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Gear & Affix System

verified 2026-07-17 · MythFall systems

MythFall gear scales on a five-tier rarity ladder from Common to Mythical that gates both affix strength (1.0x to 1.85x) and weapon ability count (0 to 3), layered under a three-tier Light/Medium/Heavy weapon class system and a risk-scaling 10-level enhancement track.

Every weapon and armor page on this wiki - like the Handy Shortsword's documented '0 weapon abilities' at Common rarity - traces back to the same rarity ladder documented in the client's gear_formulas. Common carries an affix_multiplier of 1.0x and exactly 0 weapon abilities; Rare steps to 1.15x with its first ability unlocked; Epic to 1.35x with 2 abilities; Legendary to 1.6x with 3 abilities; and Mythical tops the ladder at 1.85x affix strength while capping at the same 3 abilities as Legendary - meaning the jump from Legendary to Mythical is pure stat strength, not more abilities. Equip level requirements climb in step: Common at level 1, Rare at 5, Epic at 15, Legendary at 30, Mythical at 45.

Enhancement lets you push any piece of gear through 10 upgrade levels using rarity-matched upgrade shards (a dedicated shard type per rarity, from common_upgrade_shard to mythical_upgrade_shard), with a per_affix_cap of 5 boosts per individual stat. The risk is backloaded: levels 1 through 3 always succeed (0% fail chance), then fail chance climbs 10 / 15 / 20 / 25 / 30 / 40 / 50 percent across levels 4 through 10 - so the guaranteed early levels give way to a real gamble by the time you're chasing the cap. Each successful level adds a small increment per stat - weapon Attack gains +1% and +2 flat per level, for instance, while armor Defense gains +0.25% and +0.5 flat - small individually, but compounding across 10 levels and multiple affixes on a single piece.

Weapon class sits on top of rarity as an independent speed/power axis. Light weapons (Dagger, Rapier, Short Sword) share a 26-damage, 1.3-speed, 11-posture, 6-range baseline; Medium (Dual Swords, Club, Polearm, Sword) sits at 30 damage, 1.05 speed, 29 posture, 10 range; Heavy (Greataxe, Greatsword) tops out at 37 damage, 0.7 speed, 35 posture, 12 range. Individual weapon types then apply their own multiplier per move type relative to Sword's 1.0x baseline: Greataxe pushes Heavy Attack to 1.38x and Aerial to 1.2x while dropping Gap Closer to 0.8x; Dagger inverts that trade entirely, dropping Heavy Attack to 0.78x in exchange for the fastest Gap Closer in the game at 1.15x, tied with Rapier and Short Sword.

Gear also has a documented resale ladder, separate from crafting cost: gear sells for 5 / 10 / 20 / 40 / 80 gold at Common / Rare / Epic / Legendary / Mythical, while raw materials sell lower and less evenly - 2 / 5 / 15 / 50 at Common / Rare / Epic / Legendary, with no Mythical material price found in the extracted data. A documented not_sellable list also locks out roughly a dozen items regardless of rarity, including all upgrade shards, key fragments and consumable potions - items meant to be used, not liquidated.

Details

Common1.0x affix multiplier, 0 weapon abilities, equip level 1, sells for 5 gold
Rare1.15x affix multiplier, 1 weapon ability, equip level 5, sells for 10 gold
Epic1.35x affix multiplier, 2 weapon abilities, equip level 15, sells for 20 gold
Legendary1.6x affix multiplier, 3 weapon abilities, equip level 30, sells for 40 gold
Mythical1.85x affix multiplier, 3 weapon abilities (same cap as Legendary), equip level 45, sells for 80 gold
Enhancement fail chance (lv1-10)0% / 0% / 0% / 10% / 15% / 20% / 25% / 30% / 40% / 50%
Weapon class baseline (Light/Medium/Heavy)Damage 26/30/37 - Speed 1.3/1.05/0.7 - Posture 11/29/35 - Range 6/10/12
Fastest Gap Closer weapon typesDagger, Rapier, Short Sword - all 1.15x, at the cost of the weakest Heavy Attacks (0.78x-0.82x)
Strongest Heavy Attack weapon typesGreataxe 1.38x, Greatsword 1.3x - at the cost of below-average Gap Closers (0.8x-0.85x)

FAQ

Why does gear rarity matter beyond raw stats?

Because weapon_ability_count is hard-gated by rarity, not a smooth scale: 0 abilities at Common, 1 at Rare, 2 at Epic, and 3 at both Legendary and Mythical. Chasing Mythical over Legendary buys you more affix strength (1.85x vs 1.6x), not more abilities.

Is enhancing gear risky in MythFall?

Not at first - levels 1 through 3 always succeed. Risk only appears from level 4 onward and climbs to a 50% fail chance at the level 10 cap, so the last few levels of any enhancement push are a genuine gamble.

Which weapon class hits hardest?

Heavy weapons (Greataxe, Greatsword) have the highest base damage, posture damage and range of any class, plus the strongest Heavy Attack and Aerial multipliers - traded against the slowest attack speed and among the weakest Gap Closers.

Do all items sell for gold?

No - a documented not_sellable list locks out upgrade shards, key fragments and consumable potions regardless of rarity. Sellable gear and materials follow separate price ladders by rarity, and materials are priced lower and less evenly than gear at the same rarity tier.

Other systems

Source-checked

Extracted directly from Mythfall client data (formulas.json - gear_formulas: rarity, enhancement, weapon.class_defaults, weapon.classes, weapon.class_mult, sell_prices). Cross-checked against existing weapon entity pages (e.g. Handy Shortsword's documented 0 weapon abilities at Common rarity) for consistency. updated · GuideDex staff. Report a correction.