Magic Damage +1, Resistance +2 Magic Basic Attack, Magic Splash Attack Dungeon markets, Loot A endgame staff with tier-appropriate base power and a restrained secondary package: Magic Damage +1; Resistance +2.
Dawnfire Sunblade 3–3 Rare Blade 1400 Damage +34, Armor +2, Strength +5 Blade Basic Attack, Blade Pierce Attack Dungeon markets, Loot A endgame sword with tier-appropriate base power and a restrained secondary package: Armor +2; Strength +5.
Dawnfire Wand 3–3 Rare Wand 1400 Damage +29, Magic Damage +1, Evasion +4 Wand Basic Attack, Wand Lightning Attack Dungeon markets, Loot A endgame wand with tier-appropriate base power and a restrained secondary package: Magic Damage +1; Evasion +4.
Dawnlock 3–3 Rare Rifle 1475 Damage +38, Phy +1, Critical Chance +7 Gun Light Basic Attack, Gun Light Pierce Attack Dungeon markets, Loot A endgame gun with tier-appropriate base power and a restrained secondary package: Physical Damage +1; Crit Chance +7%.
Dawnsplit Commander's Rapier 2–3 Uncommon Rapier 255 Damage +26, Dam Armor +25, Evasion +6, Speed +2 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Dawnsplit Crooked Wand 2–3 Uncommon Wand 318 Damage +29, Critical Chance +14, Focus +1, Intelligence +2 Magic Basic Aoe Attack, Magic Cure Attack, Magic Bleed Splash Attack, Only Attackup Splash Attack, Magic Bleed Heavy Attack Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Dawnsplit Fine Handbow 2–3 Common Handbow 50 Damage +17, Awareness +2, Critical Chance +16 Handbow Basic Attack, Bow Lightning Attack, Bow Push Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Dawnsplit Horned Crook 2–3 Common Polearm 2h 91 Damage +21, Armor +4, Strength +2 Polearm Basic Attack, Magic Cure Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Dawnsplit Longsword 2–3 Common Blade 101 Damage +22, Strength +2 Blade Basic Attack, Blade Debuff Splash Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Dawnsplit Tachyon 3000 2–3 Uncommon Rifle 141 Damage +21, Awareness +2, Critical Chance +5 Gun Light Basic Magic Attack, Gun Light Column Attack, Gun Light Evasion Magic Attack, Gun Light Swipe Magic Attack, Gun Whip Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Dead Man's Pistol 2–2 Rare Rifle 450 Damage +21 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot Deals 20% more damage to enemies below 30% Health.
Dragon Blossom Bludgeon 2–3 Common Blunt 182 Damage +20, Health Regen +2, Strength +2 Blunt Basic Attack, Axe Pierce Attack, Blunt Magic Daze Attack, Magic Regen Attack, Blunt Entangle Checker Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Dragon Crooked Staff 2–3 Uncommon Wand 113 Damage +19, Critical Chance +12, Intelligence +2, Luck -4 Magic Basic Aoe Attack, Magic Bleed Splash Attack, Magic Debuff Dark Splash Attack, Magic Curse Attack, Hag Pull Attack Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Dragon Cultist Axe 2–3 Uncommon Axe 182 Damage +26, Strength +2 Axe Basic Attack, Axe Heavy Stun Attack, Axe Bleed Attack, Axe Heavy Armordown Attack, Axe Stun Attack Loot Late-campaign gear with a sharp identity and no wasted ornament.
Dragon Dragon Bow 2–3 Common Bow 2h 170 Damage +25, Awareness +2, Critical Chance +16, Evasion +6 Bow Basic Attack, Bow Ice Pierce Attack, Bow Column Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Dragon Great Greathammer 2–3 Uncommon Blunt 2h 273 Damage +34, Strength +2 Blunt Basic Attack, Blunt Heavy Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Dragon Moonring 2–3 Uncommon Boomerang 287 Damage +26, Awareness +2 Boomerang Basic Attack, Boomerang Water Splash Attack, Boomerang Column Attack, Boomerang Bleed Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Dragonfly Katana 2–3 Uncommon Katana 300 Damage +34, Critical Chance +18, Dam Human +20, Speed +4 Blade Basic Attack, Blade Spin Attack, Blade Armordown Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Duelist's Needle 0–0 Uncommon Blade 40 Damage +7, Speed +1, Critical Chance +3 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A speed-scaling sword built for rapid turns and precise attacks. Secondary package: Speed +1; Crit Chance +3%.
Dusk Boar Spear 0–1 Common Spear 14 Damage +7, Critical Chance +5, Armor +1 Polearm Basic Attack, Melee Pierce Attack, Polearm Swipe Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Dusk Crooked Wand 1–2 Uncommon Wand 63 Damage +16, Critical Chance +10, Focus +1, Intelligence +1 Magic Basic Aoe Attack, Magic Debuff Dark Splash Attack, Magic Bleed Splash Attack, Only Attackup Splash Attack Dungeon markets, Loot A practical improvement without pretending to be legendary.
Dusk Fire Whip 0–1 Uncommon Whip 32 Damage +9, Critical Chance +35 Whip Basic Attack, Whip Entangle Burn Attack, Whip Fire Attack, Whip Fire Swipe Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Dusk Goblin Blade 0–1 Uncommon Blade 22 Damage +9, Critical Chance +4, Evasion +3, Sa +1, Speed +5 Goblin Basic Attack, Blade Bleed Attack, Only Attackup Other Attack Dungeon markets, Loot Common work made dependable by use.
Dusk Rusty Blunderbuss 0–1 Uncommon Gun 38 Damage +9 Gun Blast Attack, Gun Bap Melee Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Dusk Shocked Handbow 0–1 Uncommon Handbow 18 Damage +7, Critical Chance +12 Handbow Basic Attack, Bow Lightning Attack, Bow Lightning Push Attack Dungeon markets, Loot Common work made dependable by use.
Eclipse Bolt Spear 2–3 Common Spear 70 Damage +17, Critical Chance +2, Armor +1, Strength +2 Polearm Basic Attack, Melee Pierce Attack, Polearm Pierce Attack, Polearm Shock Column Attack, Polearm Evadedown Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Eclipse Bull Whip 2–3 Uncommon Whip 127 Damage +18, Critical Chance +35, Speed +2 Whip Basic Attack, Whip Lightning Pierce Attack, Whip Swipe Attack, Whip Pull Attack, Whip Bleed Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Eclipse Codex 3–3 Artifact Book 2h 1700 Damage +32, Max Health +12, Intelligence +6, Resistance +2 Book Basic Attack, Magic Protect Splash Attack Loot A endgame tome with tier-appropriate base power and a restrained secondary package: Max Health +12; Intelligence +6; Resistance +2.
Eclipse Cultist Sword 2–3 Uncommon Blade 101 Damage +22, Strength +2 Blade Basic Attack, Blade Pierce Attack, Blade Spin Attack, Blade Evade Up Attack Loot A veteran piece meant for dangerous maps and mean rolls.
Eclipse Flame Stick 2–3 Common Polearm 2h 91 Damage +21, Evasion +3, Strength +2 Polearm Basic Fire Attack, Polearm Heavy Fire Attack, Only Stun Melee Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Eclipse Imp Wand 2–3 Uncommon Wand 255 Damage +22, Intelligence +2, Resistance +3, Speed +5 Magic Basic Aoe Attack, Magic Bleed Splash Attack, Wand Fire Attack, Magic Rush Splash Attack, Magic Fire Aoe Attack Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Eclipse Linebreaker's Blunderbuss 2–3 Common Shotgun 151 Damage +21, Awareness +2 Gun Medium Basic Attack, Gun Medium Checker Attack, Gun Medium Swipe Attack, Gun Medium Stun Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Eclipse Oathblade 3–3 Artifact Blade 1700 Damage +36, Strength +6, Critical Chance +10, Armor +2 Blade Basic Attack, Blade Pierce Attack Loot A endgame sword with tier-appropriate base power and a restrained secondary package: Strength +6; Crit Chance +10%; Armor +2.
Eclipse Reaper 3–3 Artifact Polearm 2h 1700 Damage +38, Max Health +12, Critical Chance +10, Phy +2 Polearm Swipe Attack, Melee Bleed Stab Attack Loot A endgame scythe with tier-appropriate base power and a restrained secondary package: Max Health +12; Crit Chance +10%; Physical Damage +2.
Eclipse Superb Shocked Handbow 2–3 Rare Handbow 91 Damage +17, Awareness +2, Critical Chance +16 Handbow Basic Attack, Bow Lightning Attack, Bow Lightning Push Attack Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Ember Blade 1–1 Uncommon Blade 185 Damage +14, Armor +1 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A mid-game sword with tier-appropriate base power and a restrained secondary package: Armor +1.
Ember Bow 1–1 Uncommon Bow 2h 185 Damage +14, Critical Chance +3 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A mid-game bow with tier-appropriate base power and a restrained secondary package: Crit Chance +3%.
Ember Fang 1–1 Uncommon Dagger 185 Damage +11, Speed +2 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot A mid-game dagger with tier-appropriate base power and a restrained secondary package: Speed +2.
Ember Glaive 1–1 Uncommon Polearm 2h 185 Damage +15, Armor +1 Polearm Swipe Attack, Polearm Column Attack Town markets, Dungeon markets, Loot A mid-game polearm with tier-appropriate base power and a restrained secondary package: Armor +1.
Ember Grimoire 1–1 Uncommon Book 2h 185 Damage +12, Resistance +1 Book Basic Attack, Magic Protect Splash Attack Town markets, Dungeon markets, Loot A mid-game tome with tier-appropriate base power and a restrained secondary package: Resistance +1.
Ember Katana 1–1 Uncommon Katana 185 Damage +14, Awareness +2 Blade Basic Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot A mid-game katana with tier-appropriate base power and a restrained secondary package: Awareness +2.
Ember Lute 1–1 Uncommon Lute 2h 185 Damage +11, Luck +2 Music Attackup Splash Attack, Music Interrupt Splash Attack Town markets, Dungeon markets, Loot A mid-game lute with tier-appropriate base power and a restrained secondary package: Luck +2.
Ember Mace 1–1 Uncommon Blunt 185 Damage +15, Strength +2 Blunt Basic Attack, Blunt Pierce Attack Town markets, Dungeon markets, Loot A mid-game mace with tier-appropriate base power and a restrained secondary package: Strength +2.
Ember Maul 1–1 Uncommon Blunt 2h 195 Damage +16, Armor +1 Blunt Basic Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot A mid-game hammer with tier-appropriate base power and a restrained secondary package: Armor +1.
Ember Scythe 1–1 Uncommon Polearm 2h 185 Damage +15, Phy +1 Polearm Swipe Attack, Melee Bleed Stab Attack Town markets, Dungeon markets, Loot A mid-game scythe with tier-appropriate base power and a restrained secondary package: Physical Damage +1.
Ember Spear 1–1 Uncommon Spear 185 Damage +14, Critical Chance +3 Polearm Basic Attack, Polearm Pierce Attack Town markets, Dungeon markets, Loot A mid-game spear with tier-appropriate base power and a restrained secondary package: Crit Chance +3%.
Ember Staff 1–1 Uncommon Staff 2h 185 Damage +14, Magic Damage +1 Magic Basic Attack, Magic Splash Attack Town markets, Dungeon markets, Loot A mid-game staff with tier-appropriate base power and a restrained secondary package: Magic Damage +1.
Ember Wand 1–1 Uncommon Wand 185 Damage +12, Magic Damage +1 Wand Basic Attack, Wand Lightning Attack Town markets, Dungeon markets, Loot A mid-game wand with tier-appropriate base power and a restrained secondary package: Magic Damage +1.
Ember Warblade 1–1 Uncommon Blade 2h 195 Damage +17, Strength +2 Blade Heavy Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A mid-game greatsword with tier-appropriate base power and a restrained secondary package: Strength +2.
Emberaxe 1–1 Uncommon Axe 185 Damage +15, Phy +1 Axe Basic Attack, Axe Bleed Attack Town markets, Dungeon markets, Loot A mid-game axe with tier-appropriate base power and a restrained secondary package: Physical Damage +1.
Emberlock 1–1 Uncommon Rifle 195 Damage +16, Phy +1 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot A mid-game gun with tier-appropriate base power and a restrained secondary package: Physical Damage +1.
Emberstring 1–1 Uncommon Bow 2h 205 Damage +15, Critical Chance +5, Luck +3 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 2, combining reliable ranged damage with crit chance +5%; luck +3.
Executioner's Axe 2–2 Rare Axe 450 Damage +21 Axe Basic Attack, Axe Bleed Attack Town markets, Dungeon markets, Loot Deals 15% more damage to enemies below 30% Health.
Executioner's Promise 3–3 Artifact Blade 2h 1250 Damage +28, Speed -4 Blade Heavy Attack, Blade Pierce Attack Loot LEGENDARY EFFECT: Deals +25% damage to enemies below 30% Health, reduced to +15% against bosses. PENALTY: -4 Speed. FLAVOR: Every swing is a sentence waiting for its period.
