Complete Manarion Equipment Guide 2025

Equipment is the foundation of power progression in Manarion. Understanding the rarity system, crafting mechanics, and optimization strategies separates casual players from top performers. This comprehensive guide covers everything from your first drops to endgame Mythic gear optimization.

Table of Contents

Understanding Equipment Slots and Fixed Modifiers

Manarion has nine equipment slots, each with specific characteristics and fixed base modifiers that cannot be changed.

Equipment Slots

Weapons (Staff/Tool)

  • Combat: Has fixed Spellpower base stat
  • Gathering: Has a fixed Intellect and Base Resource Amount
  • Most impactful slot for power
  • Combat weapons must have elemental mastery (Fire/Water/Nature)
  • Gathering tools have a gathering skill boost (Woodcutting/Fishing/Mining)
  • Gathering tools also have an additional boost (Shards, Stat Drop, Actions)

Armor (Head, Back, Chest, Hands, Feet)

  • All armor pieces have a fixed Ward base stat
  • Can roll Intellect and other prefixes
  • Cloak is a special slot for resistance enchants (critical for elemental defense)
  • The chest typically has the most significant stat values

Jewelry (Pendant, Ring)

  • No fixed base stats
  • Can roll any modifiers
  • Most flexible slots for optimization
  • Pendants and rings have identical modifier possibilities

Sigils

  • Special permanent equipment pieces
  • Upgraded through Event Points from Elemental Rift
  • Don’t occupy normal slots – separate system
  • Four types: Distillation, Growth, Vitality, Purpose

Equipment Level Requirements

All equipment has a level requirement matching its item level. A level 2,000 item requires level 2,000 to equip. Higher-level items have significantly higher base stats.

Important Exception: Heirloom items have a level 1 requirement regardless of their actual power level. This makes them the primary catch-up mechanic for new players. Guilds maintain Heirloom armories specifically to help new members start with competitive gear.

Understanding Equipment Modifiers

Equipment modifiers fall into three categories: base boosts, neutral stats, and path-specific stats.

Base Boosts (Gathering Equipment)

These appear only on gathering gear:

  • Base Resource Amount – Flat bonus to resources gathered per action
  • Actions – Increases maximum action capacity

Neutral Stats (Both Paths)

These can appear on any equipment:

  • Stat Drop – Increases chance for stat rolls (scales elemental shard drops)
  • Elemental Shards % – Direct multiplier to shard drops

Combat-Only Stats

These appear only on combat equipment:

  • Battle Experience % – Increases combat XP gains
  • Mana Dust % – Increases Mana Dust drops

Prefix Modifiers (Combat)

Intellect:

  • Provides XP multiplier and spell power scaling
  • Most important stat for damage
  • Formula: Total spell power = base spell power Γ— (intellect / 10)
  • Stack aggressively on all armor pieces

Stamina (HP):

  • Increases maximum health
  • Formula: (9 + battle_level) Γ— stamina Γ— shard_health_boost
  • Essential for surviving high-level enemies

Focus:

  • Penetrates enemy ward (damage reduction)
  • Formula: enemy_ward_strength = enemy_ward / (enemy_ward + your_focus)
  • Critical against endgame enemies with massive ward

Spirit:

  • Increases mana regeneration rate
  • Essential for sustaining high-cost spell builds
  • Less critical with high guild Mana Conduit levels

Mana:

  • Provides a flat mana pool increase
  • Running out of mana = half damage
  • Balance with Spirit based on your mana consumption

Suffix Modifiers (Combat)

Damage: Direct damage multiplier – core stat

Multicast: Chance to cast multiple spells per attack – massive DPS increase when stacked

Crit Chance: Critical hit probability (5% base)

Crit Damage: Critical hit damage multiplier (50% base – crits deal 150% damage by default)

Haste: Increases attack speed (more attacks per combat round)

Health Boost: Additional health multiplier

Ward Boost: Damage reduction multiplier

Focus Boost: Enemy ward penetration multiplier

Mana Boost: Mana pool multiplier

Overload: Converts additional mana per spell into damage – powerful for high-mana builds

Time Dilation: Slows enemy attack speed – extends combat rounds

Gathering Modifiers

Gathering equipment uses the same Intellect prefix system as combat (for XP), plus:

  • Ward (appears but doesn’t affect gathering directly)
  • Your gathering skill boost (Woodcutting/Fishing/Mining)
  • Base Resource Amount
  • Actions (gathering-specific)

Mastery (Combat Weapon-Only Modifier)

Mastery appears exclusively on combat weapons:

  • Fire Mastery – For Fire combat builds
  • Water Mastery – For Water combat builds
  • Nature Mastery – For Nature combat builds

Provides the most significant single multiplier to your damage output. Your combat weapon MUST have the correct elemental mastery for your specialization. Additionally, when using a staff, there is a 10% damage increase when the staff’s mastery is strong against the enemies you are fighting.

Gathering tools have their gathering skill boost (Woodcutting/Fishing/Mining) instead of mastery.

The Rarity System

Manarion has seven rarity tiers, though the practical progression path has changed significantly with the game’s maturity.

Common (Gray/White)

These exist briefly in the first few levels and are immediately replaced. You’ll barely see them.

Uncommon (Green)

Characteristics:

  • 3 total modifiers
  • Low Stat Value
  • No equipment boost (Battle Experience, Base Resource Amount etc.)
  • Green color

When You’ll Use Rare:

  • Only as a replacement for common items in the first few levels of your gameplay

What to Do with Uncommon Items: Mass disenchant them immediately. They’re only valuable as disenchant materials.

Rare (Blue)

Characteristics:

  • 4 total modifiers
  • Low stat values
  • Drops frequently in the early game
  • Blue color

When You’ll Use Rare:

  • Levels 1-20: If you don’t have guild Heirlooms
  • Past level 20: Never

What to Do with Rare Items: Mass disenchant them immediately. They’re only valuable as disenchant materials.

Epic (Purple)

Characteristics:

  • 5 total modifiers (2 prefix + 2 suffix typically + boost)
  • Moderate stat values
  • Purple color
  • Primary purpose: Crafting material

When You’ll Use Epic:

  • Levels 1-3,000: Never, if you have Heirloom access
  • Never as the main gear in Manarion

What to Do with Epic Items:

Option 1: Disenchant for materials (most common)

Option 2: Craft profit (if item level 3,000+)

  • Use Orb of Divinity to upgrade Epic β†’ Legendary
  • Disenchant the Legendary for 10 Divine Essence
  • If 10 Divine Essence costs more than 1 Orb of Divinity on the market, this is profitable
  • Generates cheaper Divine Essence for Mythic crafting

Option 3: Heirloom crafting (if level 7,000+)

  • Buy cheap high-level Epic from the market (e.g., level 18,000)
  • Use Orb of Divinity β†’ Legendary
  • Use Orb of Legacy β†’ Heirloom (becomes level 9,000 Heirloom)
  • Sell or use the catch-up gear

Epic items are crafting bases, not gear you equip.

