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Equipment
Equipment is one of DaemoniaCraft's main progression systems.
A character's final build is shaped by a combination of:
- Classes
- Attributes
- Stats
- Equipment form
- Equipment rank
- Material
- Base-stat rolls
- Smithing fittings
- Enchantments and modifiers
- Core sockets
- Upgrades
Standard crafted equipment currently runs from E Rank through S Rank.
- Weapons
- Armor
- Accessories
- Shields
- Caster offhands
Detailed crafting is covered on Blacksmithing, while post-crafting modifiers are covered on Enchanting and Modifiers.
New Hunters can claim E-Rank starter equipment during the Tutorial using:
/kit erank
Choosing a base class at Level 10 also grants a class-appropriate E-Rank loadout.
The Blacksmith is the main controlled way to create standard equipment.
The player chooses the item's:
Category → Form → Fitting where available → Rank → Material
See Blacksmithing.
Boss Chests can also reward equipment.
| Boss Chest | Current Equipment Roll |
|---|---|
| E | Equipment roll guaranteed: 50% E / 50% D |
| D | Equipment roll guaranteed: 20% E / 60% D / 20% C |
| C | Equipment roll guaranteed: 20% D / 60% C / 20% B |
| B | 20% equipment-roll chance, weighted 20% C / 60% B / 20% A |
| A | 25% equipment-roll chance, weighted mainly toward A, with B and S also possible |
| S | 10% equipment-roll collection weighted toward A/S, plus a separate 5% S-Rank equipment roll |
Boss Chests contain other progression rewards as well; this table only covers their equipment behaviour.
Many standard weapons and armor pieces have a Required Class.
Starter E-Rank equipment can be broader, but standard crafted equipment becomes more class-specific from later ranks.
See Weapons and Armor for the current standard class compatibility.
Standard Rings, Necklaces, Bracelets and Earrings do not require a particular base class.
Two items with the same rank, material and form can still have different base stats.
For Blacksmith-crafted equipment, the Blacksmith's profession level affects the quality of successful base-stat rolls.
When comparing items, consider the complete item rather than rank alone.
Standard crafted weapons, armor, shields, bucklers, Tomes and Magic Orbs can roll Core sockets when they are created.
Standard accessories do not currently use the Core-socket roll.
| Equipment Rank | Socket Roll |
|---|---|
| E / D | 70% no socket / 30% exactly 1 socket |
| C / B | 70% exactly 1 socket / 30% exactly 2 sockets |
| A / S | 70% exactly 2 sockets / 30% exactly 3 sockets |
There are five Core types:
- MIGHT
- AEGIS
- INSTINCT
- ARCANE
- RUIN
A socket only accepts a Core matching its type.
MIGHT — Weapon and physical offense
| Core | Main Effect |
|---|---|
| Momentum Core | Weapon hits build Attack Speed |
| Hunter Core | Weapon hits build Weapon Damage |
| Berserker Core | Gains Weapon Damage as Health falls |
| Execution Core | Bonus Weapon Damage against enemies below 30% Health |
| Breaker Core | Weapon hits build Physical Damage |
AEGIS — Defense and survival
| Core | Main Effect |
|---|---|
| Titan Core | Taking damage grants Physical and Magic Damage Reduction |
| Bulwark Core | Low-Health damage trigger that heals and grants mitigation |
| Fortress Core | Taking damage grants temporary Defense |
| Guardian Core | Entity hits grant Parry and Physical Damage Reduction |
| Recovery Core | Taking damage below 50% Health restores Health |
INSTINCT — Evasion, critical hits and parry
| Core | Main Effect |
|---|---|
| Phantom Core | Taking damage grants Dodge and Movement Speed |
| Predator Core | Weapon hits build Critical Strike Chance |
| Reflex Core | Taking damage grants Parry and Attack Speed |
| Assassin Core | Bonus Weapon Damage against enemies above 70% Health |
| Duelist Core | Weapon hits build Parry Rating |
ARCANE — Skills and magic
| Core | Main Effect |
|---|---|
| Overload Core | Skill hits build toward an empowered Skill Damage hit |
| Channel Core | Skill hits grant Cooldown Reduction |
| Manaflow Core | Skill hits grant Mana Regeneration |
| Spellblade Core | Skill hits empower Weapon Damage |
| Amplifier Core | Skill hits build Skill Critical Strike Power |
RUIN — Damaging effects and trade-offs
| Core | Main Effect |
|---|---|
| Blood Core | Weapon hits apply Bleed |
| Venom Core | Weapon hits apply Poison |
| Inferno Core | Weapon hits apply Burn |
| Vulnerability Core | Applies a damage-taken vulnerability effect |
| Reckless Core | Grants speed at the cost of defensive reduction |
The Core itself displays the exact effect and how it changes when multiple Cores of the same family are equipped.
Most standard crafted equipment can be upgraded to +10.
Current upgrade paths include:
- Weapons
- Caster weapons
- Armor
- Shields
- Tomes
- Caster offhands
Standard Rings, Necklaces, Bracelets and Earrings do not currently have an upgrade path.
Each successful upgrade improves stats according to the equipment type.
| Equipment Type | Current Per-Upgrade Scaling |
|---|---|
| Physical Weapon | +2.5% Attack Damage, +2.5% Max Durability |
| Caster Weapon | +2.5% Attack Damage, +2.5% Magical Might, +2.5% Max Durability |
| Armor | +2.5% Defense, +2.5% Max Durability |
| Shield | +2.5% Defense, +2.5% Max Durability |
| Tome | +2.5% Mana Regeneration, +2.5% Cooldown Reduction |
| Caster Offhand | +2.5% Magical Might |
| Physical Offhand | +2.5% Weapon Damage, +2.5% Max Durability |
Higher upgrade levels become increasingly risky.
The upgrade station displays the relevant success, downgrade and loss chances before the attempt.