Build your class, then answer the fight

Sets

Explore every live Level 1-200 class foundation, Build Kit and encounter item, all linked to the exact equipment players can obtain.

This is the live Gear v2 catalogue used by drops, class rewards, shops, bosses and the forge. Retired equipment is not mixed into this list.

13class paths 39build kits 398398 live base items
LIVE GEAR SYSTEM

One class. Three real ways to build it.

Leveling gives every class one dependable foundation. At Transcendent, choose a playstyle. At high end-game, keep that identity and swap only a few pieces for the encounter.

Every item below has a stable live ID, real combat stats, a legal class gate, and at least one acquisition route.

How one loadout is composedThese layers solve different questions. They do not require a hidden matching-piece bonus.
01 Class foundation What your class always needs
02 Build Kit How your class plays
03 Encounter Kit What this fight asks you to answer
04 Goal Kit The loadout you save and wear
Five readable gear erasOnly one new decision is introduced at a time.
  1. 01 Lv 1-9 Starter

    Learn obvious upgrades

    3 item
  2. 02 Lv 10-49 First Class

    Complete one class line

    30 item
  3. 03 Lv 50-99 Second Class

    Deepen the chosen branch

    75 item
  4. 04 Lv 100-149 Transcendent

    Choose one of three builds

    190 item
  5. 05 Lv 150-200 High end-game

    Add small encounter swaps

    100 item
The foundation already knows your roleA Mage is led toward magic power and casting. A tank is led toward armour and survival. Early drops stop pretending every stat is useful to everyone.
Tank

Stand in front, hold threat, and protect the party.

DEFMDEFVITMax HP
Physical damage

Turn a weapon and a reliable hit rate into physical pressure.

ATKSTR / DEXHitSkill damage
Ranged damage

Deal reliable physical damage from range and choose targets.

ATKDEXHitRange / ASPD
Magic damage

Make spells stronger and keep the rotation sustainable.

MATKINTMax SPCast time
Healer

Keep the party alive without running dry.

HealingINTMax SPCast time / VIT
Support

Keep control, buffs, companions, or party tools active.

ReliabilityResourcesCadenceSurvival
StarterLearn obvious upgrades 3
Weapon · Guaranteed starter equipment Field Recruit Knife Requires Level 1 · Class foundation +2.4 STR+3.6 HIT+4.8 ATK
Body · Prontera outfitter Padded Recruit Coat Requires Level 1 · Class foundation +1.2 STR+1.2 VIT+3% Max HP+2.4 MDEF
Shoes · Class-fit Hunting Ground drop Trail Shoes Requires Level 5 · Class foundation +1.2 STR+1.2 VIT+3% Max HP+1.2 MDEF
Choose an advanced classThe page shows only one path at a time so 39 builds stay readable. 13

New bases currently reuse the closest existing item art while their distinct final artwork is produced. Their names, stats, rules and sources are live.

Magic damage

High Wizard

MageWizardHigh Wizard
Leveling foundation
Three advanced playstylesChoose one, or mix compatible pieces. The power is on each item and class mechanic, never on wearing an arbitrary piece count. Hybrid-friendly · no hidden set bonus
01 Power

Arcane Power

The highest dependable damage per completed spell.

Look for
MATKINTSpell ampMax SP
Core gear slots
WeaponArmourAccessory
Transcendent core · Levels 100–149
Apex continuation · Levels 150–200
Guaranteed enabler
Starcall Rod

Signature skills: Mystical Amplification · Napalm Vulcan

Equip this item on its Transcendent class and learn the signature skill you want to use. A matching post-100 Trait is an alternative enabler. Owning the item or choosing a Build Kit route does not activate the mechanic.

What you give up
Longer casts and higher SP pressure.
02 Critical

Spell Critical

Lower certainty with exciting critical spell spikes.

Look for
Spell CriticalLUKCritical damageMATK
Core gear slots
HeadgearWeaponAccessory
Transcendent core · Levels 100–149
Apex continuation · Levels 150–200
Guaranteed enabler
Resonant Formula Crown

Signature skills: Napalm Vulcan · Soul Drain

Equip this item on its Transcendent class and learn the signature skill you want to use. A matching post-100 Trait is an alternative enabler. Owning the item or choosing a Build Kit route does not activate the mechanic.

What you give up
Lower reliable MATK and no benefit to healing or damage-over-time ticks.
03 Tempo

Quickcast

Cast more often and recover quickly between spells.