Field Bladering 1–2 Uncommon Boomerang 56 Damage +15, Awareness +1 Boomerang Basic Attack, Boomerang Water Splash Attack, Boomerang Column Attack, Boomerang Bleed Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Field Bone Bow 1–2 Uncommon Bow 2h 34 Damage +12, Awareness +1, Critical Chance +16, Armor +2 Bow Basic Attack, Bow Daze Attack Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Field Bud Bludgeon 1–2 Common Blunt 36 Damage +13, Health Regen +1, Strength +1 Blunt Basic Attack, Axe Pierce Attack, Blunt Magic Daze Attack, Magic Regen Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Field Carnival Hammer 1–2 Rare Blunt 2h 105 Damage +28, Critical Chance +20, Luck +5, Speed -5, Strength +1 Blunt Basic Attack, Blunt Heavy Attack, Blunt Carnival 01 Attack, Blunt Carnival 02 Attack Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Field Crooked Cane 0–1 Uncommon Wand 22 Damage +7, Critical Chance +8, Luck -4 Magic Basic Aoe Attack, Hag Pull Attack, Magic Debuff Dark Attack, Magic Curse Attack Dungeon markets, Loot A starter piece with just enough bite to matter.
Field Goblin Axe 1–2 Uncommon Axe 2h 45 Damage +17, Critical Chance +6, Armor +2, Strength +1 Axe Basic Attack, Axe Heavy Stun Attack, Axe Bleed Attack, Goblin Axe Heavy Attack Content pools Reliable kit for the part of the road where luck starts charging interest.
Field Knife 1–2 Common Dagger 27 Damage +10, Critical Chance +12, Speed +5 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Final Verdict 3–3 Artifact Blunt 2h 1785 Damage +41, Vitality +6, Phy +2, Armor +2 Blunt Basic Attack, Blunt Stun Attack Loot A endgame hammer with tier-appropriate base power and a restrained secondary package: Vitality +6; Physical Damage +2; Armor +2.
Fleetfinger Knife 1–1 Uncommon Dagger 90 Damage +10, Speed +2, Evasion +2 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot A speed-scaling dagger built for rapid turns and precise attacks. Secondary package: Speed +2; Evasion +2.
Fleetwake Katana 0–0 Uncommon Katana 40 Damage +7, Speed +1, Evasion +2 Blade Basic Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot A speed-scaling katana built for rapid turns and precise attacks. Secondary package: Speed +1; Evasion +2.
Flowing River 3–3 Artifact Polearm 2h 1250 Damage +26, Speed +5 Polearm Swipe Attack, Polearm Column Attack Dungeon markets, Loot LEGENDARY EFFECT: Consecutive successful direct attacks grant +4% damage each, up to +12%. Failing or taking direct damage resets the flow. FLAVOR: Stone resists. Water arrives anyway.
Foxtrail Recurve 0–0 Uncommon Bow 2h 40 Damage +7, Critical Chance +3, Luck +1 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 0, combining reliable ranged damage with crit chance +3%; luck +1.
Frostlock 1–1 Rare Rifle 225 Damage +17, Critical Chance +5, Awareness +3 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot A mid-game gun with tier-appropriate base power and a restrained secondary package: Crit Chance +5%; Awareness +3.
Frostpine Longbow 1–1 Rare Bow 2h 220 Damage +15, Awareness +3, Critical Chance +5 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 2, combining reliable ranged damage with awareness +3; crit chance +5%.
Frostveil Axe 1–1 Rare Axe 215 Damage +16, Strength +3, Critical Chance +5 Axe Basic Attack, Axe Bleed Attack Town markets, Dungeon markets, Loot A mid-game axe with tier-appropriate base power and a restrained secondary package: Strength +3; Crit Chance +5%.
Frostveil Bow 1–1 Rare Bow 2h 215 Damage +15, Evasion +3, Awareness +3 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A mid-game bow with tier-appropriate base power and a restrained secondary package: Evasion +3; Awareness +3.
Frostveil Colossus Blade 1–1 Rare Blade 2h 225 Damage +18, Max Health +5, Phy +1 Blade Heavy Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A mid-game greatsword with tier-appropriate base power and a restrained secondary package: Max Health +5; Physical Damage +1.
Frostveil Edge 1–1 Rare Blade 215 Damage +15, Strength +3, Critical Chance +5 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A mid-game sword with tier-appropriate base power and a restrained secondary package: Strength +3; Crit Chance +5%.
Frostveil Fang 1–1 Rare Dagger 215 Damage +12, Evasion +3, Critical Chance +5 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot A mid-game dagger with tier-appropriate base power and a restrained secondary package: Evasion +3; Crit Chance +5%.
Frostveil Grimoire 1–1 Rare Book 2h 215 Damage +14, Max Health +5, Intelligence +3 Book Basic Attack, Magic Protect Splash Attack Town markets, Dungeon markets, Loot A mid-game tome with tier-appropriate base power and a restrained secondary package: Max Health +5; Intelligence +3.
Frostveil Halberd 1–1 Rare Polearm 2h 215 Damage +16, Phy +1, Awareness +3 Polearm Swipe Attack, Polearm Column Attack Town markets, Dungeon markets, Loot A mid-game polearm with tier-appropriate base power and a restrained secondary package: Physical Damage +1; Awareness +3.
Frostveil Katana 1–1 Rare Katana 215 Damage +15, Evasion +3, Critical Chance +5 Blade Basic Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot A mid-game katana with tier-appropriate base power and a restrained secondary package: Evasion +3; Crit Chance +5%.
Frostveil Lute 1–1 Rare Lute 2h 215 Damage +12, Resistance +1, Talent +3 Music Attackup Splash Attack, Music Interrupt Splash Attack Town markets, Dungeon markets, Loot A mid-game lute with tier-appropriate base power and a restrained secondary package: Resistance +1; Talent +3.
Frostveil Mace 1–1 Rare Blunt 215 Damage +16, Max Health +5, Armor +1 Blunt Basic Attack, Blunt Pierce Attack Town markets, Dungeon markets, Loot A mid-game mace with tier-appropriate base power and a restrained secondary package: Max Health +5; Armor +1.
Frostveil Maul 1–1 Rare Blunt 2h 225 Damage +17, Vitality +3, Phy +1 Blunt Basic Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot A mid-game hammer with tier-appropriate base power and a restrained secondary package: Vitality +3; Physical Damage +1.
Frostveil Scythe 1–1 Rare Polearm 2h 215 Damage +16, Max Health +5, Critical Chance +5 Polearm Swipe Attack, Melee Bleed Stab Attack Town markets, Dungeon markets, Loot A mid-game scythe with tier-appropriate base power and a restrained secondary package: Max Health +5; Crit Chance +5%.
Frostveil Spear 1–1 Rare Spear 215 Damage +15, Evasion +3, Awareness +3 Polearm Basic Attack, Polearm Pierce Attack Town markets, Dungeon markets, Loot A mid-game spear with tier-appropriate base power and a restrained secondary package: Evasion +3; Awareness +3.
Frostveil Staff 1–1 Rare Staff 2h 215 Damage +15, Resistance +1, Intelligence +3 Magic Basic Attack, Magic Splash Attack Town markets, Dungeon markets, Loot A mid-game staff with tier-appropriate base power and a restrained secondary package: Resistance +1; Intelligence +3.
Frostveil Wand 1–1 Rare Wand 215 Damage +13, Evasion +3, Intelligence +3 Wand Basic Attack, Wand Lightning Attack Town markets, Dungeon markets, Loot A mid-game wand with tier-appropriate base power and a restrained secondary package: Evasion +3; Intelligence +3.
Galecrest Spear 1–1 Rare Spear 220 Damage +15, Speed +3, Critical Chance +5 Polearm Basic Attack, Polearm Pierce Attack Town markets, Dungeon markets, Loot A speed-scaling spear built for rapid turns and precise attacks. Secondary package: Speed +3; Crit Chance +5%.
Galeglass Dagger 1–1 Rare Dagger 220 Damage +14, Speed +3, Awareness +3 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot A speed-scaling dagger built for rapid turns and precise attacks. Secondary package: Speed +3; Awareness +3.
Giantkiller 2–2 Rare Blade 2h 460 Damage +21 Blade Heavy Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot Deals 15% more damage to bosses without improving ordinary attacks.
Glass Cannon 2–2 Rare Rifle 500 Damage +25, Vitality -8, Evasion -6 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot A devastating firearm that leaves its wielder dangerously fragile and easy to hit.
Glass Cannon 3–3 Artifact Rifle 1350 Damage +31, Resistance -2, Evasion -8, Phy +4, Vitality -12 Gun Light Basic Attack, Gun Light Pierce Attack Loot LEGENDARY EFFECT: Exceptional raw firearm damage. PENALTY: -12 Vitality, -8 Evasion, and -2 Resistance. FLAVOR: Six chambers, no restraint, and absolutely no concern for the person holding it.
Gravebloom Bow 2–2 Rare Bow 2h 535 Damage +20, Awareness +4, Critical Chance +5 Bow Basic Attack, Bow Aoe Attack Dungeon markets, Loot A distinct field bow tuned for tier 3, combining reliable ranged damage with awareness +4; crit chance +5%.
Gravebound Tome 2–2 Rare Book 2h 450 Damage +17 Book Basic Attack, Magic Protect Splash Attack Town markets, Dungeon markets, Loot Grants 10% bonus damage while its Necromancer possesses at least one Soul.
Gravebound Tome 3–3 Artifact Book 2h 1300 Damage +25, Magic Damage +2, Intelligence +5 Book Basic Attack, Magic Protect Splash Attack Dungeon markets, Loot LEGENDARY EFFECT: A Necromancer holding at least 1 Soul deals +15% damage. Other wielders retain its strong Intelligence magic. FLAVOR: Every page is warm, though none remember sunlight.
Gravelock 2–2 Rare Rifle 520 Damage +23, Phy +1, Critical Chance +7 Gun Light Basic Attack, Gun Light Pierce Attack Dungeon markets, Loot A veteran gun with tier-appropriate base power and a restrained secondary package: Physical Damage +1; Crit Chance +7%.
Gravesword 2–2 Rare Blade 2h 520 Damage +24, Strength +4, Max Health +8 Blade Heavy Attack, Blade Pierce Attack Dungeon markets, Loot A veteran greatsword with tier-appropriate base power and a restrained secondary package: Strength +4; Max Health +8.
Graveward Axe 2–2 Rare Axe 495 Damage +22, Phy +1, Strength +4 Axe Basic Attack, Axe Bleed Attack Dungeon markets, Loot A veteran axe with tier-appropriate base power and a restrained secondary package: Physical Damage +1; Strength +4.
Graveward Bow 2–2 Rare Bow 2h 495 Damage +20, Critical Chance +7, Evasion +4 Bow Basic Attack, Bow Aoe Attack Dungeon markets, Loot A veteran bow with tier-appropriate base power and a restrained secondary package: Crit Chance +7%; Evasion +4.
Graveward Brand 2–2 Rare Blade 495 Damage +21, Armor +2, Strength +4 Blade Basic Attack, Blade Pierce Attack Dungeon markets, Loot A veteran sword with tier-appropriate base power and a restrained secondary package: Armor +2; Strength +4.
Graveward Fang 2–2 Rare Dagger 495 Damage +17, Speed +4, Evasion +4 Knife Basic Attack, Knife Bleed Attack Dungeon markets, Loot A veteran dagger with tier-appropriate base power and a restrained secondary package: Speed +4; Evasion +4.
Graveward Glaive 2–2 Rare Polearm 2h 495 Damage +22, Armor +2, Phy +1 Polearm Swipe Attack, Polearm Column Attack Dungeon markets, Loot A veteran polearm with tier-appropriate base power and a restrained secondary package: Armor +2; Physical Damage +1.
Graveward Grimoire 2–2 Rare Book 2h 495 Damage +18, Resistance +2, Max Health +8 Book Basic Attack, Magic Protect Splash Attack Dungeon markets, Loot A veteran tome with tier-appropriate base power and a restrained secondary package: Resistance +2; Max Health +8.
Graveward Katana 2–2 Rare Katana 495 Damage +20, Awareness +4, Evasion +4 Blade Basic Attack, Blade Bleed Attack Dungeon markets, Loot A veteran katana with tier-appropriate base power and a restrained secondary package: Awareness +4; Evasion +4.
Graveward Lute 2–2 Rare Lute 2h 495 Damage +17, Luck +4, Resistance +2 Music Attackup Splash Attack, Music Interrupt Splash Attack Dungeon markets, Loot A veteran lute with tier-appropriate base power and a restrained secondary package: Luck +4; Resistance +2.
Graveward Mace 2–2 Rare Blunt 495 Damage +21, Strength +4, Max Health +8 Blunt Basic Attack, Blunt Pierce Attack Dungeon markets, Loot A veteran mace with tier-appropriate base power and a restrained secondary package: Strength +4; Max Health +8.
Graveward Maul 2–2 Rare Blunt 2h 520 Damage +24, Armor +2, Vitality +4 Blunt Basic Attack, Blunt Stun Attack Dungeon markets, Loot A veteran hammer with tier-appropriate base power and a restrained secondary package: Armor +2; Vitality +4.
Graveward Scythe 2–2 Rare Polearm 2h 495 Damage +22, Phy +1, Max Health +8 Polearm Swipe Attack, Melee Bleed Stab Attack Dungeon markets, Loot A veteran scythe with tier-appropriate base power and a restrained secondary package: Physical Damage +1; Max Health +8.
Graveward Spear 2–2 Rare Spear 495 Damage +21, Critical Chance +7, Evasion +4 Polearm Basic Attack, Polearm Pierce Attack Dungeon markets, Loot A veteran spear with tier-appropriate base power and a restrained secondary package: Crit Chance +7%; Evasion +4.
Graveward Staff 2–2 Rare Staff 2h 495 Damage +20, Magic Damage +1, Resistance +2 Magic Basic Attack, Magic Splash Attack Dungeon markets, Loot A veteran staff with tier-appropriate base power and a restrained secondary package: Magic Damage +1; Resistance +2.
