Items and gear
Your gear is your character: here is how it works.
The slots
Right hand, left hand, helm, armor, pants, gloves, boots, wings, guardian, pendant, two rings and mount. Double click in the bag to equip.
- A two-handed weapon leaves no room in the other hand. With a bow or crossbow, the other hand holds the ammo.
- Each item requires a minimum level and attributes, and says which classes can use it. If you don't qualify, the tooltip marks it and the item doesn't count.
Item quality
- +N (level): from +0 upwards. Raised with jewels and in the Chaos Machine. The higher the level, the stronger the glow; from +13, an aura.
- Option: additional damage or defense; raised by the Jewel of Life.
- Luck: the Jewel of Soul succeeds more often, and some Chaos Machine recipes require it.
- Skill: the weapon grants a skill while you wield it.
- Excellent: extra options (damage, life, speed…), many more than in the original.
- Ancient: pieces of a set. The more pieces of the same set you wear, the more bonuses turn on.
Guardians and mounts
The guardian (such as the Guardian Angel or the Imp) follows you and the mount shows under your character. Both have life and wear down; the Jewel of Bless heals them.
The bag
- Sort the bag by type, level or quantity.
- Lock (right click): a locked item can't be sold or dropped by mistake. It can still be upgraded.
- Drop on the ground: drag it out of the window; with stacks you choose how many. Anyone can pick it up.
- Quest items can't be sold, dropped or put in the vault.
Drops
What a monster drops belongs at first to whoever killed it (or their party). After a while, to anyone. Space picks up the nearest one.