Eight rarity names, one you will never see

Equipment is graded across eight tiers: Damaged, Common, Rare, Excellent, Epic, Legendary, Holy and Prismatic. Prismatic is the odd one out — no Prismatic equipment ships in the current build at all, so any list presenting it as gear you can chase is describing something that does not exist yet.

The distribution across the other seven is worth knowing before you start shopping. Of the 259 pieces in the catalogue, 25 are Damaged, 29 Common, 48 Rare, 48 Excellent, 48 Epic, 48 Legendary and 13 Holy. Each of those pieces has one rarity and one name only — no item exists in two tiers, so there is no Epic edition of the Rare helmet you are wearing. Moving up a tier always means a different item with a different name, which is why "upgrading" your head slot is a shopping decision rather than a progression step.

Holy breaks that pattern completely. All thirteen Holy items are weapons — there is no Holy armour, no Holy jewellery, nothing to complete a set with. If you have been holding out for a Holy chestpiece, stop. The full list is browsable in the equipment database, where the rarity filter makes the shape of the catalogue obvious in a few seconds.

What a higher tier actually buys you

Two things change as you go up. The base attributes on the piece rise, drawn from the same attribute vocabulary the whole system uses — Attack, Defense, Maximum Health, Critical Damage, Physical and Magic Resistance, Movement Speed, Skill Cooldown Speed, Max Dodge, Max Stagger and the rest. And the versions the piece can appear in get better, which is the part that matters more.

Any named piece can ship in more than one version: a plain one, versions carrying a fixed affix already rolled in at a stated level, and versions carrying an empty socket. Those are genuinely different items wearing the same name, which is why 259 names cover well over a thousand entries in practice, and why two players holding the "same" helmet can be running very different gear. Socketed versions are common rather than rare — 205 of the 259 pieces have at least one — and 173 have fixed-affix versions, while only a minority ship a plain version at all. When someone links you a piece, look at the version before you value it.

What does not change with rarity is the requirement. The only restriction a piece carries is class — some armour is shared between a pair of classes, and 36 entities, all necklaces and rings, carry no class requirement whatsoever. There is no level requirement gating a Legendary weapon out of your hands. If you can afford it and your class can hold it, you can wear it.

There is no upgrade button

This is the single most important structural fact about gearing here, and it disappoints people every week: weapons and armour have no upgrade system. You cannot pour materials into a Rare sword to make it Excellent. You cannot reforge, reroll or ascend anything. There is also no salvaging or disenchanting, and the developers have stated none is planned at this time, so an unwanted Legendary is not raw material for the piece you actually want — it is something to sell.

"Upgrading" in this game therefore means exactly two things. Either you replace the piece with a better one, or you change what is socketed into the piece you already have. That is the whole lever set. Once you accept it, a lot of hoarding behaviour stops making sense: there is no future system that will turn your pile of mid-tier gear into something useful.

The practical consequence is that gear budgeting is about flow, not accumulation. You are not building a permanent collection you slowly improve; you are running a stock of replaceable kit that gets consumed by deaths and durability. Plan your purchases the way you would plan ammunition, not the way you would plan an heirloom.

Why a gemmed Rare beats an empty Epic

Because most affixes come from gems rather than from the item, a piece with sockets you can fill outperforms a higher-rarity piece with nothing in it. This is the most repeated line in the community and it follows directly from where power lives: a green piece carrying two useful affixes is doing more work than a blue piece carrying none.

That reframes what you are shopping for. When comparing two pieces, look past the colour to three questions. What sockets does this version have, by family and by tier? Do I own gems that fit them? And do the affixes on those gems touch actions I actually press? A Tier II or universal socket on a mid-rarity piece is frequently the better buy, especially since a Tier I gem drops into a Tier II socket while the reverse never works — the socket rules are laid out in full in affix gems and socket rules.

None of this means rarity is worthless. Base attributes do climb, and at the top of the ladder the gap is real. It means rarity is the last tiebreaker rather than the first filter, and that a player who spends their savings on one Legendary piece with no gems has usually made themselves weaker than a player who bought three socketed Excellent pieces and filled them.

