Equipment

== Equipment General Overview ==
Equipment is a significant part of gameplay, and many players strive to constantly improve their gear. To equip a piece of gear, simply double click on it, or drag it from the inventory (alt-e) to the Equip window (Alt-Q). The character will have to be the required class, and over the required minimum level specified on the item. Some items are also for transcendent classes only.
For new players, completing the Eden Group Equipments Quests is highly recommended. These offer basic "free" gears, which are quite good already. However, note that these gears are all character bound, meaning you cannot even move them within storage to other characters on the same account. Each character will therefore have to complete the quests again.
When ready to move on to more advanced gears beyond Eden gears, the selection could be quite daunting. Often, the exact same gears can be shared among multiple classes, at least within the PVM / MVP sector. For WoE / PVP, gears differ quite a bit and much focus is put onto stacking Demi Human reductions for better survivability, and usually includes the WoE set. There are of course exceptions to every case, especially concerning Rangers who mostly use the White Wing Set as their default gear. The main piece of equipment that tends to differ is the weapon, although certain weapons can be shared as well among similar classes, like how Royal Guards and Rune Knights can both equip Spears.
"Luxury" items are mostly for reference and regular players usually cannot afford these. God Items in particular tend to be shared by many members within large guilds who have accumulated the parts over a long period of time.
== Skills Gained from Equipment ==
:Main article: Skill Equipment
Some equipment allow the use of skills not available normally to a certain class.
== Equipment Sets ==
:Main article: Equipment Sets
When equipped together, some equipment will give set bonus.
== Weapons ==
The weapon is often the most important factor to the character's damage output, and is the first thing to improve upon. Eden weapons are quite good, and are often better than NPC bought weapons. Some players that are more experienced may wish to skip the Eden quest however, and sometimes will just buy the strongest NPC weapon available. The database iRO Wiki hosts offers very good searching capabilities. The "Weapon Search" page within the "Item" category allows the user to specify different criteria to search by. One good method is to specify the class, choose to sort by "ATK", and view the strongest weapons available. For magic classes, choose "MATK" instead. Weapons that are not buyable from NPCs can be bought from other players, or can be hunted from the monster(s) that drops it.
For endgame purposes, it is recommended to look at the specific third class's page to see what the best weapons available for each class are. For leveling purposes on new or lower leveled characters, generally the highest ATK or MATK weapons that the character can equip at their level are adequate.
The Weapons page lists the different types of weapons and ammunition.
== Garments ==
Normally, a garment is used mainly for helping reduce damage a character takes. This is especially important for classes that cannot equip a shield at all times due to having to use a two-handed weapon. Garments are often used for Neutral reduction, which can reduce the damage a monster's regular melee attacks can inflict as well as certain skills that have neutral element.
=== Luxury ===
Equipment or Card	Req. Lvl	Notable Effect(s) 	Notes
 	All 	Reduces damage received from Neutral element attacks by 50%. Increases damage received from all elements except Neutral element by 50%. 	Offers the best Neutral reduction, but must be careful against elemental attacks.
 	All 	Reduces damage taken from Water, Earth, Fire, Wind, Shadow, and Undead property attacks by 50%.Increases damage taken from Holy and Ghost property attacks by 100%.	Offers the best elemental reduction, but must be careful against neutral, Holy, and Ghost attacks.
 	94+ 	Honorable mention only 	Albeit being a God Item, Asprika is mostly outshone by other garments currently.
=== High End ===
Equipment or Card	Req. Lvl	Notable Effect(s) 	Notes
 	All 	Reduces damage received from Neutral element attacks by 20%. 	The most popular card for garments and the most often defaulted card.
 	All 	Allows for three powerful enchants (see Fallen Angel Wing Enchants). 	Very popular garment due to the Enchants. Spell enchants are not only extremely useful for magic users, but are applicable to many other classes as well as most skills have variable cast time. Expert Archer enchants are also popular as many classes' primary skills are ranged.
