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Gear and upgrades

Where your gear comes from, in what order, and what is worth spending on — written for the 5.0 build this server actually runs.

If you read nothing else

  1. Do not invest in levelling gear. At 8× EXP you outgrow every piece before it matters, so tempering or regrading it is wasted. Replacing it is another story — see the level-20s gap.
  2. At 50, get into Hiram Guardian gear. It is the ladder 5.0 is built around: it upgrades with materials rather than crafting luck, and it is the only route that reaches endgame from a standing start.
  3. Push grade first, temper second. Grade is a flat multiplier on every stat the piece has, and it is the gate on moving up the Hiram ladder. Tempering is the long tail you chip away at forever.
  4. Tempering is safe. Regrading is not. A temper can never break your item. A regrade past Unique can destroy it outright.

The path, level 1 to endgame

Gearing in 5.0 is one long loop rather than a series of separate sets. This is the whole shape of it, in order:

  1. Level 1–19 — wear what the game gives you

    The early questlines hand out gear steadily. Do not regrade it and do not temper it — you will replace it in a couple of hours. Bank your gold and your Labor.

  2. Level 20–29 — the gap, and how to get through it

    Quest rewards thin out badly through the twenties on this build, and this is where most new players get stuck: the story stops replacing your gear, but the mobs keep scaling. This is not you doing something wrong. Fill the gap from drops, the auction house and crafted pieces rather than waiting for a quest to hand you something — and check the stats page first, because wearing the wrong attribute for your skillsets is the other thing that makes this stretch feel impossible.

  3. Level 30–50 — quest gear picks back up

    Rewards become plentiful again from the thirties on. Keep coasting on them; still do not invest in anything you are about to outgrow.

  4. Level 50 — the handoff

    Hiram Guardian gear is level-50 equipment, and this is where gearing genuinely starts. The cap here is 55, and the last five levels are slow, so most players are still levelling while they build their first Hiram set. That is normal — do both at once.

  5. Grade every Hiram piece to Celestial

    This is the step new players skip. A Hiram Guardian piece cannot be awakened until it is Celestial or better, so grade is not a nice-to-have — it is the gate. Feed the piece infusions to raise it.

  6. Awaken to Radiant, grade to Divine, awaken to Brilliant

    Each awakening moves the piece onto the next tier, and drops its grade by two steps on the way — an Arcane piece comes back Grand. That is not a failure and you have not broken anything: the new tier's base is far higher, so the equipment points go up even as the grade colour goes down. Then you grade it back up. Radiant needs Divine to awaken again.

  7. Temper in the background, forever

    Tempering runs on its own track and never interferes with the above. The first seventeen points carry no failure penalty at all, so there is no reason not to be doing it whenever you have the Labor spare.

  8. Endgame — Erenor

    Above Hiram sits Erenor, fed by infusions you get from salvaging world-boss drops. This is a long way out; nobody needs to plan for it on day one.

Not sure which stats your gear should carry? That is the stats page, and which weapon and armour your skillsets want is the classes page.

Following a guide written for Classic or 3.0?

Most ArcheAge guides on the internet were written for 3.0 / Classic, and their gearing advice does not apply here. This server runs 5.0.7.0, which replaced the entire progression those guides describe. If a guide tells you to:

…then it is describing a version of the game that 5.0 retired. Those items still exist in the client, which is exactly why the advice looks plausible — but they are not the ladder any more. Hiram is.

The class half of those guides ages far better than the gear half: role archetypes, which armour each build wants, and most skillset pairings still hold. It is specifically the gear routes and the upgrade economy that changed. See also the retired materials below.

What to wear

Gear score is not the whole story. A piece only pays off if its stats feed the damage your skills actually do — see the stats page for why an Intelligence caster gains nothing from stacking Strength.