Legendary (Orange)

Characteristics:

  • 6 total modifiers with higher values than Epic
  • Orange color
  • Primary purpose: Crafting material for Mythics and Heirlooms

When You’ll Use Legendary:

  • Levels 1-3,000: Never, if you have Heirloom access
  • Only as a stepping stone if your guild has no Heirloom armory

What to Do with Legendary Items:

Option 1: Disenchant (if level 3,000+)

  • Gives 10 Divine Essence
  • Essential for Mythic crafting

Option 2: Create Heirlooms

  • Use Orb of Legacy to convert to Heirloom
  • Contributes to guild armory or sells for profit

Option 3: Upgrade to Mythic (if level 3,000+ with perfect stats)

  • Requires Elementium + Divine Essence
  • Only do this for gear you want to use or sell

Like Epics, Legendaries are primarily crafting bases in the current meta.

Heirloom (Beige)

Characteristics:

  • Created from Legendary items using Orb of Legacy
  • Half the power of the source Legendary
  • Level 1 requirement – equippable immediately
  • Beige/tan color
  • Same modifier types as source Legendary

This Is Your Actual Progression Path

Heirlooms are the PRIMARY gear tier for levels 1-3,000. This is the most crucial concept for new players to grasp.

Why Heirlooms Dominate:

  1. Immediate access – Level 1 requirement means new players can use powerful gear instantly
  2. Guild armories – Established guilds maintain Heirloom collections
  3. Cost-effective – Borrowing Heirlooms costs nothing
  4. Competitive power – A level 7,000 Heirloom (half power of level 14,000 Legendary) far exceeds any Epic or Legendary you’d naturally acquire before level 3,000

How to Get Heirlooms:

For New Players:

  1. Join a guild with an established armory (ask in Discord)
  2. Borrow Heirlooms immediately
  3. Use them until level 3,000-4,000
  4. Start crafting Mythics at that point

For Crafting Heirlooms:

  1. Buy cheap high-level Epic or Legendary from the market
  2. Check the highest available item levels (market caps at certain levels)
  3. Example: Buy level 18,000 Epic
  4. Use Orb of Divinity (Epic β†’ Legendary level 18,000)
  5. Use Orb of Legacy (Legendary β†’ Heirloom level 9,000)
  6. Result: Powerful Heirloom for guild or sale

Heirloom Strategy:

Craft Heirlooms as soon as you can afford the orbs. They’re always useful:

  • New guild members need them
  • Path switchers need them
  • They maintain value indefinitely
  • Guilds always want more Heirlooms in the armory

When to Stop Using Heirlooms:

Around level 3,000-4,000, Mythic items become available and provide the extra modifier (combat) or doubled skill boost (gathering) that makes them superior to even the highest-level Heirlooms. This is when you transition to crafting your own Mythics.

πŸ’€ Ironman Mode Note: Ironman characters have solo guilds, so you cannot borrow Heirlooms from others. You MUST craft your own equipment progression. Focus on Epic/Legendary equipment from drops, then craft your own Heirlooms and Mythics. Heirlooms are not as critical in Ironman since they’re crafted from Legendary bases at half powerβ€”it’s often better to use the full-power Legendary items directly until you can craft Mythics at level 3,000+.

Mythic (Red)

Characteristics:

  • Highest rarity tier
  • Red color
  • Crafted from level 3,000+ Legendary items
  • Combat gear: Gains 7th modifier (extra combat stat)
  • Gathering gear: The Main gathering skill boost doubled
  • All modifier values increased by ~8% beyond Legendary
  • Non-linear mastery scaling on combat weapons

Crafting Requirements:

To create a Mythic item, you need:

  1. Source item: Legendary level 3,000+
  2. Elementium: Equal to item level (level 3,000 needs 3,000 Elementium)
  3. Divine Essence: 1 per 100 item levels (level 3,000 needs 30 Divine Essence)

Where Resources Come From:

  • Elementium: Drops from battling, scales with enemy strength
  • Divine Essence: Disenchanting level 3,000+ Legendary items gives 10 Divine Essence each or from dungeons

The Mythic Power Spike:

Combat Mythic gear gains a 7th modifier matching one of the 11 combat skills. The game rolls this modifier at quality matching your item’s overall quality. If you have a 95% quality item, the new modifier rolls at 95% quality.

Gathering Mythic gear doubles the main gathering skill boost. If your tool had +80% Woodcutting, it becomes +160% at Mythic. This is an enormous power increase.

Market Check Before Crafting:

Always check the Equipment Market before crafting Mythic. Sometimes players sell Mythics when upgrading to better gear. If market Mythic costs less than your crafting cost (Elementium + Divine Essence + Legendary base item), buy it instead.

Example: A +20 infused Mythic might cost 5T Mana Dust crafting cost, but only 4T on the market. Buy the market one, even if stats aren’t perfectβ€”you can Orb of Chaos it cheaper than crafting from scratch.

When to Craft Mythics:

Levels 3,000-4,000: Transition from Heirlooms to your first Mythics

Levels 4,000-8,000: Build a complete Mythic set

Levels 8,000+: Prepare next-tier Mythics (level 10,000+ gear)

Mythic Endgame Strategy:

At level 8,000+, experienced players begin planning their next gear tier 2,000 levels ahead:

  1. Buy level 10,000 Epic or Legendary from the market
  2. Craft to Mythic
  3. Infuse to +20 or higher
  4. Use Orb of Power repeatedly
  5. When one stat hits near-100% quality, use Orb of Perfection
  6. Result: Perfect Mythic ready for level 10,000+

This is proper endgame optimization.

πŸ’€ Ironman Mode Note: You cannot buy items from the marketplace, so Mythic crafting is slower. Every Epic and Legendary drop matters. Focus on acquiring level 3,000+ Legendary items through combat drops, then craft Mythics strategically. Check which slots you need most urgently and prioritize those for Mythic crafting. Since you can’t buy from the market, save all your Elementium and Divine Essence carefully.

