Tier List

War of Genesis: Idle Loot 14 slots, six tiers

Class-locked weapons first, then armor, then the six accessory types—opening-week gear order.

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Equipment Tiers

Equipment is the loud loop in War of Genesis: Idle Loot. Stages dump weapons, armor, and jewels onto a 14-slot grid while the overlay keeps swinging. Steam Early Access began 10 September 2026. This page is an opening-week gear rank, not a complete item bible. Community datamine and companion catalogs list 1,800+ items—a community count, not an official total.

Class still gates the main-hand. Rank kits on class tiers before you buy a bow for a melee tab. Collectibles that are not these 14 slots live on pets, wings, runes, and magitech. Synthesis steps are in the blacksmith guide. Listings are in the Steam Marketplace guide. The index is the Tier List Hub.

The 14 slots

Companion catalogs and the in-game character window agree on a 14-slot grid:

  1. Weapon (main-hand)
  2. Sub-weapon (off-hand)
  3. Helmet
  4. Chest
  5. Gloves
  6. Boots
  7. Pauldrons
  8. Cloak 9–14. Six accessory types: ring, earrings, necklace, bracelet, belt, brooch

Jewels socket into that gear; they are not a fifteenth armor slot. Relics are a separate shop purchase. Do not confuse relic tickets with a helmet.

Tiers 1–6

Achievements prove the grade ladder in public language:

  • Tier 4 equipment — “Gear Is Part of Skill”
  • Tier 5 equipment — “Luxury Shines on the Battlefield”
  • Tier 6 equipment — “Is This Gear Even Balanced?”
  • Tier 4 accessory — “Small Item, Heavy Impact”
  • Tier 5 accessory — “Style and Performance”
  • Tier 6 accessory — “Collector of Masterpieces”

Synthesis trophies mirror that climb (craft tier 4 / 5 / 6 through the forge). Community tools color those grades from common through a top “divine” band. Required levels in those catalogs stretch from 1 toward 105. Your overlay will still refuse a piece if the class lock fails, even when the tier looks perfect.

Slot priority (opening week)

S — Weapon. This is the only slot that can hard-fail the build. Hunter Bow is an Archer weapon; a Swordsman toast refuses it. Wooden Quiver can fail the same check as a ranged sub-weapon. Market examples include Executioner’s Sword (Tier 5 melee) and Hellfire Bow (Tier 4 ranged). Equip the family that matches Swordsman, Archer, or Mage. Everything else is downstream.

A — Sub-weapon, chest, helmet. Off-hand completes the weapon story. Chest and helmet are the largest remaining combat chunks on most idle sheets. Fuse duplicates in blacksmith rather than wearing a pretty tier-2 chest into chapter four.

B — Gloves, boots, pauldrons, cloak. Fill them. Do not Diamond-list a tier-1 boot. Auto-combine exists so these slots stop drowning you.

A- (later) — Accessories. The six jewelry types are weak as tier-1 clutter and become the grind once tier 4+ drops. Accessory achievements start at tier 4, which is the signal to care later, not during the first Training session.

Fuse, list, or wear

Official forge copy says to combine items of the same grade for the next grade. Community jewel rules describe six same-tier jewels into one higher jewel. Bag space is the silent boss: loot toasts already complain when the inventory is full. Wear the legal high tier. Fuse the rest. List only when a Diamond is worth more than a combine.

Steam Market listings already price some of this grid in wallet funds. Listing consumes a Diamond. Retrieval rules belong on the marketplace page. Do not list your only legal weapon.

What gear does not fix

Gear does not create character-specific loadouts. Switching characters currently means re-setting weapons and skills. A perfect 14-slot Mage grid does not save itself onto Ice Pendragon if you swap portraits. Gear also does not unlock roster slots around user Lv.70 / 80 / 90. Skill trophies at 35 / 65 / 95 still need the class tree.

If a drop is class-locked against your main, it is not an upgrade. It is a fuse, a list, or an alt tax you should not pay in week one. Rank the tab on class tiers, then feed these 14 holes, then look at pets and wings as extra tracks.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many equipment slots are there?

Fourteen: weapon, sub-weapon, helmet, chest, gloves, boots, pauldrons, cloak, and six accessory types. Jewels socket into that gear. Pets and magitech are separate tracks on pets and wings.

Why can I not equip Hunter Bow?

Weapons are class-locked. Hunter Bow is an Archer main-hand. Swordsman receives a refuse toast. Store it, fuse it, or list it via the Steam Marketplace guide.

Is the 1,872-item catalog official?

No. Community datamine and companion catalogs list 1,800+ items. Use them as a filter, not as a patch note. In-game still uses 14 slots and tiers 1–6. Fuse junk in the blacksmith.

Should I sell tier-1 gear on the Market?

Usually no. Fuse it in the blacksmith. Diamonds are scarce. List when a high-tier duplicate is worth more than a combine, not when the bag holds starter boots.

When do accessories matter?

They exist from the start, but achievement language highlights tiers 4–6. Treat jewelry as a later climb after the weapon is legal on class tiers.

Does synthesis skip class locks?

No. Combining grades can raise a tier; it does not make a bow wearable on melee. Keep the output legal, or send it to the marketplace.