 	All 	Offers useful effects, provided the character has 90 or higher of a certain stat.	A good well rounded garment, with beneficial bonuses that help most classes.
=== Mid End ===
Equipment or Card	Req. Lvl 	Notable Effect(s) 	Notes
 	90+, transcendent	Reduces damage received from all elements by 7%, chance to leech SP.	Useful for its elemental resist, and SP leech is useful for leveling a physical character (both melee/ranged).
=== Economy ===
Equipment or Card	Req. Lvl 	Notable Effect(s) 	Notes
 	Transcendent classes	If used by a Acolyte, Mage or Archer job type:P. Dodge +5, Each upgrade gives an additional P. Dodge +2, til an upgrade of +10.	Very useful and perhaps even underrated for the Perfect Dodge for Acolyte, Mage, and Archer types.
 	65+ 	Reduces damage received from Neutral element attacks by 15%. 	A good upgrade to an Eden Manteau with 5% more neutral resist.
 	All 	Reduces damage received from Neutral element attacks by 15%. 	A good upgrade to an Eden Manteau with 5% more neutral resist. However, it appears it may be currently broken (link).
See also: Elemental Damage Reduction (By garment)
== Armors ==
One very important function of an armor is the ability to change the character's element (level one always). In all cases except for Ghost, wearing the particular element armor will reduce damage from that element, which is absolutely necessary to reduce an MVP's elemental skill, and also even for some regular monsters. Each element has a card for it, but certain armors such as Lucius's Fierce Armor of Volcano [1] also change a character's element by default. 
Note: do NOT card an elemental armor such as a Lucius's Fierce Armor of Volcano [1] (fire property) with another elemental card (like a Swordfish Card for water). The card will OVERWRITE the existing element with the card's element (fire overwritten by water).
Reference: Elemental Armor
Aside from element change, armors can also offer increased HP, increased ATK and MATK, and other small bonuses.
=== Luxury ===
Equipment or Card	Req. Lvl	Notable Effect(s) 	Notes
 	All 	If the user take damage more than 40% of MaxHP. Only 40% of MaxHP will be taken. Cannot reduce fixed damage.	Best card for survivability.
 	All 	Max HP +100%, DEF - 50% and MDEF - 50%. 	Best card for Max HP.
 	94+ 	Increases HP, SP, prevents knockback, increases physical and magic attack by 10%, high DEF 	A good well rounded armor that gives many useful bonuses. However, this is no substitute for situations where elemental armor is needed.
=== High End ===
Equipment or Card	Req. Lvl 	Notable Effect(s) 	Notes
 	45+ 	Changes the user to Fire element. 	A Fire armor is often needed in many situations. Having a slot gives the option of putting in a card like a Marc Card to offer both freeze immunity and Fire element at the same time.
 	45+ 	Changes the user to Wind element. 	Used in a similar manner as a Lucius armor, but with Wind element.
 	55+, transcendent 	Prevents skill casts from being interrupted, increases the variable cast time of skills by 15%.	Has less penalty than a Phen Card while also preventing casts from being interrupted. Many classes and not just Mage classes have skills that need this attribute.
 	Transcendent classes	Indestructible, all stats +1 	Only used for the indestructibility attribute, which is not often needed. A more basic, lighter armor can be used instead if indestructibility is not needed.
 	All 	Gives immunity to Frozen status. 	Necessary in many MVP situations, and can be compounded onto an armor that changes the user's element.
 	All 	Changes the user to Fire element. 	The Fire element is very common and having a Fire armor is recommended for all players.
 	All 	Increases magic damage by 5%. 	A good card for Mage classes for increasing MATK output.
=== Mid End ===
Equipment or Card	Req. Lvl	Notable Effect(s) 	Notes
 	All 	ATK +25 	Good card for increasing damage for physical classes (both ranged and melee).
 	All 	Max HP +10% 	If no other card is needed or beneficial, a Pecopeco Card is not bad for the HP increase.
 	45+ 	Changes the user to Fire element.	The unslotted variant of a Lucius armor, and is a more common monster drop. Note that only Swordsman and Merchant classes can equip this.