Look for
Cast timeAfter-cast delaySP efficiencyDEX
Core gear slots
GarmentShoesAccessory
Transcendent core · Levels 100–149
Apex continuation · Levels 150–200
Guaranteed enabler
Channeler's Mantle

Signature skills: Mystical Amplification · Soul Drain

Equip this item on its Transcendent class and learn the signature skill you want to use. A matching post-100 Trait is an alternative enabler. Owning the item or choosing a Build Kit route does not activate the mechanic.

What you give up
Lower damage per cast than Arcane Power.
Situational equipment and Perfected pathsOptional weapon families and role pieces for this class. Ascendant pieces lead to the linked Level 190–198 Perfected evolution without creating another Gear Era. 15
Weapon · Exact forge recipe Journeyman Spellweaver Rod Requires Level 62 · Equipment alternative +9.6 INT+13.5% MATK+12% Max SP−9% cast time
Off hand · Exact forge recipe Journeyman Runic Ward Requires Level 62 · Equipment alternative +6 MDEF+4.8 VIT
Off hand · Exact forge recipe Runebound Runic Ward Requires Level 118 · Equipment alternative +9.6 MDEF+8.4 VIT
Weapon · Exact forge recipe Runebound Spellweaver Rod Requires Level 118 · Equipment alternative +16.8 INT+21% MATK+18% Max SP−15% cast time
Weapon · Exact forge recipe Ascendant Spellweaver Rod Requires Level 152 · Equipment alternative +21.6 INT+27% MATK+22.5% Max SP−16.5% cast time
Off hand · Exact forge recipe Ascendant Runic Ward Requires Level 152 · Equipment alternative +10.8 MDEF+10.8 VIT
Encounter KitsAdd compatible answers for a target: 2–4 gear or brew swaps over your current equipment. Choosing a plan grants no power; save it to a Goal Kit, then apply the saved gear and supplies.
Requires Level 150

Spectrum Fire Guard

Fire resistance for Ilyra’s Spectrum Break, with accuracy and cast tempo in a second flex slot.

Target · The Prismatic Menagerie · Lv 159

Fire resistance · Accuracy · Cast tempo · Named mechanic answer

Tradeoff
The scarf replaces lower-head HP and Blind resistance. It answers incoming Fire only; the lens is utility, not extra Fire resistance.
Requires Level 150

Dragon Pursuit

Prepare a Dragon damage brew and two flex pieces for the Dragon bodies in Draco’s mixed roster.

Target · Draco · Lv 193

Dragon damage · Accuracy · Blind resistance

Tradeoff
Dragon damage does nothing to the constructs in the same ground. The brew replaces every other brew and consumes crafted doses; the head swaps give up Fire resistance and later caster stats.
Encounter KitWhat this fight asks you to answer 10
Weapon · Named boss reward Nullfield Thesis Requires Level 190 +52.8 INT+27% Max SP−16.5% skill delay+37.5% MATK−40.5% taken from Boss
Mouth · Named boss reward Warden's Breathguard Requires Level 138 +20.4 MDEF+14.4 VIT+15% Max HP37.5% to resist blind
Face · Class-fit Hunting Ground drop Pathfinder Lens Requires Level 74 +2.4 MDEF+4.8 DEX+14.4 HIT+9.6 FLEE
Head · Named boss reward Commander's Laurel Requires Level 84 +3.6 MDEF+6 STR+6 DEX+6 INT+9.6 ATK
Accessory · Expedition reward Abyssal Wayfinder Requires Level 84 +3.6 MDEF+4.8 VIT+4.8 DEX+4.8 INT+6% Max HP
Face · Expedition reward Astral Focus Lens Requires Level 172 +3.6 MDEF+19.2 INT+19.2 DEX+12% MATK−15% cast time
Mouth · Named boss reward Worldroot Veil Requires Level 192 +30 MDEF+24 VIT+21% Max HP−22.5% taken from Boss
Face · Expedition reward Runic Surveyor Lens Requires Level 124 +2.4 MDEF+12 DEX+26.4 HIT+12 Crit−9% cast time
Cloak · Exact forge recipe Cinderbreak Mantle Requires Level 178 +48 INT+25.5% Max SP−36% cast time+9.6 MDEF−39% taken from Fire
Mouth · Exact forge recipe Element-Woven Scarf Requires Level 88 +12 MDEF+6 VIT+7.5% Max HP−18% taken from Fire
Check the actual number scaleA Level 40 staff is not a 100 ATK weapon, one armour piece is not the whole defence budget, and narrow affixes are intentionally much larger than broad ones.

