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.

On this page
  1. Slots & main stats
  2. Equipment sets — the real depth
  3. Gear score

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.