Idling to Rule the Gods (ITRTG) – Basic Equipment Guide

Basic Overview

By Malfat!

Gear!  Equipment!  However you want to call it, this is the bread and butter of our pets staying alive and ensuring the opposing enemies do not.

Stats are granted to our pets through their gaining of Dungeon Levels, and then when this gear is equipped to them, said gear multiplies these stats.  If multiple pieces of gear increase one stat, these increases are additive to themselves, and then that total multiplies the pet’s stats.  Yes, gear multiplies the pet’s stats in dungeons.  Most gear also multiplies your god/desses power level, but at a much lower rate.

Each pet has three slots to equip said gear onto it.  A weapon, a set of armor, and an accessory.  These do not have to be the same element, and in fact should probably not be.  Each and every piece of gear can be reforged, upgraded, enchanted, and gemmed, however the player would like to in order to make it optimal for their individualized needs.


Blacksmiths and Alchemists both require raw materials to work with, in order to produce gear and improve it.  These materials can vary in their Tier, with Tier 1 (or T1) being the most common, and T4 being the newest, and almos the rarest type.  The Tier of the material typically is the maximum Tier of gear it can be used for in crafting.

These materials are found primarily in Dungeons, with more materials and a wider variety of materials being found in deeper Depths.  There are also events which produce them.  Depth 1 can only drop T2 materials in the Boss Room.  Depth 2 will drop T2 materials in most rooms, but can only drop T3 materials in their respective Boss Room.  Depth 3 just drops even more T2 materials, and maintains the T3 material dropping from the Boss there.

The downside to this, is that the vast majority of materials found in Dungeons are these low T1 materials…and so are really only useful for making T1 gear.  The upside is that Alchemist pets can take eight of one T1 type, and transmute it into a single T2 material.  If they are wearing an Alchemist’s Cape (See Neutral Gear below) then they can take eight T2 materials and transmute those into a single T3 material.  It is presumed, but not confirmed by me yet, that the conversion of T3 to T4 materials follows this same pattern, but requires an equipped Mana Cape at SSS Quality.

Once a Blacksmith has been evolved, materials may also be found in packs through Lucky Draws, which vary in Tier from T1 to T3.

Also, the pet Otter gifts the player with random materials whenever they are fed, T1 when unevolved and T2 when evolved, and will also occasionally give a ‘nothing’ item.

Two materials that are required are found only in Dungeons, and those are the Whetstones and the Sacred Stones.  Whetstones can be upgraded to Sacred Stones through an alchemical transmutation (requiring a whetstone and one of each elemental T1 material), but Whetstones themselves are only found in Dungeons as loot, or rarely from the events in said Dungeons.

Table of all material names:

NeutralIron OreIron BarMagic OreMythril
WaterIceNevermelting IceMagic IceOcean Stone
FireHot StoneFire StoneMagic Fire StoneSun Stone
WindFeatherBound FeathersMagic FeatherSky Stone
EarthWoodSpecial WoodMagic WoodJungle Stone

There is one type of material NOT mentioned above, and that is because they can only be crafted by either an Alchemist or a Blacksmith. The T3 bars. These bars can be crafted either with a T3 SSS+20 item, which is completely destroyed in the process, or with the following ingredients:

  • 10 T1 materials
  • 18 T2 materials
  • 8 T3 materials
  • 22 Whetstone
  • 15 Sacred Stone

These T3 bars are used in the creation of T4 Gear.

Equipment Types

Each equipment slot has a different base idea for the slots, with the elements tweaking that further.

  • Weapons – Have Attack
  • Armor – Have HP and Defense
  • Accessories – More elements

Forging and Re-Forging

Creating gear is done by Blacksmiths, and it is called Forging.

Forging a piece of gear will give you a random quality of the item in question, anything from F to SSS is possible, depending on your blacksmith and their Hammer. 

