Gear
Every system that makes a piece of gear stronger, what each of them risks and what carries over when you switch to a new piece.
Rarity and item level
The highest rarity on Global is Unique. Heroic gear doesn’t exist in Season 1, neither as loot nor through crafting; NC is deliberately slowing progress down this way.
Unique pieces range from item level 36 to 102, epic ones from 23 to 45. A piece’s item level determines what enhancing costs, how much each level gives and how many Amp levels are possible.
| Item level | Source |
|---|---|
| 36–51 | Early Unique sets from quests, crafted orichalcum pieces |
| 54 | Krao Cave and Draupnir |
| 62 | First tier of the crafted True Dragon Lord line |
| 70 | Urugugu Canyon, Vakron Sky Island; next crafted tier |
| 78 | Crafted (upgrade) |
| 86 | Fire Temple, Ferocious Horn Den, Ludra’s armour, jewellery and bracelet; crafted tier |
| 94 | Crafted (upgrade) |
| 102 | Ludra’s weapons; highest crafted tier |
What your item level is made of
Your character’s item level is a simple sum. Content checks exactly this value.
- the item level of every equipped piece,
- +1 per enhancement level on every piece,
- +1 per Daevanion Crystal spent, including on the Azphel PvP board,
- +1 to +4 per manastone line, depending on colour: grey 1, green 2, blue 3, yellow 4,
- Arcana cards with their own item level,
- +5 per Amp level. KR/TW value
Wings, pets and titles don’t count.
What each slot gives
Global has 20 gear slots. Brooch, pendant and seal from the Asian version are missing.
| Slot | Mainly gives |
|---|---|
| Weapon and guard | The highest attack values; lines can give levels for active skills |
| Rings | Base stats and levels for active skills |
| Necklace, earrings | Base stats and levels for passive skills |
| Seven armour pieces | Defence and levels for passive skills |
| Two bracelets | Pantheon stats instead of skill lines |
| Belt, amulet, two runes | Their own upgrade path, see below |
The client shows where a piece comes from: select the item and choose “Source”. The bracelet with the highest item level of the season, Unique 86, only comes from the Ludra raid.
Enhancing
| Maximum level | Rare +5, Epic +10, Unique +15 |
|---|---|
| Risk | Up to +10 every attempt succeeds. From +11 it can fail. |
| On failure | Only the Kina and enhancement stones of that attempt are gone. Level and item stay. |
| Bad-luck protection | Every failure raises the chance of the next attempt at the same level, by 5 percentage points from +11, until success is guaranteed. |
| Cost | Kina and enhancement stones. The amount depends on the piece’s item level and the level, not on rarity. |
| Dismantling | An enhanced piece returns all the enhancement stones put into it when dismantled, but not the Kina. |
What a level gives grows with the piece’s item level. +15 on a Unique weapon with item level 36 gives 61 attack; on one with item level 102 it’s 174. Almost all the Kina for enhancing to +15 goes into levels +11 to +15.
So the rule is: take farmed pieces you’ll replace soon to +10 at most. Expensive levels are worth it on pieces you’ll wear for a long time or whose progress you can pass on (see Transferring and Crafting).
Belt, amulet and runes
These four slots have their own upgrades. You get the belt and amulet through the main story. The belt gives defensive stats, the amulet offensive stats.
| Slot | Upgrade | Material |
|---|---|---|
| Noble Belt | +1 to +10 always succeeds; at +10, Substance Morph takes it to the next rarity, up to Unique | Scrolls from the garrisons of your region |
| Revelation Amulet | like the belt | Scrolls from the monolith of your region |
| Fierce Battle Amulet | like the belt | Scrolls from the Abyss shop |
| Clash Rune, two slots | +1 safe, risky from +2, no bad-luck protection | see below |
Stat lines and soul binding
Every piece carries random stat lines: four on looted Unique pieces, five on crafted Dragon Lord pieces, three on Ludra’s weapons. A line is either a general stat or a skill level for your class.
With Soul Binding you work on these lines:
| Action | What it does |
|---|---|
| Bind | Raises the values of existing lines. A value can only go up; every use gets more expensive. KR/TW value |
| Sync | Rerolls a single line. The new line can’t be one that’s already on the piece. |
| Reset | Reshuffles all lines. |
| Soul Fuse | Adds an extra line at 100% soul binding, always successful. Costs two “Philosopher’s Stone: Revelation” and 1,000,000 Kina. Unique from item level 54 only. |
Roll the line you want first, then raise its value. The lowest value is always the most likely when rolling. The fusion line is lost on a transfer, so don’t put a rare line there.
A piece becomes soul-bound when you equip it and can’t be traded after that. So sell whatever you want to sell before equipping it. KR/TW value
Manastones and soul stones
You socket manastones into weapons and armour, soul stones into jewellery. Every stone rolls a stat in one colour: grey, green, blue or yellow. The better the colour, the higher the value and the more item level the line gives. Belt, amulet and runes don’t take stones.
