Equipment and Armory Guide
How to read, compare, equip, and improve custom gear in Galithin. This guide covers rolled weapons, armor, shields, magnets, trinkets, and the runes used on armory gear. The ranges below come from the current Survival armory configuration; each item tooltip shows its actual roll.
Start with the item in your hand:
A mystery equipment bag names a gear slot, item level, and target rarity. Right-clicking it reveals one rolled item. The resulting item has its own model, implicit stats, prefixes, suffixes, durability, repair capacity, and crafting potential. Read those lines before deciding to equip or modify it.
Read this | What it tells you |
|---|---|
Item level | The level requirement and the modifier bands the item can use. It is separate from rarity. |
Rarity | Basic, Common, Rare, Epic, Legendary, or Mythic. Higher tiers generally allow more modifier slots. |
Implicit | A base modifier attached to the gear type, such as attack damage or armor. |
Prefix and suffix | Additional rolled modifiers. Their values and combinations can differ between two items of the same model. |
Durability and repairs | How much wear the item can take and how many full repairs remain. |
Crafting potential | The resource used by Runic Forge changes; check the forge preview for the exact cost. |
Equipment types:
Type | Equipped where | What can roll or matter most |
|---|---|---|
Sword | Main hand | Attack damage, attack speed, durability; damage against dungeon mob types; chaining or hit effects. |
Axe | Main hand | Higher configured base damage and slower base speed than swords; similar offensive affixes. |
Shield | Off hand | Blocking, thorns, health, resistance, knockback resistance, and effects when hit. |
Helmet | Head | Armor, ability power, critical hit resistance, lucky hit, and utility affixes. |
Chestplate | Chest | Armor, ability power, mana, block chance, and broad defensive or dungeon affixes. |
Leggings | Legs | Armor, ability power, mana, and possible bonus ability level. |
Boots | Feet | Armor, movement speed, ability power, and utility affixes. |
Magnet | Magnet slot | Pickup range and pull strength, mining speed, reach, and dungeon loot affixes. |
Trinket | Ring or necklace slot | A named effect with a finite use counter; some work only in dungeons. |
Rarity and mystery bags:
The fixed rarity order is Basic, Common, Rare, Epic, Legendary, Mythic. A normal bag targets exactly the rarity in its name. A bag labeled with a plus sign, such as Rare+, can roll that rarity or a higher one; it is not a seventh rarity. Applicable rarities are selected with configured weights, so an upgrade is possible but not guaranteed.
Rarity | Named model families in current templates | Typical prefix and suffix slots |
|---|---|---|
Basic | Feather, Miner; base Magnet | 1–3 on most gear; 1–2 on shields |
Common | Arctic, Crimson; Common Magnet | 1–4 on most gear; 1–3 on shields |
Rare | Ironbound; Chrome, Mirage, Phoenix on swords, axes, and shields; Rare Magnet | 2–4 on most gear; 2–3 on shields |
Epic | Prism, Vanguard, Dark Knight; Epic Magnet | 2–5 on most gear; 2–3 on shields |
Legendary | Basilisk, Gloom, Void, Aether; Legendary Magnet | 2–6 on most gear; 2–4 on shields |
Mythic | Samurai, Soul Fire, Eclipse; Mythic Magnet | 2–6 on most gear; shield prefixes 3–4 and suffixes 2–4 |
These are configuration slot ranges, not a promise that every listed modifier will appear. The model family identifies the item appearance; the item's roll determines its actual stats.
Base attribute ranges:
These ranges cover configured implicit values before additional prefixes and suffixes. An individual item's number depends on its roll, level, and available modifier tier. Exceptional event entries are excluded.
Gear | Configured implicit range | Special note |
|---|---|---|
Sword | Attack damage 8–50; attack speed 1.6–1.8; durability 1,400–6,000 | Main hand offense |
Axe | Attack damage 9–56; attack speed 1.0–1.3; durability 1,400–6,000 | Slower, harder base hits |
Armor pieces | Armor 3–30; ability power 2–50; critical hit resistance 5–40%; durability 400–7,000 | Chest and legs can add 20–60 mana |
Shield | Durability 800–5,000; thorns damage 6–50 or block chance 5–30%; health 2–8 | Thorns and block chance are incompatible |
Magnet | Range 3–25; pull velocity 5–25; mining speed 3–40; durability 12,000–24,000 | Can gain range and loot affixes |
Boots can roll 2–20% movement speed as an implicit. Helmets can roll 2–6% lucky hit chance. Some gear can roll Soulbound, which keeps that item with you on death.
Modifier guide:
Weapons:
Swords and axes can add attack damage, attack range or speed, durability, Soul Chance, and extra damage against Champion, Tank, Assassin, or Horde mobs. A prefix can grant Chaining instead of the competing attack-damage prefix. A suffix may grant a healing, poison, slowness, fear, or chilling cloud, or a hit effect such as stun, shocking hit, or lucky hit. Swords also list sweeping hit. The configured effect groups exclude many competing effects from rolling together.