The odds of the result will be shown on the Forge screen, like this:

As you can see, the odds vary, but the actual result is determined by a seed value in the game’s code.  This seed value will be used for whatever the next creation you make will be, and is modified by the power of the Blacksmith actually doing the work.  T1, T2, and T3 all share a seed value, T4 has its very own.

If the item that is made is not a SSS quality item, then it can be Reforged, increasing the quality by one rank in return for time and materials.  The materials needed will typically be the same tier as the item, and will be higher in number than any other improvement option, because you can only Reforge up to SSS Quality.

The higher the quality of the item, the better the positive stats are on the item, and the worse the negatives.


Another way to improve the power of your gear is by making your Blacksmiths Upgrade a piece of gear.  Upgrades vary from +0 to +20, with one exception, and function very similarly to Reforging in that increasing the Upgrade level will increase the positive stats the item has (and worsen the negatives).

These Upgrades do not completely stay when the item is used as a material in crafting; instead half of them are lost, rounding down.  Due to this, it is often not suggested to always maximize the upgrades on each item before crafting.

Also similarly to Reforging, the materials used will typically be those of the current tier of Gear, but in lesser quantity than Reforging.


These are much the same as Upgrades, only instead of increasing the stats the item has, Enchantments affect the elements that are present on the gear. Only Alchemists can enchant pieces of Gear.

In non-Neutral gear, each Enchantment will reduce the negative penalty of the negative Element present on the item by 5% each level, to a maximum of 20 Enchantments.

The stats on the left are just the Elements for a basic A-Quality Tsunami Spear, a T3 Water weapon.  Note that equipping it will reduce the pet’s Earth element by 30 (additively).  Enchanting the Tsunami Spear ten times, then, will grant a 50% reduction to that penalty…resulting in -15 Earth.

At 20 Enchantments, the penalty is reduced by 100%, and so this Tsunami Spear will have 0 Earth.

There are exceptions to this…the Sticks have no negative element, and enchanting them is therefore mostly useless. Same with Blacksmith hammers. Technically that will grant experience to the Alchemist, but why not make something useful at that point?

In these cases, Enchantment will use T2 materials suitable for the negative elements being removed; in the above example, Earth materials will be used in a similar vein to Upgrades.  T4 Gear will require T3 materials, but all lower tiers will use the T2 materials.

Again, an exception: XPSwords have a negative element for ALL elements except for Water, and so they use different materials.  They use Wind materials for Enchantment for some reason, but that is fine.

In Neutral gear, Enchantments work slightly differently, in that they increase ALL elements on the item, and cost Neutral materials.

Different Gears

Neutral Gear

Neutral gear is crafted out of Iron and Mythril, and has the dubious honor of being the best defensive gear in the game, with a high focus on HP and Defense increases, with a decrease of Speed to further raise the positives.  It is also the only type of gear that includes all Elements, making it superior defensively when facing Neutral enemies.

These first main items will also multiply the player’s maximum HP when equipped.

Water Gear!

Water gear is a defensively oriented gear type, with a larger focus on HP than Defense.

These first main items will also multiply the player’s Mystic when equipped.

Fire Gear!

Fire gear is an offensively oriented gear type, with an additional focus on Attack at the detriment of Defense.  The Fire Accessory also has a small boost of Speed, almost unique amongst the gears.

These first main items will also multiply the player’s Attack when equipped.

Wind Gear!

Wind gear is a supportive type of gear, with each item having a focus on Speed at the detriment of Attack.

These first main items will also multiply the player’s Creating Speed when equipped.

Earth Gear!

Earth gear is a defensive type of gear, with an even split between HP and Defense present for the most part.

These first main items will also multiply the player’s Building Speed when equipped.  This does make Earth Gear technically one of the best gear types to equip onto non-Dungeon pets.

Volodymyr Azimoff
About Volodymyr Azimoff 13569 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

Be the first to comment

Leave a Reply

Your email address will not be published.