Gear Guide
This is the detailed guide for gear and stats in Eterspire. To see a simplified version, see the Quick Gear Guide
"Gear" in Eterspire refers to:
- Weapons
- Armor (Helmet, Platemail, Gauntlets, Platelegs, Greaves, Shield)
- Rings can be dropped by monsters and Remnants, purchased from Merchants, and traded with other players.
Gear has a new tier every 10 levels, corresponding to an enemy level range and specific shard (Ex. Steel gear comes from level 10 - 19 enemies and requires Steel shards for upgrades).
Some tiers have more than one gearset. For example. level 80 has Emerald gear, and the Boss set "Frostbite", dropped by Lusay, the Frozen.
To see a complete list of each gear type, it's corresponding shard, and location, please visit the Combat Progress Guide
Gear Rarity
There are four rarities of gear in Eterspire:
- Normal: Dropped by monsters and purchased from merchants.
- Excellent: Rarely dropped by monsters.
- Boss: Rarely dropped by Remnants.
- Excellent Boss: Super rare drops from Remnants.
- Normal Gear is the weakest piece from each tier. It can roll with negative stats and reduced damage, even through rerolling. It is not advisable to reroll Normal Gear. Upgrades are always useful, but the goal should be to replace it with gear of higher rarity.
- Excellent Gear is an improved version of Normal Gear. These pieces cannot have negative stats and have higher possible stat rolls than Normal Gear. Excellent Items typically have a shinier appearance than Normal Gear when upgraded.
- Boss Gear consists of unique pieces dropped by Remnants. Within the same tier, Boss Gear is mostly equivalent to Excellent Gear. See below for stat comparisons
- Excellent Boss Gear is the strongest within a tier. It is very rare and has the highest possible stat rolls.
Possible Gear Stats
Each type of gear (Weapons, Armor, Rings), have their own possible stat rolls. These are referred to as: Zero (the possible stat doesn't show up), Low rolls, Mid rolls, and High rolls.
Weapons
- Each weapon type has its own fixed Attack Speed Stat (ex. All Warhammers have an Attack Speed of 106).
- Weapon Damage: Low, Mid, High (normal weapons have 4, when including reduced damage).
- Bonus Attack Speed: Zero, Low, and High
- Vitality: Zero, Low, and High
Armor
- HP: Low, Mid, and High
- Bonus Attack Speed: Zero, Low, and High
- Strength: Zero, Low, and High
Rings
- Vitality: Zero, Low, Mid, High
- Strength: Zero, Low, Mid, High (Rings will always have at least one stat roll, but can roll both Vitality and Strength)
Stat Effects
- Damage: The amount of damage contributed to your total damage before modifiers. The higher the Weapon Damage, the greater your damage per hit will be.
- Attack Speed: Attack Speed determines how fast your character attacks. All weapons of the same type share a fixed Attack Speed.
- Bonus Attack Speed: Represented as a percent increase that scales off your weapon's Attack Speed Stat. For example, if a Mace has a fixed Attack Speed stat of 111, a Bonus Attack Speed stat of 10% will add 11 Attack Speed to your character. All sources of Bonus Attack Speed are applied independently.
- Vitality: Each point of Vitality contributes 10 HP to your character
- Strength: Adds damage to your total damage stat. The formula for Strength is not exactly known; however, similar to Bonus Attack Speed, Strength also scales off of your weapon type. Weapons with lower Attack Speed will gain more total damage per Strength point than those with higher attack speed.
While Bonus Attack Speed provides a higher benefit for weapons with higher Attack Speed, and Strength has higher benefit for weapons with lower Attack Speed, both stats are direct DPS increases and are always worth having.
Quality and Rerolling
When you view a piece of gear, you can see its quality represented by a percentage out of one hundred. This number reflects how close your item's stat rolls are to being perfect, meaning all possible stats at their maximum values.
Quality is a good metric to consider while rerolling gear, since 100% Quality (perfect) gear is possible.
Rerolling is the process of using Reforge Runes on a piece of gear at a Blacksmith to completely randomize the item's stats. Rerolling has no effect on item rarity or upgrades already on the piece (all upgrades will remain), but as the possible stats are randomized, it may lose and/or gain stats. Rerolling can be a long but rewarding process and is the focus of min/maxing endgame gear.
Reforge Runes can be crafted at the Transmogrification Table in Tarrasaga's Abode or Heroes' Hall Tavern.
Upgrading Gear
Upgrading gear requires using the appropriate shard at a Blacksmith. All gear in a given tier will use the same shard. For example, both Lypriptite and Famine Spoils will use Lypriptite Shards since they're both level 60. All gear level 80 and above currently use the game's highest tier shard, Emerald. You can use shards to upgrade an item to +5.
Items may sometimes have an "Upgrade Limit" of less than 5. To increase this, use Exalt Runes on the item at a Blacksmith. Exalt Runes can also be crafted at the Transmogrification Table.
