Gear Catalog
Shadowrealm characters equip twelve gear slots: weapon, offhand, helmet, chest, legs, boots, gloves, ring, amulet, belt, cloak, and bracelet. Every slot carries the same five rarities, common through mythic, and each rarity step is a real jump: a common weapon (rank 1) adds +2 Attack, while a mythic weapon (rank 5) adds +28 Attack, +8 Speed, +14 Critical Strike, +4 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-9,500 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 9,500 gold at mythic (not a purchase price, see "Where gear comes from"), and primarily raise Attack.
- Common Weapon: Nominal catalog value 50 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +2 Attack. A dull-edged blade any conscript could swing.
- Rare Weapon: Nominal catalog value 250 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 2. +6 Attack. +5 max HP, +3 max Mana. Balanced steel that bites deeper than it should.
- Epic Weapon: Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +10 Attack, +4 Critical Strike. +12 max HP, +6 max Mana, +1 max Energy. A cursed edge that thirsts between battles.
- Epic Weapon (two-handed): Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +20 Attack, +8 Critical Strike. +24 max HP, +12 max Mana, +2 max Energy. Too heavy for most, too hungry to put down.
- Legendary Weapon: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +16 Attack, +4 Speed, +8 Critical Strike. +25 max HP, +12 max Mana, +2 max Energy. This blade has ended kings and started wars.
- Legendary Weapon (two-handed): Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +32 Attack, +8 Speed, +16 Critical Strike. +50 max HP, +24 max Mana, +4 max Energy. A greatsword that cleaves fate as easily as flesh.
- Mythic Weapon: Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +28 Attack, +8 Speed, +14 Critical Strike, +4 Dodge. +50 max HP, +25 max Mana, +4 max Energy. Its edge exists a heartbeat before it is drawn.
- Mythic Weapon (two-handed): Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +56 Attack, +16 Speed, +28 Critical Strike, +8 Dodge. +100 max HP, +50 max Mana, +8 max Energy. Both hands and a lifetime are the price of holding it.
Offhand
Offhand pieces carry a nominal catalog value from 50 gold at common up to 9,500 gold at mythic (not a purchase price, see "Where gear comes from"), and primarily raise Defense.
- Common Offhand: Nominal catalog value 50 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +2 Defense. A dented buckler, better than bare knuckles.
- Rare Offhand: Nominal catalog value 250 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 2. +6 Defense. +5 max HP, +3 max Mana. Reinforced bracing that turns a killing blow aside.
- Epic Offhand: Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +10 Defense, +4 Dodge. +12 max HP, +6 max Mana, +1 max Energy. A ward-etched shield that drinks the force of impact.
- Legendary Offhand: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +16 Defense, +4 Magic Power, +8 Dodge. +25 max HP, +12 max Mana, +2 max Energy. It has never once let a champion fall.
- Mythic Offhand: Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +28 Defense, +4 Luck, +8 Magic Power, +14 Dodge. +50 max HP, +25 max Mana, +4 max Energy. Held aloft, it forgets the meaning of the word breach.
Helmet
Helmet pieces carry a nominal catalog value from 50 gold at common up to 9,500 gold at mythic (not a purchase price, see "Where gear comes from"), and primarily raise Defense.
- Common Helmet: Nominal catalog value 50 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +2 Defense. Battered steel that has taken more hits than you.
- Rare Helmet: Nominal catalog value 250 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 2. +6 Defense. +5 max HP, +3 max Mana. A polished helm fit for a captain's escort.
- Epic Helmet: Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +10 Defense, +4 Magic Power. +12 max HP, +6 max Mana, +1 max Energy. Rune-lined steel that quiets the screaming in your skull.
- Legendary Helmet: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +16 Defense, +8 Magic Power, +4 Dodge. +25 max HP, +12 max Mana, +2 max Energy. Kings once bowed rather than meet the gaze beneath it.
- Mythic Helmet: Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +28 Defense, +4 Luck, +14 Magic Power, +8 Dodge. +50 max HP, +25 max Mana, +4 max Energy. The wearer's thoughts are no longer entirely their own.
Chest
Chest pieces carry a nominal catalog value from 50 gold at common up to 9,500 gold at mythic (not a purchase price, see "Where gear comes from"), and primarily raise Defense.
- Common Chest: Nominal catalog value 50 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +2 Defense. Patched leather, stitched more than it was ever forged.
- Rare Chest: Nominal catalog value 250 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 2. +6 Defense. +5 max HP, +3 max Mana. A well-fitted cuirass that turns aside a careless strike.
- Epic Chest: Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +10 Defense, +4 Stamina. +12 max HP, +6 max Mana, +1 max Energy. Living plate that tightens like a fist before the blow lands.
- Legendary Chest: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +16 Defense, +8 Stamina, +4 Dodge. +25 max HP, +12 max Mana, +2 max Energy. No blade drawn in this age has pierced it.
- Mythic Chest: Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +28 Defense, +4 Speed, +14 Stamina, +8 Dodge. +50 max HP, +25 max Mana, +4 max Energy. It remembers every death it refused to allow.
