Gear Catalog

Shadowrealm characters equip 12 gear slots: weapon, offhand, helmet, chest, legs, boots, gloves, ring, amulet, belt, cloak, and bracelet. Every slot carries the same 6 rarities, common through divine, and each rarity step is a real jump: a common weapon (rank 1) adds +2 Attack, while a divine weapon (rank 8) adds +72 Attack, +20 Speed, +36 Critical Strike, +10 Dodge. Higher rarities also start granting pool bonuses on top of raw stats, extra max HP, mana, and energy that stack on top of whatever a character's base pools already provide. Every price below the 50 gold-to-28,500 gold range you'll see quoted per item is a nominal catalog value, not a purchase price; see "Where gear comes from" for what gear actually costs.

Weapon

Weapon pieces carry a nominal catalog value from 50 gold at common up to 28,500 gold at divine (not a purchase price, see "Where gear comes from"), and primarily raise Attack.

Offhand

Offhand pieces carry a nominal catalog value from 50 gold at common up to 28,500 gold at divine (not a purchase price, see "Where gear comes from"), and primarily raise Defense.

Helmet

Helmet pieces carry a nominal catalog value from 50 gold at common up to 28,500 gold at divine (not a purchase price, see "Where gear comes from"), and primarily raise Defense.

Chest

Chest pieces carry a nominal catalog value from 50 gold at common up to 28,500 gold at divine (not a purchase price, see "Where gear comes from"), and primarily raise Defense.

Legs

Legs pieces carry a nominal catalog value from 50 gold at common up to 28,500 gold at divine (not a purchase price, see "Where gear comes from"), and primarily raise Defense.

Boots

Boots pieces carry a nominal catalog value from 50 gold at common up to 28,500 gold at divine (not a purchase price, see "Where gear comes from"), and primarily raise Speed.

Gloves

Gloves pieces carry a nominal catalog value from 50 gold at common up to 28,500 gold at divine (not a purchase price, see "Where gear comes from"), and primarily raise Critical Strike.

Ring

Ring pieces carry a nominal catalog value from 50 gold at common up to 28,500 gold at divine (not a purchase price, see "Where gear comes from"), and primarily raise Magic Power.

Amulet

Amulet pieces carry a nominal catalog value from 50 gold at common up to 28,500 gold at divine (not a purchase price, see "Where gear comes from"), and primarily raise Luck.

Belt

Belt pieces carry a nominal catalog value from 50 gold at common up to 28,500 gold at divine (not a purchase price, see "Where gear comes from"), and primarily raise Stamina.

Cloak

Cloak pieces carry a nominal catalog value from 50 gold at common up to 28,500 gold at divine (not a purchase price, see "Where gear comes from"), and primarily raise Dodge.

Bracelet

Bracelet pieces carry a nominal catalog value from 50 gold at common up to 28,500 gold at divine (not a purchase price, see "Where gear comes from"), and primarily raise Magic Power.

Two-handed weapons

Epic, legendary, mythic and divine weapons also come in a two-handed variant that gives up the offhand slot entirely. A two-handed weapon multiplies every stat and pool bonus of its one-handed counterpart by 2x, so it lands close to what a one-handed weapon plus a matching offhand piece would give, concentrated into a single slot.

Story gear

2 pieces of gear in Shadowrealm cannot be bought, dropped, or crafted through the ordinary recipes: they exist only as mission rewards. None of them can be equipped at all: they are mission tokens, carried to be handed over rather than worn.

Where gear comes from

The price shown on every item above is a nominal catalog value, not what anything actually charges for it; nothing in the live game reads that field as a purchase price. Real gear reaches a character through five separate routes, each with its own real cost.

None of the five routes above ever produces a divine piece. Divine is not dropped, not sold, and not crafted by any recipe: the only way one ever exists is the transform described in "The divine tier" below.

The divine tier

Divine sits above mythic on the rarity ladder, and it is the one tier you cannot find. No action, heist, or vendor ever hands out a divine item, and no Forge recipe produces one, every other rarity has at least one of those routes, divine has none of them. The only way a divine piece ever comes into being is a purpose-built transform, Ascend to Divine, performed on a piece you already own.

To transform a piece it must be mythic and already carried all the way to +10, intact and not listed on the Marketplace or held in escrow. The transform consumes that exact item rather than creating a new one, and resets its upgrade level to +0, spending 3 Godshards and a flat 25,000,000 gold gold fee. Godshard is the one divine crafting material; see the Crafting Materials page for every way to earn one. The gold fee and Godshard cost never change with the server-wide inflation multiplier that scales most other prices.

The transform is also gated behind Ascension: a character must have ascended at least once before it can be used at all, on top of the mythic-plus-10 requirement above. It does not keep the piece's existing stat roll: stats are rerolled fresh at divine's own budget (152 points, against mythic's 54), sized so a divine +0 lands on roughly what the mythic +10 it consumed was actually worth rather than a straight loss or a free bonus. Any enchantment already fused to the piece carries over unchanged, and the transform additionally grants the one thing no other rarity has: a rolled unique effect, described below. A transformed piece can still be sold, traded, or listed afterward like any other gear.

The divine effect system

Every divine piece carries exactly one unique effect, rolled once at transform time and never changed automatically. There are 30 possible effects across six pools, and each of the twelve gear slots draws from exactly one pool, two slots per pool, so which slot you transform decides which handful of effects that piece can possibly roll, never all of them.

The effect itself is fixed once rolled, but its strength is not: each effect has its own magnitude range, and the transform also rolls where in that range the piece lands, so two players who transform the same slot can end up with the same effect at very different strengths. Every divine piece you have equipped applies its effect at once, they all stack, including two copies of the same effect from both slots in a pool, which is why some of the stronger effects carry an aggregate cap rather than scaling without limit.

