Best Gear Priority Guide - What to Refine and Upgrade First
Limited Zeny means you cannot refine everything simultaneously, making gear priority decisions one of the most impactful choices in your Ragnarok The New World progression. The correct priority order multiplies your efficiency, while poor priorities waste resources on upgrades that provide minimal returns. This guide establishes the definitive gear priority for each class and budget level, ensuring every Zeny you spend delivers maximum impact on your gameplay experience.
The fundamental principle of gear priority is simple: invest in the equipment that provides the largest gameplay impact per Zeny spent. For damage-oriented classes, this means weapon refinement first. For tank-oriented classes, this means balancing weapon damage with armor defense at specific thresholds. For support classes, this means investing in gear that enhances healing and buff effectiveness. Each class follows a unique but logical priority path.
Universal Priority Principles
The Weapon-First Rule
For every class except dedicated support builds, weapon refinement is the highest priority investment. Weapon refinement directly increases damage output, which accelerates all content. Faster kills mean less time taking damage, more drops per hour, and faster dungeon clears. The safe refining guide covers the mechanics, while this guide tells you exactly when to refine each piece.
The Incremental Approach
Never attempt to refine multiple pieces simultaneously to a moderate level. Instead, refine one piece to a high level, then move to the next. A +7 weapon and +0 armor outperforms a +3 weapon and +3 armor in virtually every scenario. The concentrated investment provides a meaningful power increase that spreads moderate investment across many slots cannot match.
Class-Specific Gear Priority
Knight Gear Priority
| Priority | Equipment | Target Level | Reason |
|---|---|---|---|
| 1 | Two-Handed Sword | Level | Bowling Bash damage for farming |
| 2 | Armor (Body) | Level | Survivability for MVP tanking |
| 3 | Shield | Level | Switch option for boss tanking |
| 4 | Two-Handed Sword | Level 0 | Long-term damage goal |
| 5 | Armor (Body) | Level | Endgame survivability |
| 6 | Shoes/Cloak | Level | Supplementary defense |
| 7 | Accessories | Level | Stat bonuses |
The Knight's priority sequence reflects the dual role of damage dealer and tank. The weapon provides farming efficiency first, then armor upgrades enable MVP tanking at higher difficulty levels. The shield appears as a switch item for boss encounters where the damage reduction outweighs the ASPD bonus from Two-Hand Quicken.
Wizard Gear Priority
| Priority | Equipment | Target Level | Reason |
|---|---|---|---|
| 1 | Staff/Rod | Level | Magic damage for AoE farming |
| 2 | Staff/Rod | Level 0 | Mid-game damage threshold |
| 3 | Armor (Body) | Level | Fragility mitigation |
| 4 | Accessories (DEX) | Level | Cast time reduction |
| 5 | Shoes (SP Regen) | Level | SP management support |
| 6 | Staff/Rod | Level 2 | Endgame damage |
| 7 | Armor (Body) | Level | Extended farming survivability |
The Wizard's extreme fragility makes armor more important than for some other DPS classes, but weapon damage remains the primary priority because it determines both kill speed and SP efficiency. Faster kills mean fewer casts needed per farming session, reducing SP consumption proportionally.
Hunter Gear Priority
| Priority | Equipment | Target Level | Reason |
|---|---|---|---|
| 1 | Bow | Level | ADL sustained damage |
| 2 | Bow | Level 0 | Long-term damage goal |
| 3 | Accessories (AGI) | Level | ASPD toward 193 cap |
| 4 | Armor (Body) | Level | Minimal survivability |
| 5 | Shoes (Flee) | Level | Evasion supplement |
| 6 | Bow | Level 2 | Endgame damage |
| 7 | Cloak | Level | Ranged damage bonus |
The Hunter prioritizes damage output above survivability because the class's ranged engagement distance provides natural protection. The flee bonus from AGI shoes supplements this distance advantage with evasion mechanics. Accessories with AGI bonuses help reach the 193 ASPD cap that maximizes ADL output.
Gunslinger Gear Priority
| Priority | Equipment | Target Level | Reason |
|---|---|---|---|
| 1 | Primary Weapon (Ranged) | Level | Primary damage source |
| 2 | Primary Weapon | Level 0 | Mid-game target |
| 3 | Secondary Weapon (Melee) | Level | Functional melee backup |
| 4 | Secondary Weapon | Level | Effective melee damage |
| 5 | Accessories (ASPD) | Level | Weapon swap speed |
| 6 | Primary Weapon | Level 2 | Endgame ranged damage |
| 7 | Armor (Body) | Level | Survivability |
The Gunslinger's unique double-weapon requirement means the secondary weapon receives lower priority than the primary. Invest fully in your primary ranged weapon before spending significantly on the melee backup. A strong ranged weapon with a weak melee backup is more effective than two moderately refined weapons.
Budget-Based Priority Paths
F2P Priority (500K Monthly Income)
| Phase | Timeline | Action |
|---|---|---|
| Phase 1 | Month 1 | Weapon to +4 |
| Phase 2 | Month 2 | Weapon to +7 |
| Phase 3 | Month 3 | Body armor to +4 |
| Phase 4 | Month 4-5 | Weapon to +8-9 |
| Phase 5 | Month 6+ | Weapon to +10 |
Moderate Budget (2M Monthly Income)
| Phase | Timeline | Action |
|---|---|---|
| Phase 1 | Week 1-2 | Weapon to +7 |
| Phase 2 | Week 3-4 | Body armor to +4 |
| Phase 3 | Month 2 | Weapon to +10 |
| Phase 4 | Month 3 | Accessories to +4 |
| Phase 5 | Month 4+ | Weapon to +12 |
Card Priority Integration
Gear priority extends beyond refinement to card slotting. The optimal approach combines refinement milestones with card upgrades at appropriate budget levels.
Card Priority Order
- Weapon damage card (highest damage return)
- Weapon element card (for specific content)
- Armor defense or HP card (for survivability thresholds)
- Accessory stat card (AGI, DEX, or VIT bonus)
- Secondary weapon card (for Gunslinger melee backup)
FAQ
What if I get a better weapon before finishing refinement?
If you acquire a stronger base weapon before reaching your target refinement on your current weapon, the decision depends on how much higher the base stats are. A significantly better base weapon at +0 often outperforms a weaker weapon at +7. Consult the refinement breakpoints guide to compare the total damage contribution of each option.
Should I refine shared or class-specific equipment first?
Shared equipment items like cloaks, shoes, and some accessories benefit all classes through the Job Freedom system. If you regularly switch classes, investing in shared equipment first maximizes the total value of your refinement investment across your class portfolio.
How do I balance refinement between two classes?
Allocate 70% of your refinement budget to your primary class and 30% to your secondary. Once your primary weapon reaches +10, shift more budget to the secondary class. The progression guide covers multi-class resource management in detail.
What about card upgrades vs refinement?
Weapon refinement to +4-7 should always come before significant card investments. Once your weapon reaches +7, begin investing in a damage card for the weapon slot. Cards scale better at higher refinement levels because their percentage bonuses apply to a larger base damage value, making the +7+ range the optimal time to begin card investment.
Is it worth refining equipment from daily dungeon drops?
Only refine equipment you plan to use long-term. Daily dungeon equipment is often transitional, and spending Zeny on refinement for an item you will replace wastes resources. Wait until you acquire a best-in-slot or near-best-in-slot item before investing in refinement. The exception is your very first weapon, where even moderate refinement provides meaningful early progression.