Wearables

Ten equipment slots, durability, upgrades, repairs, and how gear feeds combat power.

Related in Items: Items Overview | Wearables | Farming Crops

Open Inventory → Equipment to manage what your character wears. Your bag holds 10 unequipped items by default, or 15 with Premium Subscription. The same limits apply to your house stash.

Weapons

  • Sword: Balanced melee weapon with solid attack scaling. Can be upgraded up to +12.
  • Axe: Heavy damage, but slows you down a little. Can reach +20.
  • Bow: Strong ranged damage. Can reach +9.

Armor

  • Helm: Protects your head and adds courage. Can reach +13.
  • Chest: Torso protection and courage. Can reach +14.
  • Legs: Leg armor with solid protection, but a small speed penalty. Can reach +14.
  • Shield: Strong armor, with a small speed penalty. Can reach +10.
  • Boot: Foot protection with a small speed bonus. Can reach +8.

Accessories

  • Ring: Armor and courage. Can reach +7.
  • Necklace: Attack and courage. Can reach +8.

Mounts are managed separately through animal taming, not in this equipment screen.

Durability

Every wearable tracks durability: how much wear the piece has absorbed. Fresh gear starts in perfect condition. As you fight, quest in groups, and travel the roads, equipped pieces slowly take damage.

Important rules:

  • Only equipped gear can wear down in combat and adventure. Items sitting in your bag are safe from battle wear.
  • When durability reaches its limit, the piece is automatically unequipped. You keep the item, but you cannot wear it again until it is repaired.
  • Broken gear does not vanish from durability wear alone. It unequips until repaired.
  • Harder activities tend to stress more pieces at once. A quiet road and a legendary group hunt are not the same burden on your kit.
  • Arena fights do not reduce durability.
  • Murder can still rarely destroy or downgrade a piece; durability wear is the common outcome.

You can inspect durability on inventory cards and item details. Damaged pieces also show a clear Repair path into the blacksmith when they need attention.

Where durability is lost

Typical sources of wear on equipped gear:

  • Honour PvP: winner about 1 piece −1; loser about 2 pieces −1 each
  • Bandit / corsair: about 25% chance of 1 piece −1
  • Travel: about 50% chance your equipped boots lose 1
  • Group quests: several pieces can lose 1–3 durability depending on the operation
  • Murder: heavy durability hits, with a rare permanent item risk

Mounts are not repaired through the wearable Repair tab. See Smithing for forge rules.

How gear affects your character

Each item type boosts attack, armor, speed, and courage in its own way. A +10 sword hits much harder than a +1 sword of the same type.

In fights, your equipped gear works together with your stats, guards, dragon, heroes, skills, and buffs. Only pieces that still have durability left can stay equipped and contribute. Good equipment is one of the biggest advantages you can build, but only if you keep it battle-ready.

Upgrading at the blacksmith

Use the Forge tab on the Blacksmith screen with your Smithing skill:

  • Each attempt costs wood and iron. You can use Dunmir instead of both.
  • Higher smithing, alliance Forge level, league champion bonuses, and Dunmir Crystals improve your success chance.
  • Artisan's Sigil guarantees one successful upgrade per week.
  • On success, the item rises one level and the full material cost is spent.
  • On failure, the item is destroyed and sent to the Item Graveyard, but you only lose half of the wood and iron you would have spent.
  • Destroyed items can be brought back from the Graveyard with Dunmir.

Repairing gear

The same Blacksmith screen has a Repair tab for damaged wearables.

  • Repairs cost wood and iron. The more worn a piece is, the more materials you need.
  • Success is never guaranteed. Your Smithing skill is the main factor, and fortune still plays a part. The Horseshoe improves your odds.
  • On a successful repair, the piece is restored to full condition.
  • On a failed attempt, you lose a small share of the materials you committed, and the item stays as damaged as it was. You can try again when you are ready.
  • You must afford the full material cost before the forge will attempt the work.

Keep a repair habit between wars and group hunts. A legendary sword that cannot be worn is only a memory of power.

Where to find gear

  • Marketplace in Sinraen and Mitron.
  • Quests, group quests, and seafaring treasure pulls.
  • Wheel winnings and lottery gold.
  • Referral rewards.

Selling and storing

Sell spare items from your bag for gold. Store extras in your house stash when space runs out. If a quest reward arrives while your bag is full, the item waits safely until you free a slot. Premium Subscription adds five extra slots to both bag and house stash (15 total instead of 10).