=== Economy ===
Equipment or Card	Req. Lvl	Notable Effect(s) 	Notes
 	65+ 	Some small set bonuses with other gears	A basic armor that is sometimes useful if using the other gear it has set bonuses with
 	54+ 	Max HP +10% 	Gives the same effect as a Pecopeco card.
See also: Status Inflicting Cards (Armor)
== Footgear ==
Footgear is mostly used for increasing HP and SP, and is vital for increasing a character's HP pool and SP pool.
=== Luxury ===
Equipment or Card	Req. Lvl	Notable Effect(s) 	Notes
 	94+ 	Max HP +20%, Max SP +20%, INT +25, SP Regen +25%	Offers the same HP and SP bonuses as Variant Shoes, but also gives a whopping 25 INT!
=== High End ===
Equipment or Card	Req. Lvl 	Notable Effect(s) 	Notes
 	85+, transcendent	Max HP +20%, Max SP +20% 	Generally offers the most HP and SP a footgear can offer. Do not upgrade these or they will lose the HP/SP bonuses per upgrade level.
 	All 	If the footgear upgraded to +9 or higher, Max HP +10%, Max SP +10%	Generally the best card in situations where a slotted footgear is used, but does require upgrade level of 9 or higher.
=== Mid End ===
Equipment or Card	Req. Lvl 	Notable Effect(s) 	Notes
 	60+, transcendent	Max HP +10%, VIT +2, Increases the recovery rate of skills and items by 5%.	Decent amount of increased HP, and also makes items and skills heal the character more slightly.
 	All 	Max HP +10%, VIT +1 	A good choice for the HP bonus and does not require the footgear to be upgraded like Firelock Soldier Card does.
 	All 	Max HP +10%, AGI +1 	Similar to Green Ferus Card.
 	All 	Max HP +8%, Max SP +8% 	Offers both increased HP and SP without requiring the footgear to be upgraded.
 	All 	Max SP +15% 	Offers quite a bit of increased SP.
=== Economy ===
Equipment or Card	Req. Lvl 	Notable Effect(s) 	Notes
 	65+ 	Max HP +9%, Max SP +9% 	Offers a decent amount of HP and SP, and also can be worn by pre-transcendent characters.
 	55+, transcendent	Max HP +10% when used in combination with	Has an HP bonus with Wool Scarf, and also offers a slot for even more HP or SP when carded.
 	All 	SP Regen +15% 	Useful for regenerating SP.
See also: EXP Increase (Shoes)
== Shields ==
A shield is very important on reducing damage a character takes, as its name suggests. Usually, the shield itself does not provide the most important aspect of reduction, and the card inside is what's important. They take up the Right Hand slot in the equipment window. As such, when a character is wielding a two-handed weapon, they cannot wear a shield (although they can certainly gear swap mid battle to a shield).
Racial Reduction cards are very useful and are the most popular type of card used. It is recommended that most players create a collection of shields with the most common racial reduction cards in them. Cheaper cards can also be put into cheaper shields and do not necessarily always need the benefits higher end shields provide. 
Reference: Shield Reduction Card (By Race)
Other reductions are also available as well, by size and by monster element. Monster element cards tend to be not as popular, because they only offer 20% reduction and many maps do not have monsters with the same element.
Reference: Shield Reduction Card (By Size) & Shield Reduction Card (By Monster Element)
=== High End ===
Equipment or Card	Req. Lvl	Notable Effect(s) 	Notes
 	65+ 	Reduces damage received from Fire, Water, Shadow and Undead elements by 20%. 	The most popular shield because of the elemental resist. The elemental resist is not always needed in regular PVM situations however, and the user can opt for a cheaper shield alternative.
 	All 	If upgraded to +5 or higher, increases tolerance against Neutral attacks by 1% per refine level (up to +12).	Also useful for neutral resist, but does require a high refine level for maximum use.
