Gear & Wealth
Living page. The wealth model below is regenerated from real drop data every wiki build. What sims are carrying in world differs from it in two ways, described under What the gear looks like in world today.
How much adena a character at a given level is modelled to have, and what gear grade that buys.
The short version
- Expected wealth is computed from the real adena drops of on-level monsters.
- It accumulates across every level band on the way up — a level 40 has banked levels 1–39 too.
- Gear grade follows wealth: no-grade, then D, C, B, A, S.
- Wealth band (POOR / MODEST / COMFORTABLE) spreads sims apart so they aren’t all identical.
How the number is built
For each level band, the model takes the representative on-level monster, reads its actual adena drop chance and quantity from the chronicle’s NPC data, and multiplies by the kills that band takes. Then it sums across every band from 1 to N.
Nothing here is a typed constant — change a mob’s drop table and the curve moves.
Expected wealth by level
What a character has earned grinding to level N: for every level band, the representative on-level monster’s real adena drop chance and quantity, multiplied by the kills that band takes. Sampled every 5 levels.
| Level | Expected adena | Gear grade | Wealth band |
|---|---|---|---|
| 1 | 0 | NO_GRADE | MODEST |
| 5 | 395 | NO_GRADE | MODEST |
| 10 | 9,749 | NO_GRADE | COMFORTABLE |
| 15 | 50,020 | NO_GRADE | COMFORTABLE |
| 20 | 151,738 | D | COMFORTABLE |
| 25 | 367,355 | D | MODEST |
| 30 | 737,861 | D | MODEST |
| 35 | 1,375,120 | D | MODEST |
| 40 | 2,345,513 | C | MODEST |
| 45 | 3,716,027 | C | MODEST |
| 50 | 5,763,205 | C | MODEST |
| 55 | 9,910,682 | B | MODEST |
| 60 | 17,817,945 | B | MODEST |
| 65 | 33,097,842 | A | MODEST |
| 70 | 61,874,740 | A | MODEST |
| 75 | 118,477,516 | A | MODEST |
| 80 | 576,995,100 | S | MODEST |
When each gear grade arrives
| Gear grade | First reached at level | Expected adena there |
|---|---|---|
| NO_GRADE | 1 | 0 |
| D | 20 | 151,738 |
| C | 40 | 2,345,513 |
| B | 52 | 7,323,749 |
| A | 61 | 20,648,106 |
| S | 76 | 137,367,068 |
⚠️ This is a rough lower bound, not a ledger. The model counts adena dropped by one representative monster per band. It does not count spoil, sweep, quest rewards, party splits, selling loot back, or crafting income — all real faucets a player uses. Treat it as order-of-magnitude and monotonic.
What the gear looks like in world today
The wealth curve above is the model. Two things about what sims carry differ from it:
| In world | Why |
|---|---|
| Tanks and knights fighting without shields | Sims equip a main hand only, so no off-hand item is worn |
| Most sims in top-grade gear, including at low level | Around 80% of the population sits at max grade rather than spread along the curve |
So read the curve as what the model intends, and the world as what it currently shows.
Under the hood
The chain from wealth to gear
| Piece | What it decides |
|---|---|
WealthBand |
Which wealth tier a sim sits in for its level |
GearGrade |
What equipment grade that tier can afford |
GearLegality |
Whether the chronicle allows that grade at that level |
GearScore |
The single number a sim’s loadout is worth in a party |
GearScore is the value the party-power chain consumes, so gear and
party size trade against each other — see
Party Composition.
Where this comes from
- Design:
docs/design/role-class-pool.md. - Live code:
core/combat/WealthBand.java,core/combat/GearGrade.java,core/combat/GearLegality.java, andcore/combat/power/GearScore.java. - Artifacts: the wealth profiles and weapon catalogue baked under
bake/output/.
Related
- Classes & Roles — what role that gear is serving
- Party Composition — how a party of these characters is assembled
Derived by scripts/economy/generate_wealth_profiles.py from the chronicle’s stats/npcs/ drop data and
experience table. The generated block rebuilds every wiki build, per chronicle.