How to Gear
Forging Codex
Every hammer, thread and shard - in the order that actually makes your rally hit. A field manual for the Kingdom's smiths.
Resources are scarce and your patience is finite. Spend both top-to-bottom - the higher on this list, the sooner it pays you back.
Charm Designs
Charm Guides
Mythic Gear Chest
Forge-Hammers
Satin
Artisan Visions
Gilded Threads
XP Enhancement
Lucky Gear Chest
It's expensive and gates every red-gear imbuement. Grab it whenever you can, ahead of almost everything else.
Three materials do the heavy lifting, and two gates decide when your gear can level up at all.
Each upgrade boosts a gear piece's stats by +10%. They're your raw lifting power.
Used to level hero gear. They come in 10 XP and 100 XP denominations.
Common→Epic hero gear is fed into your mythic gear. Value by rarity:
Unlocked at XP +100 and a level-10 Forge-Hammer. Requires Mythic Gear to push a piece into red.
Same unlock - XP +100 and a level-10 Forge-Hammer - but this one is fed by Mithril.
Both gates open at the very same threshold. Think of +100/10 as the doorway to a piece's real power curve.
You need Mithril + Mythic hero gear for every imbuement level. Mythic gear ascends a piece to red; Mithril then imbues that red into gold - at levels 20, 40, 60, 80, 100.
One rule that saves confusion: every gear piece - chestplate, gloves, boots, helmet - carries its own stat upgrades. Those stay the same regardless of troop type. A helmet is a helmet, whether it sits on an archer or an infantry hero.
One set for each troop type, on your three strongest heroes. That's the whole strategy - everything else is detail.
Your strongest infantry hero.
Your strongest archer hero.
Your strongest cavalry hero.
You have 5 heroes in Arena & Conquest, so it feels like you need 5 sets. You don't.
When you join a rally, only your hero's 1st expedition skill and XP level count. Hero gear does nothing for joiners.
Only your rally leaders need real sets. Any extra set is wasted - you can swap sets onto other heroes whenever you need them.
F2P especially: pour everything into three sets instead of spreading thin. Only three heroes carrying upgraded gear will not noticeably hurt your Arena. And drop spare un-upgraded mythic gear onto your other heroes for a free power bump.
Poured hammers and XP into the wrong sets? It's recoverable - and cheaper than you'd fear.
Unequip the piece, hit Reforge, and reclaim your investment:
XP comes back free, so don't agonize over it. Hammers cost you half - annoying, not fatal.
Every piece carries two stat lines - one for Conquest, one for Expedition. Know which is which before you commit hammers.
Each troop type leans on different stats - so each has a different piece to upgrade first, and a reason why.
Push gloves to +100/10 first, then move to the chestplate. Imbuing gloves first hands you a 20% defensive bonus - too good to skip.
Bring helmet and boots along at roughly a 25% ratio beside your gloves and chestplate.
Take the helmet to +100/10 first, then the boots. Imbuing the helmet first grants a 20% attack bonus.
Run chestplate and gloves at about a 25% ratio alongside the helmet and boots.
Helmet to +100/10 first. After that you pick a build:
Balanced → Chestplate + Boots. · Attack / Lethality → Helmet + Boots.
Cavalry bend either way, but I'd lean damage if you want stronger results in Bear Hunt and Viking Vengeance.
The single most important lever here. Keep all six pieces level, but always hold three one tier higher.
Two bonuses stack: a 6-piece set bonus and a 3-piece set bonus. Holding three pieces one tier above the rest is the sweet spot for stats and bonus value.
Which three should be elevated?
Use 2 Infantry + 1 Archer pieces for the 3-set bonus.
Flip it - 2 Archer + 1 Infantry instead.
Keep charm levels balanced - with one deliberate exception that quietly saves you a stack of Charm Guides.
Going from level 3, push straight to 5 rather than nudging three charms to 4. Same +9% - fewer Guides. Here's the math:
300 Designs
180 Guides
300 Designs
240 Guides