Graveward Wand 2–2 Rare Wand 495 Damage +18, Magic Damage +1, Evasion +4 Wand Basic Attack, Wand Lightning Attack Dungeon markets, Loot A veteran wand with tier-appropriate base power and a restrained secondary package: Magic Damage +1; Evasion +4.
Heaven Piercer Katana 3–3 Uncommon Katana 470 Damage +45, Critical Chance +20, Dam Human +32, Speed +2 Blade Basic Attack, Blade Armordown Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Heavenspiercer 3–3 Artifact Spear 1700 Damage +36, Evasion +5, Awareness +6, Critical Chance +10 Polearm Basic Attack, Polearm Pierce Attack Loot A endgame spear with tier-appropriate base power and a restrained secondary package: Evasion +5; Awareness +6; Crit Chance +10%.
Hedge Book 0–1 Uncommon Book 2h 28 Damage +9 Book Basic Attack, Book Chaos Buff Attack Town markets, Dungeon markets, Loot Built for first roads and bad weather.
Hedge Chilled Halberd 1–2 Common Polearm 2h 49 Damage +17, Resistance +2, Strength +1 Polearm Basic Attack, Polearm Column Pierce Attack, Polearm Ice Attack, Polearm Swipe Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Hedge Cultist Staff 0–1 Uncommon Staff 2h 18 Damage +12 Staff Basic Attack, Bogdrinker Heal Attack, Magic Dark Attack, Magic Dark Heavy Attack Loot Built for first roads and bad weather.
Hedge Cultist Sword 1–2 Uncommon Blade 45 Damage +16, Strength +1 Blade Basic Attack, Blade Pierce Attack, Blade Heavy Attack Loot A mid-journey upgrade for someone who has survived a few mistakes.
Hedge Flash Spear 1–2 Common Spear 31 Damage +12, Critical Chance +2, Strength +1 Polearm Basic Attack, Melee Pierce Attack, Polearm Shock Attack, Polearm Pierce Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Hedge Handbow 1–2 Common Handbow 22 Damage +12, Awareness +1, Critical Chance +14 Handbow Basic Attack, Bow Lightning Attack, Bow Push Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Hedge Oiled Whip 1–2 Uncommon Whip 56 Damage +13, Critical Chance +35, Speed +1 Whip Basic Attack, Whip Lightning Pierce Attack, Whip Swipe Attack, Whip Pull Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Hedge Outrider's Blunderbuss 1–2 Common Shotgun 67 Damage +16, Awareness +1 Gun Medium Basic Attack, Gun Medium Checker Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Hedge Tamboura 0–1 Common Lute 2h 16 Damage +7, Gold Multiplier +10, Pevd +2 Music Basic Aoe Attack, Music Bleed Pierce Full Attack, Music Pierce Full Attack, Music Attackup Splash Attack, Music Rush Splash Attack Town markets, Dungeon markets, Loot Built for first roads and bad weather.
Hidden Shrine Katana 1–2 Uncommon Katana 136 Damage +22, Critical Chance +12, Focus +1, Resistance +2 Blade Basic Magic Attack, Blade Converge Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Hollow Cadet's Musket 0–1 Common Rifle 20 Damage +12, Critical Chance +5 Gun Light Basic Attack, Gun Light Column Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Hollow Imp Wand 1–2 Uncommon Wand 50 Damage +11, Intelligence +1, Resistance +2, Speed +5 Magic Basic Aoe Attack, Magic Debuff Dark Splash Attack, Wand Fire Attack, Magic Rush Splash Attack, Magic Fire Aoe Attack Dungeon markets, Loot A practical improvement without pretending to be legendary.
Hollow Old Crook 0–1 Common Polearm 2h 18 Damage +9, Armor +2 Polearm Basic Attack, Polearm Curse Magic Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Hollow Riding Sword 0–1 Common Blade 16 Damage +8, Critical Chance +5 Blade Basic Attack, Blade Bleed Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Horizon Needle 3–3 Artifact Spear 2030 Damage +36, Speed +6, Critical Chance +10 Polearm Basic Attack, Polearm Pierce Attack Loot A speed-scaling spear built for rapid turns and precise attacks. Secondary package: Speed +6; Crit Chance +10%.
Hunter's Bearded Axe 1–1 Uncommon Axe 90 Damage +12, Critical Chance +3 Axe Basic Attack, Axe Bleed Attack Town markets, Dungeon markets, Loot A early-game axe with tier-appropriate base power and a restrained secondary package: Crit Chance +3%.
Hunter's Bow 1–1 Uncommon Bow 2h 90 Damage +11, Awareness +2 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A early-game bow with tier-appropriate base power and a restrained secondary package: Awareness +2.
Hunter's Broadsword 1–1 Uncommon Blade 90 Damage +11, Critical Chance +3 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A early-game sword with tier-appropriate base power and a restrained secondary package: Crit Chance +3%.
Hunter's Claymore 1–1 Uncommon Blade 2h 95 Damage +13, Phy +1 Blade Heavy Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A early-game greatsword with tier-appropriate base power and a restrained secondary package: Physical Damage +1.
Hunter's Glaive 1–1 Uncommon Polearm 2h 90 Damage +12, Awareness +2 Polearm Swipe Attack, Polearm Column Attack Town markets, Dungeon markets, Loot A early-game polearm with tier-appropriate base power and a restrained secondary package: Awareness +2.
Hunter's Hammer 1–1 Uncommon Blunt 2h 95 Damage +13, Phy +1 Blunt Basic Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot A early-game hammer with tier-appropriate base power and a restrained secondary package: Physical Damage +1.
Hunter's Katana 1–1 Uncommon Katana 90 Damage +11, Critical Chance +3 Blade Basic Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot A early-game katana with tier-appropriate base power and a restrained secondary package: Crit Chance +3%.
Hunter's Knife 1–1 Uncommon Dagger 90 Damage +9, Critical Chance +3 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot A early-game dagger with tier-appropriate base power and a restrained secondary package: Crit Chance +3%.
Hunter's Lute 1–1 Uncommon Lute 2h 90 Damage +9, Talent +2 Music Attackup Splash Attack, Music Interrupt Splash Attack Town markets, Dungeon markets, Loot A early-game lute with tier-appropriate base power and a restrained secondary package: Talent +2.
Hunter's Mace 1–1 Uncommon Blunt 90 Damage +12, Armor +1 Blunt Basic Attack, Blunt Pierce Attack Town markets, Dungeon markets, Loot A early-game mace with tier-appropriate base power and a restrained secondary package: Armor +1.
Hunter's Rifle 1–1 Uncommon Rifle 95 Damage +12, Awareness +2 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot A early-game gun with tier-appropriate base power and a restrained secondary package: Awareness +2.
Hunter's Scythe 1–1 Uncommon Polearm 2h 90 Damage +12, Critical Chance +3 Polearm Swipe Attack, Melee Bleed Stab Attack Town markets, Dungeon markets, Loot A early-game scythe with tier-appropriate base power and a restrained secondary package: Crit Chance +3%.
Hunter's Spear 1–1 Uncommon Spear 90 Damage +11, Awareness +2 Polearm Basic Attack, Polearm Pierce Attack Town markets, Dungeon markets, Loot A early-game spear with tier-appropriate base power and a restrained secondary package: Awareness +2.
Imperial Guard Katana 3–3 Uncommon Katana 410 Damage +39, Critical Chance +14, Dam Human +26, Armor +2, Resistance +1, Speed +1 Blade Basic Attack, Blade Armordown Attack, Melee Protect Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Iron Cooled Halberd 0–1 Common Polearm 2h 22 Damage +9 Polearm Basic Attack, Polearm Heavy Attack, Polearm Ice Attack, Polearm Swipe Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Iron Cracked Whip 0–1 Uncommon Whip 25 Damage +8, Critical Chance +35 Whip Basic Attack, Whip Ice Stun Attack, Whip Swipe Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Iron Cultist Sword 0–1 Uncommon Blade 20 Damage +10 Blade Basic Attack, Blade Doh Heavy, Blade Pierce Attack Loot Common work made dependable by use.
Iron Hag Cane 1–2 Uncommon Wand 50 Damage +13, Critical Chance +10, Intelligence +1, Luck -4 Magic Basic Aoe Attack, Magic Bleed Heavy Attack, Magic Debuff Dark Splash Attack, Magic Curse Attack Dungeon markets, Loot A practical improvement without pretending to be legendary.
Iron Katana 1–1 Common Katana 80 Damage +10 Blade Basic Attack Town markets, Dungeon markets, Loot A straightforward early-game katana with no extra passive budget beyond its base damage.
Iron Old Handbow 0–1 Common Handbow 10 Damage +7, Critical Chance +12 Handbow Basic Attack, Bow Lightning Attack, Bow Push Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Iron Saddlehand's Blunderbuss 0–1 Common Shotgun 30 Damage +11 Gun Medium Basic Attack, Gun Medium Heavy Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Iron Sparks Spear 0–1 Common Spear 14 Damage +7 Polearm Basic Attack, Melee Pierce Attack, Polearm Shock Attack, Polearm Pierce Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Iron Temple Katana 1–2 Uncommon Katana 104 Damage +23, Critical Chance +10, Dam Human +14, Armor +1, Resistance +1 Blade Basic Attack, Blade Armordown Attack, Melee Protect Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Ironbound Boar Spear 1–1 Common Spear 80 Damage +10 Polearm Basic Attack Town markets, Dungeon markets, Loot A straightforward early-game spear with no extra passive budget beyond its base damage.
Ironbound Carbine 1–1 Common Rifle 85 Damage +11 Gun Light Basic Attack Town markets, Dungeon markets, Loot A straightforward early-game gun with no extra passive budget beyond its base damage.
Ironbound Field Scythe 1–1 Common Polearm 2h 80 Damage +11 Polearm Swipe Attack Town markets, Dungeon markets, Loot A straightforward early-game scythe with no extra passive budget beyond its base damage.
Ironbound Forge Hammer 1–1 Common Blunt 2h 85 Damage +12 Blunt Basic Attack Town markets, Dungeon markets, Loot A straightforward early-game hammer with no extra passive budget beyond its base damage.
Ironbound Greatsword 1–1 Common Blade 2h 85 Damage +12 Blade Heavy Attack Town markets, Dungeon markets, Loot A straightforward early-game greatsword with no extra passive budget beyond its base damage.
Ironbound Longsword 1–1 Common Blade 80 Damage +10 Blade Basic Attack Town markets, Dungeon markets, Loot A straightforward early-game sword with no extra passive budget beyond its base damage.
Ironbound Minstrel Lute 1–1 Common Lute 2h 80 Damage +8 Music Attackup Splash Attack Town markets, Dungeon markets, Loot A straightforward early-game lute with no extra passive budget beyond its base damage.
Ironbound Partisan 1–1 Common Polearm 2h 80 Damage +11 Polearm Swipe Attack Town markets, Dungeon markets, Loot A straightforward early-game polearm with no extra passive budget beyond its base damage.
Ironbound Runed Staff 1–1 Common Staff 2h 80 Damage +10 Magic Basic Attack Town markets, Dungeon markets, Loot A straightforward early-game staff with no extra passive budget beyond its base damage.
Ironbound Runed Tome 1–1 Common Book 2h 80 Damage +9 Book Basic Attack Town markets, Dungeon markets, Loot A straightforward early-game tome with no extra passive budget beyond its base damage.
Ironbound Runed Wand 1–1 Common Wand 80 Damage +9 Wand Basic Attack Town markets, Dungeon markets, Loot A straightforward early-game wand with no extra passive budget beyond its base damage.
Ironbound Stiletto 1–1 Common Dagger 80 Damage +8 Knife Basic Attack Town markets, Dungeon markets, Loot A straightforward early-game dagger with no extra passive budget beyond its base damage.
Ironbound War Axe 1–1 Common Axe 80 Damage +11 Axe Basic Attack Town markets, Dungeon markets, Loot A straightforward early-game axe with no extra passive budget beyond its base damage.
Ironbound War Bow 1–1 Common Bow 2h 80 Damage +10 Bow Basic Attack Town markets, Dungeon markets, Loot A straightforward early-game bow with no extra passive budget beyond its base damage.
Ironbound War Mace 1–1 Common Blunt 80 Damage +11 Blunt Basic Attack Town markets, Dungeon markets, Loot A straightforward early-game mace with no extra passive budget beyond its base damage.
Ironwood Staff 2–2 Rare Polearm 2h 430 Damage +19 Polearm Swipe Attack, Polearm Column Attack Town markets, Dungeon markets, Loot Perfect attacks grant Evasion Up for one round.
Judicator 3–3 Artifact Blunt 1700 Damage +37, Max Health +12, Armor +2, Strength +6 Blunt Basic Attack, Blunt Pierce Attack Loot A endgame mace with tier-appropriate base power and a restrained secondary package: Max Health +12; Armor +2; Strength +6.
Kestrel Pike 1–1 Uncommon Spear 90 Damage +11, Speed +2, Awareness +2 Polearm Basic Attack, Polearm Pierce Attack Town markets, Dungeon markets, Loot A speed-scaling spear built for rapid turns and precise attacks. Secondary package: Speed +2; Awareness +2.
King's Thunder 3–3 Artifact Rifle 1785 Damage +39, Critical Chance +10, Awareness +6, Phy +2 Gun Light Basic Attack, Gun Light Pierce Attack Loot A endgame gun with tier-appropriate base power and a restrained secondary package: Crit Chance +10%; Awareness +6; Physical Damage +2.
