Tatterclaws' Comprehensive Gear Guide

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This guide is an introduction to gearing your adventurer. Things change frequently in Elanthia, so please check the most recent updates against the last-updated date before making any big decisions. Last updated: 8-13-2024.

Combat Basics

For the most part, combat gear properties apply to both offensive and defensive gear, with the attack equivalent of a weapon mirrored in the defense of armor. Enchanting, sanctification, ensorcellment, enhancives, flares, weighting, padding, and many other properties are effectively interchangeable in this manner. Exceptions are addressed at the end of this section.

Let's begin with the variables:

Offense

You can view your statistics here under COMBAT OFFENSE.

Defense

You can view your statistics here under COMBAT DEFENSE.

  • Combat Maneuvers: Combat maneuvers are special attacks which use a Standard Maneuver Roll (SMR). Note that there is both SMR, the old system, and SMR v2, the newer version.
  • EBP (Evade, Block, Parry): These three separate systems are sometimes lumped together as "EBP" for mechanical purpsoes. Armor typically does not contribute directly to these.

AS and DS are the primary considerations for gear in terms of the above. Increased CS can be obtained from runestaves with acuity flares, some armors have TD, and some enhancive gear can provide bonuses to Combat Maneuvers or to skills which directly or indirectly contribute to defending against it, but these are edge cases.

Gear Basics

Weapons

The basic properties of weapons are:

  • RT: How many seconds it takes to swing the weapon. Each weapon type has a minimum RT. Most weapons' RT is lowered by the combination of your Agility and Dexterity bonuses. Bows and thrown weapons use Strength bonus instead.
  • Enchantment: The bonus to your Attack Strength (AS) granted by the weapon. Your adventurer must have levels equal to 1/2 of the weapon's bonus in order to wield it. Thus, at level 5, you can use a +10 weapon. Enchantments are sometimes referred to as e.g. "2x," which means enchanted twice, or +10. This is because old-style enchanting occurred in increments of +5.
  • Armor vs. Defense (AvD): This number is added directly to your Attack Strength (AS) to determine whether you hit your target. It's calculated by comparing the weapon against the armor of the target. Thus, this is not a static bonus, but rather one which will vary depending on your opponent.
  • Damage Factor (DF): How much damage the weapon causes when it hits. A dart has a low DF, and a lance has a high one.
  • Damage type: Crush, slash, puncture, etc. Many adventurers prefer crush damage. Different options will be optimal against different opponents.
  • Critical weighting: Most weapons do not have inherent crit weighting, which is typically a later-game property. However, katanas have a natural 10 points of weighting (hits like a ton of bricks), and claidhmores have a natural 40 points (hits like an asteroid).

Armor

The basic properties of armor are:

  • AG (Armor Group): The overall class: Cloth, leather, scale, chain, or plate.
  • AsG (Armor sub-Group): The subclass, based on which body parts it protects. Every AG has options for: chest, chest + arms, chest + arms + legs, and full coverage. For example, for plate, metal breastplate is chest only, and full platemail is full-body plate coverage.
  • RT (Round Time): Armors will add RT if you aren't adequately trained. You can find the training needed to remove additional RT under Armor Use.
  • AP (Action Penalty): After you train off the additional RT, further training will reduce your AP. The table for this is under Overtraining Benefits.
  • CvA (Cast vs. Armor): CvA is the equivalent of AvD for weapons, i.e., how well a spell does against a specific armor type. CvAs can be found under Armor Attributes.
  • Spell hindrance: This is your chance to fail when casting a specific type of spell in a particular type of armor. It's also found under Armor Attributes.
  • Enchantment: The same as for weapons, above.

Armor Accessories

In addition to chest-worn armor, there are also armor accessories. These are divided into helm, arm greaves, and leg greaves. Wearing a base armor with an empty spot for head, arms, or legs, and an accessory in one of those spots, will raise your AsG to the relevant tier up. It can also provide properties not found on your base armor, such as flares, enhancives, spikes, or critical or damage padding.

Armor Quirks

  • If your base armor has more padding than an accessory worn with it, the accessory must have at least 1 rank (1 CER) of the same padding type (damage or critical) in order for it to feed through.
  • Note that head coverage is only included in full-body armor options (robes, double leathers, brigandine armor, chain hauberk, full platemail). Wearing a helm with any other AsG will increase it to the full-body option. For example, wearing a helm with light leather, even if you have no arm or leg greaves, is considered double leather.
  • When you go up a class in AG, your uncovered body parts are considered to have the protection of the next armor class down. For example, if you go from chain hauberk (full body chain) to metal breastplate (chest only plate), then your head, arms, and legs have protection equivalent to chain.
  • If you lighten your armor below the base value, that additional weight is granted to you as potential encumbrance. Thus, if you lighten your full plate by 20 lbs, you'll be able to carry 20 lbs more before becoming encumbered.

Gear Properties

The following properties apply to weapons, shields, armor, and [accessories].

