No rarity colours. Just grade, upgrades and Excellent.
A MU Online–style gear system: 740 items across 9 grades, from beginner to endgame. Every grade needs a hero level, the forge (+0 to +15) is what sets two identical items apart, and an Excellent item glows green even at +0.
From helmet to rings
Five armour pieces (helmet, armour, gloves, pants, boots), a one-hand or two-hand weapon, a shield, a necklace, two rings, and from level 180 wings. Armour and weapons belong to one hero. Jewellery and wings fit every hero.
Stats shown are for a grade 0 item. Each grade multiplies them, up to ×3.6 at grade 8. A shield only goes with a one-hand weapon.
From beginner to mythic
Every item is grade 0 to 8. The higher the grade, the stronger the stats and the higher the hero level you need to wear it. The Weaponsmith in town sells grade 0 gear only; everything else drops from monsters and bosses or is bought from other players on the Market. The share is of all item drops:
Beginner
Also at the Weaponsmith, from 60 coins
Novice
Loot and Market only
Apprentice
Loot and Market only
Adept
Loot and Market only
Veteran
Loot and Market only
Expert
Loot and Market only
Master
Loot and Market only
Grandmaster
Loot and Market only
Mythic
Loot and Market only
How it shows on your hero
- Armour repaints your hero: every grade has its own colours on the helmet, armour and shield (warrior), the steel (lancer, archer) or the robe (monk, mage).
- The weapon you wear shows on your hero in its real shape: axe, mace, hammer, spear, bow, crossbow, staff or chakram. It moves with the hand in every motion, and everyone sees it.
- From +7 the gear itself starts to shine: the metal pulses, a highlight sweeps across it and small twinkles pop. Excellent adds green twinkles, even at +0.
- No light rings or halos around the hero. Your name stays white, and your upgrade level shows next to it.

70 armour sets, 10 relic weapon pairs
Every hero has one set per grade. A full set is 5 armour pieces: helmet, armour, gloves, pants and boots. Bonuses unlock at 2 pieces, 4 pieces and the full set, and the 4-piece bonus is different for every hero.
| Bonus | Recruit (Grade 0) | Knight's Oath (Grade 4) | Sunforged King (Grade 8) |
|---|---|---|---|
| 2 pieces | HP +10, Armor +3 | HP +21, Armor +6.3 | HP +36, Armor +10.8 |
| 4 pieces | Armor +6, Damage +3% | Armor +12.6, Damage +6.3% | Armor +21.6, Damage +10.8% |
| Full set | Damage +4%, Crit +3%, Move Speed +3% | Damage +8.4%, Crit +6.3%, Move Speed +6.3% | Damage +14.4%, Crit +10.8%, Move Speed +10.8% |
Example: three of the Warrior sets. You will find every hero's sets on the heroes page.
Relic weapons
Pairs of a one-hand and a two-hand weapon, at grade 4 and grade 8, loot only. A little stronger than a normal weapon of the same grade, and both pieces of a pair unlock a damage and crit bonus.
Collection book
Every item you ever owned is recorded. Completing a set (5 armour pieces, a relic pair or a jewellery pair) gives a permanent +1% damage and +1% HP, up to +10%. Not used in Ranked.
6 weapon types per hero, 290 weapons
Every hero has three one-hand and three two-hand weapon types, each in 9 grades. Each type has its own character: an axe gives more crit, a warhammer adds armour and HP, a recurve bow shoots faster, a scythe steals life.
One necklace, two rings
Jewellery fits every hero. Every grade has a different element with its own stats. Jewellery can drop Excellent too, and you can upgrade it at the forge like any item.
The green everyone hunts for
Any dropped item, jewellery included, can roll Excellent. It is very rare: about 0.16% of gear drops in Valley Fields up to 0.76% in the Kingdom Ruins, and far more from the map bosses. An Excellent item gets +20% to all base stats plus 1 to 3 options: 70% one, 25% two, 5% three.
Since 2.2 weapons have their own options, and armour and shields have theirs, MU style. The values are fixed and do not depend on the grade. Older items keep the options they already had.
It glows green even at +0, with no upgrades: on the ground, on your hero and on the icon. The options stay forever, through enhancing and trading.
| Weapon options | Value |
|---|---|
| Excellent Damage Rate | +10% |
| Attack Speed | +7 |
| Damage | +2% |
| Life Steal | +3% |
| Mana after each kill | +max mana/8 |
| Damage | +level/20 % |
| Armour & shield options | Value |
|---|---|
| Max HP | +4% |
| Max Mana | +4% |
| Damage Reduction | +4% |
| Damage Reflect | +5% |
| Defense Success Rate | +10% |
| Gold from Monsters | +30% |
Lucky and Ancient
Besides Excellent, an item can drop Lucky, or as an Ancient piece. Lucky drops from monsters, and more often from bosses. Ancient pieces drop only from bosses, and since 2.2.6.2 from every boss, starting with the very first one.