Lantern Arming Sword 0–1 Common Blade 20 Damage +10 Blade Basic Attack, Blade Pierce Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Lantern Kindling Stick 0–1 Common Polearm 2h 18 Damage +9 Polearm Basic Fire Attack, Polearm Column Pierce Attack, Melee Interrupt Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Lantern Lesser Wand 1–2 Uncommon Wand 50 Damage +13, Focus +1, Intelligence +1 Wand Basic Attack, Magic Bleed Splash Attack, Wand Heavy01 Attack, Magic Pull Attack Town markets, Dungeon markets, Loot A practical improvement without pretending to be legendary.
Lantern Noble's Rapier 1–2 Uncommon Rapier 50 Damage +15, Dam Armor +15, Evasion +4, Speed +1 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A practical improvement without pretending to be legendary.
Lantern Tachyon 1000 0–1 Uncommon Rifle 28 Damage +9, Critical Chance +5 Gun Light Basic Magic Attack, Gun Light Pierce Attack, Gun Light Evasion Magic Attack, Gun Whip Attack Town markets, Dungeon markets, Loot Common work made dependable by use.
Last Horizon 3–3 Artifact Bow 2h 2030 Damage +36, Awareness +6, Luck +6, Critical Chance +10 Bow Basic Attack, Bow Aoe Attack Loot A distinct field bow tuned for tier 5, combining reliable ranged damage with awareness +6; luck +6; crit chance +10%.
Last Whisper 3–3 Artifact Dagger 1700 Damage +29, Evasion +5, Critical Chance +10, Speed +6 Knife Basic Attack, Knife Bleed Attack Loot A endgame dagger with tier-appropriate base power and a restrained secondary package: Evasion +5; Crit Chance +10%; Speed +6.
Magebreaker 2–2 Rare Blade 440 Damage +19 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot Perfect attacks have a 20% chance to apply Resistance Down.
Mercury Rod 2–2 Rare Wand 440 Damage +17, Magic Damage +2, Resistance -2 Wand Basic Attack, Wand Lightning Attack Town markets, Dungeon markets, Loot A volatile caster weapon offering raw magical power at the cost of Resistance.
Miasma Wand 2–2 Rare Wand 440 Damage +16, Magic Damage +1 Wand Basic Attack, Wand Lightning Attack Town markets, Dungeon markets, Loot Deals 15% more damage to enemies already suffering from a harmful status.
Militia Club 0–0 Common Blunt 35 Damage +7 Blunt Basic Attack Town markets, Dungeon markets, Loot A straightforward starter mace with no extra passive budget beyond its base damage.
Militia Glaive 0–0 Common Polearm 2h 35 Damage +7 Polearm Swipe Attack Town markets, Dungeon markets, Loot A straightforward starter polearm with no extra passive budget beyond its base damage.
Militia Greatblade 0–0 Common Blade 2h 35 Damage +8 Blade Heavy Attack Town markets, Dungeon markets, Loot A straightforward starter greatsword with no extra passive budget beyond its base damage.
Militia Hatchet 0–0 Common Axe 35 Damage +7 Axe Basic Attack Town markets, Dungeon markets, Loot A straightforward starter axe with no extra passive budget beyond its base damage.
Militia Knife 0–0 Common Dagger 35 Damage +5 Knife Basic Attack Town markets, Dungeon markets, Loot A straightforward starter dagger with no extra passive budget beyond its base damage.
Militia Maul 0–0 Common Blunt 2h 35 Damage +7 Blunt Basic Attack Town markets, Dungeon markets, Loot A straightforward starter hammer with no extra passive budget beyond its base damage.
Militia Pistol 0–0 Common Rifle 35 Damage +7 Gun Light Basic Attack Town markets, Dungeon markets, Loot A straightforward starter gun with no extra passive budget beyond its base damage.
Militia Short Spear 0–0 Common Spear 35 Damage +6 Polearm Basic Attack Town markets, Dungeon markets, Loot A straightforward starter spear with no extra passive budget beyond its base damage.
Militia Shortbow 0–0 Common Bow 2h 35 Damage +6 Bow Basic Attack Town markets, Dungeon markets, Loot A straightforward starter bow with no extra passive budget beyond its base damage.
Militia Shortsword 0–0 Common Blade 35 Damage +6 Blade Basic Attack Town markets, Dungeon markets, Loot A straightforward starter sword with no extra passive budget beyond its base damage.
Militia Sickle 0–0 Common Polearm 2h 35 Damage +7 Polearm Swipe Attack Town markets, Dungeon markets, Loot A straightforward starter scythe with no extra passive budget beyond its base damage.
Mire Boglerang 0–1 Uncommon Boomerang 19 Damage +7 Boomerang Basic Attack, Boomerang Attackdown Attack, Boomerang Water Attack, Boomerang Row Attack, Boomerang Column Attack Dungeon markets, Loot Cheap, honest, and better than empty hands.
Mire Cannon 1–2 Uncommon Cannon 126 Damage +24, Awareness +1, Speed -5 Gun Explosive Attack, Gun Concussive Attack Town markets, Dungeon markets, Loot Refitted gear with cleaner balance and better confidence.
Mire Crude Greathammer 0–1 Common Blunt 2h 24 Damage +14 Blunt Basic Attack, Blunt Heavy Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Mire Decent Ukulele 1–2 Common Lute 2h 31 Damage +11, Gold Multiplier +12, Health Regen +2, Talent +1 Music Basic Attack, Music Attackup Splash Attack, Music Focus Add Attack, Music Cure Attack Town markets, Dungeon markets, Loot Refitted gear with cleaner balance and better confidence.
Mire Fire Greatsword 0–1 Uncommon Blade 2h 43 Damage +14 Blade Basic Attack, Blade Fire Attack, Blade Fire Heavy Attack Dungeon markets, Loot Cheap, honest, and better than empty hands.
Mire Magic Staff 1–2 Uncommon Staff 2h 56 Damage +22, Intelligence +1 Staff Basic Attack, Magic Poison Aoe Attack Town markets, Dungeon markets, Loot Refitted gear with cleaner balance and better confidence.
Mire Shepherd's Axe 0–1 Common Axe 2h 24 Damage +13 Axe Basic Attack, Axe Heavy Stun Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Mire Spellbook of Warding 1–2 Uncommon Book 2h 63 Damage +13, Intelligence +1 Book Basic Attack, Magic Ice Armor Attack Town markets, Dungeon markets, Loot Refitted gear with cleaner balance and better confidence.
Mire Target Bow 0–1 Common Bow 2h 15 Damage +8, Critical Chance +10, Evasion +3 Bow Basic Attack, Bow Column Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Moment's Edge 3–3 Artifact Katana 2030 Damage +36, Speed +6, Critical Chance +10 Blade Basic Attack, Blade Bleed Attack Loot A speed-scaling katana built for rapid turns and precise attacks. Secondary package: Speed +6; Crit Chance +10%.
Moonfall Greatbow 2–2 Rare Bow 2h 925 Damage +27, Awareness +5, Luck +5 Bow Basic Attack, Bow Aoe Attack Dungeon markets, Loot A distinct field bow tuned for tier 4, combining reliable ranged damage with awareness +5; luck +5.
Moonflash Katana 2–2 Rare Katana 535 Damage +20, Speed +4, Evasion +4 Blade Basic Attack, Blade Bleed Attack Dungeon markets, Loot A speed-scaling katana built for rapid turns and precise attacks. Secondary package: Speed +4; Evasion +4.
Moonlit Duelists Katana 1–2 Uncommon Katana 92 Damage +22, Critical Chance +16, Dam Human +12, Speed +2 Blade Basic Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Moonlit Recurve 1–1 Rare Bow 2h 220 Damage +15, Evasion +3, Speed +3 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 2, combining reliable ranged damage with evasion +3; speed +3.
Mythic Broadsword 2–3 Common Blade 227 Damage +27, Strength +2 Blade Basic Attack, Blade Pierce Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Mythic Cultist Staff 2–3 Uncommon Staff 2h 91 Damage +32, Intelligence +2 Staff Basic Attack, Magic Chaos Aoe Attack, Magic Dark Attack, Magic Dark Heavy Attack, Magic Drain Attack, Magic Chaos Splash Attack Loot Built for the final stretch, where small advantages become plans.
Mythic Fancy Lute 2–3 Common Lute 2h 101 Damage +22, Gold Multiplier +8, Pres +3, Talent +2 Music Basic Attack, Music Bleed Pierce Full Attack, Music Basic Aoe Attack, Music Defenseup Splash Attack, Music Protect Splash Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Mythic Great Crook 2–3 Common Polearm 2h 205 Damage +26, Armor +5, Strength +2 Polearm Basic Attack, Polearm Column Pierce Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Mythic Grimoire of Warding 2–3 Uncommon Book 2h 141 Damage +19, Intelligence +2 Book Basic Attack, Magic Ice Armor Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Mythic Officer's Rapier 2–3 Uncommon Rapier 113 Damage +21, Dam Armor +20, Evasion +5, Speed +2 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Mythic Reinforced Cannon 2–3 Uncommon Cannon 283 Damage +33, Awareness +2, Speed -5 Gun Explosive Attack, Gun Concussive Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Mythic Stealth Handbow 2–3 Common Handbow 113 Damage +21, Awareness +2, Critical Chance +18 Handbow Basic Attack, Bow Lightning Attack, Bow Push Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Mythic Tachyon 4000 2–3 Uncommon Rifle 318 Damage +26, Awareness +2, Critical Chance +5 Gun Light Basic Magic Attack, Gun Light Pierce Attack, Gun Light Evasion Magic Attack, Gun Light Swipe Magic Attack, Gun Whip Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Mythic Tranquility Staff 2–3 Common Longstaff 91 Damage +17, Intelligence +2, Resistance +4 Polearm Basic Attack, Magic Cure Splash Attack, Only Stun Melee Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Night Carnival Hammer 2–3 Rare Blunt 2h 533 Damage +45, Critical Chance +30, Luck +5, Speed -5, Strength +2 Blunt Basic Attack, Blunt Heavy Attack, Blunt Carnival 01 Attack, Blunt Carnival 02 Attack Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Night Crooked Wand 2–3 Uncommon Wand 141 Damage +23, Critical Chance +12, Focus +1, Intelligence +2 Magic Basic Aoe Attack, Magic Debuff Dark Splash Attack, Magic Bleed Splash Attack, Only Attackup Splash Attack, Magic Bleed Heavy Attack Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Night Emperor's Katana 3–3 Uncommon Katana 360 Damage +38, Critical Chance +18, Dam Human +28, Speed +2 Blade Basic Attack, Blade Armordown Attack, Blade Spin Attack, Melee Protect Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Night Giant Bow 2–3 Common Bow 2h 216 Damage +30, Awareness +2, Critical Chance +10, Evasion +5 Bow Basic Attack, Magic Drain Splash Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Night Great Goblin Bomb 2–3 Uncommon Bomb 223 Damage +36, Awareness +2 Potion Confuse Column Attack, Fish Poison Splash Attack Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Night Greataxe 2–3 Uncommon Axe 2h 273 Damage +39, Strength +2 Axe Basic Attack, Axe Heavy Stun Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Night Greatsword 2–3 Uncommon Blade 2h 273 Damage +36, Strength +2 Blade Basic Attack, Blade Drain Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Night Morning Star 2–3 Common Blunt 182 Damage +20, Strength +2 Blunt Basic Attack, Axe Armordown Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Night Shadow Blade 2–3 Common Dagger 136 Damage +17, Critical Chance +16, Speed +6 Knife Basic Attack, Blade Shadow Aoe, Knife Bleed Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Night Shai's Fang 2–3 Uncommon Rapier 113 Damage +23, Dam Armor +25, Evasion +8, Speed +2 Blade Basic Attack, Blade Bleed Attack Dungeon markets Late-campaign gear with a sharp identity and no wasted ornament.
Nightreaver 3–3 Artifact Axe 1700 Damage +38, Strength +6, Critical Chance +10, Phy +2 Axe Basic Attack, Axe Bleed Attack Loot A endgame axe with tier-appropriate base power and a restrained secondary package: Strength +6; Crit Chance +10%; Physical Damage +2.
Oath Blunderbuss 1–2 Uncommon Gun 90 Damage +15, Awareness +1 Gun Blast Attack, Gun Aoe Attack, Gun Interrupt Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Oath Book of Fire 0–1 Uncommon Book 2h 28 Damage +8 Book Basic Attack, Magic Fire Evadeup Attack Town markets, Dungeon markets, Loot Built for first roads and bad weather.
Oath Chain Whip 1–2 Rare Whip 72 Damage +18, Critical Chance +25, Armor +5, Speed +1, Strength +2 Whip Basic Attack, Whip Resistanceup Splash Attack Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Oath Fine Shocked Handbow 1–2 Rare Handbow 40 Damage +12, Awareness +1, Critical Chance +14 Handbow Basic Attack, Bow Lightning Attack, Bow Lightning Push Attack Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Oath Goblin Blade 1–2 Uncommon Blade 50 Damage +14, Critical Chance +6, Evasion +3, Sa +1, Speed +5, Strength +1 Goblin Basic Attack, Melee Protect Attack, Only Attackup Splash Attack Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Oath Lute 0–1 Common Lute 2h 20 Damage +8, Gold Multiplier +8, Pres +1 Music Basic Attack, Music Cure Attack, Music Basic Aoe Attack, Music Defenseup Splash Attack Town markets, Dungeon markets, Loot Built for first roads and bad weather.
