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.
Notched Warblade: 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.
Ironwrath Blade: 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.
Bloodletter's Edge: 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.
Executioner's Maul (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.
Ruinbrand Greatblade: 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.
Doomcleaver Greataxe (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.
Sorrowedge, the Last Argument: 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.
Worldsplitter, the Sundering (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.
Radiance, the Unmaking Light: Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +72 Attack, +20 Speed, +36 Critical Strike, +10 Dodge. +75 max HP, +38 max Mana, +6 max Energy. It does not cut so much as unmake what it touches.
Apotheosis, the World's End (two-handed): Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +144 Attack, +40 Speed, +72 Critical Strike, +20 Dodge. +150 max HP, +76 max Mana, +12 max Energy. Wielding it is the last decision a battlefield ever needs.
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.
Cracked Wardshield: 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.
Ironward Buckler: 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.
Bulwark of the Sworn: 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.
Aegis of the Unbroken Oath: 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.
The Last Ward: 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.
Ward of the Seventh Heaven: Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +72 Defense, +10 Luck, +20 Magic Power, +36 Dodge. +75 max HP, +38 max Mana, +6 max Energy. No blow has ever finished crossing it.
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.
Dented Vigil Helm: 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.
Ironvigil Helm: 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.
Helm of the Sleepless Watch: 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.
Crown of the Unyielding: 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.
Diadem of the Endless Vigil: 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.
Halo of the Waking God: Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +72 Defense, +10 Luck, +36 Magic Power, +20 Dodge. +75 max HP, +38 max Mana, +6 max Energy. The eyes beneath it stopped being entirely mortal.
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.
Frayed Guardplate: 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.
Ironhide Cuirass: 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.
Carapace of the Warden: 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.
Plate of the Immovable: 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.
Heart of the Mountain: 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.
Raiment of the Undimmed: Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +72 Defense, +10 Speed, +36 Stamina, +20 Dodge. +75 max HP, +38 max Mana, +6 max Energy. No edge forged since has found where it dims.
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.
Worn Marchguards: 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.
Ironmarch Greaves: 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.
Greaves of the Long March: 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.
Legplates of the Unbowed: 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.
Pillars of the Deathless: 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.
Greaves of the Ascendant Choir: Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +72 Defense, +36 Speed, +10 Stamina, +20 Dodge. +75 max HP, +38 max Mana, +6 max Energy. Every stride sounds faintly like a hymn no one else can hear.
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.
Quickstep 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.
Swiftstride 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.
Windrunner Greaves: 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.
Tempest Striders: 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.
Boots of the Fleeting Hour: 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.
Steps of the Unbound Sky: Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +72 Speed, +20 Luck, +10 Stamina, +36 Dodge. +75 max HP, +38 max Mana, +6 max Energy. The ground is a suggestion it no longer has to accept.
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.
Chipped Precision 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.
Keenedge Gauntlets: 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.
Gauntlets of the Perfect Cut: 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.
Grips of the Killing Stroke: 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.
Hands of the Silent Verdict: 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.
Gauntlets of the Final Mercy: Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +36 Attack, +20 Speed, +10 Luck, +72 Critical Strike. +75 max HP, +38 max Mana, +6 max Energy. What they strike is forgiven before it finishes falling.
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.
Dull Arcane Band: 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.
Spellbound 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.
Ring of Woven Arcana: 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.
Signet of the Ninth Circle: 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.
Band of the Hollow Star: 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.
Ring of the Living Aurora: Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +36 Luck, +72 Magic Power, +20 Critical Strike, +10 Dodge. +75 max HP, +38 max Mana, +6 max Energy. Colour moves across it like the sky deciding something.
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.
Tarnished Luckstone: 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.
Fortune's Pendant: 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.
Amulet of Turning Fortune: 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.
Charm of the Gambler's Fate: 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.
Eye of Unearned Fortune: 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.
Tear of the Weeping Star: Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +10 Speed, +72 Luck, +36 Magic Power, +20 Critical Strike. +75 max HP, +38 max Mana, +6 max Energy. Grief this old has crystallized into something closer to fate.
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.
Rough Endurance 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.
Sturdy Girdle: 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.
Girdle of Long Endurance: 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.
Belt of the Tireless: 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.
Cinch of the Unending Breath: 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.
Girdle of the Endless Dawn: Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +36 Defense, +20 Speed, +10 Luck, +72 Stamina. +75 max HP, +38 max Mana, +6 max Energy. The sun beneath the buckle has never once finished rising.
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.
Ragged Shadowcloak: 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.
Duskveil 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.
Cloak of the Slipping Shade: 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.
Mantle of the Unseen Step: 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.
Shroud of the Absent: 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.
Mantle of a Thousand Colours: Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +36 Speed, +20 Luck, +10 Stamina, +72 Dodge. +75 max HP, +38 max Mana, +6 max Energy. It has stopped agreeing to be only one colour at a time.
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.
Plain Channeling 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.
Runed Bracer: 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.
Bracer of Channelled Might: 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.
Bindings of the Deep Well: 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.
Manacle of the Whispering Void: 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.
Bindings of the Prism Eternal: Nominal catalog value 28,500 gold (not a purchase price, see "Where gear comes from" below), unlocks at Rank 8. +10 Speed, +20 Luck, +72 Magic Power, +36 Critical Strike. +75 max HP, +38 max Mana, +6 max Energy. Light enters it a stranger and leaves already obedient.
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.
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 rotating stall of 6 items at a time, gear among them, priced off its own flat 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, but only when the rotation happens to be holding one.
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.
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.
Effect
What 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 effect
What it does
Master Key
+5 to 12% bust success on other players.
Silent Entry
25 to 60% chance the bust target is not notified.
Vanisher
+3 to 10 percentage points of slip-away chance.
Unshaken
20 to 50% chance a failed bust does not reset your streak.
Jailer's Ruin
+10 to 25% additional sentence reduction.
Divine Harvest
A 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.