Equip

Importance of Dungeon Gear
Dungeon Gear is one of the primary ways to increase your pets strength and is necessary for meaningful progression. Dungeon gear amplifies/reduces the stats of pets using multipliers. All dungeon gear uses multipliers, so it's important to remember that gear alone does nothing. Levels are still required to make gear useful. With both good gear and high levels, you should be able to beat most dungeon related content.

Recommend Dungeon Gear

 * All gear is noted in their T3 forms. If you cannot make T3 yet, the earlier versions are fine to use.

Blacksmith
Weapon: Titanium Sword or Knives (only use knives if you don't require double titanium in the other two slots). Armor: Titanium Armor/Forest armor (preferably titanium). Accessory: Titanium Ring (pure dungeon stats), Forest Bracelet (for god stats), Alchemist Cape (used for V4s) Gems: Your main focus should be on HP unless you plan on using it for V4s, then you may need to focus on Defense, otherwise use triple HP. Make an exception if you end up with negative elements even with fully enchanted gear and use a Neutral Gem.

Mage
Weapon:

All: Ego sword (This is more important for those trying to funnel exp to Mage Pets in order to break into higher depths.) Fire: Tsunami Spear or Inferno Sword. (Tsunami Spear is useful if you need more HP or need to raise your Elemental Resistance.) Earth: Inferno or a Bow. (Forest axes are inferior unless on Rabbit, but can be used if you have nothing else.) Water: Tsunami Spear or Inferno Sword. (Either is fine as they are very similar in terms of damage dealt. Wind: Inferno Sword.

Armor: Match the pets element.

Accessory: Almost always Inferno, but consider a Forest Bracelet for Water Pets if you see them dying a lot.

Gems: Until later Dungeon Levels, your Mage will need to focus on HP/Neutral Gems usually in 2 HP/1 Neutral, but you can adjust as needed depending on the Mage Element. You can focus on full attack if you want to minmax V4s but your dungeons will suffer from that.

Defender
Weapon: Titanium Sword (Dungeons) or Magic Pot (V4s) Armor: Titanium (Dungeons) or Forest Armor (God Stats) Accessory: Titanium (Dungeons) or Forest (God Stats). Gems: HP (Dungeons) or Defense (V4s)

Supporter
Weapon: Similar to Mage except Knives can be useful for extra speed or when you no longer need more healing power to keep pets alive. You can see a supporters healing power by hovering over it in the dungeon team slot (where you put pets into teams).

Armor: You can focus on whichever stats/element you feel you need most.

Accessory: Similar to the armor choice, although Inferno Gloves are a good choice overall as they give speed as well as healing power.

Gems: One of each Attack/HP/Neutral will serve you well unless you want to specialize. The occasional speed gem can also be a good choice but should never replace the Neutral or the HP gem. Neutral pets can eventually drop the neutral gem if you want, but using it is still fine. You can focus on full attack if you want to minmax V4s but your dungeons will suffer from that.

Rogue
Weapon: Knives.

Armor/Accessory: Just don't give them anything with negative speed (before being over 1.5k speed even with negative speed gear). Focus on getting all elements above 0 and after that, you can go for survivability and/or god stats.

Gems: Same as armor.

Ghost: Ghost is a special case as their unique scare ability scales entirely with it's attack strength. Therefore it is best to equip an Inferno Sword, Inferno Armor, and Inferno Gloves. The gems should be either Fire for additional Attack, or Water (HP) for survivability.

Assassin
Weapon: All: Assassins share the weapon choices of Supporters but make better use of Knives. Archer: Bow. Armor: Matching element. Accessory: Almost always Inferno. For water pets consider a Forest Bracelet if you see them dying a lot. Gems: Usually it is better to stick with more defensive gems over offensive gems unless you are dying to room collapses or ultimate attacks. Neutral pets can focus more on offensive gems since they naturally have better resistances, but you can gem them the same as others if you prefer.

Equipment Crafting
Creating equipment (weapons, armor and accessories) requires a Blacksmith Pet. Each Blacksmith may work on one project at a time, and cannot explore dungeons or go on campaigns while working. Rebirthing does not disrupt blacksmith crafting.

Blacksmiths have four actions: Forge (create a new item), Upgrade (improve an item's "plus" stat), Reforge (improve an item's quality rating), and Gem (attach a gem to an item). Newly Forged tier 1 equipment are always +0, but have a randomized quality rating from F (worst) to SSS (best).

Newly made T2 and T3 equipment starts at half the upgrade value of the lower tier equipment used as an ingredient to craft them, rounded down. Enchantment levels are all lost on tier upgrade. Quality levels above the minimum required in the ingredient equipment will be consumed to boost your roll for the quality of the new equipment.

The Blacksmith's class level gives a bonus to crafting speed, and when forging it also gives a bonus to the quality roll, increasing the odds of getting a higher quality equipment piece to begin with. A Blacksmith's element also gives a quality bonus when Forging an item of the matching element, and a speed bonus when working on any project with the matching element.

The formula for the Blacksmith's quality bonus is:


 * (1 + 0.02 * level) * (1 + classbonus * level) * hammer * petstones + specials

The petstones bonus is either 1.00 (not purchased) or 1.25 (purchased). For example, a level 34 Anteater Blacksmith (class bonus 0.7%) with a 35.98% hammer bonus, the 25% pet stone crafting bonus, and 14.2% ant bonus gives:


 * (1 + 0.02*34) * (1 + 0.007*34) * 1.3598 * 1.25 + 0.142 = 3.6772 which rounds to 368%.