Armor:
Armor prefixes can add armor, health or mana, resistance, attack damage or ability power, knockback resistance, durability, cooldown reduction, status avoidance, item quantity, item rarity, trap disarm, mana regeneration, Soul Chance, or healing efficiency. Health conflicts with the mana-percentage modifier. Resistance conflicts with the competing damage and ability-power percentage prefixes. Poison, wither, and slowness avoidance also exclude one another.
Chestplates and leggings can roll a mana implicit; boots can roll movement speed; helmets can roll lucky hit chance and area of effect. Chestplates and leggings have configured bonus-ability-level rolls. The item tooltip identifies the ability and level actually granted.
What the common attributes mean:
Attribute | How to read it |
|---|---|
Attack damage and speed | Damage per hit and attack rate. A faster weapon is not automatically stronger overall. |
Armor, resistance, health | Defense and survivability. Check both flat values and percentage modifiers. |
Ability power, mana, regeneration | Ability strength, mana capacity, and mana recovery. |
Cooldown reduction | Shortens eligible ability cooldowns; compare the final item tooltip. |
Critical hit resistance, knockback resistance | Defensive chances or mitigation against those effects. |
Soul Chance | A soul-related chance stat; it is separate from item rarity and quantity. |
Item quantity and item rarity | Dungeon loot modifiers. Quantity affects amount; rarity affects quality rolls. |
Trap disarm and abundance | Dungeon utility; abundance is configured on magnets for more ore rewards. |
Clouds and on-hit effects | Triggered effects with a displayed rank or chance. Many effects cannot coexist on one roll. |
Soulbound | Keeps the item with the player on death instead of adding it to drops. |
Shields and magnets:
Shields can add health, thorns damage, Soul Chance, resistance, knockback resistance, durability, lucky hit, and defensive clouds that trigger when hit. The live pool makes thorns damage and block chance incompatible. Magnets can add range, pull velocity, durability, mining speed, reach, Soul Chance, and dungeon utility stats such as item quantity, item rarity, abundance, and trap disarm.
Level limits, wear, and repair:
A player cannot use an armory item above the maximum item level for the player's level band. Custom gear does not disappear when its durability reaches zero; it becomes broken and cannot be relied on for attacks. To restore damaged eligible gear, place it on the left of an anvil and a Rune of Repair on the right. A successful repair costs one rune, five XP levels, and one remaining repair slot. Full-durability gear and gear with no repair slots do not produce a repair result.
The configured maximum repair slots are weighted: weapons, shields, and magnets can roll 1–6; armor pieces can roll 1–10. A Restoration rune rerolls repair capacity at the Runic Forge, but cannot be used after the item has already been repaired.
Player level | Maximum usable item level |
|---|---|
1–14 | 14 |
15–30 | 30 |
31–49 | 49 |
50 | 90 |
Runic Forge:
The Runic Forge changes eligible armory gear. Put the item in the center, the rune in a compatible outer slot, and the required Scrap Metal above. The preview shows the current Scrap Metal and crafting-potential cost. Applying a valid change consumes the rune and listed costs. Rerolls can worsen a desirable attribute, so inspect the result before committing.
Rune of Repair belongs at an anvil, not the Runic Forge. The Scrap Station converts unwanted eligible gear into Scrap Metal for forge work.
Rune | Effect |
|---|---|
Generation | Adds a random modifier. |
Purge | Removes a random modifier. |
Fate | Rerolls the tier of one random prefix or suffix. |
Chaos | Rerolls prefix and suffix types. |
Dawn | Rerolls prefix types only. |
Dusk | Rerolls suffix types only. |
Renewal | Rerolls implicit modifier types. |
Restoration | Rerolls repair capacity before any repair has been used. |
Comparing a new item:
Check eligibility first, then gear slot, actual attributes, useful modifier combinations, durability, remaining repairs, and crafting potential. A rarer appearance is not enough to decide whether an item improves your build. Two items with the same model can have different rolls.
Gear can come from Blacksmith bags, eligible dungeon loot and trophies, and crate pools. Read Magnets and Trinkets & Necklaces for their dedicated slots and effects.
Gear repair:
Put damaged eligible gear on the left of an anvil and a Rune of Repair on the right. Repair costs one rune, five Minecraft XP levels, and one remaining repair slot. Full-durability gear or an item without repair slots cannot produce that result.
Gear at zero durability becomes broken instead of disappearing. Restoration changes eligible repair capacity at a Runic Forge before the item has been repaired; it is not the anvil repair rune. See Custom Tables for workstation costs and the complete Rune reference.
Bag-opening animation:
changes your saved opening-animation preference. Use to show it or to skip it. This changes presentation, not the selected reward or its rarity.