The Orb System

Orb of Power

What It Does: Rerolls all modifier values. If the new roll is higher, it’s kept. If lower, original remains.

Example: Your staff has Intellect: 500 (current) and Damage: 20% (current)

Use Orb of Power:

  • Intellect rolls 550 (higher – kept!)
  • Damage rolls 18% (lower – original 20% kept)

Result: Intellect improved, Damage unchanged.

When to Actually Use:

In early and mid-game (levels 1-8,000):

  • Sell Orbs of Power on the market for profit
  • Use Rift of Power events instead (free upgrades)
  • Your gear changes too frequently to justify orb investment

In endgame (levels 8,000+):

  • You’re planning gear 2,000 levels ahead
  • Items will last 1,000+ levels
  • Orb spam becomes worth the investment
  • Use to push quality to 95%+ before Orb of Perfection

Bulk Usage:

The game allows the use of 10 Orbs of Power at once, giving a total of 11 rolls (including bonus roll). Hold the Enter key to use multiple orbs continuously. This is efficient for spam-upgrading endgame Mythics.

How to Get:

  • Drops from actions
  • Guild level multiplicatively increases drop rate
  • Tradeable on the market (sell these early game!)

Orb of Chaos

What It Does: Completely rerolls ALL modifiers except fixed base stat (Ward on armor, Spell Power on combat weapons, etc.).

Important: Orb of Chaos cannot reroll fixed base modifiers. Ward on helmets stays Ward. Spell Power on combat staffs stays Spell Power. Only the additional modifiers reroll.

Example: Epic staff has: Intellect, Spirit, Damage, Time Dilation

Use Orb of Chaos: Might become Stamina, Mana, Multicast, Haste

Completely different modifiers (but Spell Power base stat remains).

Quality Preservation:

Orb of Chaos preserves quality percentage. A 90% quality item remains 90% quality after Chaos orbing, just with different modifiers.

Modifier Locking:

You can lock modifiers when using Orb of Chaos:

  • Lock 1 modifier: Costs 2 Orbs
  • Lock 2 modifiers: Costs 4 Orbs (doubles per lock)
  • Lock 3 modifiers: Costs 8 Orbs

When to Use:

Only on Mythic items. Don’t Chaos orb Epics or Legendariesβ€”they’re throwaway crafting materials.

Mythic Orb of Chaos Strategy:

Scenario: You crafted Mythic but got bad modifiers (e.g., Spirit, Stamina, Ward Boost, Health Boost, Time Dilation). You need Intellect, Multicast, Haste, Overload, and Time Dilation.

Options:

  1. Lock Time Dilation (the one good stat), Chaos orb the rest (costs 2 Orbs per try)
  2. Sell the bad Mythic and buy/craft a new one
  3. If the Mythic costs less than 50+ Orb of Chaos, option 1 is cheaper

At the endgame, Chaos orbing Mythics with locking is common. You might spend 20-40 Orb of Chaos to perfect the level 12,000 Mythic’s modifiers.

How to Get:

  • Rarer drop than Orb of Power
  • Guild levels increase drop rate
  • Tradeable (expensive on the market)

Orb of Divinity

What It Does: Upgrades Epic β†’ Legendary. Preserves quality percentage and all modifiers. Values scale up proportionally.

When to Use:

Purpose 1: Divine Essence Farming (primary use)

If item level 3,000+:

  • Check market: Is 10 Divine Essence worth more than 1 Orb of Divinity?
  • If yes: Divinity the Epic β†’ Legendary, disenchant for 10 Divine Essence
  • This generates cheaper Divine Essence for your Mythic crafting

Purpose 2: Heirloom Crafting

To create high-level Heirlooms:

  • Buy level 15,000 Epic from the market
  • Orb of Divinity β†’ Legendary
  • Orb of Legacy β†’ Level 7,500 Heirloom

Don’t Use For:

  • Creating Legendary gear to equip (Heirlooms are better until level 3,000)
  • Low-level Epics (no benefit)

Orb of Divinity is a crafting tool, not a gear upgrade tool in Manarion.

How to Get:

  • Rare drop from actions
  • Guild levels significantly increase the drop rate
  • Tradeable (moderately expensive)

Orb of Perfection

What It Does: Sets ALL modifiers to match the highest existing modifier’s quality.

Example: Your Mythic staff:

  • Intellect: 900 (98% quality)
  • Multicast: 10% (75% quality)
  • Haste: 10% (70% quality)
  • Overload: 18% (68% quality)
  • Time Dilation: 16% (72% quality)

After Orb of Perfection:

  • Intellect: 900 (98% – unchanged)
  • Multicast: 13% (98% – massive upgrade!)
  • Haste: 14% (98% – massive upgrade!)
  • Overload: 25% (98% – massive upgrade!)
  • Time Dilation: 22% (98% – massive upgrade!)

All stats now match the best stat’s quality. This is incredibly powerful.

When to Use:

Only on Mythic items level 8,000+ with at least one stat at 95%+ quality.

Strategy:

  1. Craft Mythic item
  2. Spam Orb of Power until ONE stat hits 98-100% quality
  3. Use Orb of Perfection to bring all other stats to match
  4. Result: Near-perfect Mythic item

Sell Orbs of Perfection before level 8,000. They’re extremely valuable on the market, and you won’t benefit from using them until the endgame.

Don’t Use On:

  • Epic or Legendary items (they’re throwaway crafting materials)
  • Low-level Mythics (save for level 8,000+ gear)
  • Items without at least one 95%+ quality stat (waste of orb)

How to Get:

  • Scarce drops from Guild Dungeons primarily
  • Rarest orb in the game
  • Tradeable (very expensive)

Orb of Legacy

What It Does: Converts Legendary β†’ Heirloom. Halves item level and power, removes level requirement.

When to Use:

Heirloom Crafting for Guild or Profit:

  1. Buy high-level Epic or Legendary from the market
  2. If Epic: Use Orb of Divinity first
  3. Use Orb of Legacy β†’ Heirloom at half level
  4. Donate to the guild armory or sell

Example:

  • Buy level 14,000 Legendary
  • Orb of Legacy β†’ Level 7,000 Heirloom
  • Extremely valuable catch-up gear

When to Craft Heirlooms:

As soon as you can afford it. Heirlooms are always helpful:

  • Guilds always need more
  • New players always need them
  • Path switchers need them
  • They never become obsolete (always valuable for new characters)

How to Get:

  • Rare drop (less common than Divinity, more common than Perfection)
  • Guild levels increase drop rate
  • Tradeable

Equipment Quality System

Quality represents how close each modifier’s value is to its maximum possible roll, displayed as a percentage (0-100%).

