CodexIII · Systems
Gear & Sets
Equipment is how you push a hero past its base kit. The real power lives in set bonuses — here's every one, verified against the battle engine.
Verified against build 0.1.0, 2026-08-30Meroveil is in pre-release. Everything here is read from the game's live data, last verified 2026-08-30 — but balance updates ship faster than this guide, so treat every number as subject to change until launch.
1Slots & main stats
Each hero equips one item in each of five slots — Weapon, Helmet, Chest, Boots and Accessory. There are no class or level restrictions: any hero can wear any piece. Every item has one main stat fixed by the piece. At the top tier those are roughly:
- HP
- 2,500
- ATK
- 250
- DEF
- 150
- SPD
- 20
Each piece also rolls four sub-stats — HP, ATK, DEF, SPD or crit — and every one now feeds directly into your hero's combat stats. Higher rarity (up to Legendary) raises a piece's gear score but not its main-stat value — a Legendary and a Rare with the same main stat hit equally hard.
Don't leave the Accessory slot empty
Campaign and Tower gear drops only ever roll Weapon, Helmet, Chest and Boots — the Accessory line is crafted, from guild-raid tokens, which is why most players never fill it. Six charms exist across every rarity band up to the Legendary Dragon Signet. An empty slot is a free upgrade waiting.
2Equipment sets — the real depth
Equip multiple pieces from the same set to unlock its bonuses (2 pieces, then all 4). Five sets' bonuses are live and fire in combat — three Legendary, and two Epic sets tied to the back half of the campaign:
Dragon Slayer Legendary
- 2-piece
- +15% Critical Damage
- 4-piece
- +20% ATK, and heal for 25% of the damage you deal (lifesteal)
Best on: Aggressive carries who want to hit harder and self-sustain.
Void Walker Legendary
- 2-piece
- +10% Speed
- 4-piece
- On each action: a chance to gain a shield, or to halve your recovery (act sooner)
Best on: Fast heroes and turn-cyclers — more turns means more of everything.
Guardian Eternity Legendary
- 2-piece
- +15% DEF
- 4-piece
- Start every battle with a 500-point shield and reflect 20% of damage taken
Best on: Front-line Defenders who want to be genuinely unkillable.
Eclipse Epic · chapters 5–6
- 2-piece
- +8% Critical Rate
- 4-piece
- +35% Critical Damage
Best on: Crit carries. The 4-piece out-crits the Legendary Dragon Slayer 2-piece by design.
Dawnstar Epic · chapters 7–8
- 2-piece
- +12% max HP
- 4-piece
- +10% DEF and an 800-point shield at the start of every battle
Best on: Front-liners in the back half of the campaign — a bigger opening shield than Guardian Eternity.
3Gear score
Each equipped piece contributes a score, summed across the hero:
Gear score, per piecePiece score = (Tier × 12) + (Level × 2) + Rarity bonus + Sub-stat count
Rarity bonus runs from +5 (Common) up to +45 (Legendary). Gear score feeds into a hero's combat stats and into the power checks used by the Tower and Labyrinth, so equipping anything in an empty slot is a strict upgrade.
Uncharted · coming soon
Mythic gear tier
Every sub-stat roll now moves your combat stats — HP, ATK, DEF and SPD add on flat, while CRIT sub-stats raise your crit rate and crit damage — so the "chase the right sub-stats" endgame is live. Still on the way: a Mythic gear tier above Legendary. The rarity exists in the game but no Mythic pieces drop yet, so for now aim for completed sets and strong sub-stats.