Raw weapon anchors

Live base-item targets with the 1.2× equipment-frame multiplier already applied, before Grade, rolled affixes, cards and refinement.

Lv 40
Dagger
72–90 ATK
One-handed
84–108 ATK
Bow
90–114 ATK
Two-handed
138–168 ATK
Staff
36–54 ATK · 12–18% MATK
Lv 125
Dagger
132–162 ATK
One-handed
156–186 ATK
Bow
180–216 ATK
Two-handed
264–312 ATK
Staff
66–90 ATK · 22.5–30% MATK
Lv 185
Dagger
168–204 ATK
One-handed
204–240 ATK
Bow
234–276 ATK
Two-handed
336–396 ATK
Staff
84–114 ATK · 33–42% MATK

Full-loadout defence targets

Hard DEF and MDEF come from the complete loadout, not one item.

Damage / ranged

42–60 DEF · 30–48 MDEF

Bruiser / healer / support

60–78 DEF · 42–60 MDEF

Dedicated tank

78–90 DEF · 54–72 MDEF

Permanent gear caps: 80 DEF · 70 MDEF

Strong high-rank affix anchors

These are live rolled-affix values: flat lines already include 2× and percentage or chance lines include 1.5×. Broad power stays controlled; a narrow target or resistance line can be much stronger because it is useful only in the right fight.

Lv 40
Primary stat
+8–12
Broad power
6–9%
Target damage
18–27%
Resistance
12–18%
Lv 125
Primary stat
+24–36
Broad power
9–13.5%
Target damage
37.5–52.5%
Resistance
22.5–33%
Lv 185
Primary stat
+36–50
Broad power
12–18%
Target damage
45–67.5%
Resistance
30–45%

Level 100–200 combat endpoints

Classic combat formulas remain unchanged through Level 99. From Level 100 onward, Gear V2 uses stable curves based on the final combined total from attributes, gear, cards, brews and skills; gaining a level cannot make the same or a stronger sheet worse.

Read the complete combat-stat guide

Casting

Renewal's 2 × DEX + INT score reduces variable cast time at every level from 1 to 200, and reaches zero at 630; 100% combined cast-time reduction also grants instant variable cast. Reduction is clamped at 100% to prevent negative cast times. Skills with an explicit minimum channel keep that minimum.

Attack speed

From Level 100, 4×AGI + DEX pays in full through 650 and 20% beyond it. Haste pays in full through +30%, then at 50% efficiency up to +60%. Attack motion cannot fall below 100ms.

Critical

From Level 100, final critical chance pays in full through 50%, then gains 40% of additional CRIT and stops at 85%. Enemy LUK can still lower it.

Auto-Blitz

The classic curve pays in full through 150 LUK. Further LUK contributes at 50% efficiency, up to an 80% final chance.

Accuracy and avoidance

From Level 100, accuracy uses soft curves that approach 15–95% without pinning ordinary ratings to either bound. Perfect dodge, misses and blocks together cannot avoid more than 95% of physical blows.

Protection and reflect

Hard DEF now follows a curve with no ceiling: every point reduces more of a physical blow, approaching but never reaching total protection, so armour keeps paying at every level. Permanent gear stops at 85 MDEF, and hard MDEF stops at 90 after skills and temporary effects. Perfect Dodge stops at 90%, damage resistance at 80%, and reflected damage at 100% of the hit.

Statuses

From Level 100, status defence pays in full through 70%, then at 50% efficiency up to 90%. Ordinary hostile statuses retain 10% of their chance and 20% of their duration. Non-guaranteed outgoing skill, card, ammo and weapon effects stop at 95%; explicit guarantees and immunities remain exact.

Skill cadence

From Level 100, after-cast reduction pays in full through 40%, then at 50% efficiency up to 65%. Fixed cooldowns and the global action floor are not shortened.

Movement and drains

Movement haste stops at +80%, preserving Chase Walk at full strength. One swing can restore at most 25% of maximum HP and 15% of maximum SP through drains.

SP economy

From Level 100, a paid skill keeps at least 20% of its listed SP cost. Passive recovery pays in full through 20 SP/s, then smoothly approaches 30 SP/s; potions and direct restores are unaffected.

Recovery and healing

From Level 100, passive HP recovery pays in full through 500 HP/s, then at 50% efficiency up to 750 HP/s. Healing bonus pays in full through +75%, then at 50% efficiency up to +125%.

Steal

From Level 100, each individual drop-table entry stops at 95%. DEX remains useful while later entries always keep a path to be selected.