How Quality Works

Linear Scale: If maximum Intellect is 1,000 and you have 750, that’s 75% quality. Simple.

Per-Stat Display: Each modifier shows its quality percentage. Hover over the modifier to see its maximum possible value.

Overall Quality: Item’s overall quality is the average of all modifier qualities.

Why Quality Matters

1. Upgrade Diminishing Returns: Higher quality items improve less frequently with Orb of Power. A 98% quality stat rarely improves. A 60% quality stat often improves.

2. Orb of Divinity Preservation: When upgrading Epic β†’ Legendary, quality is preserved. A 90% Epic becomes 90% Legendary.

3. Orb of Perfection Strategy: You need ONE stat at 95%+ quality to make Orb of Perfection worthwhile. That one high-quality stat becomes the target for all other stats.

4. Mythic Crafting: When creating Mythic, the bonus 5th modifier (combat) rolls at the item’s average quality. A 95% quality Legendary becomes 95% quality Mythic with a 95% quality bonus modifier. This is enormous.

Quality Targets

Rare/Epic/Legendary (Crafting Materials): Don’t care about quality. You’re not equipping these.

Heirlooms (Levels 1-3,000): Borrowed from guild armory, so quality is whatever the guild has. Don’t stress about it.

Mythic Items (Levels 3,000-8,000):

  • 85%+ overall quality: Acceptable
  • 90%+ overall quality: Good
  • 95%+ overall quality: Excellent

Endgame Mythics (Levels 8,000+):

  • Minimum 90% quality before heavy investment
  • Goal: 95%+ overall quality
  • Push one stat to 98-100%, then Orb of Perfection for a perfect item

Improving Quality

Only two ways:

  1. Orb of Power – Randomly improves individual stats
  2. Orb of Perfection – Matches all stats to the highest stat

You cannot directly “increase quality.” It’s RNG-based improvement through orb usage.

Enchanting System

Enchanting adds bonus stats to equipment beyond base modifiers.

How Enchanting Works

Step 1: Acquire Formula

  • Enchanting Formulas drop from actions (rare)
  • Different formulas for different slots and stats
  • Example: “Formula: Insight – Base XP enchant”

Step 2: Learn the Formula

  • Consume the formula to learn permanently
  • Character-bound (can’t trade after learning)

Step 3: Enchant Items

  • Apply the learned formula to the appropriate slot
  • Costs enchanting materials
  • Adds permanent bonus stat line

Enchanting Level Cap

Enchanting has a weekly increasing level cap:

  • Started at level 22 (game launch)
  • Increases by 1 every Monday
  • Current cap announced in-game
  • Prevents immediate max-enchanting

Enchant Types and Required Materials

Weapon/Staff:

  • Inferno (Fire damage) – Battling only – Requires: Fire Essence
  • Tidal Wrath (Water damage) – Battling only – Requires: Water Essence
  • Wildhearth (Nature damage) – Battling only – Requires: Nature Essence

Cloak:

  • Fire Resistance – Battling only – Requires: Asbestos
  • Water Resistance – Battling only – Requires: Fish Scales
  • Nature Resistance – Battling only – Requires: Ironbark

Helmet:

  • Insight (Base Experience) – Both paths – Requires: Elderwood

Chest:

  • Prosperity (Mana Dust %) – Combat only – Requires: White Pearl

Gloves:

  • Fortune (Drop Boost) – Both paths – Requires: Four-Leaf Clover

Feet:

  • Growth (Multistat) – Both paths – Requires: Enchanted Droplet

Neck:

  • Bountiful Harvest (Gathering skill) – Gathering only (also benefits Battlers using Harvesting pet) – Requires: Lodestone

Ring:

  • Vitality (All Stats Boost) – Both paths – Requires: Infernal Heart

Who Needs Which Enchants?

Gatherers Need:

  • Helmet (Insight – Base Experience)
  • Gloves (Fortune – Drop Boost)
  • Feet (Growth – Multistat)
  • Neck (Bountiful Harvest – extra resources)
  • Ring (Vitality – extra Intellect)

Combat Players Need:

  • Weapon (Inferno/Tidal Wrath/Wildhearth – elemental damage)
  • Cloak (Fire/Water/Nature Resistance)
  • Helmet (Insight – Base Experience)
  • Chest (Prosperity – Mana Dust %)
  • Gloves (Fortune – Drop Boost)
  • Feet (Growth – Multistat)
  • Ring (Vitality)
  • Neck (Bountiful Harvest) – If using Harvesting pet

Guild Enchanting System

Critical for Efficiency:

Enchanting formulas are expensive (increasing weekly cap = increasing costs). Most serious guilds designate enchanters rather than having everyone learn everything.

How It Works:

  1. Guild members send formulas from inventory to designated enchanters
  2. Designated enchanters learn the formulas
  3. Players with a QoL subscription can enchant guildmates’ gear for free
  4. Guilds split enchant specializations among members

Example Guild Split:

  • Player A: Learns Fire Resistance + Inferno
  • Player B: Learns Water Resistance + Tidal Wrath
  • Player C: Learns Nature Resistance + Wildhearth
  • Player D: Learns Insight + Bountiful Harvest

This prevents everyone from spending millions on every formula.

For New Players: Avoid learning formulas early in the game. Send unlearned formulas to your guild’s designated enchanters. Ask them to enchant your gear when needed.

πŸ’€ Ironman Mode Note: Since you have solo guilds, you must learn all formulas yourself. This is will be an extremely tedious grind, as you will be required to fight monsters from a different elemental mastery to get the drops for your main mastery. For example, if you want Wildheart enchants for your Nature mastery, you will have to fight nature mobs using a fire staff. Same goes for farming the battling specific enchanting mats: four-leaf clover, enchanted droplet and infernal heart.

When to Enchant

Don’t Enchant:

  • Rare or Epic items (throwaway crafting materials), unless you’re on Ironman
  • Heirlooms borrowed from the guild (not yours to modify)

Do Enchant:

  • Your personal Mythic gear
  • Heirlooms you crafted and own
  • Legendary items you’ll convert to Heirlooms or Mythics

Enchanting Materials

Materials required are specific to each enchant type:

  • Fire Resistance: Asbestos
  • Water Resistance: Fish Scales
  • Nature Resistance: Ironbark
  • Inferno: Fire Essence
  • Tidal Wrath: Water Essence
  • Wildhearth: Nature Essence
  • Insight: Elderwood
  • Bountiful Harvest: Lodestone
  • Prosperity: White Pearl
  • Fortune: Four-Leaf Clover
  • Growth: Enchanted Droplet
  • Vitality: Infernal Heart

Refer to the Combat vs Gathering guide for complete drop tables showing the origin of each material.

