- "Gear" redirects here. For other uses, see Gear (disambiguation).
The Equipment tab of the hero panel opens with a "paper doll" model of the character and, to the left, a set of three interface options: Equipment, Wardrobe, and Dyes. Selecting the Equipment option brings up the interface shown in the thumbnail at right: [screenshots forthcoming]
- 1. Inventory pane
- Shows all equipment and upgrade components currently held in the character's inventory. These items are not equipped.
- 2. Armor
- A slot for each of the six armor types, from top to bottom: helm, shoulders, chest, gloves, leggings, and boots.
- 3. Weapon sets
- Two pairs of main-hand and off-hand weapon slots.†
- 4. Attributes
- The current value of all the character's attributes.
- 5. Back item and Trinkets
- Six slots for (top row) one back item, two accessories, (bottom) one amulet, and two rings.
- 6. Tools
- Three slots for a harvesting sickle, a logging axe, and a mining pick.
- 7. Aquatic
- A slot for a breathing apparatus and two slots for aquatic weapons.†
All characters begin the game with a set of starting equipment. This equipment will need to be replaced as your character progresses through the game, and there are many methods for acquiring new equipment: crafting, loot, purchasing from various merchants, or buying it off of the Trading Post.
Equipment can be equipped or unequipped any time that your character is not in combat, and there are several ways to do so. In all cases, if you equip an item when there is already an item in the same slot, the existing item will be returned to your inventory.
- On the Equipment tab, you can drag and drop items between the inventory pane and their appropriate equipment slot.
- From either the Equipment tab or the inventory, you can double-click an item to equip it as long as it is usable by your character's profession and/or race.
- For items in your inventory, you can right-click on them and select the "Equip" option from the shortcut menu.
- For equipped items, the right-click menu shows options to either unequip the item or to replace it with another item in your inventory.
Equipping a weapon by double-clicking or via the shortcut menu will place them in your currently-wielded weapon set; if you equip a two-handed weapon when you are wielding a main-hand/off-hand set, both main- and off-hand weapons will be returned to your inventory.
Equipping an accessory or ring by double-clicking or via the shortcut menu will first fill any empty slots; if both accessory or ring slots are filled, it will replace the item in the left-hand slot.
Anytime that a tooltip is shown for an item your character can equip, a second tooltip will be shown for the corresponding item that your character currently has equipped. This allows for side-by-side comparison of the two items' statistics:
- For accessories and rings, both equipped items will be shown.
- For weapons, the comparison will be against your currently wielded (terrestrial or aquatic) weapon set only. If you are wielding a two-handed weapon, you will not see a comparison for off-hand weapons.
Modifying equipment appearance
Armor, weapons, trinkets, and back items can be upgraded with special types of items for additional benefits.
Tools and outfits cannot be upgraded; the usage of "equipment" within this section should be understood to omit these types of equipment.
- Primary article: Upgrade component
Almost all weapons, all armor, and non-ascended trinkets and back items have at least one standard upgrade slot that can hold an upgrade component; two-handed weapons have two upgrade slots. Some items can be found with an upgrade component already attached. The upgrade component has a level requirement - be sure the target item supports that level.
- Loot items of masterwork-quality or better almost always come with an upgrade; lesser-quality loot items do not.
- Crafted trinkets always have an upgrade.
- Except for a few specialty recipes, crafted armor and weapons do not have upgrades.
- Renown NPCs typically sell both fine and masterwork versions of equipment, and in these cases the masterwork version will have an upgrade.
- Dungeon merchants sell armor and weapons with attached upgrades.
- Personal story rewards above a certain level will contain an upgrade.
Applying an upgrade to an item causes it to become soulbound, except for account bound gear, which will remain account bound after upgrading.
- Primary article: Infusion
- Armor items have one Defensive infusion slot.
- Weapons have one Offensive infusion slot; two-handed weapons have two slots.
- Trinkets and back items have one Defensive, Offensive, or Utility infusion slot.