Luck
- +5% crit on the item.
- +25% upgrade chance on the Jewel of Soul steps (+6 to +9).
- About 1% of gear in Valley Fields up to 3.4% in the Ruins.
Ancient
- Armour pieces in blue, with a blue name. An Ancient item is never Excellent as well.
- Every class has 4 named Ancient sets with their own bonus (see the table below), by armour grade: 0-2, 3, 4-5, 6-8. Every Ancient piece of the same class and grade band counts toward the same set.
- The bonus opens at 2, 3, 4 and 5 pieces (full set), on top of the normal set bonus.
- Dropped only by bosses, by every boss: Spring Meadow 15%, Valley Fields 18%, Autumn Orchard 15%, Goblin Coast 20%, Shadow Forest 25%, Mistwood Marsh 28%, Fire Mines 32%, Kingdom Ruins 40% of the armour pieces a boss drops (boss table below). The first bosses drop the 5 new Ancient sets for grades 0-2. Normal monsters never drop Ancient.
- A full Ancient set lights a glowing aura under your feet in the set colour: a slowly turning rune ring with soft sparks, and every player sees it. With low graphics in Settings only the ring stays, without particles.

20 Ancient sets
Like in MU: every set has its own character. A warrior can go defence, damage or both. Each tier adds to the tiers before it.
| Set | Class · grades | Theme | 2 pieces | 3 pieces | 4 pieces | Full set |
|---|---|---|---|---|---|---|
| ● Ashguard | Warrior · 0-2 new | Defense / Damage | Armor +12 | HP +60 | Damage +4% | Max HP +5%, Damage Reduction +2%, all stats +5 + ground aura |
| ● Riverpike | Lancer · 0-2 new | Defense / Attack speed | Armor +14 | Attack Speed +3% | HP +70 | Defense Success +5%, Damage +4%, all stats +5 + ground aura |
| ● Briarleaf | Archer · 0-2 new | Speed / Crit | Move Speed +3% | Crit +3% | Attack Speed +3% | Damage +5%, Move Speed +3%, all stats +5 + ground aura |
| ● Dawnpalm | Monk · 0-2 new | HP / Life steal | HP +60 | Life Steal +2% | Armor +12 | Max HP +5%, Damage +4%, all stats +5 + ground aura |
| ● Frostwhisper | Mage · 0-2 new | Mana / Damage | Max Mana +5% | Damage +4% | Mana per Kill +3% | Max Mana +6%, Crit +3%, all stats +5 + ground aura |
| ● Ironhide | Warrior · 3 | Defense / HP | Armor +25 | HP +120 | Damage Reduction +4% | Max HP +8%, all stats +8 + ground aura |
| ● Rampart | Lancer · 3 | Defense / Reduction | Armor +30 | Damage Reduction +4% | HP +150 | Defense Success +8%, Max HP +6%, all stats +8 + ground aura |
| ● Windrunner | Archer · 3 | Speed / Attack speed | Move Speed +5% | Attack Speed +6% | Crit +4% | Damage +8%, Move Speed +5%, all stats +8 + ground aura |
| ● Serene | Monk · 3 | HP / Life steal | HP +120 | Life Steal +3% | Armor +25 | Max HP +8%, Mana per Kill +5%, all stats +8 + ground aura |
| ● Arcanist | Mage · 3 | Mana / Mana per kill | Max Mana +8% | Mana per Kill +5% | Damage +6% | Max Mana +10%, Max HP +5%, all stats +8 + ground aura |
| ● Bloodrage | Warrior · 4-5 | Damage / Crit | Damage +8% | Crit +5% | Life Steal +3% | Damage +12%, Excellent Damage Rate +5%, all stats +12 + ground aura |
| ● Stormspear | Lancer · 4-5 | Attack speed / Crit | Attack Speed +6% | Crit +5% | Damage +8% | Attack Speed +8%, Excellent Damage Rate +6%, all stats +12 + ground aura |
| ● Hawkeye | Archer · 4-5 | Crit / Excellent damage | Crit +5% | Excellent Damage Rate +5% | Damage +8% | Crit +8%, Excellent Damage Rate +8%, all stats +12 + ground aura |
| ● Iron Fist | Monk · 4-5 | Damage / Attack speed | Damage +8% | Attack Speed +6% | Crit +4% | Damage +12%, Life Steal +4%, all stats +12 + ground aura |
