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
TBA

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.

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.