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Weapons & armor

Dress for the Trouble

A sharp blade helps. So does knowing what the other fellow is swinging.

Tier Is the Climb

Tier sets the equipment band. Class level sets when you can wear it. Material upgrades within Tier 3 can have their own level gate, so check the item rather than judging by color.

Equipment bandTypical class gateWhat to check
Tier 1Level 1Your starting equipment band.
Tier 2Level 10The next step in the material ladder.
Tier 3Level 20Some later materials carry an explicit higher gate.
Cosmetic appearancesNo combat-tier gateAppearance pieces are separate from stat-bearing armor.

The armor-weight design also uses T3.5, T4 and T4.5 budget targets. Those targets do not create extra current catalogue tiers.

Rarity Is the Roll

Rarity scales positive damage, protection, block and attribute bonuses. It leaves zero and negative values alone. Above Common, the result rounds to the nearest integer and gains at least one point. A rare item keeps its original tier and class requirement.

RarityPositive-stat multiplierExample: base 20
Common×1.0020
Uncommon×1.1022
Rare×1.2024
Epic×1.3527
Legendary×1.5030

Make It Work Together

Master the weapon

Weapon proficiency grows with use. Browse the automatic bonuses, signature actives and rank upgrades before spending one of your eight active slots.

All mastery trees

Make your own

Gather the ingredients, bring them to the right station and put your trade to work. The recipe catalogue lists the requirements.

Every crafting recipe

268 registered weapon, shield, armor and appearance definitions in the development reference.