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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.
- Weapons
- Armor
- Accessories
- Shields
- Tomes and Magic Orbs
The Tutorial provides E-Rank starter gear through /kit erank.
Choosing a base class also grants a class-appropriate E-Rank starter loadout.
Blacksmithing is the controlled method of creating standard equipment.
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 |
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.
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.
| 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.
| 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 |
| 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% |
| 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 |
| 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 |
| 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.
Most standard crafted equipment can be upgraded to +10.
Standard accessories currently do not use the normal +10 upgrade path.
| 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.