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The Encyclopaedia of Gear, Elixirs, Enha
update icon Updated at 2023/7/21 18:10:11

Void Realm – Full Gear Type Guide

All Gear Rarity Tiers:

Common (white)

Fine (green)

Rare (blue)

Epic (purple)

Legendary (orange)

Unique (gold)

Cursed (red)

Note: A Unique item at the same tier isn’t necessarily stronger than a Legendary. “Unique” just means there’s exactly one copy of it in the world.

Cursed is a special quality. It doesn’t drop directly. When you kill too many people while wearing or wielding a piece of gear, its quality can get stained red. Once cursed, its stats jump up a lot and it may gain extra skills, but it’ll also gain powerful negative effects. It’s a trade‑off: big upsides, big downsides. Whether you use it is up to you.

Unique gear can’t be cursed.

—— Weapons ——

Swords:

One‑handed longsword, one‑handed greatsword, one‑handed rapiers/light swords, two‑handed greatsword, soft sword, short sword.

Polearms:

Spear, lance, halberd, staff, poleblade, war rake.

Other melee weapons:

Whip, dagger, one‑handed hammer, two‑handed hammer, meteor hammer, one‑handed axe, two‑handed axe, club, fist weapon, sleeve blade.

Physical ranged:

Bow, crossbow, arrows (off‑slot), throwing knives (and similar thrown weapons), sleeve darts.

Caster weapons:

Long staff, short wand, magic orb (off‑hand), magic tome (off‑hand), bare hands (accessory‑assisted).

Note: Bare‑hand casting has the fastest cast speed and the lowest power.

—— Armor ——

Armor categories:

None (naked or just underwear), cloth armor (underwear alone doesn’t count as cloth, gives no bonus), leather armor, light armor, heavy armor, plate armor.

Note: From left to right, both defense and weight go up. Cloth gives an Intelligence bonus (mostly used by mages). Leather and light armor give Agility bonuses (leather’s is higher). The heavier the armor, the more it slows movement. Wearing a full set of the same type grants a set bonus.

Armor slots:

Top (chest), pants (legs), boots, belt, gloves (cloth and leather only), shoulders (no shoulders for cloth or leather), bracers (heavy and plate only), helmet (plate only).

Note: Cloaks and capes use the shoulder slot, but they aren’t combat gear. They don’t belong to any armor type and are treated as casual wear (see “Casual Gear” below).

Shields:

Buckler, one‑hand light shield, one‑hand heavy shield, two‑hand heavy shield (gives up main weapon), expanding shield, bracer shield.

Note: The expanding shield is a one‑hand shield. When opened it’s a one‑hand light shield; when collapsed it’s a buckler.

A bracer shield has no shield face. It’s a special shield that lets you block with your off‑hand forearm. Its block strength and block area are the lowest among all shields.

—— Accessories ——

Accessory slots:

Rings (up to 4 total; wedding rings don’t count; if you wear more, only 4 give stats, others give none)

Necklace (1)

Bracelets (up to 2)

Earrings (up to 2)

Hair accessories (1)

Chest accessories (1, includes guild badges)

—— Casual Gear ——

Types:

Top, pants, shoes, gloves, cloak, cape, plus all accessories (casual accessories are purely cosmetic with no stats, though combat accessories can also be worn as decoration).

Note: Casual gear has no stats. There are tons of styles, and they look way better than standard battle gear. They’re as easy to move in as cloth armor. People mostly wear them when chilling in town, but you can wear them to grind too—if you’re not afraid of dying.

—— Special Gear ——

Most of these have no raw stats, but come with special effects.

They’re extremely rare, but not necessarily Unique. Even rewards from one‑time quests don’t have to be Unique.

Examples: Yunyou’s Phantom Cloak, Su Yao’s Redthirst, and so on.

—— Potions ——

Potion overview:

Potions also have quality tiers, similar to gear, but there’s no Unique or Cursed quality for potions.

By size, potions are: Tiny, Small, Medium, Large. High‑capacity potions don’t have to be drunk all at once. The bottle just holds more doses. The actual effect depends on how much you drink, not how big the bottle is.

Recovery potions: total recovery is based on potion quality and how much you drink. Buff potions: duration is based on potion quality and how much you drink.

Potions can be bought from NPC shops, or crafted by players using the Alchemy skill.

High‑grade potions require recipes. Recipe sources: NPC shops (low‑grade recipes), special NPCs for purchase or trade (high‑grade), quests, boss drops, dungeons, treasure chests.

Recovery potions:

Health Potion, Mana Potion, Instant Health Potion, Instant Mana Potion.

Note: Normal potions restore HP/MP slowly based on how much you drink. Instant potions restore a set amount the moment you take a sip (amount scales with potion quality), but they have a cooldown. Drinking more during cooldown does nothing.

Buff potions:

Strength Potion, Agility Potion, Intelligence Potion, Fire Resistance Potion, Ice Resistance Potion, Lightning Resistance Potion, Poison Resistance Potion, Bleed Resistance Reagent, Slow Resistance Reagent, All‑Resist Reagent, Damage Reduction Potion, Defense Potion, Evasion Potion, Critical Potion, Invisibility Potion, Damage Boost Potion, Speed Potion, Clarity Potion (reduces skill cooldowns), Potential Potion (reduces skill mana costs).

Other potions:

Antidote, Paralysis Drug, Poison, Sleeping Drug, Charm Drug (name altered to dodge filters).

—— Food ——

Food doesn’t just fill you up and taste good; it can also grant buff effects.

Food also has quality tiers, and again, there’s no Unique or Cursed.

Higher‑quality food gives better buffs. Food buffs last much longer than buff potions, usually measured in hours.

Food quality is affected by: the cook’s technique, Cooking skill level, richness of ingredients, complexity of the dish, and freshness.

Food buffs are similar to those from buff potions.

You can invent new dishes, but the buffs are random (and may be negative). Once you invent something, you can record its recipe. If the buff is good, you can cook it again and even sell it.

Plenty of recipes are sold in NPC shops. You can also learn from chef NPCs or buy homemade recipes from players.

—— Gear Enhancement ——

Most combat gear can be enhanced.

There’s no hard cap on enhance level, but each level makes the next level exponentially harder. Higher‑rarity gear is also harder to enhance. NPC shops almost never fail as long as they’re willing to take the job, but they usually refuse high‑end gear. Player blacksmiths don’t have this restriction, but their success rates can’t be guaranteed either. Again, a trade‑off.

On a successful enhance, the item’s stats jump up. Once enhancement reaches certain thresholds, you can even enhance its existing skills or unlock new item skills.

On failure, several things can happen: enhance level drops, stays the same, or the item is destroyed outright.

Unique, Cursed, Special, and Casual gear can’t be enhanced.

—— Gear Enchanting ——

All gear can be enchanted, including casual gear.

Unlike enhancement, which only boosts existing stats or item skills, enchanting can add entirely new stats or skills, or even modify existing stats (like lowering level requirements).

Enchant effects include things like: on‑hit burn damage, on‑hit slow, and many other mostly magic‑type effects.

Enchanting is harder than enhancing. A weapon can only have one active enchant. A second enchant will overwrite the first one.

Also, enchanting can be used to Purify a Cursed item, stripping away the curse but keeping the stat boost it gained from becoming Cursed. If Purification fails, the item is destroyed. Normal enchant failures won’t destroy gear.