Oath Sea Star Staff 0–1 Uncommon Staff 2h 25 Damage +12 Staff Basic Attack, Bogdrinker Heal Attack, Magic Water Aoe Attack, Magic Protect Attack Dungeon markets, Loot Built for first roads and bad weather.
Oath Short Spear 1–2 Common Spear 31 Damage +12, Critical Chance +5, Armor +2, Strength +1 Polearm Basic Attack, Polearm Armorup Splash Attack, Melee Pierce Attack, Polearm Swipe Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Oni Bane Katana 2–3 Uncommon Katana 235 Damage +35, Critical Chance +16, Dam Human +34, Speed +1 Blade Basic Attack, Blade Armordown Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Pestilent Tome 2–2 Rare Book 2h 440 Damage +17 Book Basic Attack, Magic Protect Splash Attack Town markets, Dungeon markets, Loot Perfect attacks have a 20% chance to apply Resistance Down.
Philosopher's Wand 2–2 Rare Wand 430 Damage +16 Wand Basic Attack, Wand Lightning Attack Town markets, Dungeon markets, Loot Perfect attacks have a 20% chance to apply Resistance Down.
Phoenix String 3–3 Rare Bow 2h 1850 Damage +35, Evasion +6, Speed +6 Bow Basic Attack, Bow Aoe Attack Dungeon markets, Loot A distinct field bow tuned for tier 5, combining reliable ranged damage with evasion +6; speed +6.
Pioneer Book of Warding 0–1 Uncommon Book 2h 28 Damage +7 Book Basic Attack, Magic Ice Armor Attack Town markets, Dungeon markets, Loot Built for first roads and bad weather.
Pioneer Lucky Shot 0–1 Common Cannon 25 Damage +16, Dam Beast +20, Intelligence -10, Luck +5, Speed -10 Gun Explosive Luck Attack, Gun Concussive Attack Content pools Built for first roads and bad weather.
Pioneer Magic Rod 0–1 Uncommon Staff 2h 25 Damage +12 Staff Basic Attack, Bogdrinker Heal Attack Town markets, Dungeon markets, Loot Built for first roads and bad weather.
Pioneer Shortsword 1–2 Common Blade 36 Damage +13, Critical Chance +6, Strength +1 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Pioneer Sturdy Crook 1–2 Common Polearm 2h 40 Damage +15, Armor +3, Strength +1 Polearm Basic Attack, Polearm Column Pierce Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Pioneer Trooper's Musket 1–2 Common Rifle 45 Damage +18, Awareness +1, Critical Chance +5 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Pioneer Ukulele 0–1 Common Lute 2h 14 Damage +6, Gold Multiplier +12, Health Regen +1 Music Basic Attack, Music Bleed Pierce Full Attack, Music Focus Add Attack, Music Cure Attack Town markets, Dungeon markets, Loot Built for first roads and bad weather.
Plaguebringer 3–3 Artifact Book 2h 1300 Damage +24, Magic Damage +2 Book Basic Attack, Magic Protect Splash Attack Loot LEGENDARY EFFECT: Deals +5% damage per distinct harmful status on the target, up to +20%. FLAVOR: The cure was lost somewhere between the first and final draft.
Practice Katana 0–0 Common Katana 35 Damage +6 Blade Basic Attack Town markets, Dungeon markets, Loot A straightforward starter katana with no extra passive budget beyond its base damage.
Prototype Repeater 2–2 Rare Rifle 460 Damage +23, Awareness -4 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot Higher-than-normal damage paired with an unstable sight that reduces Awareness.
Quickdraw Revolver 2–2 Rare Rifle 450 Damage +18, Speed +8 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot A lower-damage revolver built around an exceptional +8 Speed bonus.
Quicksilver Sabre 1–1 Rare Blade 220 Damage +15, Speed +3, Awareness +3 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A speed-scaling sword built for rapid turns and precise attacks. Secondary package: Speed +3; Awareness +3.
Quickthorn Dirk 0–0 Common Dagger 35 Damage +5, Speed +1, Critical Chance +3 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot A speed-scaling dagger built for rapid turns and precise attacks. Secondary package: Speed +1; Crit Chance +3%.
Rain Splitter Katana 1–2 Uncommon Katana 126 Damage +25, Critical Chance +12, Dam Human +16, Speed +1, Resistance +1 Blade Basic Attack, Blade Armordown Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Raincaller Recurve 1–1 Uncommon Bow 2h 90 Damage +11, Evasion +2, Speed +2 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 1, combining reliable ranged damage with evasion +2; speed +2.
Ravenwatch Longbow 2–2 Rare Bow 2h 535 Damage +20, Critical Chance +5, Luck +4 Bow Basic Attack, Bow Aoe Attack Dungeon markets, Loot A distinct field bow tuned for tier 3, combining reliable ranged damage with crit chance +5%; luck +4.
Reaper's Scepter 2–2 Rare Wand 450 Damage +16, Magic Damage +1 Wand Basic Attack, Wand Lightning Attack Town markets, Dungeon markets, Loot Killing at least one enemy with an action restores 3 Health once for that action.
Reaper's Scepter 3–3 Artifact Wand 1250 Damage +24, Magic Damage +3 Wand Basic Attack, Wand Lightning Attack Loot LEGENDARY EFFECT: Killing an enemy restores 5 Health, limited to once per round even on multi-kills. FLAVOR: It takes a life with one hand and returns a fragment with the other.
Reed Cutter Katana 0–0 Common Katana 22 Damage +12, Critical Chance +8, Speed +1 Blade Basic Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Reed-Cut Katana 1–1 Common Katana 80 Damage +10, Speed +2, Awareness +2 Blade Basic Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot A speed-scaling katana built for rapid turns and precise attacks. Secondary package: Speed +2; Awareness +2.
Reedwind Bow 0–0 Uncommon Bow 2h 40 Damage +7, Evasion +2, Speed +1 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 0, combining reliable ranged damage with evasion +2; speed +1.
Riftstep Stiletto 2–2 Rare Dagger 535 Damage +19, Speed +4, Evasion +4 Knife Basic Attack, Knife Bleed Attack Dungeon markets, Loot A speed-scaling dagger built for rapid turns and precise attacks. Secondary package: Speed +4; Evasion +4.
Rivet Ceremonial Dagger 0–1 Uncommon Dagger 12 Damage +6, Critical Chance +10, Speed +4 Knife Basic Attack, Knife Bleed Attack Loot Cheap, honest, and better than empty hands.
Rivet Crude Bomb 0–1 Uncommon Bomb 25 Damage +17 Potion Splash Attack, Inanimate Powderkeg Explode Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Rivet Crude Hammer 0–1 Common Blunt 20 Damage +11 Blunt Basic Attack, Blunt Magic Daze Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Rivet Cultist Axe 0–1 Uncommon Axe 16 Damage +9 Axe Basic Attack, Axe Heavy Stun Attack, Axe Bleed Attack Loot Cheap, honest, and better than empty hands.
Rivet Decent Lute 1–2 Common Lute 2h 45 Damage +15, Gold Multiplier +8, Pres +2, Talent +1 Music Basic Attack, Music Bleed Pierce Full Attack, Music Basic Aoe Attack, Music Defenseup Splash Attack, Music Protect Splash Attack Town markets, Dungeon markets, Loot Refitted gear with cleaner balance and better confidence.
Rivet Heavy Sword 0–1 Common Blade 2h 24 Damage +13 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Rivet Hunting Bow 0–1 Common Bow 2h 11 Damage +6, Critical Chance +14, Evasion +4 Bow Basic Attack, Bow Ice Pierce Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Rivet Samurai's Katana 0–1 Uncommon Katana 34 Damage +14, Critical Chance +10, Dam Human +10 Blade Basic Attack, Blade Armordown Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Cheap, honest, and better than empty hands.
Rivet Sea Star Staff 1–2 Uncommon Staff 2h 56 Damage +22, Intelligence +1 Staff Basic Attack, Magic Chaos Aoe Attack, Magic Water Aoe Attack, Magic Protect Splash Attack Dungeon markets, Loot Refitted gear with cleaner balance and better confidence.
Rivet Spellbook of Fire 1–2 Uncommon Book 2h 63 Damage +14, Intelligence +1 Book Basic Attack, Book Fire Aoe Attack Town markets, Dungeon markets, Loot Refitted gear with cleaner balance and better confidence.
Road Archlute 0–1 Common Lute 2h 24 Damage +9, Gold Multiplier +5, Pdef +1 Music Basic Splash Attack, Music Bleed Pierce Full Attack, Music Interrupt Splash Attack, Music Evadedown Aoe Attack Town markets, Dungeon markets, Loot Built for first roads and bad weather.
Road Awakening Staff 0–1 Common Longstaff 18 Damage +9, Resistance +2 Polearm Basic Attack, Magic Focus Add Attack, Only Stun Melee Attack Town markets, Dungeon markets, Loot Built for first roads and bad weather.
Road Estoc 1–2 Common Blade 45 Damage +16, Strength +1 Blade Basic Attack, Blade Pierce Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Road Makeshift Staff 0–1 Uncommon Staff 2h 22 Damage +12 Staff Basic Attack, Bogdrinker Heal Attack, Magic Fire Attack, Magic Fire Splash Attack Dungeon markets, Loot Built for first roads and bad weather.
Road Match Stick 1–2 Common Polearm 2h 40 Damage +15, Evasion +2, Strength +1 Polearm Basic Fire Attack, Polearm Column Pierce Attack, Melee Interrupt Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Road Rusty Cannon 0–1 Uncommon Cannon 56 Damage +15, Speed -5 Gun Explosive Attack, Gun Concussive Attack Town markets, Dungeon markets, Loot Built for first roads and bad weather.
Road Tachyon 2000 1–2 Uncommon Rifle 63 Damage +15, Awareness +1, Critical Chance +5 Gun Light Basic Magic Attack, Gun Light Pierce Attack, Gun Light Evasion Magic Attack, Gun Whip Attack Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Ronin Blade 0–0 Uncommon Katana 40 Damage +7, Awareness +2 Blade Basic Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot A starter katana with tier-appropriate base power and a restrained secondary package: Awareness +2.
Ronins Worn Katana 0–1 Uncommon Katana 42 Damage +16, Critical Chance +12, Dam Human +8, Speed +1 Blade Basic Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Royal Bow 2–2 Rare Bow 2h 700 Damage +25, Evasion +3, Awareness +3 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A late-game bow with tier-appropriate base power and a restrained secondary package: Evasion +3; Awareness +3.
Royal Codex 2–2 Rare Book 2h 700 Damage +23, Max Health +5, Intelligence +3 Book Basic Attack, Magic Protect Splash Attack Town markets, Dungeon markets, Loot A late-game tome with tier-appropriate base power and a restrained secondary package: Max Health +5; Intelligence +3.
Royal Commander's Musket 2–3 Common Rifle 227 Damage +29, Awareness +2, Critical Chance +5 Gun Light Basic Attack, Gun Light Column Attack, Gun Light Heavy Attack, Gun Whip Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Royal Dirk 2–2 Rare Dagger 700 Damage +21, Evasion +3, Critical Chance +5 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot A late-game dagger with tier-appropriate base power and a restrained secondary package: Evasion +3; Crit Chance +5%.
Royal Dragon Blade 2–3 Common Blade 182 Damage +22, Critical Chance +8, Strength +2 Blade Basic Attack, Melee Protect Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Royal Dragon Spear 2–3 Common Spear 159 Damage +21, Critical Chance +5, Armor +4, Strength +2 Polearm Basic Attack, Polearm Armorup Splash Attack, Melee Pierce Attack, Polearm Swipe Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Royal Fancy Tamboura 2–3 Common Lute 2h 81 Damage +19, Gold Multiplier +10, Pevd +4, Talent +2 Music Basic Aoe Attack, Music Protect Splash Attack, Music Pierce Full Attack, Music Attackup Splash Attack, Music Rush Splash Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Royal Flashblade 2–2 Rare Blade 925 Damage +27, Speed +5, Evasion +5 Blade Basic Attack, Blade Pierce Attack Dungeon markets, Loot A speed-scaling sword built for rapid turns and precise attacks. Secondary package: Speed +5; Evasion +5.
Royal Greatsword 2–2 Rare Blade 2h 735 Damage +30, Max Health +5, Phy +1 Blade Heavy Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A late-game greatsword with tier-appropriate base power and a restrained secondary package: Max Health +5; Physical Damage +1.
Royal Grimoire of Fire 2–3 Uncommon Book 2h 141 Damage +20, Intelligence +2 Book Basic Attack, Book Fire Aoe Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Royal Halberd 2–2 Rare Polearm 2h 700 Damage +28, Phy +1, Awareness +3 Polearm Swipe Attack, Polearm Column Attack Town markets, Dungeon markets, Loot A late-game polearm with tier-appropriate base power and a restrained secondary package: Physical Damage +1; Awareness +3.
Royal Hammer 2–2 Rare Blunt 2h 735 Damage +30, Vitality +3, Phy +1 Blunt Basic Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot A late-game hammer with tier-appropriate base power and a restrained secondary package: Vitality +3; Physical Damage +1.
Royal Huntsman's Bow 2–2 Rare Bow 2h 840 Damage +26, Awareness +5, Critical Chance +7 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 4, combining reliable ranged damage with awareness +5; crit chance +7%.
Royal Kingblade 2–2 Rare Blade 700 Damage +26, Strength +3, Critical Chance +5 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A late-game sword with tier-appropriate base power and a restrained secondary package: Strength +3; Crit Chance +5%.