Infusion System

Infusion permanently increases item power by spending Mana Dust.

How Infusion Works

  1. Select an item to infuse
  2. Choose the infusion level target
  3. See a preview of stat changes
  4. Pay Mana Dust cost
  5. Item gains infusion level, increasing all stats by 5% per level multiplicatively

Example:

Level 8,000 Mythic staff with 800 Intellect and 25% Damage at +0 infusion.

Infusion +10:

  • Cost: ~1T Mana Dust
  • Intellect: 1,200 (50% increase)
  • Damage: 37.5% (50% increase)

Infusion +20:

  • Cost: ~5.24T Mana Dust
  • Intellect: 1,600 (100% increase)
  • Damage: 50% (100% increase)

Each infusion level provides a +5% multiplicative increase to all stats.

Infusion Preview

The game displays exact stat values after infusion, allowing you to review before committing. Green text in parentheses shows the increase. Use this to calculate whether the cost is worth the benefit.

Cost Scaling

Infusion costs scale exponentially. Early levels (1-10) are relatively inexpensive. Higher levels become extremely expensive:

  • +10: ~1T Mana Dust
  • +20: ~5T Mana Dust
  • +30: ~15T+ Mana Dust
  • +50: 50T+ Mana Dust

When to Infuse

Infusion is flexible – you can infuse whenever you benefit from the item, but be aware of costs.

Practical Infusion Guidelines:

You can infuse any item you’re currently using and benefiting from. However, consider:

Items You’ll Replace Soon: Infusing level 3,000 Mythic to +20 (5T cost) when you’ll replace it at level 5,000 means 5T Mana Dust wasted. Light infusion (+5 to +10) is acceptable if you need power now.

Items with Bad Modifiers: You can infuse items with bad modifiers if you plan to Orb of Chaos them later. Infusion carries over after Chaos orbing, so it’s not wasted. Just be aware you’re paying for power on an imperfect item.

Long-Term Items: Level 8,000+ Mythics with good stats are worth heavy infusion because they’ll last 2,000+ levels. This is where infusion investment makes most sense.

Infusion Strategy by Level

Levels 1-3,000 (Using Heirlooms): Infuse if needed, although they might already have a high infusement level.

Levels 3,000-5000 (First Mythics): Light infusion (+10 to +15) on weapon only. Save Mana Dust for Mage Tower and Farm instead.

Levels 8,000-10,000 (Endgame Mythics): Moderate infusion (+15 to +20) on all Mythic gear with good stats.

Levels 10,000+ (True Endgame): Heavy infusion (+22 to +23) on perfect Mythic items.

Infusion Display

Infused items show level in title: “[Item Name] +20”

This makes identifying invested items easy.

πŸ’€ Ironman Mode Note: Mana Dust is harder to acquire since you can’t buy it from the marketplace. Be even more conservative with infusion. Only infuse items you know will lasta long time, and at the start only infuse legendary weapons. Focus Mana Dust on Spellpower, Ward and Base Resource upgrades first, as these provide permanent account-wide benefits. Infusion should be your last priority until you have stable Mythic gear at higher levels.

Equipment Market

The Equipment Market is a player-driven marketplace for buying and selling gear.

How the Market Works

Selling:

  1. List item with asking price
  2. Appears in market listings
  3. Buyers purchase instantly
  4. You receive currency

Buying:

  1. Search using filters
  2. Buy instantly at the listed price
  3. No buy orders exist (sell orders only)

Market Filters

Extensive filtering options:

  • Slot: Weapon, Helmet, Chest, Jewelry, etc.
  • Rarity: Rare, Epic, Legendary, Heirloom, Mythic
  • Level Range: Min and max item level
  • Quality %: Minimum quality
  • Primary Stat: Combat skills, gathering skills
  • Secondary Stats: Additional modifier filters
  • Price Range: Maximum price
  • Infusion Level: Filter by infusion

Gathering Skill Filter: Can filter for any gathering skill simultaneously (shows all gathering gear regardless of specific skill). Same for combat elements.

Market Listings

Sell Orders:

  • List with asking price
  • Can edit price after listing
  • Cancelling creates a 10-minute cooldown for that item
  • Cooldown bypassed if the order was listed 1+ hour ago
  • Cooldown bypassed if price change is 1%+ from the best market price

Bulk Listing:

  • Select multiple items
  • List with automatic price reduction over time
  • Efficient for clearing inventory

Market Strategy

For Buyers:

Early Game (Levels 1-100):

  • Don’t buy anything
  • Use guild Heirlooms instead
  • Save currency for later

Mid Game (Levels 100-3,000):

  • Still using guild Heirlooms
  • Might buy materials for enchants
  • Don’t buy gear yet

Endgame (Levels 3,000+):

  • Check the market before crafting Mythics
  • Sometimes, market Mythics cost less than crafting
  • Buy high-level Epics/Legendaries for Heirloom crafting
  • Buy infused items if cheaper than infusing yourself

Example: A +20 infused Mythic costs 5T+ to craft and infuse. If the market has one for 4T, buy it even with wrong statsβ€”Chaos orb is cheaper than crafting from scratch.

For Sellers:

Early-Mid Game:

  • Sell all Epic/Legendary drops
  • Sell Orb of Power (you won’t use until higher levels)
  • Sell enchanting materials you don’t need
  • Sell lower-quality Heirlooms if you craft extras

Endgame:

  • Sell outleveled Mythics when upgrading
  • Sell excess Orbs
  • Create and sell Heirlooms for profit
  • Flip underpriced items

πŸ’€ Ironman Mode Note: You cannot use the Equipment Market for trading with other players. The merchant NPC trades at 80% market value, so you receive only 4 items when selling 5, or must pay 5 items to receive 4.

Best-in-Slot Strategies

Understanding optimal stat combinations separates top players from average ones. Based on analysis of the top 20 players’ gear, here are proven best-in-slot strategies.