 	All 	Reduces damage from boss monsters by 40%. Increases damage from normal monsters and players by 40%. 	An absolute must for any player interested in fighting MVPs, as MVPs are all Boss Protocol. Must be careful as regular monsters will inflict more damage with this on.
 	All 	Reduces damage received from Small, Medium, Large size enemies by 15%. 	Offers overall reduction from everything, although only 15%. A good card to default, but can also be seen as a "lazy" option as in many situations there are more appropriate cards to use.
 	All 	Reduces damage received from Medium size enemies by 25%. 	This is actually a very useful card in PVM, as most monsters in the game are Medium.
=== Mid End ===
Equipment or Card	Req. Lvl 	Notable Effect(s) 	Notes
 	68+, transcendent	Reduces damage received from Medium and Large size enemies by 15%.Reduces damage received from Undead race by 10%.	Not to be overlooked, this shield offers the same reduction as a Hodremlin Card except for Small monsters, as well as Undead race monsters. Note that this shield does not have a slot.
=== Economy ===
Equipment or Card	Req. Lvl 	Notable Effect(s) 	Notes
 	22+, transcendent	Can be shared by all classes, light weight, good DEF	A very good well-rounded low cost shield to put cheaper cards in.
== Headgears ==
There is an immense number of headgears in the game, some of which are dropped from monsters, some created from certain ingredients, some available from certain quests, and some available only from Kafra Shop. Some headgears are almost used only for aesthetic purposes as well. 
For miscellaneous information on headgears, please see headgears.
=== High End ===
Equipment or Card	Req. Lvl	Notable Effect(s) 	Notes
 	10+ 	Set bonus with or : Each refine on the weapon adds Matk+10. If the weapon is refined to +10 or higher, reduces the variable cast time of skills by 10%.	A very popular headgear for magic users due to the combo with Thorn Staff of Darkness.
 	80+ 	Apparently offers higher SP leech proc rates compared to when upgraded to +9 or higher. 	Very useful for physical classes (both melee and ranged) for leeching SP back.
 	20+ 	With , this combo is currently one of the most effective healing item boosting gear with . 	However, this does take up all headgear slots. For more information on healing items, please see Healing Boosters.
 	85+ 	Reduces the variable cast time of skills by 10%, and even more if upgraded to +7 or +9 or beyond. 	Offers a very high amount of variable cast time reduction. Sometimes used by non-Mage classes too for cast reduction.
 	All 	Each upgrade on the headgear reduces the variable cast time of skills by 1%. 	A highly sought after card for the cast reduction.
 	All 	If the user's base Luk is 77 or higher: HP Regen +100%, SP Regen +100% 	A very useful card for Arch Bishops and sometimes other classes for the SP regen, but does require 77 LUK.
 	All 	Gives immunity to Bleeding status. 	Useful in many PVM situations, as Bleeding will prevent natural SP regen.
 	All 	Slotted mid headgear, INT +1, MDEF +2 	Currently the best mid headgear available. Mostly has a high price tag due to the 1 INT, which is not always very significant and cheaper mid headgears can be used.
 	All 	All stats +2 	Often a good default mid headgear to use for any class.
 	All 	ATK +10 	Good for physical (both melee and ranged) classes.
=== Mid End ===
Equipment or Card	Req. Lvl	Notable Effect(s) 	Notes
 	40+ 	Adds a 1% chance to restore 4% of the damage dealt as SP to the user with each physical attack. (Amount restored increased if +9 or higher)	A useful headgear for physical classes (both melee and ranged) to leech SP back when attacking.
 	70+ 	Reduces damage received from Boss monsters by 10%, reduces damage received from Demi Human race by 10%. 	Useful for MVP situations to reduce more damage.
 	All 	A simple slotted mid headgear. 	Offers a slot for a mid headgear, and is usually adequate and a Black Frame Glasses [1] is not worth the extra cost for 1 INT.
Reference: Elemental Resist Cards (Headgear)''
== Accessories ==
Many accessories, as the name implies, offers some alternative useful abilities, such as Teleport and Heal. Because of this, the user can sometimes switch to the accessory to perform that particular function, and swap back to another one more oriented for battle. Note that accessories cannot be upgraded.