Royal Lute 2–2 Rare Lute 2h 700 Damage +21, Resistance +1, Talent +3 Music Attackup Splash Attack, Music Interrupt Splash Attack Town markets, Dungeon markets, Loot A late-game lute with tier-appropriate base power and a restrained secondary package: Resistance +1; Talent +3.
Royal Mace 2–2 Rare Blunt 700 Damage +27, Max Health +5, Armor +1 Blunt Basic Attack, Blunt Pierce Attack Town markets, Dungeon markets, Loot A late-game mace with tier-appropriate base power and a restrained secondary package: Max Health +5; Armor +1.
Royal Makeshift Staff 2–3 Uncommon Staff 2h 113 Damage +30, Intelligence +2 Staff Basic Attack, Magic Ice Armor Aoe Attack, Magic Fire Attack, Magic Fire Splash Attack Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Royal Musket 2–2 Rare Rifle 735 Damage +29, Critical Chance +5, Awareness +3 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot A late-game gun with tier-appropriate base power and a restrained secondary package: Crit Chance +5%; Awareness +3.
Royal Pyrite Gun 2–3 Uncommon Gun 475 Damage +26, Awareness +2 Gun Blast Attack, Gun Aoe Attack, Gun Interrupt Attack, Gun Fire Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Royal Scepter 2–3 Uncommon Staff 2h 127 Damage +32, Intelligence +2 Staff Basic Attack, Magic Ice Armor Aoe Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Royal Scythe 2–2 Rare Polearm 2h 700 Damage +27, Max Health +5, Critical Chance +5 Polearm Swipe Attack, Melee Bleed Stab Attack Town markets, Dungeon markets, Loot A late-game scythe with tier-appropriate base power and a restrained secondary package: Max Health +5; Crit Chance +5%.
Royal Spear 2–2 Rare Spear 700 Damage +26, Evasion +3, Awareness +3 Polearm Basic Attack, Polearm Pierce Attack Town markets, Dungeon markets, Loot A late-game spear with tier-appropriate base power and a restrained secondary package: Evasion +3; Awareness +3.
Royal Staff 2–2 Rare Staff 2h 700 Damage +25, Resistance +1, Intelligence +3 Magic Basic Attack, Magic Splash Attack Town markets, Dungeon markets, Loot A late-game staff with tier-appropriate base power and a restrained secondary package: Resistance +1; Intelligence +3.
Royal Wand 2–2 Rare Wand 700 Damage +22, Evasion +3, Intelligence +3 Wand Basic Attack, Wand Lightning Attack Town markets, Dungeon markets, Loot A late-game wand with tier-appropriate base power and a restrained secondary package: Evasion +3; Intelligence +3.
Royal War Axe 2–2 Rare Axe 700 Damage +28, Strength +3, Critical Chance +5 Axe Basic Attack, Axe Bleed Attack Town markets, Dungeon markets, Loot A late-game axe with tier-appropriate base power and a restrained secondary package: Strength +3; Crit Chance +5%.
Runed Assassin's Bow 2–3 Common Bow 2h 125 Damage +20, Awareness +2, Critical Chance +20, Evasion +7 Bow Basic Attack, Bow Ice Pierce Attack, Bow Pierce Full Attack, Bow Interrupt Attack, Bow Daze Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Runed Boglerang 2–3 Uncommon Boomerang 223 Damage +21, Awareness +2 Boomerang Basic Attack, Boomerang Water Splash Attack, Boomerang Water Attack, Boomerang Row Attack, Boomerang Column Attack Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Runed Broad Axe 2–3 Common Axe 182 Damage +26, Strength +2 Axe Basic Attack, Axe Heavy Stun Attack, Axe Heavy Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Runed Broken Bottle 2–3 Uncommon Dagger 191 Damage +18, Speed +2 Knife Basic Attack, Blade Pierce Attack, Knife Bleed Attack Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Runed Demon's Lust 2–3 Rare Blade 2h 492 Damage +36, Strength +2 Blade Basic Attack, Blade Pierce Attack, Demon Fire Heavy Attack, Demon Fire Spin Attack, Demon Heavy Attack, Demon Attackdown Splash Attack Content pools Late-campaign gear with a sharp identity and no wasted ornament.
Runed Great Bomb 2–3 Uncommon Bomb 287 Damage +43, Awareness +2 Potion Splash Attack, Fish Poison Splash Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Runed Imp Wand 2–3 Uncommon Wand 113 Damage +17, Intelligence +2, Resistance +2, Speed +5 Magic Basic Aoe Attack, Magic Bleed Splash Attack, Wand Fire Attack, Magic Rush Splash Attack, Magic Fire Aoe Attack Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Runed Warhammer 2–3 Common Blunt 227 Damage +25, Strength +2 Blunt Basic Attack, Blunt Magic Daze Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot Late-campaign gear with a sharp identity and no wasted ornament.
Sage's Staff 1–1 Uncommon Staff 2h 90 Damage +11, Intelligence +2 Magic Basic Attack, Magic Splash Attack Town markets, Dungeon markets, Loot A early-game staff with tier-appropriate base power and a restrained secondary package: Intelligence +2.
Sakura Edge Katana 1–2 Uncommon Katana 112 Damage +24, Critical Chance +18, Dam Human +12, Speed +2 Blade Basic Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Salt Boglerang 1–2 Uncommon Boomerang 44 Damage +12, Awareness +1 Boomerang Basic Attack, Boomerang Water Splash Attack, Boomerang Water Attack, Boomerang Row Attack, Boomerang Column Attack Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Salt Curved Bow 1–2 Common Bow 2h 33 Damage +14, Awareness +1, Critical Chance +12, Evasion +4 Bow Basic Attack, Bow Ice Pierce Attack, Bow Column Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Salt Double Axe 1–2 Common Axe 2h 54 Damage +22, Strength +1 Axe Basic Attack, Axe Heavy Stun Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Salt Duelists Rapier 0–1 Uncommon Rapier 22 Damage +10, Dam Armor +10, Evasion +3 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A starter piece with just enough bite to matter.
Salt Fine Fire Greatsword 1–2 Rare Blade 2h 97 Damage +22, Strength +1 Blade Basic Attack, Blade Fire Attack, Blade Fire Heavy Attack Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Salt Simple Greathammer 1–2 Common Blunt 2h 54 Damage +21, Strength +1 Blunt Basic Attack, Blunt Heavy Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Salt Sprig 0–1 Uncommon Wand 22 Damage +7, Focus +1 Wand Basic Attack, Hag Pull Attack, Magic Pull Attack Town markets, Dungeon markets, Loot A starter piece with just enough bite to matter.
Scholar's Tome 1–1 Uncommon Book 2h 90 Damage +10, Intelligence +2 Book Basic Attack, Magic Protect Splash Attack Town markets, Dungeon markets, Loot A early-game tome with tier-appropriate base power and a restrained secondary package: Intelligence +2.
Secondhand of Dawn 3–3 Artifact Blade 2030 Damage +36, Speed +6, Awareness +6 Blade Basic Attack, Blade Pierce Attack Loot A speed-scaling sword built for rapid turns and precise attacks. Secondary package: Speed +6; Awareness +6.
Seer's Wand 1–1 Uncommon Wand 90 Damage +10, Intelligence +2 Wand Basic Attack, Wand Lightning Attack Town markets, Dungeon markets, Loot A early-game wand with tier-appropriate base power and a restrained secondary package: Intelligence +2.
Shogun's Warblade 2–2 Rare Katana 700 Damage +26, Evasion +3, Critical Chance +5 Blade Basic Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot A late-game katana with tier-appropriate base power and a restrained secondary package: Evasion +3; Crit Chance +5%.
Shoguns Oath Katana 3–3 Uncommon Katana 390 Damage +40, Critical Chance +20, Dam Human +28, Speed +2, Armor +1 Blade Basic Attack, Blade Armordown Attack, Melee Protect Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Skyline Katana 2–2 Rare Katana 925 Damage +27, Speed +5, Awareness +5 Blade Basic Attack, Blade Bleed Attack Dungeon markets, Loot A speed-scaling katana built for rapid turns and precise attacks. Secondary package: Speed +5; Awareness +5.
Skyreaper 3–3 Artifact Polearm 2h 1700 Damage +38, Phy +2, Awareness +6, Armor +2 Polearm Swipe Attack, Polearm Column Attack Loot A endgame polearm with tier-appropriate base power and a restrained secondary package: Physical Damage +2; Awareness +6; Armor +2.
Song of the Last Light 3–3 Artifact Lute 2h 1700 Damage +29, Resistance +2, Talent +6, Luck +6 Music Attackup Splash Attack, Music Interrupt Splash Attack Loot A endgame lute with tier-appropriate base power and a restrained secondary package: Resistance +2; Talent +6; Luck +6.
Spellrazor 2–2 Rare Blade 460 Damage +17, Phy +2, Magic Damage +2 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A hybrid blade with lower base damage but equal physical and magical damage bonuses.
Spellrazor 3–3 Artifact Blade 1300 Damage +23, Phy +3, Magic Damage +3, Strength +4, Intelligence +4 Blade Basic Attack, Blade Pierce Attack Dungeon markets, Loot LEGENDARY EFFECT: Perfect attacks alternate between Armor Down and Resistance Down. FLAVOR: Its edge cannot decide whether flesh or magic is easier to cut.
Spiritwood Staff 2–2 Rare Staff 2h 450 Damage +17 Magic Basic Attack, Magic Splash Attack Town markets, Dungeon markets, Loot Perfect attacks invoke a modest bonus from the Shaman's current Spirit Aspect.
Staff of the Flowing River 2–2 Rare Polearm 2h 440 Damage +18, Speed +3 Polearm Swipe Attack, Polearm Column Attack Town markets, Dungeon markets, Loot Consecutive successful attacks build up to +15% damage; taking direct damage resets the bonus.
Star Gilded Blunderbuss 2–3 Uncommon Gun 208 Damage +21, Awareness +2 Gun Blast Attack, Gun Aoe Attack, Gun Interrupt Attack, Gun Fire Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Star Gladius 2–3 Common Blade 81 Damage +18, Critical Chance +7, Strength +2 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Star Hag Staff 2–3 Uncommon Wand 255 Damage +24, Critical Chance +14, Intelligence +2, Luck -4 Magic Basic Aoe Attack, Magic Bleed Splash Attack, Magic Debuff Dark Splash Attack, Magic Curse Attack, Hag Pull Attack Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Star Hunting Spear 2–3 Common Spear 70 Damage +17, Critical Chance +5, Armor +3, Strength +2 Polearm Basic Attack, Melee Pierce Attack, Polearm Swipe Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Star Sergeant's Musket 2–3 Common Rifle 101 Damage +24, Awareness +2, Critical Chance +5 Gun Light Basic Attack, Gun Light Pierce Attack, Gun Light Column Attack, Gun Light Heavy Attack, Gun Whip Attack Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Starblade 2–2 Rare Blade 860 Damage +28, Critical Chance +7, Armor +2 Blade Basic Attack, Blade Pierce Attack Dungeon markets, Loot A late-game sword with tier-appropriate base power and a restrained secondary package: Crit Chance +7%; Armor +2.
Starcleaver 2–2 Rare Blade 2h 900 Damage +32, Phy +1, Strength +4 Blade Heavy Attack, Blade Pierce Attack Dungeon markets, Loot A late-game greatsword with tier-appropriate base power and a restrained secondary package: Physical Damage +1; Strength +4.
Starfall Axe 2–2 Rare Axe 860 Damage +29, Critical Chance +7, Phy +1 Axe Basic Attack, Axe Bleed Attack Dungeon markets, Loot A late-game axe with tier-appropriate base power and a restrained secondary package: Crit Chance +7%; Physical Damage +1.
Starfall Bow 2–2 Rare Bow 2h 860 Damage +26, Awareness +4, Critical Chance +7 Bow Basic Attack, Bow Aoe Attack Dungeon markets, Loot A late-game bow with tier-appropriate base power and a restrained secondary package: Awareness +4; Crit Chance +7%.
Starfall Codex 2–2 Rare Book 2h 860 Damage +24, Intelligence +4, Resistance +2 Book Basic Attack, Magic Protect Splash Attack Dungeon markets, Loot A late-game tome with tier-appropriate base power and a restrained secondary package: Intelligence +4; Resistance +2.
Starfall Fang 2–2 Rare Dagger 860 Damage +22, Critical Chance +7, Speed +4 Knife Basic Attack, Knife Bleed Attack Dungeon markets, Loot A late-game dagger with tier-appropriate base power and a restrained secondary package: Crit Chance +7%; Speed +4.
Starfall Glaive 2–2 Rare Polearm 2h 860 Damage +29, Awareness +4, Armor +2 Polearm Swipe Attack, Polearm Column Attack Dungeon markets, Loot A late-game polearm with tier-appropriate base power and a restrained secondary package: Awareness +4; Armor +2.
Starfall Grimoire 3–3 Artifact Book 2h 1350 Damage +25, Magic Damage +3 Book Basic Attack, Magic Protect Splash Attack Dungeon markets, Loot LEGENDARY EFFECT: Every third successful perfect Intelligence attack deals 6 nonlethal magical splash damage to all other enemies. The sequence resets each combat. FLAVOR: The margins chart constellations that have not fallen yet.
Starfall Hammer 2–2 Rare Blunt 2h 900 Damage +31, Phy +1, Armor +2 Blunt Basic Attack, Blunt Stun Attack Dungeon markets, Loot A late-game hammer with tier-appropriate base power and a restrained secondary package: Physical Damage +1; Armor +2.