- There are lesser, intermediate and superior stones, each also as an Abyss variant with PvP lines.
- The two lowest tiers don’t roll damage lines. KR/TW value
- Better stones come from Transcendence, the raid and the Abyss; Alchemy crafts higher tiers.
- Manastones, soul stones and the weapon’s theostone are lost when transferring. They also don’t carry over when you upgrade crafted pieces.
- Only one theostone counts per weapon; identical stones don’t stack.
You’ll have plenty of lesser stones later. They’re enough for quick item level on transitional gear. Expensive stones belong on pieces you keep.
Amp and potential
Amp
Once a Unique piece is at +15, you continue with Amp (Amplified Enhance). How many levels are possible depends on item level: none below 54, one at 54 to 62, three at 70 to 78, five from 86. A failure only costs the attempt; the level stays, and the chance rises next time. The material is zenith stones, which you convert from zenith stone fragments and enhancement stones.
Weapons and jewellery get attack and damage amplification, armour gets defence, health and damage resistance. The fifth level alone makes up about half of the total cost. Amp is kept when transferring.
Potential
Almost every Unique piece from item level 36 has a potential line. On Global it’s a pure PvP stat: weapons and jewellery get PvP damage amplification, armour and bracelets PvP damage resistance. There is no PvE variant.
- Four levels at 0.5% each, 2% in total. Every level succeeds.
- Cost: 1, 2, 3 and 4 “Potential Enhancement Stone: Abyss (Unique)” plus 100,000 Abyss Points each, 10 stones and 400,000 points in total, no Kina.
- The stones drop in Lower Reshanta; the Abyss shop sells 20 per week, shared by all characters on a server.
- Potential is lost when transferring.
Transferring
With a Transfer, the progress of a Unique piece moves to a new Unique piece. It always succeeds and costs no Kina, only transfer stones.
Carried over
- Stat lines
- Enhancement level
- Amp levels
Lost
- The line from Soul Fuse
- Manastones, soul stones, theostone
- Potential
Transfers work within three item level ranges: 36–70, 70–86 and 86–102. Into the top range, the source piece may come from any range, but there it costs two stones instead of one. Going from a lower rarity to Unique isn’t possible.
You get transfer stones through Substance Morph from looted Unique pieces. So don’t just dismantle surplus yellow pieces for enhancement stones.
Crafting
Crafted Unique gear follows a ladder: you only craft the first tier with item level 62 directly. Every higher tier is made by upgrading the previous one, step by step up to item level 102.
| Upgrading | Always succeeds. Enhancement, Amp and soul binding carry over, manastones don’t. |
|---|---|
| Normal crafting | Can fail; then the materials are gone. The chance rises with your crafting level, which goes up to 100. |
| Lucky procs | After a success you sometimes get a bonus attempt that can skip a tier. |
| Lines | Five stat lines instead of four, but no fixed PvE line. Potential as on other Unique pieces. |
| Binding | Crafted pieces are bound to the character who crafts them. So craft with the character who will wear them. |
| Slots | All weapons, guards, the seven armour pieces, earrings, necklace and rings. Not bracelets, amulet, belt or runes. |
Gathering already opens at level 10, so you can collect materials while levelling. Most crafting materials are tradable, but you can only buy on the market with a membership. What to craft first is in the guide From 45 to Ludra.
What to keep, what to upgrade
- Keep belt and amulet. They stay with you into the endgame and are only upgraded via rarity, never replaced.
- Farmed pieces to +10. Up to there, enhancing is risk-free and cheap. Expensive levels only on pieces that stay or pass on their progress.
- Don’t throw away Unique pieces. Every looted Unique piece becomes a transfer stone.
- Fill what gets lost last. Expensive manastones, potential and the fusion line only on end-game gear.
- Enhance runes carefully. Every attempt from +2 can cost you the rune, and a level only gives one item level.
Wings still give stats but aren’t enhanced on Global. The expedition wings drop sealed from Conquest chests.
Common mistakes
Copying Asian priorities
Global characters have fewer stats overall, and the enhancement caps are different. Stat weights and “best in slot” lists from Korea therefore don’t carry over one to one.
Pushing transitional pieces past +10
From +11 every level costs many times more. On a piece you’ll replace soon, that’s wasted Kina.
Equipped before selling
Equipping binds the piece to your character. After that you can’t list it on the market.
Crafted for an alt
Crafted pieces bind to the crafter. So the gear has to be made by the character who wears it.
Last updated
4 October 2026, Global version at the start of Season 1. Values from the Global client and NC’s information; anything only known from the Asian version is marked. Changes are listed under News.



