Meroveil is in pre-release. Everything here is read from the game's live data, last verified 2026-08-30 — but balance updates ship faster than this guide, so treat every number as subject to change until launch.

Slots & main stats

Each hero equips one item in each of five slots — Weapon, Helmet, Chest, Boots and Accessory. There are no class or level restrictions: any hero can wear any piece. Every item has one main stat fixed by the piece. At the top tier those are roughly:

HP2,500
ATK250
DEF150
SPD20

Each piece also rolls four sub-stats — HP, ATK, DEF, SPD or crit — and every one now feeds directly into your hero's combat stats. Higher rarity (up to Legendary) raises a piece's gear score but not its main-stat value — a Legendary and a Rare with the same main stat hit equally hard.

Don't leave the Accessory slot empty

Campaign and Tower gear drops only ever roll Weapon, Helmet, Chest and Boots — the Accessory line is crafted, from guild-raid tokens, which is why most players never fill it. Six charms exist across every rarity band up to the Legendary Dragon Signet. An empty slot is a free upgrade waiting.

Equipment sets — the real depth

Equip multiple pieces from the same set to unlock its bonuses (2 pieces, then all 4). Five sets' bonuses are live and fire in combat — three Legendary, and two Epic sets tied to the back half of the campaign:

Dragon Slayer Legendary

2-piece +15% Critical Damage
4-piece +20% ATK, and heal for 25% of the damage you deal (lifesteal)

Best on: Aggressive carries who want to hit harder and self-sustain.

Void Walker Legendary

2-piece +10% Speed
4-piece On each action: a chance to gain a shield, or to halve your recovery (act sooner)

Best on: Fast heroes and turn-cyclers — more turns means more of everything.

Guardian Eternity Legendary

2-piece +15% DEF
4-piece Start every battle with a 500-point shield and reflect 20% of damage taken

Best on: Front-line Defenders who want to be genuinely unkillable.

Eclipse Epic · chapters 5–6

2-piece +8% Critical Rate
4-piece +35% Critical Damage

Best on: Crit carries. The 4-piece out-crits the Legendary Dragon Slayer 2-piece by design.

Dawnstar Epic · chapters 7–8

2-piece +12% max HP
4-piece +10% DEF and an 800-point shield at the start of every battle

Best on: Front-liners in the back half of the campaign — a bigger opening shield than Guardian Eternity.

Build around the 4-piece

The 4-piece bonuses are where sets earn their keep — +20% ATK with lifesteal, a free 500 or 800 shield, +35% crit damage, or extra turns. Commit a hero to a full set that matches their job rather than mixing piecemeal gear. Note the two Epic sets are not a downgrade: Eclipse's 4-piece beats the Legendary Dragon Slayer 2-piece on crit damage, deliberately, because four slots is a bigger commitment than two.

Gear score

Each equipped piece contributes a score, summed across the hero:

Piece score = (Tier × 12) + (Level × 2) + Rarity bonus + Sub-stat count

Rarity bonus runs from +5 (Common) up to +45 (Legendary). Gear score feeds into a hero's combat stats and into the power checks used by the Tower and Labyrinth, so equipping anything in an empty slot is a strict upgrade.

◷ Coming soon

Mythic gear tier

Every sub-stat roll now moves your combat stats — HP, ATK, DEF and SPD add on flat, while CRIT sub-stats raise your crit rate and crit damage — so the "chase the right sub-stats" endgame is live. Still on the way: a Mythic gear tier above Legendary. The rarity exists in the game but no Mythic pieces drop yet, so for now aim for completed sets and strong sub-stats.