Short answer: gear exists and can be upgraded through the FORGE, which has UPGRADE and SALVAGE tabs. Equipment sets exist with passive bonuses but have no published names. Equipment crafting is not implemented yet — monster drops remain the main source.
What the FORGE screen shows
The clearest official evidence about gear comes from the game’s own interface. An official store screenshot shows the FORGE panel with the following readable content.
| On screen | What it tells us |
|---|---|
| FORGE | The station’s name and panel title |
| UPGRADE tab | Improve an existing item |
| SALVAGE tab | Break an item down |
| Item name and level (level 1) | Individual items carry their own level |
| UPGRADE COST (99) | Upgrading consumes a resource, shown as a number |
| Attack Speed 4.0 → 4.2 | A stat change preview |
| Fire Resistance 8.0 | A resistance stat is shown on gear |
| Resistance 8.0 | A general resistance stat also exists |
Three observations follow from reading the screen rather than paraphrasing a description.
Upgrades are previewed. The screen shows the before and after values for the affected stats, so upgrading is an informed decision rather than a blind spend.
Items have levels. The item shown is level 1, and the achievement “Permanent Edge — Upgrade a combat item to its maximum level” confirms item level caps exist.
Resistances are on gear. Both a specific resistance (Fire Resistance) and a general one appear. That connects to Mudtek’s statement that food buffs grant elemental resistances, which means resistance can come from both equipment and consumables.
Official Interface read
The values above are read directly from official Steam store screenshots. Mudtek has not published a stat table, upgrade cost formula, or item level scale, so these are illustrative of the systems rather than the full rules.
Source: official Steam store screenshots · captured 16 September 2026
Equipment crafting is not in the game
Mudtek is unusually direct about this, which is worth quoting because several third-party pages describe a full crafting system.
Official Design post, 20 January 2026
“Equipment crafting is not in the game yet, but it's something we plan to add later. The intent is for equipment crafting to be an end-game activity for players who want to min-max and fine-tune their builds. The idea is that once you've unlocked certain item sets, you'll be able to craft them repeatedly in an attempt to roll the perfect stat baselines for your setup. This is a longer-term plan and will likely land later in Early Access.”
“We still want monster drops to be the primary loot path for the majority of the game. So equipment crafting is designed as a late-game supplement and optimiser, not a replacement for hunting gear out in the world.”
Source: Mudtek Steam announcement, 20 January 2026 · verified 16 September 2026
Four things are settled by that passage:
Equipment crafting does not exist yet. There is no ambiguity in “not in the game yet.”
Drops are the loot path. Monster drops are described as the primary route to gear for most of the game.
Crafting will be an endgame optimiser, not a replacement. Its stated purpose is rolling for better stat baselines on sets you have already unlocked.
It will involve repeat crafting. “Craft them repeatedly in an attempt to roll the perfect stat baselines” describes a reroll loop, which is a different model from the deterministic crafting used for food and potions.
What this means for gear guides right now. Without published item tables or drop locations, any “best gear” list for Dimraeth is unsourced. What can be described is the system: where upgrades happen, what stats exist, and what achievement data says about how many players engage with it.
What the store page says
The store page frames the gear loop within the broader adventure cycle, and one phrase stands out.
Official Steam store page
“Explore Mirkea, completing quests and recruiting allies as you fight, claim loot, and gather resources. Return home to craft equipment, brew potions, and cook hearty meals that increase your vitality.”
Source: Steam store page · verified 16 September 2026
Note the tension: the store page mentions crafting equipment as part of the home loop, while the January design post says equipment crafting is not implemented. Both are official. The store page describes the intended loop; the design post describes the current build. Where they disagree on what exists now, the dated design post and the release announcement are the more reliable sources.
Equipment sets
Equipment sets exist. They were added for Early Access, they grant passive bonuses, and Mudtek has never published their names.
Two official sources confirm sets without naming them.
Official Content update, 2 September 2026
The Early Access feature list includes “equipment sets” among the new content, alongside crafting stations, base building options, new elites and new dungeons.
Source: Mudtek Steam announcement, 2 September 2026
Official Patch note, 5 October 2025
“Fixed spell upgrades and passive set bonuses to properly show in the stats UI.”
Source: Mudtek patch notes, 5 October 2025
“Passive set bonuses” confirms that wearing pieces of a set grants a passive effect, and that these display in the stats UI. What the sets are called, how many pieces they require, and what each bonus does are all unpublished.
Unverified Third-party set lists
Third-party Dimraeth pages circulate named gear sets arranged into tiers with slot-by-slot lists. Searching Mudtek's 30 Steam announcements, the Steam store page and the official website returns no set names at all. The studio has confirmed sets exist without naming a single one.
We therefore do not reproduce any named set list. This is recorded as “no official match found” rather than as an accusation about where the names came from.
Checked against: 30 Mudtek announcements, Steam store page, dimraeth.com · 16 September 2026
Upgrade progression in practice
Achievement data shows how many players engage with the upgrade system.
| Milestone | Achievement | Completion |
|---|---|---|
| Upgrade any combat item | Tinkerer | 46.3% |
| Upgrade a combat item to maximum | Permanent Edge | 4.4% |
| Upgrade a facility to maximum level | Patron | 9.7% |
The drop from 46.3% to 4.4% is one of the larger gaps in the achievement list. Nearly half of tracked players upgraded something; less than one in twenty took an item to its cap. Whether that reflects cost, rarity of materials, or simply how early in the game most players are, the data cannot say.
Note Combat item versus equipment
The achievements use the term “combat item” rather than “equipment”, and the FORGE screenshot shows an item described as a band. The precise scope of “combat item” — whether it includes weapons, armour, jewellery or all of them — has not been defined officially.
Sources: Steam achievement page · official Steam store screenshot
Where gear fits the loop
Gear is one of four routes to power in Dimraeth, and it is worth placing it precisely.
| Route | Source | Confirmed status |
|---|---|---|
| Gear | Monster drops | Primary loot path |
| Gear upgrades | FORGE — UPGRADE | Implemented |
| Set bonuses | Equipment sets | Exist, unnamed |
| Attributes | XP spend | Implemented |
| Spells | Archetype, race, class, crafted spellbooks | Implemented |
| Food and potions | Crafting from farmed ingredients | Implemented |
The pattern is that gear is the drop-driven route while attributes and spells are the decision-driven routes. Mudtek’s stated intent is to keep it that way even after equipment crafting arrives: “equipment crafting is designed as a late-game supplement and optimiser, not a replacement for hunting gear out in the world.”
For how gear stats interact with the rest of a build, the build guide covers the planning sequence. For where the crafting stations that produce your consumables come from, the crafting page covers recipe discovery.
