Tiers & Upgrades
Tier Equipment
The discovered equipment ladder for Chapters I and II runs from T0 through T7. Helmets, armor, legs, boots, shields, and amulets are universal from T0 to T4. At T5, helmets, armor, legs, boots, and shields split into Knight, Paladin, Sorcerer, and Druid equipment. Amulets remain universal throughout the discovered tiers.
| Tier | Wearable rebirths | Weapon rebirths | Equipment identity |
|---|---|---|---|
| T0 | 0 | 0 | Universal wearables; vocation weapons |
| T1 | 0 | — | Universal wearables |
| T2 | 0 | 100 | Universal wearables; milestone weapons |
| T3 | 0 | — | Universal wearables |
| T4 | 0 | 600 | Universal wearables; milestone weapons |
| T5 | 1,200 | 1,200 | Vocation wearables and weapons; universal amulet |
| T6 | 2,500 | — | Vocation wearables; universal amulet |
| T7 | 4,000 | — | Vocation wearables; universal amulet |
| Chapter III | ??? - 5,000+ - Undiscovered / Locked | ||
Tier Weapons
Weapons use milestone tiers instead of a ten-step Forge ladder: T0, T2, T4, and T5. Knights choose sword, axe, or club; Paladins use bows. T0 has separate Sorcerer staffs and Druid rods; both mage vocations share the Mage staff from T2 onward. T5 is the final weapon tier.
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.
- T4-to-T5 uses an Armor, Shield, Amulet, or Weapon Catalyst. The result is a fresh Common item with no inherited random bonuses or owner binding.
- T4-to-T5 catalyst rewards replenish after 24 hours once unlocked, allowing fresh T5 equipment to be forged again.
- During Chapters I and II, T5 wearables advance through T7 in the Forge and preserve their investment and owner.
- 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. T6-T7 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.
| Crystal | Public tier band | Failure chance |
|---|---|---|
| Vanguard Reroll Crystal I | T0-T4 | 20% |
| Vanguard Reroll Crystal II | T5-T6 | 30% |
| Vanguard Reroll Crystal III | T7 | 40% |
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
VIP Gear has one tier. Each vocation uses its own helmet, armor, legs, boots, shield, weapon, ring, amulet, and backpack. Insert matching tier equipment into wearable shells to transfer its tier stats, rarity, and random bonuses. Rings and backpacks are active without insertion. Loaded shells are owner-bound and count toward the stronger VIP set effects.
Current VIP time is not required to wear an acquired VIP shell.