Gear
Everything that turns a dropped item into endgame equipment, in two tracks.
📚 In this section#
| Page | Contents |
|---|---|
| Refine System | Classic +0 → +10 ladder · cheapest power to buy |
| Refine Attunement | Bonus for refining a whole set, not one piece |
| Random Options | Extra bonuses rolled onto gear · how to reroll |
| Gear Essence | Melt unwanted gear into material for gear you want |
| Star Forge | Endgame track, well past ordinary refining |
| Armor Enchant | Stat bonus rolled into body armour's fourth slot |
| Guarantee Card Quest | Earn a specific card instead of hoping for drops |
| MVP & Sealed Cards | Where the rarest cards come from |
| Card Remover | Get a card back out of gear |
| Blueprint Crafting | Building costumes in two stages |
| Costume Melter | Melt costumes you'll never wear into something useful |
| Charm Weaver | Rent a timed effect into a worn costume |
Handing cards in for permanent account bonuses is a different system — see Item Collection.
✨ Enhancement#
Makes a piece stronger without changing what it is — refining, set attunement, rolled options, essence and forging. Cheapest: the Refine System. Most expensive: the Star Forge.
🔨 Cards & Crafting#
Changes what a piece does, or makes something new — cards, the quests that guarantee them, and the costume crafting benches. For a specific card, start at the Guarantee Card Quest.
🧭 Where to start#
- Still levelling: refining is the cheapest power you can buy.
- Cards and forging are endgame — not before your gear is stable.
- Card drops: 2× from ordinary monsters, 1× from bosses and MVPs — common cards arrive on their own, chase cards stay rare.