ArmourWhat it gives youWho wears it
Cloth Move speed, and reduced casting delay when you are hit Sorcery, Occultism, Malediction, Vitalism — anything that casts
Leather Evasion, and extra range on every bow skill Archery and Shadowplay builds
Plate The highest raw defence Battlerage and Defense — tanks and melee

Weapon type matters against players too: piercing and crushing weapons deal bonus damage to plate, and slashing weapons deal bonus damage to leather.

The Hiram ladder

Hiram is the gear line 5.0 is built around. You upgrade a piece by feeding it infusions (synthesis material) until its grade is high enough, then awaken it with a scroll to move it onto the next tier. The three tiers on this server are:

TierAwakens withRequires
Hiram Guardian Hiram Awakening Scroll The piece must be Celestial grade or higher
Radiant Hiram Guardian Radiant Hiram Awakening Scroll The piece must be Divine grade or higher
Brilliant Hiram Guardian — top tier — Awakened from a Divine-or-better Radiant piece

Each awakening unlocks higher item grades and better synthesis effects on that piece, so the ladder is grade → awaken → grade again, not a single jump.

What awakening actually does to the item

The Gear Upgrade window shows you the whole trade before you commit, and the numbers look alarming the first time. Reading it left to right:

Protecting your work

Above Hiram sits Erenor, fed by Erenor Infusions (Clear, Vivid, Lucid, Radiant, Resplendent) that you get by salvaging equipment dropped by world bosses.

Tempering: +1 to +30

Tempering is the second axis, and it is the friendlier one. Each attempt spends Labor and gold and adds a tempering point on success. Equipment can be tempered up to +30.

Success chance per point

TargetSuccessFailure penalty
+1 to +9 100% none
+10 85.7% none
+11 74.4% none
+12 65.2% none
+13 57.6% none
+14 51.0% none
+15 45.2% none
+16 39.8% none
+17 34.8% none
+18 30.0% 50% chance to lose 1 point
+19 25.3% 50% chance to lose 1 point
+20 20.6% 50% chance to lose 1 point
+21 16.9% 50% chance to lose 1 point
+22 13.4% 50% chance to lose 1 point
+23 10.6% 50% chance to lose 1 point
+24 8.3% 50% chance to lose 1 point
+25 6.5% 50% chance to lose 1 point
+26 5.0% 50% chance to lose 1 point
+27 3.7% 50% chance to lose 1 point
+28 2.6% 50% chance to lose 1 point
+29 1.7% 50% chance to lose 1 point

These are the exact numbers this server rolls against. Two things worth knowing: a temper never breaks or crystallizes your item — the worst case is a lost point — and there is no failure penalty at all below +18, so the first seventeen points only cost you materials and time. Everything from +18 upward is where the grind lives.

Item grades

Every piece of equipment sits on the same thirteen-step ladder. The grade is a straight multiplier applied to the item's stats, so a Divine piece is worth 60% more than the same item at Basic — before any tempering, gems or set bonuses.

GradeStat multiplier
Crude 0.80×
Basic 1.00×
Grand 1.08×
Rare 1.16×
Arcane 1.24×
Heroic 1.32×
Unique 1.40×
Celestial 1.50×
Divine 1.60×
Epic 1.70×
Legendary 1.85×
Mythic 2.00×
Eternal 2.10×

Read off this shard's own item data. Basic is the baseline every item is designed around; Crude is what you get from a failed craft.

Regrading: raising the grade

Regrading uses a Regrade Scroll, and optionally a Regrade Charm to improve the odds. The game states the outcomes plainly:

  • Great success — +2 grades.
  • Success — +1 grade.
  • Failure — the item stays where it is, drops a grade, or crystallizes.
  • Great failure — the item is destroyed.

Crystallized equipment cannot be salvaged, recloaked, or regraded again, and a downgrade can cost you sockets — which destroys the lunagems in them. Everything up to Heroic is effectively safe; the destructive outcomes start once you are pushing past Unique.

Charms are never required, but going without them means lower odds and harsher consequences on a failure. The sane habit is to save them for the pushes that actually risk something — Unique upward — and go bare below that.

