Gear and enhancement
Gear is the deepest system in the game. A drop is not finished when it lands. It is raw material that gets identified, refined, fortified and socketed until it is worth wearing, or broken down for parts if it is not.
On this page
The gear menu
Pressing E does not open a vanilla inventory. It opens a custom
54-slot gear menu, and this is where the RPG actually lives. /ci opens
the same thing.
| Section | Slots | Takes |
|---|---|---|
| Armour | 4 | Helmet, chestplate, leggings, boots |
| Accessories | 6 | Two rings, a bracelet, a relic, a talisman, a charm |
| Passive skill gems | 7 | Any passive gem: Health Amp, Damage Boost and the rest |
| Active skill gems | 9 | Any active gem: Fireball, Dart, Smite and the rest |
Slotting a skill gem grants the matching ability immediately, and removing it takes the ability away again. It survives a restart, and it follows you between floors along with the rest of your character.
Where loot comes from
| Source | What you get |
|---|---|
| Mob kills | The main pipeline. Every mob has a drop table, and elites roll from better ones |
| The item generator | Most weapon and armour drops are rolled with random stats, so no two are alike |
| Hand-built items | Around 34 fixed items: skill gems, scrolls, tools. Always identical |
| Quest rewards | Usually a lesson rather than a prize, especially on the early floors |
Item tiers
| Tier | Colour | Where you see it |
|---|---|---|
| Common | White / grey | Basic gear and common gems. The default |
| Uncommon | Green | Mid-tier gear and better gem variants |
| Rare | Green | Currently reserved for runes |
| Cursed | Red | Deliberately negative items. Only one exists |
| Epic and Legendary | Purple / orange | Defined, but held back for later content |
Identify, refine, fortify
Three tools with three separate jobs. Getting these confused is the fastest way to waste a good drop.
| Tool | What it does | When |
|---|---|---|
| Identify scroll or tome | Reveals the hidden stats on an unidentified drop | First thing you do with anything fresh |
| Refine stone | Raises the numbers on stats the item already has. +50 Strength becomes +55 | Once you have decided to keep it |
| Fortify stone | Raises a socket's level, which raises the chance a gem slots successfully | Before you risk a good gem |
Most random drops arrive unidentified: generic name, stats hidden, and you cannot equip it. Scrolls identify one item and are consumed; the Tome of Common is reusable and carries several charges before it breaks. There are four fortify stones, one for each socket type, plus one for the refine slot.
The loop, in order:
- Identify the drop to see what it rolled.
- Refine to push the numbers up.
- Fortify the socket you care about, so the gem is likely to take.
- Slot the gem or rune.
- Wear it. If it belongs to a set, go and find the other three pieces.
Dismantle and extract
Two tools that look similar and do opposite things.
| Tool | What it does | Use when |
|---|---|---|
| Dismantle tool | Destroys the item and returns materials | The gear is useless and you do not care about its sockets |
| Extractor tool | Pulls a socketed gem or rune back out and keeps the gear | You want that gem on something better |
The usual pattern is both: extract the gems worth saving, then dismantle what is left.
Money
Your balance follows you across every floor. /bal checks it,
/sell opens a sell interface you drag items into, and
/pay sends money to another player.
Sell prices are calculated from an item's own stats rather than being fixed per item. Damage and defence values are multiplied out, and each socket adds a flat amount. A well-rolled item is genuinely worth more than a badly rolled one of the same name. Money is what pays for refining, fortifying and extracting, so selling the rejects is how you fund improving the keepers.
Next: gems, runes and set bonuses, or the attributes your gear feeds into.