Starfall Katana 2–2 Rare Katana 860 Damage +27, Critical Chance +7, Awareness +4 Blade Basic Attack, Blade Bleed Attack Dungeon markets, Loot A late-game katana with tier-appropriate base power and a restrained secondary package: Crit Chance +7%; Awareness +4.
Starfall Lute 2–2 Rare Lute 2h 860 Damage +22, Talent +4, Luck +4 Music Attackup Splash Attack, Music Interrupt Splash Attack Dungeon markets, Loot A late-game lute with tier-appropriate base power and a restrained secondary package: Talent +4; Luck +4.
Starfall Mace 2–2 Rare Blunt 860 Damage +28, Armor +2, Strength +4 Blunt Basic Attack, Blunt Pierce Attack Dungeon markets, Loot A late-game mace with tier-appropriate base power and a restrained secondary package: Armor +2; Strength +4.
Starfall Scythe 2–2 Rare Polearm 2h 860 Damage +29, Critical Chance +7, Phy +1 Polearm Swipe Attack, Melee Bleed Stab Attack Dungeon markets, Loot A late-game scythe with tier-appropriate base power and a restrained secondary package: Crit Chance +7%; Physical Damage +1.
Starfall Spear 2–2 Rare Spear 860 Damage +28, Awareness +4, Critical Chance +7 Polearm Basic Attack, Polearm Pierce Attack Dungeon markets, Loot A late-game spear with tier-appropriate base power and a restrained secondary package: Awareness +4; Crit Chance +7%.
Starfall Staff 2–2 Rare Staff 2h 860 Damage +26, Intelligence +4, Magic Damage +1 Magic Basic Attack, Magic Splash Attack Dungeon markets, Loot A late-game staff with tier-appropriate base power and a restrained secondary package: Intelligence +4; Magic Damage +1.
Starfall Wand 2–2 Rare Wand 860 Damage +23, Intelligence +4, Magic Damage +1 Wand Basic Attack, Wand Lightning Attack Dungeon markets, Loot A late-game wand with tier-appropriate base power and a restrained secondary package: Intelligence +4; Magic Damage +1.
Starlock 2–2 Rare Rifle 900 Damage +30, Awareness +4, Phy +1 Gun Light Basic Attack, Gun Light Pierce Attack Dungeon markets, Loot A late-game gun with tier-appropriate base power and a restrained secondary package: Awareness +4; Physical Damage +1.
Starry Void Katana 2–3 Uncommon Katana 330 Damage +32, Critical Chance +18, Focus +2, Speed +2, Resistance +1 Blade Basic Magic Attack, Blade Converge Attack, Melee Protect Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Starweaver Longbow 2–2 Rare Bow 2h 925 Damage +27, Critical Chance +7, Luck +5 Bow Basic Attack, Bow Aoe Attack Dungeon markets, Loot A distinct field bow tuned for tier 4, combining reliable ranged damage with crit chance +7%; luck +5.
Storm Bastard Sword 1–2 Common Blade 2h 54 Damage +21, Strength +1 Blade Basic Attack, Demon Attackdown Splash Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Storm Bomb 1–2 Uncommon Bomb 56 Damage +26, Awareness +1 Potion Splash Attack, Fish Poison Splash Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Storm Ceremonial Dagger 1–2 Uncommon Dagger 27 Damage +10, Critical Chance +10, Speed +5 Knife Basic Attack, Knife Bleed Attack, Knife Multi Attack Loot Reliable kit for the part of the road where luck starts charging interest.
Storm Cultist Axe 1–2 Uncommon Axe 36 Damage +15, Strength +1 Axe Basic Attack, Axe Heavy Stun Attack, Axe Bleed Attack, Axe Heavy Armordown Attack Loot Reliable kit for the part of the road where luck starts charging interest.
Storm Daimyo's Katana 1–2 Uncommon Katana 78 Damage +20, Critical Chance +12, Dam Human +15, Speed +1 Blade Basic Attack, Blade Armordown Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Storm Hammer 1–2 Common Blunt 45 Damage +16, Strength +1 Blunt Basic Attack, Blunt Magic Daze Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Storm Imp Wand 0–1 Uncommon Wand 22 Damage +5, Resistance +2, Speed +5 Magic Basic Aoe Attack, Magic Lightning Attack, Wand Fire Attack, Magic Rush Splash Attack Dungeon markets, Loot A starter piece with just enough bite to matter.
Storm Shortbow 1–2 Common Bow 2h 24 Damage +11, Awareness +1, Critical Chance +16, Evasion +5 Bow Basic Attack, Bow Lightning Attack, Bow Pierce Full Attack, Bow Interrupt Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Stormblade 2–2 Rare Blade 2h 425 Damage +22, Phy +1, Strength +3 Blade Heavy Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A veteran greatsword with tier-appropriate base power and a restrained secondary package: Physical Damage +1; Strength +3.
Stormcaller 3–3 Artifact Staff 2h 1300 Damage +25, Magic Damage +3 Magic Lightning Attack, Magic Splash Attack Loot LEGENDARY EFFECT: Perfect attacks have a 25% chance to Shock. Attacks against Shocked targets deal +15% damage; immune targets receive Resistance Down instead. FLAVOR: Thunder answers, even when no one remembers asking.
Stormforged Axe 2–2 Rare Axe 405 Damage +21, Critical Chance +5, Phy +1 Axe Basic Attack, Axe Bleed Attack Town markets, Dungeon markets, Loot A veteran axe with tier-appropriate base power and a restrained secondary package: Crit Chance +5%; Physical Damage +1.
Stormforged Bow 2–2 Rare Bow 2h 405 Damage +18, Awareness +3, Critical Chance +5 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A veteran bow with tier-appropriate base power and a restrained secondary package: Awareness +3; Crit Chance +5%.
Stormforged Charged Spear 2–3 Common Spear 159 Damage +21, Critical Chance +5, Armor +1, Strength +2 Polearm Basic Attack, Melee Pierce Attack, Polearm Pierce Attack, Polearm Shock Column Attack, Polearm Evadedown Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Stormforged Charring Stick 2–3 Common Polearm 2h 205 Damage +26, Evasion +5, Strength +2 Polearm Basic Fire Attack, Polearm Armorup Splash Attack, Polearm Heavy Fire Attack, Only Stun Melee Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Stormforged Cultist Sword 2–3 Uncommon Blade 227 Damage +27, Strength +2 Blade Basic Attack, Melee Lightning Attack, Blade Pierce Attack, Blade Spin Attack, Blade Evade Up Attack Loot Built for the final stretch, where small advantages become plans.
Stormforged Fancy Archlute 2–3 Common Lute 2h 121 Damage +25, Gold Multiplier +5, Pdef +3, Talent +2 Music Basic Splash Attack, Music Droll Shock Aoe Attack, Music Interrupt Splash Attack, Music Evadedown Aoe Attack, Music Stun Splash Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Stormforged Fang 2–2 Rare Dagger 405 Damage +15, Critical Chance +5, Speed +3 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot A veteran dagger with tier-appropriate base power and a restrained secondary package: Crit Chance +5%; Speed +3.
Stormforged Grimoire 2–2 Rare Book 2h 405 Damage +17, Intelligence +3, Resistance +1 Book Basic Attack, Magic Protect Splash Attack Town markets, Dungeon markets, Loot A veteran tome with tier-appropriate base power and a restrained secondary package: Intelligence +3; Resistance +1.
Stormforged Halberd 2–2 Rare Polearm 2h 405 Damage +20, Awareness +3, Armor +1 Polearm Swipe Attack, Polearm Column Attack Town markets, Dungeon markets, Loot A veteran polearm with tier-appropriate base power and a restrained secondary package: Awareness +3; Armor +1.
Stormforged Iron Rider's Blunderbuss 2–3 Common Shotgun 341 Damage +26, Awareness +2 Gun Medium Basic Attack, Gun Medium Heavy Attack, Gun Medium Swipe Attack, Gun Medium Stun Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Stormforged Katana 2–2 Rare Katana 405 Damage +19, Critical Chance +5, Awareness +3 Blade Basic Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot A veteran katana with tier-appropriate base power and a restrained secondary package: Crit Chance +5%; Awareness +3.
Stormforged Legendary Shocked Handbow 2–3 Rare Handbow 205 Damage +21, Awareness +2, Critical Chance +18 Handbow Basic Attack, Bow Lightning Attack, Bow Lightning Push Attack Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Stormforged Lute 2–2 Rare Lute 2h 405 Damage +15, Talent +3, Luck +3 Music Attackup Splash Attack, Music Interrupt Splash Attack Town markets, Dungeon markets, Loot A veteran lute with tier-appropriate base power and a restrained secondary package: Talent +3; Luck +3.
Stormforged Mace 2–2 Rare Blunt 405 Damage +20, Armor +1, Strength +3 Blunt Basic Attack, Blunt Pierce Attack Town markets, Dungeon markets, Loot A veteran mace with tier-appropriate base power and a restrained secondary package: Armor +1; Strength +3.
Stormforged Maul 2–2 Rare Blunt 2h 425 Damage +22, Phy +1, Armor +1 Blunt Basic Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot A veteran hammer with tier-appropriate base power and a restrained secondary package: Physical Damage +1; Armor +1.
Stormforged Pearl Staff 2–3 Uncommon Staff 2h 127 Damage +32, Intelligence +2 Staff Basic Attack, Magic Lightning Splash Attack, Magic Water Aoe Attack, Magic Protect Splash Attack, Magic Water Heavy Attack Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Stormforged Scythe 2–2 Rare Polearm 2h 405 Damage +20, Critical Chance +5, Phy +1 Polearm Swipe Attack, Melee Bleed Stab Attack Town markets, Dungeon markets, Loot A veteran scythe with tier-appropriate base power and a restrained secondary package: Crit Chance +5%; Physical Damage +1.
Stormforged Snake Whip 2–3 Uncommon Whip 287 Damage +22, Critical Chance +35, Speed +2 Whip Basic Attack, Whip Lightning Attack, Whip Swipe Attack, Whip Pull Attack, Whip Bleed Attack Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Stormforged Spear 2–2 Rare Spear 405 Damage +19, Awareness +3, Critical Chance +5 Polearm Basic Attack, Polearm Pierce Attack Town markets, Dungeon markets, Loot A veteran spear with tier-appropriate base power and a restrained secondary package: Awareness +3; Crit Chance +5%.
Stormforged Staff 2–2 Rare Staff 2h 405 Damage +18, Intelligence +3, Magic Damage +1 Magic Basic Attack, Magic Splash Attack Town markets, Dungeon markets, Loot A veteran staff with tier-appropriate base power and a restrained secondary package: Intelligence +3; Magic Damage +1.
Stormforged Wand 2–2 Rare Wand 405 Damage +16, Intelligence +3, Magic Damage +1 Wand Basic Attack, Wand Lightning Attack Town markets, Dungeon markets, Loot A veteran wand with tier-appropriate base power and a restrained secondary package: Intelligence +3; Magic Damage +1.
Stormforged Warblade 2–2 Rare Blade 405 Damage +19, Critical Chance +5, Armor +1 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A veteran sword with tier-appropriate base power and a restrained secondary package: Crit Chance +5%; Armor +1.
Stormglass Bow 1–1 Rare Bow 2h 220 Damage +15, Critical Chance +5, Luck +3 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 2, combining reliable ranged damage with crit chance +5%; luck +3.
Stormglass Wand 2–2 Rare Wand 440 Damage +17, Magic Damage +1 Wand Basic Attack, Wand Lightning Attack Town markets, Dungeon markets, Loot A Shock-focused wand with a modest magical damage bonus.
Stormlock 2–2 Rare Rifle 425 Damage +21, Awareness +3, Phy +1 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot A veteran gun with tier-appropriate base power and a restrained secondary package: Awareness +3; Physical Damage +1.
Stormstep Katana 1–1 Rare Katana 220 Damage +15, Speed +3, Critical Chance +5 Blade Basic Attack, Blade Bleed Attack Town markets, Dungeon markets, Loot A speed-scaling katana built for rapid turns and precise attacks. Secondary package: Speed +3; Crit Chance +5%.
Sunscar Recurve 2–2 Rare Bow 2h 485 Damage +19, Evasion +4, Speed +4 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 3, combining reliable ranged damage with evasion +4; speed +4.
Sunsteel Katana 3–3 Uncommon Katana 430 Damage +42, Critical Chance +18, Dam Human +30, Speed +2 Blade Basic Attack, Blade Armordown Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Swiftroot Spear 0–0 Common Spear 35 Damage +6, Speed +1, Evasion +2 Polearm Basic Attack, Polearm Pierce Attack Town markets, Dungeon markets, Loot A speed-scaling spear built for rapid turns and precise attacks. Secondary package: Speed +1; Evasion +2.
Tempest Foil 2–2 Rare Blade 535 Damage +20, Speed +4, Critical Chance +5 Blade Basic Attack, Blade Pierce Attack Dungeon markets, Loot A speed-scaling sword built for rapid turns and precise attacks. Secondary package: Speed +4; Crit Chance +5%.
Tempest Yew 2–2 Rare Bow 2h 925 Damage +27, Evasion +5, Speed +5 Bow Basic Attack, Bow Aoe Attack Dungeon markets, Loot A distinct field bow tuned for tier 4, combining reliable ranged damage with evasion +5; speed +5.
