Updated 2026-10-14 • 570 views

Equipment, Inventory & Loot

Important
The RPG module is currently in beta. Server admins must enable it manually on the Modules page of the web dashboard before these commands become available to members.

An RPG is nothing without epic loot. In Levlix, hunts, dungeons, the tower and merchants give you gear to equip, and professions turn materials into more.

Equipment Slots

Your character has 10 equipment slots. Every slot leads with one signature stat, and the rest of a piece's stats follow its armour type (heavy, agile or caster):

Slot Signature stat
Main Hand Damage (ATK, or INT on caster gear)
Off Hand DEF
Head HP
Chest DEF
Hands Damage (ATK, or INT on caster gear)
Legs HP
Feet SPD
Cape SPD
Ring LCK
Amulet Damage (ATK, or INT on caster gear)

Rarity Tiers

Loot drops follow a weighted rarity system. Higher rarity items are rarer but significantly stronger, and the higher rarities only exist from a certain item level:

Rarity Availability
Common Frequently dropped by most enemies
Uncommon Regularly found in combat
Rare From level 10; from then on guaranteed from elites and dungeon bosses
Epic From level 30; from then on guaranteed from hunt bosses
Legendary From level 60; very rare, mostly from bosses and boss chests
Mythic From level 100; the rarest and strongest tier

Normal monsters mostly drop Common and Uncommon gear, while bosses have significantly higher chances for Rare and above. Random gear comes from your own ten-level band and the one below it.

Loot Drops

Different monsters have specific loot tables. Bosses have a chance to drop rare, epic, or even legendary gear. Every piece that drops shows at once how it compares to what you wear (for example ▲ +14 gear score), and when it is an upgrade the hunt result offers Equip upgrade right there.

Gear and Bag

The Gear line on the RPG home screen shows your gear score (the summed strength of everything you wear for your class), how many of the ten slots are filled and how many upgrades your bag holds. When there are upgrades, one click on Equip best puts on the strongest piece you can wear in every slot.

  • Gear screen: lists the ten slots with what you wear and marks every slot your bag can improve. Pick a slot to see every piece for it, strongest first, with the stat difference to your current piece. Pieces you cannot wear yet show a lock with the level or class they need.
  • Bag: /rpg inventory lists only what you are not wearing, upgrades first. Each line has the one action that fits: Equip for an upgrade, Use for a consumable, Sell for everything else.

Selling and Junk

Every item can be sold for its sell value. Sell junk sells every piece of gear up to rare that is no better than what you already wear in its slot, or that is made for another class, after a confirmation that shows the count and the gold. Epic and better gear, consumables and materials are never sold this way.

Merchants

Merchants open up as your level rises, from the starter village to the dragon hoard. Open them from More → Merchants on the home screen, from the gear screen or from the bag.

  • Daily stock: every merchant puts out a new stock each day at midnight UTC, chosen from its goods for your level and class.
  • Deal of the day: one piece of every stock costs 25 % less.
  • Good for your level: the merchant list recommends the merchants whose goods match your level and names the next merchant you unlock.
Note
Every purchase asks for a confirmation that shows the price and the gold you have left. Legendary and mythic gear is never sold by merchants.

Professions

Open More → Professions on the home screen, or the Professions button on the character screen. There are nine professions, and each one levels by use.

Profession What it does
Mining Gathers ores and gemstones (copper and stone first, up to starmetal and diamonds)
Herbalism Gathers herbs (meadowmint and bitterroot first, up to starlily)
Fishing Gathers fish (river trout and lake perch first, up to the abyssal angler)
Blacksmithing Forges heavy armour and weapons from ore
Tailoring Sews cloth and leather gear
Jewelcrafting Makes rings and amulets
Alchemy Brews potions and elixirs from herbs
Cooking Cooks food from fish and herbs
Enchanting Enchants equipment slots and disenchants gear
  • Gathering: each gathering profession can gather once a minute. Higher levels open better nodes (at levels 15, 35, 60 and 80) and bring up to three pieces per gather.
  • Crafting: recipes start at character level 1 and are filtered by profession. Every craft earns profession XP, and every four profession levels add one point of success chance.
  • Failures: a failed craft returns a quarter of the materials. A craft that is missing a material uses nothing up.

Enchanting

An enchantment belongs to an equipment slot, not to an item. It stays when you put on a better piece, so it is never lost.

  • Effect: each enchantment level adds 4 % to every bonus of the piece worn in that slot, up to +10 (+40 %). The gear screen shows the level next to each slot.
  • Cost: Magic Dust for the first levels, then Arcane Essence and Soul Shards, plus gold that grows with your level (see Gold, Gems & the Market). The chance falls from 100 % to 30 % at the highest level. A failed attempt uses up the materials and keeps the level.
  • Limit: your enchanting level decides how high you can go (+1 at the start, +10 from level 54).
  • Disenchanting: Disenchant junk breaks your junk (gear up to rare) into Magic Dust and, from rare pieces, Arcane Essence. It levels enchanting too.

Consumables

Consumables are used from /rpg inventory and sold by apothecaries and supply merchants. Some act at once, others start an effect that lasts for a while.

Item Effect
Elixir of Strength +10% ATK for 1 hour
Elixir of Defense +10% DEF for 1 hour
Elixir of Fortune +10% drop rate for 1 hour
Elixir of Experience +25% XP for 1 hour
Scroll of Identify Appraise your loot: +10% gold for 1 hour
Bread Heals 20 HP over 5 minutes
Cooked Meat Heals 50 HP over 5 minutes
Feast Heals to full HP over 10 minutes
Panacea Cures poison, burn and stun during a fight
Scroll of Teleport Ends a dungeon run and keeps its gold and XP
  • No stacking: Drinking the same elixir again restarts its hour instead of adding a second bonus. Different elixirs work side by side.
  • Active effects: While an effect is running, the character and inventory screens list it with its remaining time.
  • Where effects apply: The Elixir of Fortune has no effect in dungeons, because dungeon rewards have no drop roll. The Elixir of Defense has no effect in raids, because the raid boss's counterattack ignores DEF.
  • Nothing to do: An item that has nothing to act on is refused and not used up. A Panacea outside a fight or a Scroll of Teleport outside a dungeon run stays in your inventory.

Trading & Market

  • Player Trading: Start a direct trade with another player using /rpg trade.
  • Grand Bazaar: Buy and sell items on your server's market with /rpg market.

Fees, durations and the gem shop are on Gold, Gems & the Market.

The Grand Bazaar in the dashboard, where gold buys equipment and potions from the merchants
The Grand Bazaar in the dashboard, where gold buys equipment and potions from the merchants

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