Gear

It's dangerous to go alone! Luckily, the heroes of MythForce will be armed with weapons and trinkets to take on Deadalus and his minions. Each character has a starting set of gear, and additional starter items can be added on using Artifacts and Infusions. Throughout the course of the adventure, the heroes will upgrade their gear with items found throughout the levels, either dropped from enemies, sold in shops, or at static drop points.

**Gear** is categorized both by level and rarity. Gear can be any level from one to 10, and the level indicates its base effectiveness. In addition, Gear has a rarity level (Common, Uncommon, Rare, Epic, and Legendary). The higher the rarity of a piece of Gear, the more effects (such as inflict poison or reduced stamina cost) the item is likely to have.

Gear falls into two main categories: Weapons and Trinkets.

## Weapons

* Swords: A medium speed, main hand weapon, Swords are a staple weapon in Mythforce.
* Maces: Slow and heavy, Maces are the preferred weapon of the Knights of Solaire. A fully charged attack from a mace will knock down most enemies.
* Bows: Bows are ranged weapons requiring two hands to use. The power of the shot is determined by how long the attack is held down. Bows can be used to bash an enemy that gets too close, but they will not block an attack.
* Books: Magical books can be used to great effect by those with the skill to unlock their power. Books of Fire and Ice are currently implemented in Mythforce, each with unique spells and playstyles.
* Daggers: Daggers are offhand weapons. While they do less damage than main weapons, they are very fast, and a talented rogue may do more damage with a flurry of well-positioned dagger strikes than a fighter with a larger weapon. A Dagger will block a melee attack, but it will not stop an arrow.
* Shields: The board to your sword, Shields can be held in the offhand with a Sword or Mace. Shields will block both melee and ranged attacks, and are capable of bashing an enemy that gets too close.

## Trinkets

* Bracers
* Boots
* Charm
* Amulet

### Gear Effects

Ambushing: additional Damage vs enemies at full health

Antifungal: additional dmg vs Sporefolk

Arcane Warding: resistant to Arcane dmg & effects

Blasting: On Power Attack deals damage in a straight line

Crescendo: Rewards additional damage for killing enemies

Dancing: rewards extra attack for enemies killed

Enduring: Additional Physical defense

Eviscersting: Inflicts Bleed on Crit

Fire Binary: Resistant to Fire, weak to Ice

Fire Warding: Resistant to fire damage

Heavy: Increased Stamina Cost, but Grants more Damage

Hungry: On kill gain additional attack

Ice Binary:  resistant to Ice, vulnerable to Fire

Ice Warding: Resistant to Ice damage and effects

Intelligent: Magic Attack

Light: Decreased Stamina Cost

Masterwork: extra base damage

Mild: Decreased mana cost

Nature: Inflicts Poison in hit

…Of Fire: Power attacks inflict Ignite

Opportunistic: extra damage vs enemies below half health

Overwhelming: Power attacks deal additional damage

Strong Melee Damage

Utilitarian: Reduces Utility Ability Cooldown

Veteran: reduce combat ability cooldown

Vampiric, on kill gain health

Waylaying:  inflicts Daze on enemies at full health

Willful: Magic Defense