Combat Best-in-Slot (Top 20 Analysis)

Core Stat Priority:

Based on top player equipment, meta stats are:

Tier 1 (Absolutely Essential):

  1. Intellect – Spell power scaling, appears on all armor
  2. Multicast – Most top players stack this heavily (8,000%+ totals)
  3. Haste – Nearly universal, stacked to 8,000%+ levels
  4. Overload – Core for high-mana builds
  5. Time Dilation – Extends combat rounds, universal in top builds

Tier 2 (Strong But Situational):

  1. Focus – Ward penetration for high-level enemies
  2. Crit Chance – Some top players use, others skip entirely
  3. Stamina – Survivability, especially for pushing enemy limits

Generally Avoided by Top Players:

  • Crit Damage – Rarely seen in top 20 builds
  • Spirit – Only if mana issues exist
  • Mana (flat) – Rarely prioritized
  • Ward – Fixed stat on armor, not chosen

The Mana Calculation

Critical Decision Point: Your stat priority depends on your mana pool and the guild’s Mana Conduit level.

High Mana Build (Mana Conduit level 250+):

  • Don’t invest in Mana or Spirit stats
  • Stack: Intellect, Multicast, Haste, Overload, Time Dilation
  • You have enough mana to cast max-rank spells without going OOM
  • This is an endgame meta build

Mana Issues Build (Low Mana Conduit):

  • Avoid: Multicast, Haste, Overload (these drain mana fast)
  • Stack: Mana, Spirit, Intellect, Focus, Time Dilation
  • Sustain becomes a priority over burst damage
  • Transition to high-mana build as the guild improves Mana Conduit

The 199 Round Target:

Combat ends at 200 rounds with no XP/mastery gained. Top players optimize to win at round 199 (maximum mastery gain). Time Dilation is valuable because it slows enemy attacks, allowing you to survive longer. This increased survivability means you can tank close to 199 rounds and gain optimal mastery without hitting the 200-round failure limit.

Combat Equipment Breakdown

Weapon (Staff):

  • Must Have: Your elemental mastery
  • Perfect Stats: Intellect, Multicast, Haste, Overload, Time Dilation
  • Alternative: Intellect, Multicast, Haste, Focus, Time Dilation

Armor (Helmet, Chest, Legs, Gloves, Boots, Cloak):

  • Priority: Intellect on all pieces (spell power scaling)
  • Secondary Options: Focus, Stamina
  • Fixed Stat: Ward (can’t change, don’t worry about it)

Jewelry (Pendant, Ring):

  • Perfect Stats: Multicast, Haste, Overload, Time Dilation
  • Alternative: Multicast, Haste, Focus, Crit Chance
  • These are your scaling multiplier slots

Combat Pet Combinations (Top Meta)

Meta Build 1 (Most Common):

  • Immunity (Nullify first 25 enemy attacks)
  • Curse (Reduces enemy health to ~21% at combat start)
  • Haste (Increases attack speed)

Meta Build 2 (Alternative):

  • Immunity (Nullify first 25 enemy attacks)
  • Ward (Increases damage reduction)
  • Haste (Increases attack speed)

Why These Pets:

Immunity prevents damage from first 25 attacks, providing massive early survivability. This is superior to Resurrect for most builds.

Curse eliminates large percentage of enemy health instantly, making fights dramatically shorter.

Ward provides massive damage reduction for survivability against high-level enemies.

Haste increases DPS directly through faster attack speed.

Not Used by Top Players:

  • Resurrect (Immunity is superior for most builds)
  • Damage pet (other multipliers provide more value)
  • Regeneration (Immunity prevents need for healing)

Gathering Best-in-Slot

Gathering optimization is simpler than combat.

Tool (Weapon):

  • Must Have: Your gathering skill (Woodcutting/Fishing/Mining)
  • Perfect Stats: Intellect, gathering skill boost, Base Resource Amount, Stat Drop
  • At Mythic: Main gathering skill doubles (huge spike)

Armor:

  • Priority: Intellect on all pieces (XP = faster leveling = more shard scaling)
  • Secondary: Base Resource Amount, Stat Drop
  • Fixed: Ward (ignore it)

Jewelry:

  • Perfect Stats: Base Resource Amount, Elemental Shards %
  • Secondary: Stat Drop

The Two Gathering Priorities:

Priority 1: Base Resource Amount

  • Provides extra experience per action
  • Experience = levels = shard drop scaling
  • Top gatherers stack this heavily

Priority 2: Elemental Shards %

  • Directly increases shard drops
  • Shards fund your elemental shard research boosts
  • Compounds over time

Gathering Pet Combinations

Core Pets (Always Active):

  • Your gathering skill pet (Woodcutting/Fishing/Mining) – Base XP boost
  • Versatility – Gains experience in non-active gathering skills

Why Versatility:

Total gathering levels (Woodcutting + Fishing + Mining) scale shard drops. Versatility gives 3% of your primary skill’s XP to other two, accelerating total level gains without switching abilities.

Utility Pets:

  • Multistat (increases multistat effectiveness)
  • Pet EXP (boosts other pets’ experience)
  • Dungeon Idle (if running dungeons)
  • Drop Boost (increases drop rates)

Combat Pet Rotation:

Gatherers can freely rotate combat pets through their three combat slots to level them all. This is gathering’s advantage for pet progression.

πŸ’€ Ironman Mode Note: Pet priorities differ for Ironman. Start with Egg Drop (accelerates pet acquisition), then Immunity/Curse/Haste for battling, or Versatility β†’ main skill for gathering. Since you’ll eventually need all skills in Ironman mode, Versatility becomes even more valuable. While battling, equip your lowest-level gathering pets to have them gain half the experience. While gathering, rotate battling pets to distribute experience evenly across all of them.

Sigil System

Sigils are special equipment pieces upgraded through Event Points from Elemental Rift participation.

The Four Sigils

Sigil of Distillation (Meta Endgame Choice):

  • Increases potion duration
  • Makes herb costs more efficient
  • Base potion duration: 1 hour
  • At high levels: 3-4+ hour duration
  • Combined with Mage Tower Laboratory, potions become extremely efficient
  • Top players use this 90% of the time

Sigil of Growth (Stat Drop Farming):

  • Increases Stat Drop effectiveness
  • Used temporarily when stat drop farming
  • Pretty good early on for Ironman characters
  • Combat players switch to this for a few days to boost base stats
  • Then return to Distillation

Sigil of Vitality (New Player / Event Choice):

  • Increases damage output
  • Suitable for new players as an early power boost
  • Battlers can swap to this during Elemental Rift events (potions only work in events for gatherers, so Distillation is useless)
  • Swap back to Distillation after the event ends

Sigil of Purpose (Niche Use):

  • Increases quest completion speed
  • Gives more Codex per time played
  • Rarely used – Distillation’s resource savings buy more Codex from the market than Purpose generates
  • Only valid if actively grinding quests and not concerned with resource costs

Sigil Strategy

Early Game (Levels 1-1,000): Use Vitality for a power boost

Mid Game (Levels 1,000-3,000): Transition to Distillation, swap to Vitality during Elemental Rift events

Endgame (Levels 3,000+): Distillation 95% of the time, Vitality only during Elemental Rift while battling, Growth for temporary stat farming

Progression Roadmap

The modern Manarion progression path has evolved significantly from the game’s early days.

