Worn
Gear
Eight places to wear something, two of them rings. Class decides what the offhand and the shoulder are allowed to be. A two-handed weapon blocks a shield or a focus. It does not block an archer’s quiver.
Slots
| Slot | Holds | Rule |
|---|---|---|
| Main hand | One weapon | One-handed or two-handed. |
| Off hand | Shield, pouch, or focus | Warrior: shield, and only with a one-handed weapon. Archer: pouch, even with a bow. Mage: focus, only with a wand. |
| Shoulder | Pauldron, quiver, or book | Warrior, archer, and mage respectively. |
| Armor | One armor piece | Cloth, leather, chain, or plate. |
| Cape | One cape | Woven. Textile upgrades it. |
| Necklace | One necklace | Bought or dropped. Not upgraded. |
| Rings | Two rings | Not crafted. Vendor rings of raw stats do not drop in the wild. |
| Artifact | One artifact | A rare slot of its own. |
Rarity follows the foe or the piece’s level: common from 1, uncommon from 20, rare from 40, epic from 60, legendary from 80. The highest matching band wins.
The armory
Runes
Enchant at a rune table: hero.enchant(piece id, rune id). disenchant strips it. A rune can add attack, defense, or speed, or hang a condition on your hits at the listed chance. minor_keen, minor_ward, and minor_stride are the level-1 trio the lesson names.