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

  1. Expected wealth is computed from the real adena drops of on-level monsters.
  2. It accumulates across every level band on the way up — a level 40 has banked levels 1–39 too.
  3. Gear grade follows wealth: no-grade, then D, C, B, A, S.
  4. 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, and core/combat/power/GearScore.java.
  • Artifacts: the wealth profiles and weapon catalogue baked under bake/output/.

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.

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