Levels 1-3,000: The Heirloom Era

Goal: Use guild-provided Heirlooms until level 3,000-4,000.

Week 1:

  • Join a guild with an established armory
  • Borrow best available Heirlooms (level 5,000-7,000 Heirlooms are common)
  • Don’t craft or buy anything
  • Sell all Epic/Legendary drops for currency

Months 1-3:

  • Continue using guild Heirlooms
  • Upgrade to higher-level Heirlooms as available
  • Sell Orb of Power for profit (you won’t use until level 8,000+)
  • Accumulate Elementium and Divine Essence for future Mythic crafting
  • Don’t stress about optimization – focus on leveling

Important: Don’t waste resources on Epics or Legendaries to equip. You’re borrowing Heirlooms that are superior to anything you’d naturally acquire. Save all resources for Mythic crafting at level 3,000.

πŸ’€ Ironman Mode Note: Since you have solo guilds, heirlooms are not an option. Your progression path is different:

  • Levels 1-1,000: Use Epic/Legendary drops as they come
  • Levels 1,000-3,000: Craft your own Legendaries as you acquire Orbs of Divinity
  • Levels 3,000+: Begin Mythic crafting. Focus on disenchanting Epic/Legendary items for Divine Essence rather than selling them.

Levels 3,000-4,000: First Mythic Transition

Goal: Craft your first personal Mythics.

Preparation:

  • Check the Equipment Market for cheap level 3,000+ Legendaries
  • Accumulate 24,000 Elementium (3,000 per slot Γ— 9 slots)
  • Accumulate 240 Divine Essence (30 per slot Γ— 9 slots)

Crafting Priority:

  1. Weapon first – Biggest power spike
  2. Jewelry – Scaling multipliers
  3. Armor – Fills remaining slots

Market Check: Before crafting each Mythic, check if the market has one cheaper than your crafting cost. Sometimes yes.

Quality Target: Don’t stress about perfect quality yet. Aim for 80%+ quality Mythics. You’ll upgrade these through Rift of Power events.

What to Do with Heirlooms: Return borrowed Heirlooms to the guild armory. Sell, donate, or rent your personal Heirlooms if you crafted any.

πŸ’€ Ironman Mode Note: You cannot use the market, so plan Mythic crafting carefully. Prioritize weapon first, then jewelry, then armor. Save every Epic/Legendary that drops for disenchanting. Run as many large dungeons as possible. You’ll need approximately 270 Divine Essence total (30 per slot Γ— 9 slots), meaning you need to disenchant 27 level 3,000+ Legendary items.

Levels 4,000-8,000: Mythic Optimization

Goal: Build a complete Mythic set with good stats and moderate infusion.

Infusion Strategy:

  • Weapon: +15 to +18
  • Armor: +10 to +15
  • Jewelry: +10 to +15
  • Total investment: 5-10T Mana Dust

Orb Strategy:

  • Still sell Orb of Power for profit
  • Use Rift of Power events for free quality upgrades
  • Save Orb of Chaos for emergencies only
  • Don’t use Orb of Perfection yet (sell it)

Replacement Strategy: Every 1,000-2,000 levels, evaluate:

  • Are market Mythics at my level cheaper than upgrading current gear?
  • If yes, buy replacements
  • If no, continue upgrading current Mythics

Focus on:

  • Mage Tower upgrades (these compound over time)
  • Farm upgrades (herb generation for potions)
  • Pet leveling
  • Guild contribution

πŸ’€ Ironman Mode Note: Without market access, your replacement strategy is different. Save Mythic crafting materials (Elementium + Divine Essence) and upgrade epic/legendary bases as soon as you get a good piece.

Levels 8,000-10,000: True Endgame Begins

Goal: Prepare perfect level 10,000+ gear while using level 8,000 Mythics.

The 2,000-Level Advance Plan:

Top players at level 8,000 begin crafting their level 10,000 gear:

Step 1: Acquire Base Items

  • Buy level 10,000+ Epics or Legendaries from the market
  • Focus on the highest available item levels
  • Don’t worry about stats yet

Step 2: Craft to Mythic

  • Divinity Epic β†’ Legendary (if needed)
  • Craft Legendary β†’ Mythic
  • Cost: 10,000 Elementium + 100 Divine Essence per item

Step 3: Moderate Infusion

  • Infuse to +15 to +20
  • Makes them usable immediately when you hit level 10,000

Step 4: Orb of Power Spam

  • NOW you start using Orb of Power
  • Spam until one stat hits 98-100% quality
  • Might use 50-100 Orbs per item

Step 5: Orb of Chaos for Perfect Stats

  • If modifiers aren’t perfect, Orb of Chaos with locking
  • Lock the 98% quality stat
  • Reroll others until perfect
  • Might cost 20-40 Orb of Chaos

Step 6: Orb of Perfection

  • Once one stat is 98%+, use Orb of Perfection
  • All stats become 98%+
  • Result: Near-perfect Mythic

Step 7: Heavy Infusion

  • Now infuse to +21 to +23
  • These items will last 2,000+ levels

By the time you hit level 10,000, you have perfect Mythics ready to equip immediately. This is how top players maintain power.

πŸ’€ Ironman Mode Note: Without market access, advanced planning at the 2,000-level is more challenging. You must rely on Epic/Legendary drops at your current level. Save all Orb of Power and Orb of Chaos for when you have stable Mythic gear worth investing in. The endgame strategy remains the same, albeit slower in accumulating resources.

Levels 10,000+: Endgame Mastery

Goal: Perfect Mythics with maximum infusion, planning next tier.