Legs
Legs pieces carry a nominal catalog value from 50 gold at common up to 9,500 gold at mythic (not a purchase price, see "Where gear comes from"), and primarily raise Defense.
- Common Legs: Nominal catalog value 50 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +2 Defense. Rough-cut greaves, cheap enough to lose without grief.
- Rare Legs: Nominal catalog value 250 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 2. +6 Defense. +5 max HP, +3 max Mana. Segmented plating that never once slows the stride.
- Epic Legs: Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +10 Defense, +4 Speed. +12 max HP, +6 max Mana, +1 max Energy. Shadow-forged greaves that bend without ever breaking.
- Legendary Legs: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +16 Defense, +8 Speed, +4 Dodge. +25 max HP, +12 max Mana, +2 max Energy. Legs that carried a legend across three ruined kingdoms.
- Mythic Legs: Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +28 Defense, +14 Speed, +4 Stamina, +8 Dodge. +50 max HP, +25 max Mana, +4 max Energy. Every step taken in them rewrites the ground beneath it.
Boots
Boots pieces carry a nominal catalog value from 50 gold at common up to 9,500 gold at mythic (not a purchase price, see "Where gear comes from"), and primarily raise Speed.
- Common Boots: Nominal catalog value 50 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +2 Speed. Worn soles that have outlasted three owners already.
- Rare Boots: Nominal catalog value 250 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 2. +6 Speed. +5 max HP, +3 max Mana. Quiet leather that lands without a sound.
- Epic Boots: Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +10 Speed, +4 Dodge. +12 max HP, +6 max Mana, +1 max Energy. Steps taken in these leave no trace at all.
- Legendary Boots: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +16 Speed, +4 Luck, +8 Dodge. +25 max HP, +12 max Mana, +2 max Energy. They have outrun the dawn more than once.
- Mythic Boots: Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +28 Speed, +8 Luck, +4 Stamina, +14 Dodge. +50 max HP, +25 max Mana, +4 max Energy. Between one stride and the next, distance forgets to matter.
Gloves
Gloves pieces carry a nominal catalog value from 50 gold at common up to 9,500 gold at mythic (not a purchase price, see "Where gear comes from"), and primarily raise Critical Strike.
- Common Gloves: Nominal catalog value 50 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +2 Critical Strike. Cracked leather grips, stiff but still faithful.
- Rare Gloves: Nominal catalog value 250 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 2. +6 Critical Strike. +5 max HP, +3 max Mana. A tailor's fine stitch over a fighter's rough hands.
- Epic Gloves: Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +4 Attack, +10 Critical Strike. +12 max HP, +6 max Mana, +1 max Energy. Fingers wrapped in these strike before thought arrives.
- Legendary Gloves: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +8 Attack, +4 Speed, +16 Critical Strike. +25 max HP, +12 max Mana, +2 max Energy. They have throttled fate and come away unscarred.
- Mythic Gloves: Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +14 Attack, +8 Speed, +4 Luck, +28 Critical Strike. +50 max HP, +25 max Mana, +4 max Energy. What they touch, they are already halfway to owning.
Ring
Ring pieces carry a nominal catalog value from 50 gold at common up to 9,500 gold at mythic (not a purchase price, see "Where gear comes from"), and primarily raise Magic Power.
- Common Ring: Nominal catalog value 50 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +2 Magic Power. A plain band, more habit than charm.
- Rare Ring: Nominal catalog value 250 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 2. +6 Magic Power. +5 max HP, +3 max Mana. A lucky ring, worn smooth by nervous thumbs.
- Epic Ring: Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +4 Luck, +10 Magic Power. +12 max HP, +6 max Mana, +1 max Energy. A whispering band that nudges chance in your favor.
- Legendary Ring: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +8 Luck, +16 Magic Power, +4 Critical Strike. +25 max HP, +12 max Mana, +2 max Energy. Fortune itself seems reluctant to look away from it.
- Mythic Ring: Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +14 Luck, +28 Magic Power, +8 Critical Strike, +4 Dodge. +50 max HP, +25 max Mana, +4 max Energy. Probability bows slightly whenever this ring catches the light.
Amulet
Amulet pieces carry a nominal catalog value from 50 gold at common up to 9,500 gold at mythic (not a purchase price, see "Where gear comes from"), and primarily raise Luck.
- Common Amulet: Nominal catalog value 50 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +2 Luck. A cheap charm, more comfort than protection.
- Rare Amulet: Nominal catalog value 250 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 2. +6 Luck. +5 max HP, +3 max Mana. A blessed pendant that hums faintly when danger nears.
- Epic Amulet: Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +10 Luck, +4 Magic Power. +12 max HP, +6 max Mana, +1 max Energy. It glows colder the closer doom draws.
- Legendary Amulet: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +16 Luck, +8 Magic Power, +4 Critical Strike. +25 max HP, +12 max Mana, +2 max Energy. Old gods are rumored to still answer its call.
