Slots on the hero, bag space and selling spares
The hero has 10 slots: each takes an item of its own type.
Gear adds skills and wards: your hero gets stronger in duels and guardian fights.
Doll slots
| Slot | Opens |
|---|---|
| Helm | from the start |
| Amulet | from the start |
| Armour | from the start |
| Off-hand | from hero level 6 |
| Ring II | from hero level 7 |
| Staff | from the start |
| Gloves | from the start |
| Ring | from the start |
| Belt | from the start |
| Boots | from the start |
The staff cannot be taken off: no staff, no spells.
Might and “Best”
Might is the sum of all the hero's skills and wards: race, spent points and worn items.
The “Best” button puts on the items with the most points from the bag.
"Best" means the most points in total. The staff is left alone.
Bag
| At the start | 16 cells |
|---|---|
| Grows by a row | at hero levels 5, 7, 9, 10; a row is 4 cells |
| A row for sparks | 400 sparks, 800 sparks |
| Limit | 40 cells |
Worn items and the first staff take no cells.
If the bag is full a reward is not lost: it waits on a shelf until a cell is free.
Selling
An item from the shop or from a level sells for 27% of its price. A find sells for what its duplicate gives.
| Rarity | Sparks for a find |
|---|---|
| Rare | 12 sparks |
| Epic | 40 sparks |
| Legendary | 120 sparks |
The first staff cannot be sold.
The item holds a gem or a crafter is working on it. Take the gem out and collect the job to sell it.
See also
