What your class can wear, what stats to chase, and the exact named mobs and zones where the good stuff drops. Gear in Legends leans heavily on classic Norrath's loot tables — so these camps are real, proven, and waiting.
Every wearable armor piece has a weight class, and each class can only wear up to its own weight. Plate is the heaviest (most AC), cloth the lightest. Exactly how weight resolves across a fused trio is still being pinned down by the community — when in doubt, try the piece on.
Weapons are gated by weapon type (piercers for rogues & monks, big two-handers for plate melee) and by stats — not armor weight. Most necks, rings, and clicky items are usable by nearly everyone, so a great neck or belt is a universal grab.
The Item Upgrade System lets you push any piece to +10. A common drop you can farm and upgrade often beats a rare you'll see once. Quested best-in-slot gear arrives at baseline, so it's always worth pouring motes into.
The heavy-armor block. Your three tanks and the cleric live here, soaking hits at the front — so the priority is staying alive, then hitting hard enough to hold aggro.
Wants the biggest two-hander it can swing and top-end plate. Ghoulbane from Upper Guk is the classic warrior weapon target, with Ebon Scythe holding you over from the low levels.
Tanks best with a one-hander and shield. Ghoulbane shines here too (bonus damage vs. undead), and the Shiny Brass Shield is a free 100% drop to start.
Loves two-hand slashers — Ebon Scythe early, then Sporali Defender's Blade or Blackened Alloy from Runny Eye at 30+.
Gear for mana and wisdom, not melee. Run the Crushbone Screaming Mace quest chain for an early proccing weapon, then stack mana-saver clickies (below).
The mid-weight hybrids. A healer, two melee damage dealers, and the do-everything bard — so gear needs are split between mana on the shaman and weapons/haste on the rest.
Prioritize mana gear and clickies; a haste belt and slow are your kit. The TornEar Thumper from Splitpaw is a huge two-hand blunt that's usable here.
Wants a strong bow first — Sabertooth Short Bow, then the Faded Orc Long Bow, and eventually the Efreeti War Spear from Plane of Sky.
All about the axe. Ebon Scythe early, then the Verishi Mal Great Axe from Splitpaw's Executioner at the high 30s.
Needs a haste belt and a good piercer. The Flowing Black Silk Sash and Sword of Yakesha in Lower Guk are the bard rite of passage.
Light armor for a nature healer, the game's top single-target damage dealer, and the pet-and-fists beastlord. Two very different gear paths sit under one weight.
Gear for mana, then grab utility clickies — Journeyman's Boots for run speed and the Moonstone Ring for spell range are staples.
It's all about the dagger. The Shimmering Ruby Stiletto (backstab +10, fire proc, no-trade) is the early crown; the Efreeti War Spear is the endgame chase.
Wants a haste belt and a pet-focus item — the Kitchen Toolbelt (10% haste) and Najena's pet-focus named cover both; then a solid leather set.
The lightest weight: four casters plus the monk, who wears cloth but fights with fists. Casters share robes and mana gear; the monk shares almost nothing with them but its armor weight.
Chase fist weapons and haste — monk fists and the Flaming Fist from Najena, plus Journeyman's Boots. High dodge lets a geared monk off-tank.
Stack mana and spell-focus items. A caster robe (Gossamer / Grimy Black Silk) plus mana-saver clickies keeps your burst windows longer.
Grab a pet-focus item (Najena) so your elemental tanks harder, then the same mana/robe stack as the wizard.
Mana and spell focus, plus a pet-focus item. The Golem Metal Wand is a free-of-mana utility clicky worth carrying for decades.
Wants mana savers and a haste belt to hand out. The Golem Metal Wand (strips enemy shields/haste, mana-free) is a signature enchanter tool.
These aren't tied to a weight class — nearly any character wants them. Grab them once and they carry your whole trio.
A run-speed click — the fix for any trio that lacks its own movement buff.
A solid starter shield with a 100% drop rate — free the moment you can kill for it.
A 10% haste belt available at level 20 — one of the earliest hastes in the game.
Carries 31% worn haste — wear it in any slot (not your hands) for the haste alone.
A one-charge instant greater-heal click — a pocket emergency button for any class.
An illusion/shrink click — quality-of-life and a rite of passage from the top of Lower Guk.