Where the materials come from

Hiram scrolls and infusions are quest rewards first and drops second. The daily quest chains that hand them out on this build run through Reedwind, Sungold Fields and Exeloch — the Guardian of… and Raiders of… lines, plus The Abyssal Legion — and let you pick your reward: Hiram Awakening Scrolls, Radiant Hiram Awakening Scrolls, or Mysterious Hiram Infusions.

This is an emulated 5.0 server and some late-game acquisition chains are still being wired up. If a quest or a drop is not behaving, say so on the forums — that is how it gets fixed.

Retired materials — vendor these

5.0 retired the Obsidian-era upgrade economy, and the game says so in the tooltips. If you are following a guide written for an older patch, these are dead ends:

  • Weapon Temper, Greater, Super, Prime and Resplendent Weapon and Armor Tempers — “can no longer be produced or used”. Vendor them.
  • Weapon and Armor Temper Catalysts — right-click to convert them to Golden Tokens.
  • Tempering Burnish and Superior Tempering Burnish — sell to a merchant.

The materials that matter now are Tempering Cubes and Crystals, Hiram Infusions, Hiram Awakening Scrolls, and Erenor Infusions.

The words everyone uses

ArcheAge chat is dense with shorthand. These are the ones that come up while you are gearing:

Grade
The colour tier of a piece — Basic through Eternal. A flat multiplier on every stat the item has, and the gate on awakening Hiram.
Regrade
Pushing an item up a grade with a scroll. Free of risk through Heroic; genuinely destructive past Unique.
Temper
The separate +1 to +30 track. Costs Labor and gold, never destroys the item.
Crystallized
What a bad regrade can leave you with. The piece is bricked — it cannot be salvaged, recloaked, regraded or tempered ever again.
Hiram
The level-50 gear line 5.0 is built on, and the answer to “what do I farm?” for essentially everyone.
Infusion
The synthesis material you feed a Hiram piece to raise its grade.
Awaken
Moving a Hiram piece onto the next tier with an Awakening Scroll. Needs the piece at Celestial (or Divine, for Radiant), and returns it two grades lower on a bigger base. The last tab of the Gear Upgrade window.
Awakening Scroll
The consumable that performs an awakening. No vendor and no store sells these and they are not in any loot table — on this server they come out of the Hiram daily quest chains. If a guide tells you to buy one, that guide is for a different version.
Item Fusion
Appearance only — nothing to do with upgrading. “Change Appearance” puts one item's look onto another and consumes the item you took the look from; “Image Extraction” saves a look off a piece. Your stats do not change. It is easy to mistake for an upgrade system because it sits in a similar window.
Salvage
Breaking equipment down for materials. How Erenor Infusions come out of world-boss drops.
Lunagem
A gem socketed into a piece of gear. A downgrade that costs you a socket destroys the gem in it.
Lunafrost
An enchant applied to a specific gear slot, separate from gems and from tempering.
Labor
The resource behind every temper, regrade and craft. Patron is free and always on here, so it refills online and offline — see the getting started guide for the numbers.
Gear score
The single number the game puts on your character. A rough guide only — the wrong stats at a high gear score still lose to the right stats at a lower one.

What this server does differently

VersionAAFree 5.0.7.0
EXP Rate
Drop Rate
Gold Rate10×
Honor Rate
Vocation Rate
Growth Rate
Labor Rate
PatronFree, and active on every account — so you get the Patron labor rate without paying for it

Labor is the real currency of gear progression: every temper, every regrade and every craft spends it. Patron being free here means it refills for you online and offline. See the getting started guide for the exact numbers.

Further reading

These are written for other versions of ArcheAge, so treat the numbers as approximate and trust the tooltips in game over any of them — but the mechanics and the routes are useful. Check the version note above before you follow a gearing route from any of them.

Found something on this page that does not match the game? Post it on the forums and it gets corrected.