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Equipment

Olly Reed edited this page Aug 15, 2026 · 4 revisions

Equipment

Equipment is one of DaemoniaCraft's main build systems.

Standard crafted equipment currently uses E–S equipment ranks, while Hunter progression continues beyond S to N.

Equipment Groups

Equipment Sources

Starter Gear

The Tutorial provides E-Rank starter gear through /kit erank.

Choosing a base class also grants a class-appropriate E-Rank starter loadout.

Blacksmithing

Blacksmithing is the controlled method of creating standard equipment.

Boss Chests

Boss Chests can reward equipment.

Boss Chest Current Equipment Behaviour
E Guaranteed equipment roll: 50% E / 50% D
D Guaranteed equipment roll: 20% E / 60% D / 20% C
C Guaranteed equipment roll: 20% D / 60% C / 20% B
B 20% chance for an equipment roll, weighted 20% C / 60% B / 20% A
A 25% chance for an equipment roll, weighted mainly toward A with B and S also possible
S 10% A/S equipment collection plus a separate 5% S-Rank equipment roll

Item Quality

Two items with the same rank, form and material can still have different natural base stats.

Blacksmith profession level influences the quality of successful crafted base-stat rolls.

Core Sockets

Standard crafted weapons, armor, shields, bucklers, Tomes and Magic Orbs can roll Core sockets during creation.

Standard Rings, Necklaces, Bracelets and Earrings do not use the standard Core-socket roll.

Socket Counts

Rank Socket Roll
E / D 70% no socket / 30% exactly 1
C / B 70% exactly 1 / 30% exactly 2
A / S 70% exactly 2 / 30% exactly 3

There are five Core families:

  • MIGHT
  • AEGIS
  • INSTINCT
  • ARCANE
  • RUIN

A socket accepts a Core matching its family.

MIGHT Cores

Core 1 Core 2 Cores 3 Cores
Momentum Weapon hits build +0.03 Attack Speed per stack, max 10 +0.04, max 15 +0.05, max 20
Hunter Weapon hits build +1 Weapon Damage, max +6 max +9 max +12
Berserker Up to +6% Weapon Damage as Health falls up to +9% up to +12%
Execution +8% Weapon Damage vs targets at 30% Health or lower +12% +16%
Breaker Weapon hits build +2 Physical Damage, max +8 max +12 max +16

AEGIS Cores

Core 1 Core 2 Cores 3 Cores
Titan Taking damage grants +4 Physical and Magic Damage Reduction +6 +8
Bulwark At 35% Health or lower: heal 5% Max Health and gain 5 Physical/Magic DR 8% / 8 11% / 11
Fortress Taking damage grants +200 Defense +350 +500
Guardian Entity hit grants +4 Parry and +3 Physical DR +6 / +5 +8 / +7
Recovery At 50% Health or lower: heal 3% Max Health when damaged 5% 7%

INSTINCT Cores

Core 1 Core 2 Cores 3 Cores
Phantom Taking damage grants +5 Dodge and +0.01 Movement Speed +8 / +0.015 +11 / +0.02
Predator Weapon hits build +0.75 Crit Chance per stack, max +4.5 max +6.75 max +9
Reflex Taking damage grants +5 Parry and +0.05 Attack Speed +8 / +0.075 +11 / +0.10
Assassin +6% Weapon Damage vs targets at 70% Health or higher +9% +12%
Duelist Weapon hits build +1 Parry per stack, max +5 max +8 max +11

ARCANE Cores

Core 1 Core 2 Cores 3 Cores
Overload Every 4th Skill hit is ×1.20 Every 3rd is ×1.25 Every 3rd is ×1.35
Channel Skill activation grants +3 Cooldown Reduction +5 +7
Manaflow Skill activation grants +4 Mana Regeneration +7 +10
Spellblade Skill activation grants +8 Weapon Damage +12 +16
Amplifier Skill hits build +2 Skill Crit Power, max +10 max +16 max +22

RUIN Cores

Core 1 Core 2 Cores 3 Cores
Blood Periodic weapon hit applies 4 × 10% Attack Damage Bleed 4 × 14% 4 × 18%
Venom Periodic weapon hit applies 5 × 7% Attack Damage Poison 5 × 10% 5 × 13%
Inferno Periodic weapon hit burns and applies 3 × 10% Attack Damage 3 × 13% 3 × 16%
Vulnerability Qualifying weapon hit deals ×1.04 damage ×1.06 ×1.08
Reckless Weapon hit grants +0.04 Attack Speed and +0.005 Movement Speed, but -5 Physical/Magic DR +0.06 / +0.0075 +0.08 / +0.01

Core activation cooldowns and stack-expiry behaviour are handled by the Core itself; the tables above show the current player-facing scaling between 1, 2 and 3 matching Cores.

Equipment Upgrades

Most standard crafted equipment can be upgraded to +10.

Standard accessories currently do not use the normal +10 upgrade path.

Per-Upgrade Scaling

Equipment Type Per Successful Upgrade
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

Upgrade risk increases at higher upgrade levels.

The upgrade station shows the current success, downgrade and loss chances before an attempt; the available source snapshot does not define a separate reliable numeric chance table to reproduce here.

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