Temple Moon Katana 1–3 Uncommon Katana 172 Damage +24, Critical Chance +14, Focus +1, Resistance +1, Speed +1 Blade Basic Magic Attack, Blade Converge Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
The Last Argument 3–3 Artifact Rifle 1250 Damage +26, Critical Chance +6 Gun Light Basic Attack, Gun Light Pierce Attack Loot LEGENDARY EFFECT: The first firearm attack each combat deals +25% damage, gains +15% Critical Chance, and ignores Armor. FLAVOR: Diplomacy ends when its first chamber speaks.
Thornwatch Longbow 1–1 Uncommon Bow 2h 90 Damage +11, Awareness +2, Critical Chance +3 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 1, combining reliable ranged damage with awareness +2; crit chance +3%.
Thousand Cut Katana 2–3 Uncommon Katana 260 Damage +36, Critical Chance +22, Dam Human +20, Speed +3 Blade Basic Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Tiger Stripe Katana 1–2 Uncommon Katana 146 Damage +27, Critical Chance +14, Dam Human +18, Speed +1 Blade Basic Attack, Blade Armordown Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Titanbreaker 3–3 Artifact Blunt 2h 1300 Damage +29, Speed -12 Blunt Basic Attack, Blunt Stun Attack Dungeon markets, Loot LEGENDARY EFFECT: Perfect attacks against targets with at least 5 Armor gain 75% Armor Pierce, +15% damage, and apply Armor Down. PENALTY: -12 Speed. FLAVOR: Fortifications are merely enemies that forgot how to move.
Travel Lute 0–0 Common Lute 2h 35 Damage +5 Music Attackup Splash Attack Town markets, Dungeon markets, Loot A straightforward starter lute with no extra passive budget beyond its base damage.
Triune Staff 2–2 Rare Staff 2h 450 Damage +18 Magic Fire Attack, Magic Ice Attack, Magic Lightning Attack Town markets, Dungeon markets, Loot Alternating Fire, Ice, or Shock attacks grants 10% bonus damage.
Triune Staff 3–3 Artifact Staff 2h 1300 Damage +24, Magic Damage +2 Magic Fire Attack, Magic Ice Attack, Magic Lightning Attack Dungeon markets, Loot LEGENDARY EFFECT: Changing to a different Fire, Ice, or Shock attack grants +15% damage. Repeating an element grants no bonus. FLAVOR: Three answers bound around one impossible question.
Twig Wand 0–0 Common Wand 35 Damage +5 Wand Basic Attack Town markets, Dungeon markets, Loot A straightforward starter wand with no extra passive budget beyond its base damage.
Vanguard Battle Axe 2–3 Uncommon Axe 2h 121 Damage +31, Strength +2 Axe Basic Attack, Axe Heavy Stun Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard Carnival Hammer 2–3 Rare Blunt 2h 236 Damage +38, Critical Chance +25, Luck +5, Speed -5, Strength +2 Blunt Basic Attack, Skraevin Armor Res Buff, Blunt Carnival 01 Attack, Blunt Carnival 02 Attack Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard Claymore 2–3 Uncommon Blade 2h 121 Damage +29, Strength +2 Blade Basic Attack, Demon Attackdown Splash Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard Dagger 2–3 Common Dagger 60 Damage +14, Critical Chance +14, Speed +6 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard Flanged Mace 2–3 Common Blunt 81 Damage +17, Strength +2 Blunt Basic Attack, Axe Armordown Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard Golden Gun 2–3 Rare Gun 162 Damage +21, Awareness +2, Gold Multiplier +20 Gun Bleed Attack, Gun Aoe Attack Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard GreatStaff 2–3 Uncommon Staff 2h 287 Damage +41, Intelligence +2 Staff Basic Attack, Magic Ice Armor Aoe Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard Greatbow 2–3 Common Bow 2h 96 Damage +24, Awareness +2, Critical Chance +9, Evasion +4 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard Improved Goblin Bomb 2–3 Uncommon Bomb 99 Damage +29, Awareness +2 Potion Confuse Column Attack, Fish Poison Splash Attack Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard Makeshift Staff 2–3 Uncommon Staff 2h 255 Damage +38, Intelligence +2 Staff Basic Attack, Magic Ice Armor Aoe Attack, Magic Fire Attack, Magic Fire Splash Attack Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard Ornate Tamboura 2–3 Common Lute 2h 182 Damage +24, Gold Multiplier +10, Pevd +5, Talent +2 Music Basic Aoe Attack, Music Protect Splash Attack, Music Pierce Full Attack, Music Attackup Splash Attack, Music Rush Splash Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard Shogun's Katana 2–3 Uncommon Katana 168 Damage +29, Critical Chance +16, Dam Human +22, Speed +2 Blade Basic Attack, Blade Armordown Attack, Blade Spin Attack, Melee Protect Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Vanguard Tome of Fire 2–3 Uncommon Book 2h 318 Damage +25, Intelligence +2 Book Basic Attack, Magic Ice Armor Attack Town markets, Dungeon markets, Loot Polished enough for legends, plain enough for work.
Viper's Second 2–2 Rare Dagger 485 Damage +18, Speed +4, Critical Chance +5 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot A speed-scaling dagger built for rapid turns and precise attacks. Secondary package: Speed +4; Crit Chance +5%.
Void Cutter Katana 2–3 Uncommon Katana 205 Damage +28, Critical Chance +15, Focus +1, Speed +2 Blade Basic Magic Attack, Blade Converge Attack, Melee Protect Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Voidglass Wand 3–3 Artifact Wand 1700 Damage +30, Evasion +5, Intelligence +6, Magic Damage +2 Wand Basic Attack, Wand Lightning Attack Loot A endgame wand with tier-appropriate base power and a restrained secondary package: Evasion +5; Intelligence +6; Magic Damage +2.
Voidpiercer 3–3 Artifact Bow 2h 2030 Damage +36, Critical Chance +10, Luck +6 Bow Basic Attack, Bow Aoe Attack Loot A distinct field bow tuned for tier 5, combining reliable ranged damage with crit chance +10%; luck +6.
Wandering Pupils Katana 0–1 Common Katana 27 Damage +13, Critical Chance +6, Dam Human +6, Speed +2 Blade Basic Attack, Blade Spin Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Wayfarer's Ash Wand 0–0 Uncommon Wand 40 Damage +6, Magic Damage +1 Wand Basic Attack, Wand Lightning Attack Town markets, Dungeon markets, Loot A starter wand with tier-appropriate base power and a restrained secondary package: Magic Damage +1.
Wayfarer's Dirk 0–0 Uncommon Dagger 40 Damage +6, Speed +2 Knife Basic Attack, Knife Bleed Attack Town markets, Dungeon markets, Loot A starter dagger with tier-appropriate base power and a restrained secondary package: Speed +2.
Wayfarer's Field Grimoire 0–0 Uncommon Book 2h 40 Damage +7, Resistance +1 Book Basic Attack, Magic Protect Splash Attack Town markets, Dungeon markets, Loot A starter tome with tier-appropriate base power and a restrained secondary package: Resistance +1.
Wayfarer's Flanged Mace 0–0 Uncommon Blunt 40 Damage +8, Strength +2 Blunt Basic Attack, Blunt Pierce Attack Town markets, Dungeon markets, Loot A starter mace with tier-appropriate base power and a restrained secondary package: Strength +2.
Wayfarer's Halberd 0–0 Uncommon Polearm 2h 40 Damage +8, Armor +1 Polearm Swipe Attack, Polearm Column Attack Town markets, Dungeon markets, Loot A starter polearm with tier-appropriate base power and a restrained secondary package: Armor +1.
Wayfarer's Hand Axe 0–0 Uncommon Axe 40 Damage +8, Phy +1 Axe Basic Attack, Axe Bleed Attack Town markets, Dungeon markets, Loot A starter axe with tier-appropriate base power and a restrained secondary package: Physical Damage +1.
Wayfarer's Longbow 0–0 Uncommon Bow 2h 40 Damage +7, Critical Chance +3 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A starter bow with tier-appropriate base power and a restrained secondary package: Crit Chance +3%.
Wayfarer's Musket 0–0 Uncommon Rifle 40 Damage +8, Phy +1 Gun Light Basic Attack, Gun Light Pierce Attack Town markets, Dungeon markets, Loot A starter gun with tier-appropriate base power and a restrained secondary package: Physical Damage +1.
Wayfarer's Oak Lute 0–0 Uncommon Lute 2h 40 Damage +6, Luck +2 Music Attackup Splash Attack, Music Interrupt Splash Attack Town markets, Dungeon markets, Loot A starter lute with tier-appropriate base power and a restrained secondary package: Luck +2.
Wayfarer's Oak Staff 0–0 Uncommon Staff 2h 40 Damage +7, Magic Damage +1 Magic Basic Attack, Magic Splash Attack Town markets, Dungeon markets, Loot A starter staff with tier-appropriate base power and a restrained secondary package: Magic Damage +1.
Wayfarer's Sabre 0–0 Uncommon Blade 40 Damage +7, Armor +1 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A starter sword with tier-appropriate base power and a restrained secondary package: Armor +1.
Wayfarer's Two-Hander 0–0 Uncommon Blade 2h 40 Damage +9, Strength +2 Blade Heavy Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A starter greatsword with tier-appropriate base power and a restrained secondary package: Strength +2.
Wayfarer's War Scythe 0–0 Uncommon Polearm 2h 40 Damage +8, Phy +1 Polearm Swipe Attack, Melee Bleed Stab Attack Town markets, Dungeon markets, Loot A starter scythe with tier-appropriate base power and a restrained secondary package: Physical Damage +1.
Wayfarer's War Spear 0–0 Uncommon Spear 40 Damage +7, Critical Chance +3 Polearm Basic Attack, Polearm Pierce Attack Town markets, Dungeon markets, Loot A starter spear with tier-appropriate base power and a restrained secondary package: Crit Chance +3%.
Wayfarer's Warhammer 0–0 Uncommon Blunt 2h 40 Damage +8, Armor +1 Blunt Basic Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot A starter hammer with tier-appropriate base power and a restrained secondary package: Armor +1.
Waystone Hunter Bow 1–1 Uncommon Bow 2h 90 Damage +11, Awareness +2, Evasion +2 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 1, combining reliable ranged damage with awareness +2; evasion +2.
Waywatch Archer's Axe 1–2 Common Axe 36 Damage +15, Strength +1 Axe Basic Attack, Axe Heavy Stun Attack, Axe Heavy Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Waywatch Broken Bottle 1–2 Uncommon Dagger 37 Damage +11, Speed +1 Knife Basic Attack, Blade Pierce Attack, Knife Bleed Attack Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Waywatch Crooked Wand 0–1 Uncommon Wand 28 Damage +9, Critical Chance +8, Focus +1 Magic Basic Aoe Attack, Hag Pull Attack, Magic Bleed Attack, Only Attackup Other Attack Dungeon markets, Loot A starter piece with just enough bite to matter.
Waywatch Goblin Bomb 1–2 Uncommon Bomb 44 Damage +21, Awareness +1 Potion Confuse Column Attack, Fish Poison Splash Attack Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Waywatch Longbow 1–2 Common Bow 2h 42 Damage +17, Awareness +1, Critical Chance +8, Evasion +3 Bow Basic Attack, Bow Ice Pierce Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Waywatch Mace 1–2 Common Blunt 36 Damage +13, Strength +1 Blunt Basic Attack, Blunt Magic Daze Attack, Blunt Stun Attack Town markets, Dungeon markets, Loot Reliable kit for the part of the road where luck starts charging interest.
Windlace Rapier 1–1 Uncommon Blade 90 Damage +11, Speed +2, Evasion +2 Blade Basic Attack, Blade Pierce Attack Town markets, Dungeon markets, Loot A speed-scaling sword built for rapid turns and precise attacks. Secondary package: Speed +2; Evasion +2.
Windrunner Spear 2–2 Rare Spear 535 Damage +20, Speed +4, Evasion +4 Polearm Basic Attack, Polearm Pierce Attack Dungeon markets, Loot A speed-scaling spear built for rapid turns and precise attacks. Secondary package: Speed +4; Evasion +4.
Winter Reed Katana 1–2 Uncommon Katana 154 Damage +24, Critical Chance +10, Dam Human +18, Armor +1, Resistance +2 Blade Basic Attack, Blade Armordown Attack, Melee Protect Attack Town markets, Dungeon markets, Loot Custom gear introduced by Enhanced Overhaul Revamped.
Worldsplitter 3–3 Artifact Blade 2h 1785 Damage +42, Max Health +12, Phy +2, Strength +6 Blade Heavy Attack, Blade Pierce Attack Dungeon markets, Loot A endgame greatsword with tier-appropriate base power and a restrained secondary package: Max Health +12; Physical Damage +2; Strength +6.
Worldsplitter 3–3 Artifact Axe 1250 Damage +30, Speed -10, Evasion -6 Axe Basic Attack, Axe Bleed Attack Dungeon markets, Loot LEGENDARY EFFECT: Deals +25% damage to enemies above 75% Health. PENALTY: -10 Speed and -6 Evasion. FLAVOR: A weapon made without subtlety. Kingdoms once used smaller objects as siege engines.
Wyrmcleaver 2–2 Rare Axe 480 Damage +25, Speed -6, Evasion -3 Axe Basic Attack, Axe Bleed Attack Town markets, Dungeon markets, Loot An absurdly heavy blade made for one purpose: ending the fight before its wielder has to defend themselves.
Wyrmwood Greatbow 2–2 Rare Bow 2h 485 Damage +19, Awareness +4, Critical Chance +5 Bow Basic Attack, Bow Aoe Attack Town markets, Dungeon markets, Loot A distinct field bow tuned for tier 3, combining reliable ranged damage with awareness +4; crit chance +5%.