- Mythic Amulet: Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +4 Speed, +28 Luck, +14 Magic Power, +8 Critical Strike. +50 max HP, +25 max Mana, +4 max Energy. Wear it long enough and luck stops being an accident.
Belt
Belt pieces carry a nominal catalog value from 50 gold at common up to 9,500 gold at mythic (not a purchase price, see "Where gear comes from"), and primarily raise Stamina.
- Common Belt: Nominal catalog value 50 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +2 Stamina. A stiff leather strap, patched at the buckle.
- Rare Belt: Nominal catalog value 250 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 2. +6 Stamina. +5 max HP, +3 max Mana. A reinforced belt that never once gives at the seam.
- Epic Belt: Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +4 Defense, +10 Stamina. +12 max HP, +6 max Mana, +1 max Energy. Runed leather that steadies breath through the longest fight.
- Legendary Belt: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +8 Defense, +4 Speed, +16 Stamina. +25 max HP, +12 max Mana, +2 max Energy. It has cinched the waists of three fallen dynasties.
- Mythic Belt: Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +14 Defense, +8 Speed, +4 Luck, +28 Stamina. +50 max HP, +25 max Mana, +4 max Energy. The wearer's stamina forgets it was ever finite.
Cloak
Cloak pieces carry a nominal catalog value from 50 gold at common up to 9,500 gold at mythic (not a purchase price, see "Where gear comes from"), and primarily raise Dodge.
- Common Cloak: Nominal catalog value 50 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +2 Dodge. A moth-eaten cloak, still warm enough to matter.
- Rare Cloak: Nominal catalog value 250 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 2. +6 Dodge. +5 max HP, +3 max Mana. Dyed shadow-cloth that slips easily past a watchman's eye.
- Epic Cloak: Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +4 Speed, +10 Dodge. +12 max HP, +6 max Mana, +1 max Energy. It drinks torchlight and gives nothing back.
- Legendary Cloak: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +8 Speed, +4 Luck, +16 Dodge. +25 max HP, +12 max Mana, +2 max Energy. Assassins speak its name only in the past tense.
- Mythic Cloak: Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +14 Speed, +8 Luck, +4 Stamina, +28 Dodge. +50 max HP, +25 max Mana, +4 max Energy. Wrapped in it, the world briefly forgets you exist.
Bracelet
Bracelet pieces carry a nominal catalog value from 50 gold at common up to 9,500 gold at mythic (not a purchase price, see "Where gear comes from"), and primarily raise Magic Power.
- Common Bracelet: Nominal catalog value 50 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +2 Magic Power. A thin band of tin, more decoration than defense.
- Rare Bracelet: Nominal catalog value 250 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 2. +6 Magic Power. +5 max HP, +3 max Mana. Warm metal that hums faintly with stored intent.
- Epic Bracelet: Nominal catalog value 900 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 3. +10 Magic Power, +4 Critical Strike. +12 max HP, +6 max Mana, +1 max Energy. Spellwork coils tighter around the wrist with every cast.
- Legendary Bracelet: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 4. +4 Luck, +16 Magic Power, +8 Critical Strike. +25 max HP, +12 max Mana, +2 max Energy. It has channelled magic that reshaped a battlefield.
- Mythic Bracelet: Nominal catalog value 9,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 5. +4 Speed, +8 Luck, +28 Magic Power, +14 Critical Strike. +50 max HP, +25 max Mana, +4 max Energy. Sorcery no longer asks permission once this is worn.
Two-handed weapons
Epic, legendary, and mythic 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, and one of them (see below) cannot be equipped at all.
- The Oathblade: Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +16 Attack, +4 Speed, +8 Critical Strike. +25 max HP, +12 max Mana, +2 max Energy. A rune-etched war-blade forged for Brannoc the Oathbroken.
- The Widow's Focus (two-handed): Nominal catalog value 3,200 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 1. +32 Attack, +8 Speed, +16 Critical Strike. +50 max HP, +24 max Mana, +4 max Energy. A ritual staff, tuned to Iskra Voss's grief. It cannot be wielded, only offered.
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.
- Drops: Actions and heists roll for a bonus gear drop on top of their normal gold and XP reward, free but unreliable.
- The Blacksmith: A live shop in every city, each one selling exactly one rarity tier (Ashenvale sells common, Shadowmere sells rare, Duskholm sells epic, The Dark Citadel sells legendary; mythic gear is never sold here). It prices a piece at the cost of self-forging it: the same materials its recipe requires, at Reliquary rates. Baseline (pre-inflation) that runs 20,000 gold for a common weapon up to 3,240,000 gold for a legendary weapon; see the Crafting Materials page for the server-wide inflation multiplier that scales this up over time.
- The Black Market: A single random item rotating through its own flat price table, 2,500 gold at common up to 1,250,000 gold at mythic, baseline before the same inflation multiplier. It is the only vendor that ever stocks mythic gear outright.
- Player trading: Gear changes hands directly between characters on the Marketplace and The Fence, at whatever price the seller sets.
- The Forge: Crafting materials turn directly into gear, plus a mandatory gold fee. See the Crafting page for every recipe and its fee.