Yes, you read that right – the time has come for the official Puzzle Quest 3 Gear Rework!
Quick note before we get started though- while we would’ve loved to have gone into as much detail as our Spell Rework blog, given that the release of 3.0 is right around the corner, we wanted to focus on getting the information out to you folks in a timely manner.
So, this blog will give you the details, the FAQ, and a bit of a light explainer of where we were coming from, with the rest of the 3.0 Patch Notes to follow later in the week!
In a nutshell, we’re trying to both simplify things, and make sure it always feels fun to get Gear no matter where you are in your journey!
Our goals were:
Stats and Attributes will fall within a range based on an item’s Rarity. This is referred to as “Quality.”
This is not so much a change to the types of numbers you’d see associated with Gear, just a more visible gauge of how good the number on the stat/attribute is within the possible range.
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< 600: Mythic
600 - 749: “Divine” Mythic
750 - 849: “Sacred” Mythic
850 - 949: “Exalted” Mythic
950+: “Immortal” Mythic
Note: This does not have any impact on gameplay.
They are just words that are used as shorthand for the upper range of Mythics due to the size of the range.

Much like Spells, we’ve removed the need to Level-up specific items by essentially transferring those Levels over to 3 new Battle Scrolls:

Item levels have been consolidated into 3 Battle Scrolls per Hero:
Offense - Affects Weapons and Shields
Defense - Affects your Helm, Shoulders, Chest, Legs, Gloves, and Boots
Utility - Affects your Necklace, Belt, and Rings

Individual items can now be Honed! Honing an item uses Runes and Relics to improve the core stat and all the attributes on an item by a small amount.
Think of Honing as though you are sharpening your blade or polishing your shield!
Items of different rarities can be honed different amounts:
The costs for Honing each Tier are the same, regardless of the rarity of the item
Honing Tier is represented by pips on the left side of the item display
Any resources used in Honing are returned if the item is Salvaged
Items of different rarities can be honed different amounts:


Aether is a new crafting resource and is collected from Salvaging Rare or better items
Toragon, Gemka, and Soulchaser have all had 3 crafting options added.
Follower Crafting will be updated further in Update 3.1
Follower Level
Ability
Cost
30
Craft Random Epic Weapon or Shield/Accessory/Armor
20 Aether
40
Craft Random Legendary Weapon or Shield/Accessory/Armor
100 Aether
50
Craft Random Mythic Weapon or Shield/Accessory/Armor<
500 Aether

With the removal of Levels from Gear pieces, the chance of getting the Rune or Relic from a salvaged item is now based on the item’s primary stat, Quality, taking into account the Rarity of the item.
Generally, the better an item is in comparison to other items of its rarity, the better the chance of salvaging the Rune or Relic
e.g. An Epic Buccaneer’s Charm with 258 Resistance (the Primary stat for Accessories) has a 4.6% chance of getting a Rune and 4.6% chance for a Legendary Relic vs an Epic Buccaneer’s Charm with 301 Resistance (%6 for a Rune, %6 for a Legendary Relic)
A set amount of Aether is Salvaged from Rare or better items
Salvaging a Honed item will return the materials used in Honing that item
The Items in the Gear Vault have had their display updated to reflect the system changes
The different tabs in the vault are now named, rather than using icons
Items & Minions can now be quickly equipped without opening the full info screen (similar to Spells)
All of your Gear will be converted straight to the new system.
Example:
I have…
A Level 47 Savior’s Locket
A Berserker at Level 50
A Shaman at Level 35
My Berserker will have a Level 47 Utility Scroll, and my Shaman will have a Level 35 Utility Scroll.
Q. But how will my Gear be affected? Will my Hero be weaker after the update since there is more ways to upgrade Gear with Honing and Battle Scrolls?
A. All your gear will remain the at least the same, if not improved.
Q. Is anything changing with Gear drops in Chests?
A. Yes. We are making changes to the drop rates for Chests to better support the new system, such as reducing the chances of seeing Common and Uncommon Gear at higher player/Chest levels with the chance being 0% at Level 100 in Ruby and Diamond Chests.
As of right now, these are still being adjusted in the lead-up to the release of 3.0.
Q. Has anything changed in rerolling Attributes? Or is it the same as before, just now there are the Honing and Battle Scroll bonuses on top?
A. This is the same as before - the Quality of an Attribute will stay the same, but the Attribute itself can change.
Q. Are there any more details about the Follower changes coming in 3.1?
A. There are limited details we can share for the moment, however, this is what we’re aiming for with our beloved Toragon, Gemka, and Soulchaser:
Q. Will Seasonal Caches continue to drop only Legendary versions of the Season 3.X items?
A. They can drop at Mythic or Legendary now. In 3.0 you may notice it will have multiple of the same rarity piece of Gear with various percentage chances. This is to show the chance for the different Quality ranges.
In 3.1 we will update how this information is displayed so it is easier to understand at a glance.
Q. How is Gear Score and “perceived strength” determined after these changes?
A. The calculations for perceived strength are based on actual stats, so the calculation is unaffected. The final value will change based on the character’s new stats. The Gear Score calculation does not take an item’s Quality into account.
Q. What can I do with Shards and Glyphs after my Battle Scrolls are Level 50
The Follower Crafting changes discussed above will assist somewhat with this, but overall we’re developing other late-game systems that can continue to utilize resources.
To join the discussion, share questions or read any further feedback, please jump into our Community Forum here