Same-element smithing gives a 10% bonus on top of this (for our example, that would be 404%).

Tier 1 equipment can be Forged using tier 1 and tier 2 materials that drop from dungeons. Alchemists can also convert 8x tier 1 material into a corresponding tier 2 material.

Tier 2 equipment is forged using whetstones, tier 1 materials, tier 2 materials, and a matching tier 1 equipment to upgrade that is at least B quality and +5.

Tier 3 equipment is forged using sacred stones, tier 2 materials, tier 3 materials, and a matching tier 2 equipment to upgrade that is at least S quality and +10.

The HP, Attack, Defense and Speed values given below are for quality level A. The values will be smaller (closer to 0) for lower quality equipment, and larger (farther from 0) for higher quality.

Forge: Special Weapons
These items are equipped in the weapon slot, but they don't confer player bonuses like ordinary weapons. Each one is designed for a special purpose, and applies only to the Pet who equips it.

Unique Equipment
Currently this section only includes 1 weapon, but there could be similar equipment in the future. For in detail info, just click the item link.

Upgrade
Upgrading a piece of pet equipment increases the item's "plus" (a.k.a. upgrade level) by 1 point. The Blacksmith's level and element affect the speed of an Upgrade, but there is no randomness in the result. The quality level will remain the same.

The cost of an Upgrade increases with the item's current and new plus. All items require 2*plus whetstones for +1 to +10, and 2*(plus-10) sacred stones for +11 to +20.

Starting from new plus of +4, you must pay tier 1 and tier 2 materials of the same types as were required to forge the item (if any). Starting at 1 each material and rising by 1 for every 5 additional pluses. For example an Iron Sword costs 10 Iron Ore (tier 1 material) and 2 Iron Bar (tier 2 metal material) to forge, so upgrading an Iron Sword from +11 to +12 costs 3 Iron Ore and 3 Iron Bar, in addition to 4 Sacred Stones. While a tier 3 hammer did not cost any tier 1 or tier 2 materials, so it only costs 20 whetstones to upgrade to +10.

Starting from new plus of +11, you must pay tier 3 materials of the same types as were required to forge the item (if any). The amount needed is twice as much as t2 materials would be required for the same level. +11 requires 2 tier 2 materials, so it requires 4 tier 3 materials. Since Water Spear (tier 1 weapon) does not cost any tier 3 material to forge, it doesn't cost any tier 3 materials to upgrade. While Tsunami Spear (tier 3 weapon) requires 10 Nevermelting ice (tier 2 material) and 2 Magic Ice (tier 3 material) to forge, as such it requires 2 nevermelting ice and 4 magic ice to upgrade to +11, in addition to the 2 sacred stones.

Note that this pricing method makes hammers, which are forged with three different elements, three times as expensive to upgrade as pots and sticks are, despite forging and reforging costs being similar (forging is the same, but reforging is a bit different).

Reforge
Reforging increases the Quality of an item by one step (e.g. from F to E, from A to S, from SS to SSS, etc.) The cost of reforging is a percentage of the cost to forge the item, and this percentage increases with the quality as shown in the table below. To determine the cost to reforge an item, multiply the cost factor by the amount of each material required to forge it, rounding up each time. Equipment used in forging is excluded.

Enchant
Alchemists can increase the Enchantment level of a piece of Equipment. Alchemists do not get disrupted from their work by a rebirth. Enchantment levels are all lost if you use a piece of equipment to create a higher tier version, as such it is recommended you wait until tier 3 to enchant.

Free enchants: Some enchantments are free in terms of resource costs, costing only time. (tested only E1 thus far). Those are walking sticks (tested tier 2), alchemy pots (tested tier 2), smithing hammers (tested tier 3), and all basic neutral weapon, armor, and accessories such as titanium sword, titanium armor, and titanium ring.
 * Enchanting Basic Neutral equipment raises all its elemental affinities (water, fire, wind, earth). Exact quantities need spading
 * Enchanting walking sticks does nothing
 * Enchanting smiting hammers does nothing
 * Enchanting alchemy pots raises all elemental affinities (water, fire, wind, earth). (seemingly. at E1 the affinities are green indicating they increased, but are rounded to the same figure as before)

Training Swords: Training, leeching and ego swords are special water equipment that lets pets steal XP. It confers a water affinity bonus and a vulnerability to fire, earth, and air. Enchanting those costs fire materials (at level 1). Enchanting mitigates the vulnerability to fire, wind, and earth. (by how much?)

Standard enchants: Enchanting Howling/Thundering/Bursting knives, or any of the basic weapon/armor/accessory for the elements of water, fire, wind, or earth has a material cost that varies by the equipment tier and the vulnerability of the equipment in question.
 * Water equip costs earth materials and reduces their vulnerability to earth
 * Earth equip costs wind materials and reduces their vulnerability to wind
 * Wind equipment costs fire materials and reduces their vulnerability to fire
 * Fire equipment costs water materials and reduces their vulnerability to water
 * Knives count as wind equipment.
 * Vulnerability reduction is enchantment level * 5%p. So at E20 you have a 100% reduction in vulnerability.

Note: all costs in the chart below are in T2 materials. Nevermelting Ice (T2 water), Fire Stone (T2 fire), Bound Feather (T2 wind), Special Wood (T2 earth)

Player Bonuses
The bonus conferred by pet equipment to your God's stats depends only on the item's element and tier. For example, a tier 1 iron weapon and a tier 1 iron armor both give the same bonus to the player.

The "quality multiplier" is 1 for F, 2 for E, 3 for D, and so on up to 9 for SSS.