Equipment
In development · The behavior below is the current update design, not a claim that the complete feature is publicly available.
A drop should be something you can use
Equipment can come from hunting ordinary monsters, elites, and bosses. Basic useful equipment is not reserved only for the largest group’s boss kills.
When you meet an item’s conditions, you can equip it directly. There is no requirement to pay a workshop to make every drop usable before wearing it.
The current design has slots for head equipment, body equipment, footwear, weapon, shield, and charm. Item descriptions show the relevant requirements and attributes; the available equipment types may expand with later combat work.
Look beyond the color
An item’s usefulness depends on its type, requirements, attributes, improvement level, and fit with your skills or pet. A rarer item is not automatically a better choice for every character.
Compare the actual item with what you use now. A listing’s price or rarity color does not guarantee either combat value or resale demand.
Decide what to do with it
You can keep an item for use, put it in safe storage, offer it for sale where trading is available, or take it to the Kingdom Workshop for an eligible service.
Repairs maintain useful equipment. Enhancement improves a specific item using its recipe and costs. Dismantling consumes the item and gives the stated output; it cannot be undone.
A strengthened item remains the same individual piece of equipment. It cannot simultaneously be worn, sold, dismantled, and dropped elsewhere.
Materials keep production relevant
Equipment services use approved land-produced ingredients, such as Ingots or Cloth, and any explicitly accepted recycling outputs. Monsters do not replace this production by dropping every farming and processing material themselves.
Gold workshop service fees go to the kingdom. Separately quoted advanced ROB service fees go to the project. Read The Kingdom Workshop for the distinction.
Trading and binding
Under the current update design, equipment obtained through adventure does not become bound merely because it was worn once. However, starter, compensation, or task-issued goods can be bound. Using bound ingredients can also bind a crafted result.
The item’s displayed binding and trade status apply. Unequip and release it from other uses before listing it; first-use transferability does not mean it can be traded while still reserved or equipped.
Equipment begins as a server-managed game item, not an NFT automatically minted at every drop. The new ROB equipment marketplace is still being connected.
See Player Markets and Ownership & Security.