| ● Flamecaller | Mage · 4-5 | Skill damage / Excellent damage | Damage +8% | Excellent Damage Rate +5% | Max Mana +8% | Damage +14%, Crit +5%, all stats +12 + ground aura |
| ● Titanborn | Warrior · 6-8 | Damage / HP | Damage +10% | HP +300 | Damage Reduction +6% | Damage +15%, Max HP +10%, all stats +18 + ground aura |
| ● Dragoon | Lancer · 6-8 | Damage / Reflect | Damage +10% | Damage Reflect +6% | HP +300 | Damage +15%, Damage Reduction +6%, all stats +18 + ground aura |
| ● Sylvan Queen | Archer · 6-8 | Damage / Crit | Damage +10% | Crit +6% | Life Steal +4% | Damage +16%, Attack Speed +8%, all stats +18 + ground aura |
| ● Ascended | Monk · 6-8 | HP / Reduction | HP +300 | Damage Reduction +6% | Damage +10% | Max HP +12%, Damage Reflect +6%, all stats +18 + ground aura |
| ● Archmage | Mage · 6-8 | Damage / Mana | Damage +10% | Max Mana +12% | Mana per Kill +8% | Damage +16%, Damage Reduction +6%, all stats +18 + ground aura |
16 stats, and caps
Gear gives damage %, HP, armor, move speed, attack speed, crit, max HP % and life steal. Excellent options add more: excellent damage rate, mana, damage reduction, reflect, defense success and gold. Some of them are capped, so nobody becomes unstoppable.
| Stat | Cap |
|---|---|
| Move Speed | 30% |
| Attack Speed | 55% |
| Crit | 45% |
| Life Steal | 15% |
| Max HP | 40% |
| Excellent Damage Rate | 30% |
| Mana per Kill | 25% |
| Max Mana | 40% |
| Damage Reduction | 20% |
| Damage Reflect | 20% |
| Defense Success | 30% |
| Gold from Monsters | 90% |
| Damage, HP, Armor | No cap |
Where it drops
What drops: Armour 45% · Weapon 33% · Shield 7% · Necklace 6% · Ring 9%. 75% of armour and weapons fit your own hero.
Monsters
About 4.5% for an item from every monster. Each map has its own grades: Valley Fields only grades 0-1 and no set pieces, Goblin Coast 1-2, Shadow Forest 2-4, Mistwood Marsh 3-5, Fire Mines 4-6 and Kingdom Ruins 6-8. Set pieces and relics drop only on the strong maps and at a low chance, and Excellent stays very rare. Monsters also drop gold, potions and jewels.
Map bosses
Every boss drops plenty of gold, at least one jewel, 4 to 7 gear pieces at the boss's own grade or higher (never lower), the first two always for the top damage dealer's class, and at least one ring or pendant. Every kill gives at least one Ancient or Excellent piece, also from the first bosses. Bosses never drop wings: wings come only from the Chaos Machine. Bosses return every hour. The top damage dealer gets 30 seconds of loot priority.
Market and happy hour
Whatever didn't drop for you can be bought from other players on the Market. Every day at 13:00 and 20:00 (Israel time) there is an hour of double drops.
| Boss · map | Grades | Set piece | Excellent | Ancient | Lucky | Pieces |
|---|---|---|---|---|---|---|
| Spring Meadow levels 1-14 | 0 | 0% | 15% | 15% | 12% | 4 |
| Valley Fields levels 1-40 | 0-1 | 50% | 18% | 18% | 12% | 4 |
| Autumn Orchard levels 10-24 | 0-1 | 60% | 18% | 15% | 12% | 4 |
| Goblin Coast levels 20-60 | 0-2 | 60% | 22% | 20% | 14% | 4 |
| Shadow Forest levels 40-100 | 1-7 | 70% | 26% | 25% | 16% | 5 |
| Mistwood Marsh levels 70-130 | 3-8 | 75% | 30% | 28% | 18% | 5 |
| Fire Mines levels 100-180 | 4-8 | 80% | 34% | 32% | 20% | 6 |
| Kingdom Ruins levels 180-300 | 6-8 | 85% | 40% | 40% | 24% | 7 |
The percentages are per gear piece the boss drops. Ancient only on armour set pieces, and never Excellent as well. On top of that: at least one Ancient or Excellent piece every kill. Every regular set can also drop in an Excellent version.