How to build your gear

Gear is the main way to get stronger on Windlands. Every item gives specific stats, and your build determines which spot you farm. This guide explains what makes up an item's power.

Figures current as of 2026-09-24, balance is still being tuned.

The character window

Press E to open the character window. Instead of a regular inventory, there are three tabs:

  • Character — equipped items and jewelry slots;
  • Inventory — your bag;
  • Stats — all your stats as numbers.

Slots: weapon, 4 armor pieces, gloves, necklace, 2 earrings, 2 rings, belt, talisman, and wings.

Tiers and grades

Gear runs in tiers from T1 to T15. The tier determines the minimum level to equip an item. Tiers are grouped into letter grades:

GradeTiersLevelsGem sockets
NGT1–T31–141
DT4–T515–251
CT6–T826–432
BT9–T1044–562
AT11–T1357–793
ST14–T1580–1003

Where to get it:

  • NG and D — from city vendors and mobs;
  • C, B, and early A — spot drops;
  • top A and S — crafted from boss parts and territory trophies, occasionally drops from level-85+ spots.

Right now only starting-level spots are open in the world. Higher spots, world bosses, and the forge for crafting top-tier gear will arrive as the world fills in, see Roadmap.

If your level isn't high enough, the requirement in the item tooltip shows in red.

Rarity

The same item can drop at different rarities. Rarity boosts every stat:

RarityPowerDrop chance
Common×1.0075%
Rare×1.1220%
Epic×1.254.5%
Legendary×1.400.5%

An item can also carry up to 3 golden perks: small bonuses that drop with the item and stay with it permanently.

Weapons

Six types: shortsword, longsword, dagger, dual blades, bow, and staff. Each has its own speed, range, and right-click ability — more in the Combat guide.

Beyond regular tiers, there's named legendary gear — rewards from the story and rare finds.

Armor and sets

A set is a helmet, chestplate, leggings, boots, and gloves from the same line. The more pieces of one set you wear, the bigger the bonus:

  • 2 pieces — a small bonus, e.g. +2% health;
  • 4 pieces — e.g. +3% physical damage and +1% damage reduction;
  • 5 pieces — a class ability. For example, the Swordsman's "Last Stand": below 30% health, defense spikes for 5 seconds.

How many pieces you're wearing shows in the item tooltip ("equipped N/5").

Armor doesn't wear out: it has no durability.

There's also a separate Draconic Armor: a full set with defense above netherite, equippable from level 30.

The 5-piece bonuses and class restrictions go live together with classes. Until then, those tooltip lines are marked "not active yet."

Jewelry

Necklaces, earrings, rings, belts, and talismans give defense, health, and special effects: crit chance, lifesteal, dodge, elemental resistance. Jewelry can't be sharpened, but it does have gem sockets too.

Stats have caps. For example, crit chance can't exceed 60%, dodge can't exceed 15%, and total damage reduction can't exceed 40%.

Gems and the jeweler

Gems slot into an item's sockets. Each gem gives one percentage-based stat. There are 30 gem types across 7 tiers, from "Tiny" to "Flawless."

At the jeweler in town you can:

  • socket a gem;
  • remove it (costs more than socketing);
  • replace it — the old gem breaks in the process;
  • fuse 3 into 1: three gems become one of the next tier up.

Prices scale with the gem's tier: socketing costs from 27 to 30,000 karats.

Item tooltip

Hover over an item and a card pops up: grade, requirements, stats, gems, perks, set bonus. The ▲▼ arrows compare it with your equipped item. Scroll the mouse wheel if the card doesn't fit on screen.


Result: you understand what makes up an item's power and where to find it. Next up: Sharpening · Economy · Classes