The divine jailbreak tool, Key of Heaven's Gate, works the same way but from its own separate, smaller pool: crafting it rolls exactly one of 6 effects (Master Key, Silent Entry, Vanisher, Unshaken, Jailer's Ruin, Divine Harvest), each affecting jailbreaks rather than combat or the economy, at its own rolled strength. Every other jailbreak tool leaves both of those effect columns empty; only the divine one ever rolls.

Every divine effect and its range

All 30 gear effects, drawn straight from the catalog the transform itself rolls against. The emphasised figure in each line is that effect's magnitude RANGE: the transform rolls a position inside it, and the piece keeps that position until it is rerolled. Two pieces with the same effect name can therefore be worth very different things, which is what the Floor-to-Peak scale shown on a divine piece in your inventory is measuring.

Every divine gear effect, the pool and slots that can roll it, and the range its magnitude is rolled from.
EffectWhat it does
Wrathful Echo (Combat: Weapon, Offhand)After a successful attack in PVP, arena and duels, 15% chance of +8 to 18% attack power for 3 rounds.
Executioner's Certainty (Combat: Weapon, Offhand)+10 to 25% damage against targets below 30% HP.
Mirrored Riposte (Combat: Weapon, Offhand)5 to 12% chance to reflect 25% of damage taken.
Crimson Feast (Combat: Weapon, Offhand)Heal 3 to 8% of damage dealt.
Rending Strike (Combat: Weapon, Offhand)8 to 20% chance a hit ignores 30% of the target's defence.
Aegis of the Undimmed (Defense: Chest, Legs)3 to 8% chance to negate a hit entirely.
Second Wind (Defense: Chest, Legs)Once per fight in PVP, arena and duels, below 20% HP restore 10 to 25% of max HP.
Eternal Bulwark (Defense: Chest, Legs)Damage taken reduced 3 to 8% in PVP, arena and duels.
Mending Light (Defense: Chest, Legs)HP regenerates 10 to 25% faster.
The Unbroken (Defense: Chest, Legs)Arena rating lost on a defeat reduced 10 to 30%.
Wayfarer's Boon (Vigor: Boots, Belt)Travel cooldown reduced 15 to 40%.
Quickening (Vigor: Boots, Belt)Energy regenerates 8 to 20% faster.
Overflowing Vessel (Vigor: Boots, Belt)Energy overflow cap raised by 50 to 100.
Fleetfooted (Vigor: Boots, Belt)4 to 10% chance a city action refunds its energy cost.
Deepwell (Vigor: Boots, Belt)Maximum energy +5 to 15%.
Lockbreaker (Larceny: Gloves, Bracelet)+5 to 15% jailbreak bust success chance.
Ghost Hands (Larceny: Gloves, Bracelet)5 to 15% chance a failed crime does not send you to jail.
Heist Savant (Larceny: Gloves, Bracelet)+8 to 20% heist payout.
Slipknot (Larceny: Gloves, Bracelet)Your jail sentences are 10 to 25% shorter.
Cutpurse (Larceny: Gloves, Bracelet)5 to 15% chance a successful crime yields +50% gold.
Gleaner's Instinct (Fortune: Amulet, Cloak)+5 to 15% material drop chance.
Midas Touch (Fortune: Amulet, Cloak)+4 to 12% gold from actions.
Magpie's Claim (Fortune: Amulet, Cloak)+5 to 15% gear drop chance.
Broker's Tongue (Fortune: Amulet, Cloak)Marketplace listing fee reduced 20 to 50%.
Usurer's Ledger (Fortune: Amulet, Cloak)Bank daily interest +10 to 30% relative, a multiplier on your rate rather than extra percentage points.
Scholar's Insight (Arcana: Ring, Helmet)+4 to 12% XP from all sources.
Attunement (Arcana: Ring, Helmet)Mana regenerates 10 to 25% faster.
Arcane Reservoir (Arcana: Ring, Helmet)Maximum mana +5 to 15%.
Questbound (Arcana: Ring, Helmet)Daily quest rewards +8 to 20%.
Glorybound (Arcana: Ring, Helmet)+8 to 20% glory from arena season payouts.

The divine jailbreak tool rolls from its own separate pool of 6, listed below with the same ranges. It has no slot and no pool restriction: there is exactly one divine tool, so any of these six can land on it.

The Key of Heaven's Gate's own effect pool. See the Jail page for how the tool itself is crafted.
Tool effectWhat it does
Master Key+5 to 12% bust success on other players.
Silent Entry25 to 60% chance the bust target is not notified.
Vanisher+3 to 10 percentage points of slip-away chance.
Unshaken20 to 50% chance a failed bust does not reset your streak.
Jailer's Ruin+10 to 25% additional sentence reduction.
Divine HarvestA successful jailbust has a 0.01 to 0.03% chance to yield a Godshard.

Rerolling a divine effect

If a divine piece rolls an effect or a strength you do not want, you can reroll it straight from your inventory. A full reroll costs 150 shadowgems and redrawing only the strength costs 100, both flat, with no escalation for repeated rerolls. A full reroll is blind: it draws a brand new effect from the same slot pool at a brand new rolled strength, with no preview and no way to choose or lock in what you already have. A reroll can hand back the exact same effect you started with, at a better or worse roll, purely by chance.

What the reroll can hand you is the whole of that slot's pool, nothing more and nothing less: every divine effect and its range lists the candidates and the magnitudes each of them rolls between, so a reroll is blind but not unknowable.

The divine jailbreak tool rolls an effect of its own and rerolls it the same way, blind, for the same cost, out of its own separate pool: rerolling the divine tool’s effect covers that half.