Equipment

4 rarity tiers ・ 7 slots ・ +0 to +15

Color tells you how hard an item is to get and how it trades. Level tells you its base power band. Enhancement tells you how much you’ve invested. The three are tuned independently, so your long-term progression always has a clear direction.

Rarity

Four Rarity Tiers

White, blue, purple, orange. Each color maps to different sources, market rules and binding mechanics.

COMMON

Common (White) weapon example: Novice Blade

Common (White)

Example: Novice Blade

Starter gear, stepping stones and salvage material.

Main sources: Shops, starter quests, regular field monsters

RARE

Rare (Blue) weapon example: Steelridge Saber

Rare (Blue)

Example: Steelridge Saber

The leveling mainstay and the market’s staple goods.

Main sources: Field elites, low- to mid-tier dungeons

EPIC

Epic (Purple) weapon example: Autumn Longblade

Epic (Purple)

Example: Autumn Longblade

Where builds take shape — and where gear sets begin.

Main sources: Dungeon bosses, quest lines, high-tier elites

LEGEND

Legendary (Orange) weapon example: Cursed Blade

Legendary (Orange)

Example: Cursed Blade

Endgame candidates and the stuff community stories are made of.

Main sources: Peak bosses, weeklies, high-tier crafting, pity systems

※ No fifth artifact tier (red gear) in the near term. New versions never add a new color to obsolete your gear — same-tier, higher-level items take over naturally, so your Legendary gets to retire with dignity.

Slots

Seven Gear Slots

Weapon, shield, helmet, body, cloak, boots and two accessories.

Weapon

ATK / MATK

Your main damage source; refinement mostly adds ATK

Shield / Off-hand

DEF / HP

Shield bash and certain skills depend on it

Helmet

DEF / VIT

Can carry crit-resistance lines

Body

DEF / HP

Your main armor; refinement mostly adds DEF and HP

Cloak / Back

MDEF / Move Speed

For casters and mobility-focused builds

Boots

Move Speed / Evasion

Move speed +5 to +15

Accessories ×2

CRIT / CDR / Healing

Build-flavor slots; refinement adds crit

Refinement

Enhancement +0 to +15 ・ A Three-Band Curve

Cost and risk come in three bands: enhance freely early on, watch your success rate in the middle, and protect against level loss at the top.

01

TIER 1

+0 – +6

Cost: Silver + low-tier enhancement stones

Risk: Gear never breaks — low frustration

Why it works this way: Let every player enjoy the gains from enhancing

02

TIER 2

+7 – +10

Cost: Silver + tradable refinement materials + a small Gold fee

Risk: Success rate drops, but gear is never destroyed

Why it works this way: Create market demand for loot hunters and life-skill players

03

TIER 3

+11 – +15

Cost: Gold fees + high-tier cores + bound protection / weekly-capped materials

Risk: Account weekly caps and pity protection apply

Why it works this way: Pace the road to endgame so it can’t be bought with pure Gold

Refine Materials

Materials Used in Enhancement

Rough Refinement Shard

Rough Refinement Shard

+1–+4 early enhancement

Refined Refinement Essence

Refined Refinement Essence

+5–+9 mid-band enhancement

Pure Refinement Core

Pure Refinement Core

+10–+15 high-band enhancement

Lesser Blessing Stone

Lesser Blessing Stone

Next attempt success +5%

Blessing Stone

Blessing Stone

Next attempt success +15%

Refinement Charm

Refinement Charm

No level loss on failure

Potential

Equipment Potential ・ Grant, Identify, Re-roll

Enhancement raises base numbers; potential decides a piece’s bonus lines. The same weapon with different potential can play completely differently.

STEP 01

Grant with a Potential Stamp

Use a potential stamp to grant gear a still-unrevealed potential. Stamps come in tiers — the higher the tier, the better the line pool you can roll from.

STEP 02

Reveal with an Identify Scroll

Freshly granted potential is “unidentified.” An identify scroll reveals the actual lines — combinations of bonuses like crit, attack speed or cast-time reduction.

STEP 03

Rank Up & Re-roll

Not happy? Re-roll for new lines. With a bit of luck the potential even ranks up, lifting the whole set of lines to a higher tier. The last mile of an endgame piece usually lives right here.

※ Enhancement (+0–+15) and potential (lines) are two independent progression tracks: enhancement stacks base stats, potential sets the flavor. Only the two combined make a finished endgame weapon.

Stats

Six Stats to Build Around

In Beta you gain +2 points per level from Lv 1–50 and +1 per level from Lv 51–100, with free resets at any time. The full Lv 1–350 ladder is open in Beta.

STR Strength

Physical attack, carry weight

AGI Agility

Attack speed, evasion

VIT Vitality

HP, physical defense, status resistance

INT Intelligence

Magic attack, MP, casting

DEX Dexterity

Accuracy, cast-interruption resistance

LUK Luck

Crit, rare drops, a little evasion

Notes

A Few Things Worth Knowing

  • At the same level, Legendary gear is clearly stronger than Epic, and Epic clearly stronger than Rare
  • Loot hunters can earn Gold reliably by selling materials and unidentified gear (see the economy system)
  • To understand where Rare, Epic and Legendary gear comes from, read on into dungeons and world boss mechanics
  • Endgame Legendaries are account- or character-bound by design — you can’t simply buy a full set with Gold
  • When the level cap rises, old Legendaries still hold up for a while — they don’t become junk on patch day
  • Refinement mainly affects four things: weapon ATK, armor DEF/HP, and accessory crit
  • For the full talent tree see the talent system; for class differences see the four classes

Beta Now Live

Beta Now Live

No download, no invite code — open beta.endless.tw in your browser and play. Bug reports and patch chat live on the official Discord.