Guide to gearing systems in BPSR

  • Table of contents

Stats

  • Primary Stats
    • HP
    • Attack Power (Physical/Magical)
      • The stat used for your skill damage scaling
    • STR/AGI/INT
      • Your main stat, gives you damage, which one you use depends on your class
      • AGI Provides Haste for all classes, STR Provides Phys. Defense, INT Provides Magic Defense
    • Endurance
      • Additional HP
  • Advanced Stats
    • Critical
      • Increases your chance of critical hits, base crit damage is 50%, can be scaled
    • Haste
      • Increases attack and cast speed
    • Luck
      • Increases your chance of Lucky hits, base Lucky hit damage/healing is a fixed 40% of your attack power applied as an additional line of damage, also works on healing and blocking, often used to trigger additional effects via your talent tree
      • Each 1% Luck increases the Lucky hit damage/healing modifier by 1%, i.e. if you have 50% Lucky hit chance, your lucky hit damage will be 90% of your attack power
      • It is NOT like a direct hit from FFXIV like some people have been saying, it benefits classes that do a lot of hits more since the damage is independent of your skill damage
      • It seems like Lucky hits can also crit, but the exclamation marks aren't displayed

  • Mastery
    • Changes depending on your class/subclass, from what I've seen it mostly gives you a bonus damage modifier to specific skills or a general element damage modifier
  • Versatility
    • Each 1% increases your damage, healing, shielding, by 0.35% and reduces your damage taken by 0.15%
  • Block
    • Increases your chance to block damage (uncertain on the numbers)

Gear slots

  • There are 11 slots for gear in BPSR, each piece of gear has 2 natural statlines, and a third statline that can be rerolled, the 2 natural stats are weighted unevenly, so you may get an item with 100 Crit and 50 Luck.
  • Legendary (gold) grade gear will come with an extra random purple line - the type of stat will be different depending on the slot.
    • Crafted gear will not come with this extra stat.

Obtaining gear

  • Gear primarily comes from dungeons, however you can also craft gear using life skills, obtain them from your weekly vault and if you're lucky, can be dropped from world bosses.
  • Each dungeon drops different gear pieces, for example Goblin Nest drops Earrings and Gloves, this means that every dungeon stays relevant. Every dungeon can drop weapons at a low rate.
  • An extra miniboss may spawn in dungeons which will drop a box that guarantees a selectable gold item from the pieces that drop in that dungeon, this is limited to 5 times weekly.
  • After 5 runs of a dungeon, you are guaranteed to drop a gold item if you did not get one in those 5 runs.

Not every piece of gear can roll every stat, refer to the table below for which stats cannot roll on which pieces.

- For example, INT boots cannot get Luck, don't waste your time farming for impossible pieces!

- Doesn't apply to set gear, which will automatically adapt substats based on your spec.

SLOT STR INT AGI
Helmet Versatility Critical Haste
Chest Luck Critical Mastery
Gloves Haste Versatility Critical
Boots Mastery Luck Critical
Earrings Mastery Versatility Haste
Necklace Haste Luck Mastery
Ring Luck Mastery Versatility
L-Bracelet Critical Haste Versatility
R-Bracelet Critical Mastery Luck
Talisman Versatility Haste Luck

Reforging/Quality

  • Each piece of gear comes with a quality bar, depending on the rarity and method of obtaining, the maximum quality may be different.
    • Purple gear bought from an NPC will have 30 max quality, purple gear dropped from a dungeon will have 80 max quality, and gold gear will have 100 max quality.
  • Improve the quality of an item by using reforge stones, increases the values of all stats on the items except the purple line.
  • This will unlock and reroll the unidentified statline on your gear.
  • Don't worry about saving them, when you dismantle your old gear, it will refund all reforge stones used, if you don't have your perfect gear yet, you should still upgrade it.

Refining

  • Each gear slot has an upgrade level, not tied to any specific gear, when you change gear, your upgrade level is kept.
    • Some slots provide attack power, while some provide defense and endurance.
    • The increase is linear, always providing the same bonus per level, making it less efficient to upgrade the further you get.
    • At first, the upgrade is guaranteed, but as you get higher, you'll have a chance to fail, there are materials you can add to increase the chance.
  • Purple orbs are obtained through honor coin shop, daily mystery shop, world bosses and daily dungeons.
    • Refinements past +10 will use a higher tier of orbs, same methods of obtaining.
    • The other materials are primarily obtained through crafting, can be bought and sold on the market.

Gems

  • Gems are slottable items that give a variety of stats that can be crafted via lifeskills and bought/sold on the market.
  • Once slotted, cannot be taken back, but can be replaced with another gem.
  • Once master mode is unlocked, gems have a chance to slot in with a higher stat bonus
    • Will have a higher bonus and lower chance from the 2nd week, so don't waste too much on it in the first week
  • Refer to class specific guides for which gems are best for you.

Imagines

  • Imagines are equippable skills that also provide passive stats, they usually have a high cooldown and provide some sort of damage skill or buff effect.
    • You can equip 2 imagines at a time.
  • Imagines can be obtained via world bosses, they drop an item called "Imagine Will" which is a component required to craft the actual imagine.
    • Imagine Wills obtained via world bosses can be bought and sold on the market.
    • They also require an additional material which can also be dropped from world bosses, purchased with bound rose orbs or through other means.
  • There is an imagine gacha that uses bound rose orbs and has NPC imagines not obtainable via world bosses.
  • Imagines can be upgraded to +5, this is an incredibly expensive process as the materials required to do so are much more than just crafting a +0 and will increase as you get further.
    • The passive stats and active effect will increase by quite a bit per upgrade level, for example a +0 Flying Fish will give 800 passive haste and a 10% haste buff for 20 seconds and a cooldown of 120 seconds., at +5 it will give 2000 passive haste and a 20% haste buff for 20 seconds and a cooldown of 80 seconds.
    • It is reasonable to get purple imagines to +5, but for gold imagines, it's best left for whales.
  • This is the one of the main source of P2W in the game as all the materials can be bought off the market using currency exchange.

Modules

  • Basically, engravings from Lost Ark but slightly different, or the skill system from older Monster Hunter games.
  • Main source of modules is weekly content like tower and raids.
  • You'll eventually unlock 2 slots for modules, with 2 more unlocking over time.
  • Modules are equippable items that roll random effects with a random number of points 1-10, each purple module has 2 effects, I believe gold modules will have 3.
  • Gold modules have more possible effects.
  • Purple modules seem to cap at a combined total of 15 points per module
    • e.g. +10/+5, +9/+6, etc.
    • It's rare to get the maximum value however.
  • The first point will grant you level 1 of an effect, with every 4 points granting each additional level, up to a maximum of 6 levels at 20 points.
  • Only the highest level of the effect is applied, it isn't a cumulative bonus.
  • You'll also gain some base stats from equipping them based on the total amount of points.
  • Triangle modules roll offensive effects, circle modules roll healing related effects (?), and square modules roll defensive effects.
  • They can be dismantled, will give materials to recraft more.
  • List of module effects

Seasonal Progression Systems

  • In BPSR, there is a season system, each season lasts 3 months.
  • The first season has an armband that you can upgrade to gain various effects.
  • I won't go in depth as it seems this will change with every season.

Edit

Pub: 28 Jul 2025 11:32 UTC

Edit: 29 Aug 2025 15:16 UTC

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