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Gear

Introduction

The Doors of Trithius has no attributes to raise. Your gear does most of that work: it decides how hard you hit, how fast you swing, and how much punishment you can take.

This guide covers equipping items, reading their tooltips, weapons and armor, carrying weight, and keeping everything in repair.

Equipment Slots

Equipment pane with numbered slots

Your equipment is shown under your inventory on the right. Click an item in your inventory to equip it.

  • 1Main Hand
  • 2Off Hand
  • 3Ammo
  • 4Head
  • 5Chest
  • 6Legs
  • 7Gloves
  • 8Boots
  • 9Necklace
  • 10Ring
  • 11Ring
  • 12Main Hand (alternate)
  • 13Off Hand (alternate)
  • Weapons always go in the main hand. The off hand holds a shield, a parrying dagger, a torch or lantern, or a magebook. There is no dual wielding.
  • Two-handed weapons are marked (2H) on the tooltip and use both hands. All bows and fist weapons are two-handed.
  • Press R to swap to your alternate set, for example from sword and shield to a bow. Swapping takes a turn.
  • The Quartermastery skill unlocks two satchel slots. Each satchel makes one kind of item lighter to carry, such as food, medicine or crafting materials.

Reading an Item

Hover over any item to see its tooltip. For weapons, the important parts are:

Weapon tooltip for a Polished Longsword with type, damage, speed and mastery requirement marked
  • Type / skill group: a Sword is a Blade. Fighting with it trains both the Swords and Blades skills.
  • Damage and Attack Speed: read these together. Each attack takes 200 minus Attack Speed in time, so a 100-speed sword attacks in 100 and a 140-speed dagger attacks in 60. A fast weapon with lower damage can out-damage a slow heavy one. See the Combat guide for how time works.
  • Mastery requirement: better weapons need a level in their weapon skill. You can still equip one early, but see below.
Tip: Hold Alt while hovering an item to show your equipped item's tooltip next to it.

Weapons & Masteries

Every weapon type has its own mastery skill, and most belong to a larger group skill. Equipping or fighting with a weapon unlocks its skills, and every hit that lands trains them.

WeaponMasteryGroup
DaggerDaggersBlades
SwordSwords
AxeAxes
MaceMacesBludgeons
StaffStaffs
FlailFlails
BowArcheryRanged
CrossbowArbalism
Fist WeaponUnarmed (also used with empty hands)

Mastery Requirements

Anyone can equip any weapon. But if your mastery is below the weapon's requirement, you become Inept with it: you lose accuracy and damage, and the penalty grows with every level you are missing. Early weapons have no requirement; the best need a mastery in the 40s or 50s.

Weapon Tiers

The game doesn't show a tier number, but weapons are designed around six rough tiers of power. Materials in the name are a good hint, though plenty of weapons don't follow the pattern:

TierTypical namesMastery needed
1Scrapwork, Rusted, farm toolsNone
2Experimental, Sharp, SturdyNone
3Masterwork, Steel, IronwoodAbout 10
4Bonecarved, Bonewrought, AshwoodAbout 20
5Adamant, Barbaric, GoldleafAbout 30-40
6Felforged, BloodwoodAbout 45-55

Fist weapons need much less mastery than other weapons of the same tier. Browse every weapon on the Weapons page.

Ranged Weapons

Bows and crossbows fire the arrows or bolts in your Ammo slot, and each shot uses one up. Crossbows must be reloaded between shots.

Armor

Armor comes in three rough types:

  • Light, like leather: adds Dodge, with some resistance and no drawbacks.
  • Medium, like chain or ringmail: good resistance, with no drawbacks.
  • Heavy, like plate: the best protection, but it costs Dodge and often Maximum Energy.

Compare a heavy chest piece with a light one:

Soldier's Plate tooltip with -5 Dodge and -10 Maximum Energy marked, next to Leather Body with +5 Dodge marked

Heavier pieces can also lower your Move Speed and Maximum Energy. Nothing locks you into one style, so mix pieces freely and read the numbers.

