Map: Equipment

Gear, cards, refinement, and enchantment systems in RO M.

Equipment slots

  • Weapon — class-restricted (sword, dagger, bow, staff, mace, knuckle, instrument, …)
  • Shield — off-hand for some classes
  • Headgear
    • Top (helm)
    • Mid (mask / glasses)
    • Low (mouth / accessory)
  • Armor (body)
  • Garment (cape / wing)
  • Footgear (boots / shoes)
  • Accessory ×2 (rings, earrings)
  • Costume overlays for visual + bonus enchants on each slot

Systems

Card categories

  • Weapon cards — % vs race / element / size, atk%, crit, etc.
  • Armor cards — defensive, status resist, HP, MDEF
  • Headgear cards — utility, drop rate, stat bonuses
  • Garment cards — element resist, walking speed
  • Footgear cards — HP/SP regen, movement
  • Accessory cards — utility, stat bonuses, niche effects
  • Card combos — sets that activate when worn together

Refinement quick reference [VERIFY current safe levels]

  • Safe refining typically up to +N without breaking
  • Above safe → use protection items or gamble
  • Higher refines unlock damage thresholds (e.g. attack %, weapon-based skills scale)

Notes to file (suggested order)

  1. Card slotting basics → equipment/cards.md
  2. Refinement mechanics → equipment/refining.md
  3. Headgear blueprint system → equipment/headgear-blueprints.md
  4. Enchanting NPCs and cost → equipment/enchanting.md
  5. Specific gear sets per class → link from each class note

Conventions for equipment notes

  • File name = lowercase, hyphenated: equipment/sword-mace.md, equipment/orc-hero-card.md
  • Use frontmatter tags: to mark by slot (weapon, armor, card-weapon, etc.)
  • For specific items, include: drop source, refine path, card slots, suggested classes