Verified for Early Access launch build · 2026-09-13

Gear & Rarity Guide: What to Keep and What to Build Around

Understand how drops, class-specific weapons, rarity and tradeability affect your progression decisions.

Official Steam screenshot: close-up of the character inventory grid showing color-coded gear grades
Short answer: Keep high-grade class weapons, useful accessories and tradeable pieces until you know whether they improve your build or have market value. Do not auto-dismantle everything just because it is not for your current class.

Gear is the progression engine

Steam’s official description explicitly lists weapons, armor and gems as core loot, gathered while the game farms for itself. Player footage shows inventories filling with color/grade tiers and repeated decisions between equipping, combining, dismantling and selling.

The color ladder players report

Launch-week streams consistently describe the same color order: white, then green, then blue, then red, with purple read as the tier above red. Combining identical pieces reliably pushed items one step up that ladder in the low tiers — one Thai streamer watched a batch of whites become greens and greens become blues, and a Japanese first-look streamer agreed: feed in the same tier, get the next tier out.

The color order and the near-guaranteed low-tier combine results are player-reported from launch footage, not from an official drop table. Red and purple combines behave differently — see combine vs dismantle.

What red actually changes: one Thai player compared red gloves against blue gloves and found the same base stats — the upgrade was the extra bonus lines on top, and his red level-40 accessory also arrived with two rune slots. Treat red as “blue plus extra lines,” not a raw-stat jump.

Level matters as much as color

The same color exists at different item levels, and players compare them before equipping — a blue level-30 piece against a blue level-20 piece is a real stat difference, not a wash. Two inventory habits follow from this:

  • Auto-register and auto-combine tools consume from the lowest tier first, so a careless overnight setting can eat pieces you meant to compare.
  • Items have a lock toggle. One player locked one of his two level-40 blues and broke down the rest before running any bulk operation.

Early-game keep rules

  • Keep a strong weapon for each class long enough to test whether a class swap accelerates progression.
  • Check tradeability before destroying a valuable-looking item.
  • Accessories deserve extra caution because players report them selling even at lower-looking color tiers — low-color jewels were regular small sales on launch streams.
  • Do not assume a visual rarity color has a fixed real-money value; market prices move with player supply and demand.

Tradeability changes the math

  • Equipped items reportedly cannot be listed at all, so decide before you wear a piece.
  • Socketed gems cannot be removed. The workaround mentioned on stream is combining the gemmed item into a new one before selling it.
  • Market access itself opens in the late teens: players report the Steam Market becoming usable around level 17-19.
  • Prices move fast. One Thai streamer watched a red level-30 bow fall from roughly 300 baht on launch day to about 40 baht within a day or two.
Official fact: the game supports Steam Community Market trading for eligible loot. Exact item eligibility and prices must be checked in the current market. Details in the Steam Market guide.

Gear can decide your class

Launch-week players explicitly recommend using Ranger if the first strong red weapon is for Ranger, or switching to the matching class when another class gets the better early weapon — one Indonesian streamer put it as “whatever good gear drops, play that job.” The Yo Im J TV Knight stream shows the reverse: he combined away his red Ranger gear because he disliked how Ranger played. Keep a strong weapon for each class long enough to test whether a class swap accelerates progression (class comparison).

Keep-or-destroy table

SignalWhat launch-week players did
Red weapon for a class you do not playSwapped classes to it, or combined it away when the class felt bad
Duplicates of an item you actively useFed them into combines toward the next color
Low-color jewels earlySocketed the green ones, dismantled surplus for gold
Any tradeable accessoryChecked the market before touching it
Piece already equippedNo sale path reported — decide before equipping

Quick FAQ

Are red items always a big stat jump? Not in raw base stats — one streamer measured red gloves equal to blue and valued the bonus lines and rune slots instead.

Can I pull a socketed gem back out? Players report no removal; combine the item into a new one if you want to free it up.

Is every red drop worth money? No. The documented red bow price collapsed within days of launch.

What should I do with whites and greens? Players register them into combines — the chain up to blue is the reliable part of the system. See beginner progression.

Source trail

  • Official Steam store: Early Access, free-to-play idle farming, weapon/armor/gem drops, player-to-player Steam Market trading.
  • AraFamily Thai streams (Ranger focus and first look): color ladder, red-vs-blue stat comparison, rune slots, market price collapse, lock and auto-register habits.
  • Kirtzi7 Indonesian launch stream: gem removal limits, equipped-item sale limits, jewel sales, market unlock level.
  • Yo Im J TV launch-week streams (Knight and Ranger): red gear driving class choice, combining away off-class reds, accessory caution.
  • Shou Japanese first-look stream: same-tier combines stepping up a color tier.