StatWhat it does
ProtectionRemoves a flat amount from every hit you take.
Physical ResistReduces physical damage by a percentage, after Protection.
DodgeChance to avoid an attack completely, set against the attacker's Accuracy.
Missile DeflectionChance to deflect an arrow or bolt. Mostly found on shields.

Shields go in the off hand and add Protection, Physical Resist, Dodge and Missile Deflection. Bigger shields protect more, and slow you down more.

Weight

Encumbered status tooltip and the inventory weight counter showing 93.5 / 75

Everything you carry has a weight. The counter at the top of your inventory shows your total against your limit, which starts at 75.

  • Encumbered (over your limit): -20 Move Speed, -10 Dodge, -5 Energy Recovery, and no mobility abilities such as Jump.
  • Over Encumbered (more than 20 over): you cannot move or escape at all.

Armor is the heaviest thing most characters carry. Sell or drop spare pieces rather than hauling them around.

Condition & Repair

Gear wears out with use. Your weapon wears when your attacks land. When you take damage, one random piece of armor or your shield wears.

ConditionEffect
GoodWorks normally.
WornWorks normally. A warning that it will soon be damaged.
DamagedIts damage, or its Protection, Physical Resist and Dodge, are halved.
BrokenUnequipped automatically. Cannot be used until repaired.

Items in poor condition show a red hammer in your inventory, and the tooltip says what state they are in. On damaged gear, the reduced stat is shown in red with the amount lost:

Damaged Chain Gauntlets showing Physical Resist 4% (-5%), next to a Sturdy Broadsword marked Broken beyond use

Repairing

There are two ways to fix your gear:

  • Yourself: click a Workbench, open the Repair tab, and pay the listed materials. This also trains the Quartermastery skill.
  • In town: pay gold to a smith or other shopkeeper who deals in that kind of gear.
Workbench window with the Repair tab and the required materials marked

Shops will not buy anything below Good condition, so repair gear before you sell it. Gear you no longer need can be salvaged at a Workbench for materials.

Enchantments, Weapon Bonuses & Bolstering

On top of its base stats, an item can carry up to three extras, and they all stack:

Adamant Longsword of Pummeling tooltip with its enchantment, weapon bonus and bolster marked

Enchantment

One per item. An enchanted item gets a new name, like Adamant Longsword of Pummeling, shown in color: green, blue or pink, from common to rare. Find enchanted gear as loot and in shops, or enchant items yourself with the Enchanting skill at an Enchanting Table.

Weapon Bonus

Shown in yellow. A special bonus built into the weapon itself, so every copy of that weapon has it. Most weapons from tier 4 up have one.

Bolstered

With the Bolstering ability from the Quartermastery skill, you can reinforce a weapon or piece of armor once at a Workbench, for about twice its repair materials. It adds 30% durability, plus 5% damage on a weapon or 2% Physical Resist on armor.

Curses

Some monsters and potions can curse an item. A cursed item carries a penalty for as long as you have it, and shops will not buy it. A cleric can lift the curse.

Where to Find Gear

  • Your background: each background starts with different gear. You can reroll it on the character creation screen.
  • Loot: chests, barrels, closets and fallen enemies.
  • Shops: towns sell gear up to tier 5. Which shops a town has is random, and each sells its own kind of gear (the Towns & Factions guide lists every shop):
ShopSells
General StoreBasic weapons of every type, rings and necklaces
SmithyEarly weapons, armor and shields
BladesmithDaggers, swords and axes
HammersmithMaces and flails
StaffsmithStaffs (Leafborn villages only)
Archery SuppliesBows, crossbows, ammo and archer armor
FightmasterFist weapons
ArmorerArmor and shields
ClothierLight armor and clothing

The strongest tier 6 gear is not sold in regular shops. Look for it from dungeon bosses, sanctums, travelling merchants, and the rare Weapon Maker, found behind a mysterious door.

Shops buy gear back for about half its price, and only the kinds of items they sell themselves.

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