Items have a limited number of slots where their properties reside. These are divided into four categories:

  • Appearance (A): This slot includes the item's appearance, enchantment, holy armament status, modifiers for adventurer-forged weapons, and material properties. An item can have all of these.
  • Abilities (B): Include most flares, including all common and uncommon. It also includes defender bonuses on weapons, and TD bonuses on armor. One per item.
  • Other properties (C): Weighting, padding, sighting, enhancives, resistances, spikes, ensorcellment, sanctification, and a few others. Any number possible.
  • Scripts (D): Both cosmetic and mechanical scripts. One per item.

Here is a table comparing flare types. The most frequent recommendation is lightning (electric) because of its proclivity for lethal critical hits. Vacuum (void) is also a popular choice, with higher average damage than electric. Further, no creatures are resistant to vacuum, whereas some resist lightning. Additionally, there are some hunting grounds with water which, when combined with lightning flares, can be deadly for the wielder. Others prefer "mechanical" flares like puncture, crush, or slash.

Stat/Skill Enhancive Gear

Enhancive items are often considered endgame gear because they're expensive to purchase, expensive to maintain, and somewhat of a hassle to manage. However, they can make an enormous different in your adventurer’s power, and with a little shopping and an Adventurer’s Guild armoire, it’s possible to assemble an inexpensive, low-maintenance set that makes a significant difference in your hunts.

Enhancives are capped at the following bonuses:

  • Base Stat: +40
  • Stat Bonus : +20
  • Skill Rank: +50
  • Skill Bonus: +50
  • Max Health/Mana/Stamina: +300
  • Max Mana: +600
  • Health/Mana/Stamina Regen: +50
  • Max Spirit/Spirit Regen: +3

These limits are mutually exclusive, so you can have +40 base statistic or +20 statistic bonus, total. Note that stat bonuses convert between each other automatically, so if you wear a ring with +2 Strength bonus, your Strength bonus will increase by +2, and your Strength base by +1.

The relationship between skills, on the other hand, is more complex. Skill ranks provide higher bonuses if you are untrained in that skill. For skills in which you're highly trained, i.e. the ones you'll typically target with your gear, skill ranks grant +1 bonus. Since items with skill ranks are considerably more expensive to maintain, for this reason, skill bonuses are typically strongly preferred over ranks. Exceptions are typically threshold skills, i.e. those in which your goal is to reach a certain bonus, and then stop. For example, if you wear an item with +5 Armor Use ranks, and if you start with 0 ranks, that would give you +25 bonus, which might be enough to allow you to untrain your character's Armor Use, saving you considerable training points. Note also that bonus gives ranks in reverse, in the same manner as stat base and bonuses convert. That said, this is typically more hassle and expense than it's worth, and the simplest solution is to find items with skill bonuses instead of skill ranks.

Abilities which show an enhanced stat under INFO, such as the Surge of Strength combat maneuver and certain spells), count towards the above limits. Those which do not, such as the spells Strength (509), and Phoen's Strength (606), do not. Thus, you could wear items with +20 Strength bonus and still benefit from 509 and 606, but you would not benefit from Surge of Strength.

The following spells and abilities contribute to the above limits: 1608, 1616, 203, 312's Wisdom buff, assault-type weapon skill bonuses, CM: Burst, Surge

If you choose to build an enhancive set, the Adventurer's Guild sells armoires for bounty points which make the process much easier. The armoire can be POINTed at your worn enhancives to save a spot inside, then when it's opened, all of those items will automatically fly into it. Similarly, when it's opened again, the items will fly out and back onto your character, thus allowing you to don/doff all of your enhancives with a couple of commands.

Noncombat Gear

Containers

First, if your bags display as a giant paragraph, try this: SET SORTED ON.

Encumbrance is a significant factor in GemStone IV. Being encumbered not only slows your roundtime, but makes you vulnerable to combat maneuvers, more likely to fall when climbing, and related. Thus, a good initial goal with containers is to minimize their impact on encumbrance.

There are three ways to do this: lighten, deepen, and weight reduction.

  • Lightening: You should always lighten containers before deepening them. This is because the minimum weight of a container is determined by its capacity. In other words, the deeper it is, the higher the floor of its minimum weight. However, the opposite is not true: a lightweight container can be deepened just as much as a heavy one.
  • Deepening: After your container is at its minimum allowed weight, you can deepen it. In addition to the simplicity offered by a voluminous cloak or backpack, deeper containers can mean fewer containers, which means, indirectly, less weight.

You can INSPECT your container to see how much it holds, WEIGH it to see its weight, and ANALYZE it to tell whether it can be lightened or deepened further.

Both lightening and deepening can be accomplished with "notes," which are consumeables that drop from specific events. These notes can be stored in large stacks and REDEEMed to automatically lighten or deepen your container. The ones to use are light yellow notes, which lighten by 1 lb, and pale pink notes, which deepen by 10 lbs up to 140 lbs (back and shoulder), 60 lbs (shoulderworn), or 40 lbs (beltworn, frontworn). Note that you can use multiple light yellow notes sequentially, so you do not need to purchase the more-expensive, and largely useless, alternative note colors. You can purchase these notes from other players via ESP MERCHANT or in player-run shops, and some players may even donate them to new adventurers.

