Gear and Tempering
The gear ladder from Aden weapons to final Dragon weapons: tier stats, where to get each, Ascension with enchant transfer, Tempering and item passports.
Contents
Gear in Vela follows a ladder of seven tiers — from Aden weapons for 20 thousand adena to the final Dragon weapons (Fafurion, Antharas, Lindvior or Valakas — you choose the look). From the fourth tier on, each tier is 15% stronger than the last, and your enchant isn't lost: Ascension in the Forge carries it over to the item one tier up. Every tier can be obtained in at least two ways: crafting in the Forge or drops, plus trading. The road to the final gear takes about 3–4 months of active play.
On top of the item itself grow three layers of power: Vela Enchant, Tempering (below) and soul crystals in sockets.
The tier ladder
| Tier | Weapon | Armor | Where to get it |
|---|---|---|---|
| T1 Start | Aden weapons (D) | Moon set (D) | Alt+B → Shop for adena |
| T2 | B-grade weapons | Blue Wolf, Doom, Avadon, Zubei (B) | drops, quests, Forge |
| T3 | named A-grade weapons | Majestic, Tallum, Dark Crystal, Nightmare (A) | drops in zones 60–80, quests, Forge |
| T4 | Frost Lord weapons, boss weapons | Hunter's armor | Forge, raid bosses, coupons |
| T5 | Immortality weapons | Elegia | special craft: Immortality Weapon Fragment + Cursed Holy Grail + Tobald's Prophesy; Ascension from Frost Lord |
| T6 | Vesper | Protection armor (Antharas, Valakas, Fafurion look) | Ascension from Immortality and Elegia; armor also from packs dropped by level 87–92 raids |
| T7 final | Dragon weapons — Fafurion, Antharas, Lindvior, Valakas | Imperial Crusader, Draconic Leather, Major Arcana | Forge "VELA final" from Vesper and Protection |
Tier power (P. Atk. of a one-handed sword): T4 279 → T5 321 → T6 368 → final 424; at +10 — 609 → 700 → 804 → 926. All numbers come from the project's gear ladder; each tier is +15%.
T1 starter gear
Alt+B›Shop sells twelve kinds of Aden weapons for 20,000 adena each and Moon armor for 10,000 to 30,000 per piece. After that it's drops and the Forge: a B-grade item from zone resources takes about one evening of hunting.
The Forge: gear from resources
Every hunting zone has its own resource (ore, leather, coal, mithril…): it drops from roughly every tenth monster in that zone. In the Forge, resources are first refined into materials, then an item is forged from the materials.
| Forge list | What | How much hunting | On top |
|---|---|---|---|
| T2 | 15 kinds of B-grade weapons, Zubei / Blue Wolf / Doom / Avadon armor, shields | ≈210 resources, about 3 h | 7.2M adena per weapon |
| T3 | 44 kinds of A-grade weapons, Tallum / Nightmare / Dark Crystal / Majestic armor | ≈290 resources, about 4 h | 10 Upgrade Stone Fragments, 12M |
| T4 | 13 kinds of Frost Lord weapons, 12 kinds of boss weapons | ≈300–350 resources, 4–5 h | 10 Greater Upgrade Stones, 10 Raid Marks (Lord) or 40 (boss), 45–75M |
| T4 | Hunter's armor | per slot | Greater Upgrade Stones, Raid Marks, up to 30M |
| T5–T6 | components: Immortality Weapon Fragment, Cursed Holy Grail, Tobald's Prophesy, Aden Essence | 80–225 materials | Transcendent Upgrade Stones, 20–30 Raid Marks, 60–100 Rift Fragments, 75–150M |
| Jewelry | Black Ore (B), Majestic and Phoenix (A), boss essences for Lv. 4 boss jewelry | by T2–T4 recipes | — |
| Ascension | Lord → Immortality → Vesper, Hunter → Elegia → Protection, boss jewelry → Ferion / Aztacan / Beleth | an item of the previous tier of the same kind | molds, stones, Raid Marks, 40–200M; the enchant is kept |
| VELA final | Vesper → Dragon weapon (look of your choice), Protection → final armor | — | 3 Reorin's Molds, 2 Aden Essences, 3 Transcendent Upgrade Stones, 60 Marks, 150 Rift Fragments, 300M per weapon |
Figures are for weapons; armor costs a fraction of that (top 0.6, bottom 0.4, helmet, gloves and boots 0.25 each). Forged T2 and T4 items can be traded and sold. Rough pace: a B-grade item — one evening, Frost Lord — 1–2 days, each of the T5, T6 and final tiers — about a month of active play. Recipe details: Crafting and the Vela Workshop.
