
Gearing without going broke
Item power, tier and enchant equivalents, quality, and what to wear where.
8 min read. Checked October 26, 2026.
Item power in one minute
Item power (IP) is how strong a piece of gear is. It comes from four things:
- Tier: a T4 item starts at 700 IP and each tier above adds 100.
- Enchantment: each level from .1 to .4 adds another 100.
- Quality: Good +20, Outstanding +40, Excellent +60, Masterpiece +100.
- Your Destiny Board: mastery and specialization levels add IP on top (more below).
Artifact gear adds a little extra base power (+25, +50 or +75 depending on whether it was made with a rune, soul or relic), and so do Royal (+25), Misty (+75) and Avalonian (+100) armor.
Same power, different price
Because a tier and an enchant level are both worth 100 IP, these all have exactly the same base item power, 1100:
| Item | Base IP |
|---|---|
| Tier 4.4 | 1100 |
| Tier 5.3 | 1100 |
| Tier 6.2 | 1100 |
| Tier 7.1 | 1100 |
| Tier 8.0 | 1100 |
They also cost the same to repair (artifact gear is the exception, because its value rises with tier). Their market prices, though, can be very different from one day to the next.
Quality: free power or a trap?
Quality adds up to 100 IP and, unlike tier and enchant, never raises the repair cost. Whether it is worth paying for depends on price: compare the extra silver for a Good or Outstanding piece against the extra silver for one more enchant level (+100 IP).
You can also reroll the quality of an item you own at a repair station. It never goes down, but it costs silver every time.
Mastery and specialization
The Destiny Board has two kinds of combat progression, and they do very different things:
- Mastery (for example Sword Fighter) unlocks higher tiers of a weapon or armor type and adds only a little IP: 20 at level 100.
- Specialization (for example Broadsword) is where most of your IP comes from: +2 IP per level on that exact item, 200 at level 100. It also adds a smaller bonus to every other item in the same mastery.
Every piece you wear earns the full fame from a kill, so wearing the pieces you want to level costs you nothing. Premium gives 30 learning points a day (without it, 10 from the daily challenge), which you can spend to speed up nodes you are already working on.
Power caps: when more stops helping
Many activities cap item power: above the cap, only a small share of each item's extra IP counts. For example, under a 900 cap with 10% scaling, a 1000 IP item counts as 910.
| Where | Cap | Extra IP that counts |
|---|---|---|
| Blue and yellow open world (and their static dungeons) | 1200 | 20% |
| Hellgates, non-lethal | 900 | 10% |
| Hellgates, lethal | 1100 | 35% |
| Corrupted Dungeons, Hunter | 900 | 10% |
| Corrupted Dungeons, Stalker | 1000 | 20% |
| Corrupted Dungeons, Slayer | 1300 | 50% |
From the official wiki and patch notes (Abyssal Depths, June 2025). Random dungeons in blue and yellow zones are exempt from the open-world cap.
Dying, full loot and regear money
- Blue zones are safe from other players. Yellow and orange zones only knock you down.
- Red and black zones are full loot: die to a player and everything you wear and carry drops. Each dropped item has a one-in-three chance to be destroyed; the rest go to whoever loots you. Your silver in the bank is never lost.
- Gear that survives loses durability, and repairing it costs silver.
- You can only sell gear on the market at full durability, so repair before selling.
Buying a set the smart way
- Check what wins fights before copying a build from an old video: the meta changes every patch.
- Price the whole set in every city before buying. Cities often differ by 10–20% on the same piece, and one city may have everything you need.
- The in-game Loadouts tab can buy a saved set in one click, which makes rebuying after a death quick.
- Unclaimed items in the market's Completed Transactions are deleted after 60 days. Collect what you buy.




