Gear

A vampire wears seven pieces: a weapon, chest, head, hands, legs, feet and a shield in the off hand, plus two rings and an amulet. Equip them from your Inventory. Each piece has a level you must reach to wear it.

Where gear comes from

• The Armory sells ten tiers of weapons, armour and shields, from level 1 to level 250. It buys back shop pieces for half their price.
• Crafters make ten tiers of their own up to level 275, and finer crafted-only pieces from level 300 to 500. All crafted gear can be traded. See Professions and crafting.
• The Market, hunting finds, the Black Market dealer in the Night Market, and boss drops.

The chest counts most. A full set of one tier (chest plus head, hands, legs and feet) is worth half as much again as the chest alone.

Weapons and shields

• A two-handed weapon fills both hands: no second weapon and no shield.
• A dual-wield weapon pairs with a second dual-wield weapon, but not with a shield.
• A shield can block a blow, halving it. Its block chance falls as it wears and never goes above 35%. Shields are sold in the Armory and made by Weaponsmiths.

Quality

Every weapon, armour piece and jewel has a quality grade: Poor (grey), Common (white), Uncommon (green), Rare (blue), Epic (purple) or Legendary (orange). The grade sets how much of the item's power you get (Poor 88%, Common 96%, Uncommon 100%, Rare 104%, Epic 109%, Legendary 115%) and how many bonus stats it carries (none on Poor, up to four on Legendary).

What a piece can be depends on its level:
• Levels 1 to 49: Poor to Rare
• Levels 50 to 149: Common to Epic
• Levels 150 to 249: Uncommon to Epic
• Level 250 and up: Uncommon to Legendary

The Armory sells mostly Common and Uncommon, with the odd Rare. Crafters roll the grade when they make a piece: the further their skill is above the recipe, and with Tempering Oil, the better the roll.

Masterwork: every crafted weapon, armour piece or jewel has a 4% chance (up to 10% for a crafter well above the recipe, with Tempering Oil) to come out one grade better. A crafted piece carries its maker's name ("Masterwork, made by ...").

The Master Smith

The Master Smith in the Vault district works on any vampire's gear:
• Repairs: priced per point of durability by the item's level (Epic and Legendary cost a little more). The coven that holds the Vault pays 40% less.
• Tempering: raise a piece one grade. Each try costs gold, a flask of Tempering Oil (an Alchemist's brew) and an essence (from disenchanting Uncommon or better gear). The odds are 85% to Common or Uncommon, 60% to Rare, 35% to Epic and 12% to Legendary, and every failed try adds 6% to the next one on that piece. A failure never lowers the grade. Armory gear tempers up to Rare; Black Market pieces keep the grade they were made with.
• Reforging: re-roll a piece's bonus stats within its grade. You choose whether to keep the old stats or take the new ones; the gold is spent either way, and each reforge of the same piece costs 25% more. Reforging never touches enchantments, and Poor pieces can't be reforged.

Durability

Gear wears as you hunt (about a point per 100 Actions), when you fall on a hunt, and when you lose a fight you started. Worn gear works for less. Repair it at the Master Smith, or with a smith's repair kit: Weaponsmiths make hones and whetstones, Armorsmiths make patches, rivets and mending kits. A kit restores 10 durability to your most-worn piece up to its level, and costs 40% of the Smith's price in flux. Your coven may cover part of your repair bill.

Enchanting and disenchanting

An Enchanter's scroll adds Stamina, Strength, Agility or Endurance to a weapon, armour piece, ring or amulet, for good; a new scroll replaces the old. Higher tiers need higher-level items, from Minor and Lesser up to Primeval (+140, item level 300).

Disenchant gear you no longer need for dust and, from Uncommon pieces up, an essence: Shimmering, Lucent or Radiant by grade.

The Nightmare Sovereign

The first Paragon set: seven pieces for level 500 vampires of Paragon rank 10 or more, crafted from Grandmaster recipes that only the holiday bosses drop. Wear all five armour pieces for +5% to hit and +5% guard against the creatures of the wilds (never in the Arena).

Bags and the Lair chest

Your bags have limited room: a 30-slot backpack and four bag slots. Gear and jewels take a slot each; materials, potions, vials, scrolls and dyes stack. Equipped gear takes no room.
• Bags are made by Enchanters (8 to 24 slots) or found: rare bags drop from dens, holiday events and the holiday colossi.
• Your Lair chest holds more, but only opens at home: 3 rows of 8 slots in the Common Lair, up to 12 rows in a mansion, and you can buy extra rows. See Housing.

Looks

Change how your gear looks, and dye it, in the Wardrobe. It never changes what the gear does.

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