To upgrade beyond level 5, you will need to use Soul Fragments, Blessed Fragments, or Heart Fragments.
Soul Fragments can be crafted at The Transmogrification Table with 3 shards of any type. Blessed Fragments and Heart Fragments are available for purchase in the Eterspire Store.
When using Soul Fragments, each upgrade comes with a chance of failure, which will reset the item back to +5. Blessed Fragments increase your chance of success by up to 4 times more than Soul Fragments, while preventing downgrades upon failure. Heart Fragments increase your chance of success up to 8 times more than than Soul Fragments, however if you fail, the item will be reset back to +5.
The maximum upgrade possible on an item is +10.(The exception is Capes, which can be upgraded once)
Stat Comparisons between Gear Rarities
Now that we've covered the basics of gear and stats, let's look at the true difference between the rarity types within a tier.
Tl;dr: "Excellent" typically means +10 levels in possible stats. Boss gear does as well. Excellent Boss gear is even better.
For simplicity's sake, the following is generally true for all tiers of gear:
Normal Gear < Excellent Gear = Boss Gear < Excellent Boss Gear
Let's look at a comparison of Swords. Ex Azurite (lvl 70), Emerald (80), Ex Emerald (80), Frostbite (80), and Ex Frostbite (80)
The following table lists their maximum stat rolls:
Weapon | Level | Damage | Bonus Attack Speed | Vitality |
---|---|---|---|---|
Excellent Azurite Sword | 70 | 330 | 12% | 102 |
Emerald Sword | 80 | 330 | 10% | 102 |
Excellent Emerald Sword | 80 | 408 | 12% | 125 |
Frostbite Sword | 80 | 407 | 10% | 125 |
Excellent Frostbite Sword | 80 | 492 | 12% | 152 |
There are a few things we can see from this set of Swords.
- The first being that the maximum rolled Excellent Gear has the same Damage (rounded) and Vitality as the next non-Excellent piece. For example, the Excellent Azurite Sword's Damage and Vitality are equal to those of the Emerald Sword.
- We can observe a similar pattern when comparing the Damage and Vitality of the Excellent Emerald Sword to the Frostbite Sword (a Boss item in the same tier).
- We see that upgrading from an Emerald Sword to an Excellent Emerald sword results in an increase in Damage of about 23.5%.
- The Excellent Frostbite Sword significantly outperforms the regular Frostbite Sword, offering 21% more Damage and 21% more Vitality.
These stat gains are generally consistent across all tiers of gear. Upgrading from Normal to Excellent or from Normal to Boss typically results in about a 20% increase in stats. Similarly, the transition from Boss to Excellent Boss also yields an approximate 20% increase.
In these instances, the difference in stat increase equates to about +10 levels.
It's also important to note that this pattern applies to HP on Armor as well.
Another important aspect that we haven't yet discussed is Bonus Attack Speed. This stat plays a crucial role in enhancing overall combat effectiveness, allowing for more frequent attacks and better damage output.
Bonus Attack Speed stat values are consistent across all tiers of gear.
- Normal and Boss weapons have a possible base Bonus Attack Speed of either 5% or 10%.
- Excellent and Excellent Boss weapons have a possible base Bonus Attack Speed of either 7% or 12%.
- Normal and Boss Armor have a possible base Bonus Attack Speed of either 1% or 2%.
- Excellent and Excellent Boss Armor have a possible base Bonus Attack Speed of either 3% or 4%.
This means that technically, Excellent weapons are slightly better than non-Excellent Boss weapons. While their Damage and Vitality are the same, Excellent weapons have a higher possible Bonus Attack Speed. The same is true for armor.
The 10/25 Rule
For a deeper dive into Weapon Damage, we can explore what's known as the the 10/25 Rule.
Excellent, Boss, and Excellent Boss Weapons have three possible Damage values. As we stated before, these are Low, Mid, and High.
In almost all cases, the Mid Roll is 10% higher than the Low Roll, while the High Roll is 25% Higher.
Let's take an Excellent Flarium Warhammer for example.
Low Roll | Mid Roll | High Roll | |
---|---|---|---|
Excellent Flarium Warhammer | 1864 | 2050 | 2330 |
1864 x 1.1 = 2050
1864 x 1.25 = 2330
This illustrates the difference that a well-rolled weapon makes.
Paired with the difference in max stats between the different rarities of gear, you can see how important it is to have good rolls.
Also, it is important to note that this is the case for Armor HP as well.
Low Roll | Mid Roll | High Roll | |
---|---|---|---|
Excellent Flarium Platemail | 4860 | 5346 | 6075 |
4860x1.1 - 5346
4860x1.25 = 6075
Conclusion
Gear in Eterspire can initially seem complex, but the system is structured around a few rules. Once you become familiar with these guidelines, you'll be able to effectively assess how much of an upgrade a new item offers.
Currently, the highest tier of gear is Ominous, and drops from the level 160 Boss The Omen. You can check the Ominous Gear page for complete values for both Boss and Excellent Boss pieces.
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