For a list of accessories, check accessories or use the database to search for a list.
=== Luxury ===
Equipment or Card	Req. Lvl	Notable Effect(s) 	Notes
 	94+ 	STR +40, further increases the user's STR by [Base Level / 5]. 	Adds a very high amount of STR that no regular accessory can compare with.
 	94+ 	Adds 6-10 of each STAT, increases the recovery power of the user's healing skills by 6%.	Adds quite a bit of STATs, one of which is +10 INT. Good for magic classes.
=== High End ===
Equipment or Card	Req. Lvl	Notable Effect(s) 	Notes
 	All 	Can be enchanted with two Spell enchants (please see RWC Accessory Enchants). 	With the enchants, this can offer a high amount of variable cast time reduction that are not only extremely useful for magic users, but are applicable to many other classes as well as most skills have variable cast time. Sometimes the unslotted version of the accessory is also used. Note that these accessories are account bound once opened from the box.
 	All 	Can be enchanted with various Fighting Spirit or ATK enchants (please see RWC Accessory Enchants).	A good accessory for physical ATK (both ranged and melee) classes. Also has an unslotted version and is account bound once opened from the box, like the pendant.
 	All 	Reduces damage received from Fire, Wind, Water, Earth, Holy, Shadow elements by 10%. 	A very good card for reducing elemental damage.
 	All 	ASPD +10%, ATK +7% 	A good accessory for ASPD oriented and physical ATK (both ranged and melee) classes.
 	All 	Prevents skill casts from being interrupted, increases the variable cast time of skills by 25%. 	Many classes and not just Mage classes have skills that need this equipped so their skill casts are not interrupted. Has more cast penalty than Orleans's Gown, but is required when an armor other than Orleans's Gown is used.
=== Mid End ===
Equipment or Card	Req. Lvl 	Notable Effect(s) 	Notes
 	55+, transcendent 	Has a few small bonuses, including increasing the recovery power of the user's healing skills by 5%. 	Does not actually offer too many useful features, besides the healing increase.
 	All 	ATK +50 when worn with 	Adds a very high amount of ATK, but both items are quite heavy.
 	Transcendent classes	ATK +10, STR +3 	A decent choice for physical STR oriented classes.
 	60+, transcendent 	MATK +2%, MATK +5, INT +1, DEX +1 	A decent choice for magic oriented classes.
 	81+ 	Reduces damage received from Fire, Earth, Wind and Water element attacks by 10%, increases the recovery power of the user's healing skills by 5%.	An account bound accessory only obtainable through KVM, and also has bonuses with each class' Medal of Honor accessory. Offers nearly the same elemental reduction as a Kafra Blossom Card.
 	Transcendent classes	Reduces the variable cast time of skills by 10%, increases the skill usage delay by 5%. 	Decent amount of variable cast time reduction on an accessory, although it has the skill usage delay penalty.
 	All 	Enables the use of Teleport Lv 1. 	Utility type, can use in place of fly wings for non-Acolyte classes.
 	All 	Enables the use of Heal Lv 1. 	Utility type, characters can sometimes use this to heal themselves. Especially effective on Mage classes who normally have high INT, MATK, and conversely a low HP pool to heal fully.
=== Economy ===
Equipment or Card	Req. Lvl	Notable Effect(s) 	Notes
 	All 	Prevents skill casts from being interrupted, increases the variable cast time of skills by 30%.	Sometimes used when a Phen Card of Orleans's Gown is not affordable for the player, although it does have some other set bonuses.
 	All 	P.Dodge +5, AGI +1 	A good accessory for tanking, as 5 perfect dodge can be quite useful.
 	All 	AGI +1, VIT +1, DEX +1, LUK +1 	Offers a few STAT bonuses and can be worn by all classes and levels, light weight.
 	All 	MAX SP +10, bonuses with Spiritual Ring 	Also can be worn by all classes and levels, light weight.
Category: Items