Gear & Armour
Your armour, swords and axes climb a tier ladder, store Ancient Energy, and level up at the Wormhole to carry custom enchants. This is the home base for the gear system. The sub-pages below cover trims, sets, offhands and the wands and bows.
The tier ladder
Armour, swords and axes come in tiers gated behind your player level. Each tier has its own maximum gear level (the cap on how far a piece can grow) shown right on the item.
| Tier | Required level | Max gear level |
|---|---|---|
| Wooden weapons | 1 | 20 |
| Chainmail | 10 | 20 |
| Gold | 30 | 25 |
| Iron | 60 | 30 |
| Diamond | 100 | 35 |
| Netherite | 102 + 2nd prestige | 40 |
A piece's gear level (the green number on its name) grows as you enchant it. Higher tiers hit harder, protect better and have more room to grow.
Axes have the same base damage as swords of the same tier. For PvE, most players fight with wands and bows; swords and axes deal 3x damage to bosses.
Leveling at the Wormhole
Gear levels up at the Wormhole. First charge the piece: hold Ancient Energy in one hand and the gear in the other, then sneak and right-click to pour the energy in. Then toss the charged piece into the Wormhole.
Each attempt advances the gear level whether the enchant lands or fails, so even a string of bad luck pushes you toward the cap. The tooltip tracks both totals: Enchants (levels gained) and Fails.
Stone, iron, diamond and netherite upgrades were rebalanced this season: early levels are cheaper, but fully maxing a set costs roughly 3x more energy overall, ramping steeply through the final levels. Keep mining.
Enchant slots
Every piece has limited enchant space. Once it's full you must clear something off before adding more. See Removing & Moving Enchants. Slot Expanders raise that limit if you want more room.
This season the slots are more contested: both combat enchants and the new mining-on-armour enchants compete for the same space. Choosing what to run is part of the build.
Protecting your investment
Leveled gear is valuable. Gear confiscated by Guards is gone for good, and what you keep on death depends on where you die. Read Death & Item Loss, PvP Basics and Cell Raiding before you carry your best set into danger.
Gear in cells
Each cell has a security tier. Armour above a cell's tier stays on you when you enter, but does nothing there. You can warp to any cell wearing it, Ancient Mannequins hold gear of any tier in any cell, and the Wardrobe can put such a set on you inside the cell. Leather and copper armour count as Low Security gear.
In this section
- Armour Trims & Sets: rare drag-on upgrades and the set bonuses they unlock.
- Weapon, Wand & Bow Trims: the trim line for your weapons.
- Offhands: what to carry in your off-hand.
- Wands, Bows & the Glass-Cannon Tradeoff: the ranged PvE weapons, their damage and energy costs.
- Mining Enchants on Armour: mining perks that live on your gear.
- Pets: companions that add mining speed or PvE damage.
Version history
v4.0.0 (Map 4)
- Axes now have the same base damage as swords of the same tier, up from about 20% less.
- Armour above a cell's tier no longer comes off when you enter that cell. It stays on you but does nothing there.
- Leather and copper armour now count as Low Security cell gear.
v2.0.0
- Rebalanced stone, iron, diamond and netherite gear upgrade costs — cheaper early on, but roughly 3x more Ancient Energy to fully max a set, with steep final levels.
- Mining-on-armour enchants now compete for the same gear enchant slots as combat enchants.