Weight reduction: This is an expensive, special service which makes the items inside your container effectively weigh less. It does not change the capacity of the container. This is an endgame consideration.

After sorting out your containers, the next consideration is scripts. There are many aesthetic scripts, a few affordable mechanical scripts, and a several high-end mechanical ones. Here is a page which lists [[Category item scripts|container scripts]].

The ones I prefer are:

  • Super Secure Gem Pouch: When unlocked, this script allows you to move gems into your pouch while it's closed, preventing pickpocketing. The locked version of this is inexpensive.
  • Pelt Bag: When unlocked, this auto-bundles your skins. The locked version of this is inexpensive.
  • Survival Kit: This is a higher-end item, costing about 2 million silvers off-the-shelf, and significantly more when upgraded. However, it's among the most popular higher-end items because it has enormous utility. A more affordable option is the older Herb Kit, which auto-bundles herbs when unlocked, but lacks the other features of the Survival Kit.
  • Discreet container: When unlocked, this allows you to place and remove items without messaging in the room.
  • Backpack: Utility scripts for backpacks are limited. The most affordable option, and arguably the best, is a treasure system knapsack lightened to 2 lbs, deepened to 200 lbs, and altered to your aesthetic.
  • Cloak: Mechanical cloak scripts can get extremely expensive. Options include Shield Cape, Dramatic Drapery, Night Shroud. A popular aesthetic choice is ClimateWear, which, with all of the unlocks, allows you to cover your features.

The easiest and cheapest way to get an excellent starter container is to find items in the treasure system and use notes to improve them. Knapsacks and jackets can often be lightened to 2 lbs, then deepened as much as desired.

Other Items

There are some other items with considerable combat or related utility which should be included in your longterm plans.

  • Resistance Trinket: This is the Ranger adventurer service item. It’s worn on the wrist or anklet and adds up to 25% resistance to five different damage types.
  • Luck Trinket: This is the Bard adventurer service item. It allows you to to Reroll certain hits against you.

White flask Gold ring holder Chrism holder Crystal holder Small statue

Decision-Making

When designing your character, consider your goals, strengths, and weaknesses.

  • If you're a low-level spellcaster and running out of mana, consider mana flares (mana returned on cast).
  • If you're missing a lot of your spells, acuity (increased CS) could be a good choice.
  • If you want to kill things in one shot, you may want to avoid high-damage, low-critical flares, like disintegrate or disruption. On the other hand, if you're hunting something that cannot be critted, then those two might be the best options.

Spikes: These are offensive adornments to defensive gear. In other words, they go on shields, armor, and armor accessories, but the only way to make use of them is via learning combat maneuvers. They do not flare reactively when you are struck.

Special Notes

When choosing an item, keep in mind some common sources of conflict in property categories (A-D, above):

  • Paladins typically avoid bonding with a weapon that already has flares or a defender bonus, as you miss out on double plasma flares.
  • If your item has a cosmetic script, you must have it removed before adding a mechanical script. Many years ago, cosmetic scripts were highly valued on armaments, but because of the proliferation of mechanical scripts, they are now often detrimental on high-end gear. However, they still hold value on lower-value gear, particularly scripts that are older and rarer. In August 2024, a new system was revealed which is intended to bridge the gap between cosmetic and mechanical scripts.


Weapon scripts: Popular choices are Animalistic Spirit weapons, Briar flares, Duskbringer weapons, Sigil Staves, Spore Bows, Valence weapons.

Armor scripts: Popular choices are Animalistic, Elven Armor, Ethereal Armor, Ithzir Armor, Mana-Infused Armor, Valence Armor, Voln Armor.

Another recent consideration is Flare Gloves. These are gloves which offer flares if your weapon lacks them, at the cost of stamina.

Services: Order of Operations

To read about player services, check out the New Adventurer FAQ.

The order of operations below is typically the least-expensive route to building an endgame item. Factors considered are: the price per week of the player resource, the number of resource weeks needed, and the difficulty added by the service. This is because adventurers who can service higher-difficulty items command a premium on their resource.

The most common recommendation is the following:

  1. Enchant to 7x (7x-10x enchanting becomes very expensive), done first due to taking many weeks of Wizard essence and adding little difficulty
  2. Sanctify (adds 20 difficulty per tiers S1-5, and 50 for S6), done second due to adding less difficulty than ensorcellment
  3. Ensorcel (adds 50 difficulty per tiers 1-5), done third due to adding more difficulty, but some may consider doing this after S3/4 based on higher price and lower availability
  4. WPS as available, typically 10-15 services added per 2-month window, which is harder to find and adds little difficulty
  5. Add certificates (flares, scripts)