Where each tier comes from

The Workshop ladder is the clearest map of what is available to craft, and it doubles as a progression checklist. Forging opens at Workshop 1. Excellent arrives at 2, Epic armour at 3, Epic weapons at 4, Tier II gems at 5, Legendary armour at 6, Legendary weapons at 7 and Holy weapons at 8. If you want to make your own gear rather than buy it, that ladder is the real gate on your rarity ceiling.

Whether crafting is the right route is a separate question. There are 165 recipes — 157 at the Forge and 8 for gems — covering 90 armour pieces, 43 weapons, 24 accessories and the gem set, and each one publishes its materials, its Gyldenblod cost, its duration and its Workshop window. Craft jobs take real hours, run while you are offline, and occupy a limited number of queue slots that are locked to their item once started. Experienced players currently say that between auction fees and those timers, buying finished gear off the auction house often beats forging it. That is present consensus rather than a rule, and it will shift as forge speeds change.

Look up what a specific piece costs on the crafting page before committing a queue slot, and treat Workshop levels as a build investment in their own right rather than a side project.

The thirteen Holy weapons

Holy weapons come from map bosses, with one unique Holy weapon tied to each boss, and they carry exclusive gameplay affixes that can change how a skill behaves rather than simply adding numbers. The thirteen are Wulfen Einherjar - Oathkeeper, Wulfen Einherjar - Splitclaw, Wulfen Einherjar - Warcry Spike, Wulfen Einherjar - Blade of Inquisition, Insatiable Heart - Demolisher, Insatiable Heart - Soulseeker Bow, Insatiable Heart - Cornered Beast Bow, Insatiable Heart - Everburn, Moon Deity - Myriad Soul Staff, Moon Deity - Convergence Staff, Moon Deity - Crescent Dagger, Moon Deity - Souleater Catalyst and Moon Deity - Invocation Catalyst.

Coverage is complete but uneven, and it is worth reading against your own class. Every weapon family has at least one Holy entry: Sorcerer gets two Staffs and Blackarrow gets two Bows, which reflects the fact that both classes carry a single weapon family; Seer gets three, two Catalysts and one Mace; Mercenary, Shadowstrix and Withered Knight each get one for each of their two weapons. Nobody is locked out of the tier, but a Mercenary who wants a Holy hammer has exactly one item to hunt.

Top-tier gear is stated to come most often from defeating Mist Lords on Cataclysm difficulty, which is a squad-level commitment rather than something you fit into a solo loot loop. No drop rate for any Holy weapon has ever been published, so treat any figure you see as an estimate. Look up an individual piece such as Wulfen Einherjar - Oathkeeper to see its attributes and which class can hold it before you spend nights hunting for it.

Where your next purchase should go

Start with what you lose least often and can use longest. Necklaces and rings carry no class requirement, which makes them the safest long-term buy in the game — they survive a class change and can be socketed once and left alone. Weapons come next, because your damage and half your affix relevance run through the weapon you actually hold. Armour comes last and should be treated as consumable, since it takes durability damage constantly and is the first thing you will replace after a bad night.

Inside armour, buy the version rather than the tier. The Veteran Helmet is a good worked example: a Rare Mercenary helmet that ships in nine versions, seven of them carrying a single fixed affix — Aegis, Tenacious, Bulwark, Resilience, Stoic, Brotherhood or Seeker — and two carrying an empty socket instead, one Tier I Amethyst and one Tier I Moonstone. Those are three different purchases with the same name. The socketed versions are worth more to a player who owns gems and less to one who does not, and no amount of reading the rarity colour tells you which is which.

Finally, keep a second full set that you would not mind losing. Because there is no upgrade path, a strong set is not an investment that compounds — it is inventory at risk every time you queue. Compare candidates in the equipment database and the gem browser, then decide how much of it goes into a run using building a loadout you can lose.