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Vanguard OT
High EXP Server
Custom Rebirth Chapters Endless Progression
PRE-LAUNCH 0 PLAYERS ONLINE
Latest: Pre-launch Online 0 Players Online

Tiers & Upgrades

Tiers & Upgrades

Tier Equipment

Warrior Tier 0

Warrior Tier 10

The equipment catalogue runs from T0 through T10, with rebirth gates separating its stages. Helmets, armor, legs, boots, shields, and amulets are universal from T0 to T4. At T5, helmets, armor, legs, boots, and shields split into Warrior, Archer, Mage, and Shaman equipment. Amulets remain universal. Chapters I and II are planned for launch; the current pre-launch cap is 1,999 rebirths, so T5 and higher equipment cannot currently be worn under that cap.

TierWearable rebirthsWeapon rebirthsEquipment identity
T000Universal wearables; vocation weapons
T100Universal wearables; vocation weapons
T200Universal wearables; vocation weapons
T300Universal wearables; vocation weapons
T41,5001,500Universal wearables; vocation weapons
T52,0002,000Vocation wearables and weapons; universal amulet
T63,5003,500Vocation wearables and weapons; universal amulet
T75,0005,000Beyond Chapters I and II
T8-T10Later progression: 7,500 / 10,000 / 12,000 rebirths; not launch-content promises

Tier Weapons

Warriors choose sword, axe, or club; Archers use bows, Mages use staffs, and Shamans use rods. The catalogue contains vocation weapons across T0-T10. Outside the tutorial's starter upgrade, weapon progression uses Weapon Forge Level Transfer, not the Equipment Tier Forge or weapon catalysts. Weapon Forge enhancement levels are a separate +1 to +200 system.

Tier Forge

The Vanguard Forge advances unlocked equipment with its matching catalyst.

  • T0-T4 wearables remain universal and tradeable. Weapons follow the vocation paths listed above.
  • Complete the matching equipment reward challenge to unlock its Forge path. Early challenges require discovering two Tier Seals and opening the reward chest; each reward challenge is a one-time claim.
  • T4-to-T5 armor, shield, and amulet upgrades create a fresh Common item with no inherited random bonuses or owner binding. This Forge transition is repeatable when you have another eligible item and matching catalyst; challenge rewards do not automatically refill after 24 hours.
  • T5 and later wearable upgrades preserve their investment and owner. Chapter II covers the T5 and T6 rebirth gates; T7 begins at 5,000 rebirths.
  • Before any T5 wearable can advance to T6, the vocation's T5 helmet, armor, legs, boots, shield, and weapon must all be Legendary.

Binding

T0-T4 equipment never binds. Fresh T5 equipment is tradeable until it is first equipped or modified with an investment crystal. Later Forge equipment is bound to its owner. Inspecting, moving, or validating an item does not bind it.

Bound equipment cannot be dropped, traded, listed on the market, mailed, placed inside another player's container, or transferred inside a container.

Rarity & Random Bonuses

Eligible tier equipment uses Common, Rare, Epic, and Legendary rarity, with one through four bonus slots. Vanguard Ascension Crystals improve rarity, Enchantment Crystals add a bonus, Alteration removes the last bonus, and Cleansing removes all bonuses.

CrystalPublic tier bandFailure chance
Vanguard Reroll Crystal IT0-T420%
Vanguard Reroll Crystal IIT5-T630%
Vanguard Reroll Crystal IIIT740%

A failed reroll consumes the crystal but preserves the existing bonuses. Fortune and Faith Crystals are retired.

Salvage

Use a Crystal Extractor on eligible T0-T4 equipment in your backpack to salvage it into one Crystal Fossil. Tutorial, unique, VIP-loaded, equipped, and bound items cannot be salvaged.

Equipment Slot Upgrades

Slot upgrades are separate from tier equipment. They belong to the character's weapon, off-hand, helmet, armor, legs, and boots slots and remain when equipment is replaced. The maximum slot level is +25, with protected checkpoints at +5, +10, +15, and +20.

Upgrade Crystal IV supports +16 through +20. It begins dropping from the rebirth-1,300 hunt families, improves in the rebirth-1,700 families, and is guaranteed by the 1,600 and 1,800 Ancestral Tasks. Upgrade Crystal V and +21 through +25 belong to the post-2,000 Scroll Era.

VIP Gear

Each vocation has VIP helmet, armor, legs, boots, shield, weapon, amulet, and backpack pieces. Insert compatible tier equipment into wearable shells to retain its progression and bonuses. Backpacks work without insertion; old VIP rings are retired and do not form an extra set slot. Loaded shells are owner-bound and count toward VIP set effects.

Current VIP time is not required to wear an acquired VIP shell.

Individual VIP Gear percentages scale by min(1.0, 0.5 + 0.05 × max(0, Tier)), reaching full strength at T10; higher Tiers do not increase VIP additions. Boot speed stays +25. Four-, six-, and eight-piece effects are vocation-specific and independent of inserted Tier. VIP damage, protection, and dodge additions are halved in PvP; HP, mana, regeneration, and speed are unchanged.

The Shaman Staff accepts matching Tier rods. VIP backpacks have 36 slots, retain automatic currency conversion, and bank every 5 minutes while keeping a 1,000,000-gold carried reserve. They count as a set piece without an insert but add no combat stats. Eight-piece abilities require all eight valid equipped pieces; weapon handedness and equip restrictions are unchanged.

See VIP Benefits for account-time benefits, equipment set effects, and housing, or Quests & Unlocks for the reward-challenge structure.