Continuous Cycle:

  • Every 2,000 levels, repeat the planning process
  • Craft level 12,000 gear while level 10,000
  • Craft level 14,000 gear while level 12,000
  • Always working 2,000 levels ahead

Resource Management:

  • All Mana Dust β†’ Infusion and crafting
  • All Orb of Power β†’ Quality improvement
  • All Elementium/Divine Essence β†’ Next tier crafting
  • All Orb of Chaos β†’ Stat perfection

At This Stage:

  • Complete Mythic +30 to +50 infusion
  • 95%+ quality on all items
  • Perfect stat combinations
  • Pets fully leveled
  • Mage Tower mostly maxed
  • You’re competing for leaderboards

Common Equipment Mistakes

Understanding what NOT to do saves massive resources.

Mistake #1: Using Orbs Before Level 8,000

The Mistake: New players use Orb of Power on Epic or Legendary items, or even early Mythics, thinking they’re “upgrading” their gear.

Why It’s Wrong:

  • Epic/Legendary are throwaway crafting materials
  • Early Mythics (level 3,000-8,000) will be replaced
  • Orbs are valuable – sell them for profit
  • Rift of Power events provide free upgrades

The Fix:

  • Sell all Orbs of Power before level 8,000
  • Use Rift of Power events instead
  • Only start using Orbs at level 8,000+ when planning 2,000 levels ahead

Mistake #2: Infusing Too Early

The Mistake: Players infuse their first level 3,000 Mythics to +20, spending 5T+ Mana Dust, then replace items 1,000 levels later.

Why It’s Wrong:

  • 5T Mana Dust wasted
  • Early Mythics are replaced frequently
  • Mana Dust is better spent on the Mage Tower and Resources

The Fix:

  • Levels 3,000-8,000: Maximum +15 infusion, and only on the weapon
  • Levels 8,000+: Moderate infusion +15 to +20
  • Levels 10,000+: Heavy infusion +21 to +23 only

Mistake #3: Not Checking the Market Before Crafting

The Mistake: Players craft level 10,000 Mythic for 10,000 Elementium + 100 Divine Essence + 5T infusion = 8T total cost, when identical item is on market for 6T.

Why It’s Wrong:

  • Market items are often cheaper
  • Players sell when upgrading, creating deals
  • Even wrong-stat market Mythics can be Chaos orbed cheaper than crafting from scratch

The Fix:

  • Always check the market before crafting
  • Calculate: Crafting cost vs Market price
  • If the market is cheaper, buy it
  • Chaos orb if needed (still cheaper than crafting)

Mistake #4: Ignoring Heirloom Crafting Profit

The Mistake: Players see Orb of Legacy as “alt gear creation” and ignore it.

Why It’s Wrong:

  • Heirloom crafting is profitable
  • Level 15,000 Epic + Divinity + Legacy = Level 7,500 Heirloom worth 3-5T
  • Guilds always need Heirlooms

The Fix:

  • Check market: High-level Epic prices vs Heirloom prices
  • If profitable: Buy Epic, Divinity β†’ Legendary, Legacy β†’ Heirloom, sell or donate
  • Guilds appreciate donations (you gain reputation and access to better resources)

Mistake #5: Wrong Combat Stat Priority

The Mistake: Stacking Spirit, Mana, Crit Damage, Stamina over Intellect, Multicast, Haste, Overload, Time Dilation.

Why It’s Wrong:

  • The top 20 players don’t use these stats heavily
  • Meta is proven: Intellect, Multicast, Haste, Overload, Time Dilation
  • Wrong stats = significantly lower damage

The Fix:

  • Reference top player stat combinations
  • Prioritize: Intellect > Multicast > Haste > Overload > Time Dilation
  • Only use Spirit/Mana if severe mana issues
  • Avoid Crit Damage entirely (Crit Chance occasionally acceptable)

Mistake #6: Not Using Guild Armory

The Mistake: Struggling with self-found Rare/Epic gear when guild has level 7,000 Heirlooms available.

Why It’s Wrong:

  • Heirlooms are dramatically more powerful
  • Free to borrow
  • Available immediately at level 1

The Fix:

  • Ask the guild for armory access
  • Borrow the best available Heirlooms
  • Use them until level 3,000-4,000
  • Save all resources for Mythic crafting

Mistake #7: Perfectionism Paralysis

The Mistake: Waiting for “perfect” items before progressing, hoarding orbs, refusing to craft Mythics without 95% quality.

Why It’s Wrong:

  • Perfect items come from iterations, not waiting
  • Hoarded orbs could be sold for profit now
  • 80% quality Mythic > 95% quality Heirloom

The Fix:

  • Craft your first Mythics at level 3,000 with 80%+ quality
  • Use them, upgrade them, replace them later
  • Perfect gear is a level 10,000+ endgame goal, not a level 3,000 goal
  • Progress > Perfection until the endgame

Conclusion

Equipment mastery in Manarion requires an understanding of modern progression meta: Heirlooms from level 1 to 3,000, Mythics from 3,000 onward, with heavy optimization beginning at level 8,000 and above.

Key Takeaways

The Modern Progression Path:

  1. Levels 1-3,000: Borrow guild Heirlooms
  2. Levels 3,000-8,000: Craft Mythics, light infusion
  3. Levels 8,000+: Perfect Mythics, advanced planning

Orb Usage:

  • Sell Orb of Power until level 8,000
  • Use Orb of Chaos only on Mythics with bad stats
  • Use Orb of Divinity for Divine Essence farming
  • Use Orb of Perfection only on level 8,000+ Mythics with 95%+ quality on one stat
  • Use Orb of Legacy for Heirloom crafting (profit or guild contribution)

Stat Priorities:

  • Combat: Intellect, Multicast, Haste, Overload, Time Dilation
  • Gathering: Gathering skill, Intellect, Base Resource Amount, Stat Drop, Elemental Shards %

Resource Management:

  • Sell orbs in the early game for profit
  • Check the market before crafting (often cheaper to buy)
  • Infuse conservatively until level 8,000+
  • Use guild enchanters to save costs

Guild Dependence:

  • Heirloom armory is essential for new players
  • Designated enchanters save millions in formula costs
  • Guild cooperation accelerates everyone’s progression

The Endgame: At level 10,000+, you’re crafting perfect Mythics 2,000 levels in advance, spending hundreds of orbs per item, and competing on leaderboards. This is where equipment mastery truly matters.

Equipment in Manarion is a marathon, not a sprint. Focus on steady progression, smart resource management, and guild cooperation. By level 10,000, you’ll have the knowledge and resources to craft truly perfect gear.

Now get out there, borrow those Heirlooms, and start your journey to Mythic dominance.


Related Guides:


Last Updated: 16th November 2025 – Manarion is actively developed, so some details may change. Check the Manarion Discord for the latest information.

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