Wearables
Ten equipment slots, durability, upgrades, repairs, and how gear feeds combat power.
Related in Items: Items Overview | Wearables | Farming Crops | Artifacts
Open Inventory → Equipment to manage what your character wears. Your bag holds 10 unequipped items by default, or 15 with Premium Subscription. Your house stash size depends on your house level.
Open House → Item Stash to move gear between your bag and home storage, and to deposit or withdraw gold. Standard players must be in their house city to use the stash tab. Premium Subscription subscribers can reach it from anywhere through the courier.
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.
- Worn gear is weaker. Positive stat bonuses shrink with durability: a sword that gives +10 attack in perfect condition gives about +6 at 60% durability. Penalties (like the speed penalty of a shield or legs) always stay at full strength.
You can inspect durability on inventory cards and item details. When a piece is worn, item details show the current bonus with the full-condition value in brackets, for example +6 (+10). 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 worn pieces contribute proportionally less. 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. Helm, chest, legs, boot, and bow also cost leather (same formula as iron). You can use Dunmir instead of any required material.
- 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, iron, and leather 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. You can repair in two ways.
Repair with materials
- Repairs cost wood and iron. Leather gear also requires leather. 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.
Local Smith (gold)
Turn on Hire the Local Smith at the top of the Repair tab and the town's smith does the work for you.
- You pay gold only. No wood, iron, or leather is needed.
- The Local Smith never fails. Your Smithing skill and luck do not matter.
- The price follows the materials the repair would need, so more worn and higher-level pieces cost more. It is much more expensive than repairing with your own materials: a convenience for when materials or luck run short.
- Repair All works with gold too.
- Local Smith repairs count as repairs for tasks that ask you to repair items.
Keep a repair habit between wars and group hunts. A legendary sword that cannot be worn is only a memory of power.
Item locking
From Inventory, tap an item and choose Lock to protect gear you do not want to process by mistake.
Locked items:
- Show a lock badge in inventory and house views.
- Cannot be sold, listed on the Auction Hall, smelted, upgraded at the forge, or moved into your house stash.
- Can still be equipped, unequipped, and repaired.
Tap Unlock when you are ready to sell, smelt, upgrade, auction, or stash that piece again.
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. Premium players can manage the stash remotely via the courier; everyone else must travel to their house city. 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 your bag (15 instead of 10) and to your house stash at every house level.
House levels
Every house starts as a Hut (level 1) when you buy it for 250 gold. You can upgrade it three times from the House screen. You must be in your house city, and the gold and materials are taken from what you carry, not from the house vault.
| Level | Name | Upgrade cost | Stash | Premium stash |
|---|---|---|---|---|
| 1 | Hut | 250 gold (purchase) | 5 | 10 |
| 2 | House | 5,000 gold, 300 wood, 300 iron, 200 leather | 10 | 15 |
| 3 | Mansion | 15,000 gold, 800 wood, 800 iron, 600 leather | 15 | 20 |
| 4 | Estate | 40,000 gold, 2,000 wood, 2,000 iron, 1,600 leather, 1 Dunmir | 20 | 25 |
Each level also protects your house better during Plunder and saves some of your equipped gear for your heir when you die (see Murder: Full Guide). The upgrade card on the House screen lists exactly what the next level brings. Upgrades are permanent, but they are lost if you abandon the house.
If your stash holds more items than your level allows, nothing is deleted. You can still take items out, but you cannot store new ones until you upgrade the house or bring the stash back under its limit.