- Infused equipment (only rings and back items) and attuned equipment (only rings) also have an Agony infusion slot. Attuned, infused rings have two Agony infusion slots.
Only an infusion of the same type can be attached to an infusion slot, with the exception of Versatile (Omni) infusions, which can be attached to any infusion slot except for Agony slots.
Armor, weapons, trinkets, and back items confer bonuses to the character's primary and secondary attributes. Most items have one major bonus and up to two minor bonuses; "celestial" items confer a smaller bonus to all attributes. The number and magnitude of these bonuses depend on the level, rarity, and type of the equipment.
- Boon Duration is fixed at 1%, appearing on level 20 Snowflake trinkets as the sole bonus and on level 80 Giver's armor and Snowflake trinkets as a minor bonus.
- Boon Duration also appears on Doubloons, but they are non-standard upgrade components with this as the sole bonus.
- Condition Duration is fixed at 10%, appearing on all level Giver's weapons as a major bonus.
Level 80 attribute values
This table summarizes the attribute bonuses available on level 80 equipment across all equipment types and rarities.
- Exotic and Ascended attributes can be spread in three manners:
- Triple attribute equipment has one major attribute (Major bonuses) and two minor attributes (Minor)
- Quadruple attribute equipment has two major attributes (Medium) and two small, minor attributes (Small)
- Celestial equipment evenly spreads across attributes (except concentration and expertise), resulting in small bonuses (Small)
- For example, an ascended 3-attribute one-handed weapon (top line in the table) has stats 125/90/90. A 4-attribute version of the same weapon has 108/108/59/59. Celestial has 59/59/59/59/59/59/59.
- Basic rarity is not included because no basic-quality trinkets or jewels exist.
- Fine rarity is included even though there are no fine-quality jewels.
- Ascended rarity jewels do not exist, and ascended trinkets and back items do not have an upgrade slot; instead, the equivalent stats of a theoretical ascended-quality jewel are "baked in" to the item and added to its inherent stats.
- The inherent and jewel stats do not necessarily match to the same nomenclature. For example, Ralena's Band has inherent stats that match the Dire prefix, but the jewel stats match the Rabid prefix, thus the bonuses are spread among four attributes instead of three.
- Non-utility infusions give a +5 bonus to a single attribute. Since they don't follow the standard formats, they don't fit into the table.
- A total of 14 infusions can be worn at a time (2 on weapons, 6 on armor, 5 on trinkets, and 1 on back item) for a total bonus of +70.
- However, unless all 14 infusions are the same type of Omni infusion, this bonus must be split between at least two attributes, because weapons can only use Offensive infusions while armor can only use Defensive infusions.
- The table does not account for any bonuses from runes or sigils, since they have a wide variety of possible effects.
|Trinkets, back item, and upgrade components|
|All equipment (x2 one-handed weapons)|
- ^ +12 on the 7-attribute Exquisite Charged Quartz Jewel, but only +10 on the 4-attribute jewels. "Total" rows are calculated based on +12.
Notice that gear that spreads its bonuses across more attributes gives more total attribute points. As a rough approximation to help give an intuition for the ratios involved, you can think of 3-attribute gear as giving +5/3/3 (11 total), 4-attribute gear as giving +4/4/2/2 (12 total), and celestial gear as giving +2/2/2/2/2/2/2 (14 total, though 15 total would be a bit closer to the truth if you're just comparing totals).
- Primary article: Agony Resistance
- A standard Defensive, Offensive, or Omni infusion that normally only grants +5 to a regular attribute can be upgraded in the Mystic Forge to gain an additional +5 Agony Resistance. These upgraded infusions can be attached to any equipment with the appropriate type of infusion slot.
- Up to 14 upgraded infusions can be worn at a time for a maximum of +70 Agony Resistance from ordinary infusions.
- Ascended rings and back items can be upgraded in the Mystic Forge to an "Infused" version that gains an Agony-type infusion slot, to which an Agony Infusion can be attached.
- Agony Infusions can be upgraded indefinitely, albeit at an exponential increase in cost, thus there is theoretically no maximum to Agony Resistance.