Tempering
A short overview below; the full price table up to max, materials and where to get them: Tempering. Moving up a tier with enchant transfer: Ascension; final items: Final Gear.
Tempering is a server-side upgrade level for an equipped item, in the spirit of the NPC upgrades on Lords. It never breaks the item, failures build up the chance, and the level is stored in the item itself: it survives restarts and trading to another hero, and shows in the passport.
What it gives:
- Weapon: +3% P. and M. Atk. per Tempering level (up to +30% at level 10).
- Armor: the levels of all equipped pieces add up; each level gives +0.5% P. and M. Def. and +0.3% HP (up to +25% defense and +15% HP).
- Take the item off and the bonus is gone; put it on and it's back.
| Tempering tier | Which items | Levels | Materials for level N | Adena for level N | Chance | Guaranteed after |
|---|---|---|---|---|---|---|
| T1 | D and C | 5 | N Upgrade Stone Fragments + 5N Iron Ore | 150K × N | 85% → 40% | 5 failures |
| T2 | B | 5 | 2N Upgrade Stone Fragments + 5N Mithril Ore | 500K × N | 80% → 40% | 5 |
| T3 | A and S | 5 | 4N Upgrade Stone Fragments + 5N Adamantite Nuggets | 1.5M × N | 75% → 35% | 5 |
| T4 | Frost Lord, boss weapons, Hunter's armor | 8 | 2N Greater Upgrade Stones + 10N Asofe | 7M × N | 70% → 30% | 6 |
| T5 | Immortality weapons, Elegia | 8 | 4N Greater Upgrade Stones + 10N Thons | 15M × N | 65% → 25% | 6 |
| T6 | Vesper, Protection armor | 8 | N Transcendent Upgrade Stones + 10N Mold Hardener | 50M × N | 60% → 20% | 8 |
| T7 | final: Dragon weapons (Vesper for some kinds), Imperial Crusader, Draconic Leather, Major Arcana | 10 | 2N Transcendent Upgrade Stones + 20N Oriharukon Ore | 100M × N | 55% → 15% | 10 |
The chance drops by 5% with each level down to the listed minimum, and every failure adds to the chance (10% at T1–T3, less at higher tiers). Example: Tempering a T1 weapon from 0 to 5 costs 15 Upgrade Stone Fragments, 75 Iron Ore and 2.25M adena.
The Lords rule is kept: the easier an item is to get, the more expensive its Tempering. Each Tempering tier needs a resource from its own zone, so old zones stay useful after a rebirth too.

Where else item power grows
- Vela Enchant — enchant level, branches and soul crystal sockets.
- Random properties (augmentation) — the standard Essence system, unchanged.
- Talismans — separate bracelet slots with their own upgrade ladders.
- Collections and Dolls — old items go into collections for permanent bonuses.
- Rune Circle — the hero's Rune Circle, independent of gear.
Item passport
Every item has a passport: who made it, who owned it, what enchants and Tempering it had, which bosses it killed, durability, branches and sockets. It opens with the Item passports button in the growth menu. Big events — the first legendary enchant, a boss kill — go into the Chronicle.
Tips
- Don't sell your old tier right away: its Tempering is cheaper, and the item itself will come in handy for collections.
- Zone resources sell freely — if you don't need your zone's resource, sell it to those who forge.
- Tempering and enchanting are independent: you can temper an item at any enchant level.
- The real bottleneck at high tiers is upgrade stones and Raid Marks, not raw materials: start raiding early.
