Gear and Items#

Gear and Items

First, this page’s scope: what is commonly lumped together as “gear items” in God of War Ragnarök actually consists of three independent systems:

  • The Amulet of Yggdrasil and its Enchantments — the free-mixing layer of your character sheet;
  • Relics and Hilts — the active-skill layer occupying separate slots;
  • The upgrade material system running through both — which decides when you can wear what, and up to what level.

Per-piece reviews of weapon grips, the armor trio, and shield rondels are not on this page — see the Weapons page and the Resources page for those. This page states system rules first, then gives comparison tables; the “Revision Notes” section at the end corrects the old page’s errors item by item.

One numbers caveat to state up front: no unified stat table for enchantment affixes or relic effects has ever been officially published; the game lists values per item only. Everything strength-related on this page is therefore qualitative; only in-game verifiable system rules (slot counts, the kinds of upgrade materials required) are stated as certainties — no invented “affix +X%” estimates.

Amulet of Yggdrasil#

System Rules#

  • The amulet is obtained automatically during the main-story “The Quest for Tyr” quest line — no exploration unlock conditions needed; it works the moment you get it.
  • The amulet itself provides no stats at all — no defense, no damage; its entire value lies in socketing enchantments: it starts with only two enchantment slots, and each Jewel of Yggdrasil you collect permanently opens one more slot. There are ten jewels in the whole game; with all collected, the amulet can hold up to twelve enchantments at once.
  • Socketed enchantments can be removed and re-socketed at dwarven shops at any time; removed enchantments return to your inventory and are reusable, consuming no materials or currency. Swapping builds carries zero sunk cost — every enchantment you farm is worth keeping.
  • Slot count depends only on jewel collection progress, not on character level or story chapter. Jewels are the only one-time collectibles; the same jewel cannot be obtained twice.

Jewel Source Criteria#

Source Type Criteria
Main story Several jewels come at fixed story beats; still retrievable after the credits — never permanently missable
Favors Some side quests (Favors) include jewels in their completion rewards; check the reward list before accepting
Area exploration Jewels hide in legendary chests and hidden paths across the Nine Realms — see the Collectibles page

Usage Criteria#

  • Early game, prioritize slots: slot count is a hard cap — two enchantments give far less freedom than six, so grab any jewel lead the moment you see it.
  • Socket every new enchantment first and check its effect — removal is free anyway; don’t bench “temporarily useless” enchantments; at worst one covers a stat line.
  • The amulet has no set system: all twelve slots mix freely to your build; there is no hidden rule like “complete a certain enchantment set for a bonus”.

Enchantments#

System Rules#

  • Enchantments socket only into the Amulet of Yggdrasil — never directly into armor or weapons; armor, grips, and shield rondel perks belong to the gear bodies themselves, and the amulet is the only freely swappable perk layer.
  • Enchantments come in four quality tiers — common, rare, epic, legendary — matching the armor quality system. Low-tier enchantments usually give one or two stat lines; high-tier ones add a passive effect on top of stats — a triggered rule, not a flat number boost.
  • Enchantment values feed the total character sheet and stack directly with same-type armor stats; to patch one stat quickly, swapping enchantments always beats swapping armor.
  • Sources: dwarven shop stock refreshes with story progress; realm exploration chests drop them directly; the loot tables of favors and challenge content can also include rare enchantments.

The Six-Stat Comparison#

The character sheet consists of six stats; enchantments and gear perks share the same system:

Stat Effect Criteria Best Direction
Strength Raises melee damage Core perk for combo damage builds
Rune Raises runic attack damage and related effects Builds spamming runic attacks
Cooldown Shortens runic attack and relic skill cooldowns Skill-rotation builds
Defense Reduces damage taken Heavy shield counter builds and steady early play
Vitality Raises max health and damage tolerance High-difficulty survival, boss fights
Luck Raises Hacksilver, material drops, and proc chance Resource accumulation and proc-based play

Passive Effect Categories (Qualitative)#

Effect Category Behavior Description Usage Criteria
Timing Triggers a brief time slow on perfect dodges or perfect parries (Realm Shift-type effects) Biggest gain in boss fights demanding precise dodge timing
Survival Boosts healthstone healing, or adds damage reduction when near death High-pressure encounters, early-game error margin
Status Raises buildup or resistance to frost, burn, poison, etc., including protection from Bifrost damage Against enemy factions pressuring with elemental status
Economy Raises Hacksilver and material gains Hoard resources before New Game+
Rage Speeds Spartan Rage build-up or strengthens its effects Builds centered on rage for survival and burst

Build Criteria#

  • Melee pressuring: Strength and Vitality as the base, with at least one Timing passive — turning the perfect dodge from a pure defensive move into the opener of a damage window.
  • Runic rotation: split Rune and Cooldown evenly; runic attacks and relic skills fill each other’s cooldown gaps. Stack the sheet until “skills basically never sit on cooldown” — no need to chase single-perk extremes.
  • Steady survival: Defense and Vitality first, with all Survival passives — suited to high-difficulty boss fights and Berserker gravestone challenges; these fights leave thin error margins, and perk value far outweighs raw damage ceilings.

Relics and Hilts#

System Rules#

  • Relics occupy a separate equipment slot, trigger on a controller combo, take no weapon combo inputs, and consume no resources; after use they run their own cooldown and can be used again once it ends.
  • Relics are “pick one” equipment: only one can be worn at a time, and swapping relics means swapping a whole active-skill playstyle — completely unlike the twelve stackable enchantments.
  • The Talisman quick-slot of the previous game, God of War (2018), was removed in this game; its “save-or-burst at the key moment” role passed to Relics, while its perk-type effects moved to Enchantments — the easiest point of confusion when comparing the two games’ systems.
  • Relics have no upgrade system; their power is fixed the moment you get them. Their value lies in “when to press”, not “what level they reach”.

Confirmed Relics and Hilts#

Relic Acquisition Criteria Effect (Qualitative)
Mystical Heirloom Found during realm exploration Fires a jolt of lightning that disrupts nearby enemies; its real purpose is waking four sleeping trolls, opening four hidden troll fights
Hilt of Hofuð Obtained in mid/late main story Triggers a Realm Shift, briefly slowing time — an error-margin card for dodging kill moves or seizing a phase damage window
Hilt of Skofnung Awarded for clearing every Berserker gravestone and defeating the chain’s endpoint — King Hrolf Kraki (Midgard) Summons phantom blades for wide slashes; among the strongest active skills in the game

Usage Criteria#

  • A relic on cooldown pays nothing; the correct play is to hold it for windows: bank it for boss phase transitions or the instant you’re surrounded in group fights — not the second it comes off cooldown.
  • The Mystical Heirloom is a key item at heart: confirm the four wake points on the Collectibles page first, bring your gear to the matching strength, then trigger — don’t walk into hidden troll fights with underleveled gear.
  • The Hilt of Skofnung is the capstone reward of the full Berserker gravestone chain; for gravestone locations and strategies see the Valkyries page and the Bosses page — this chain is this game’s true counterpart to the previous game’s Valkyrie Queen.

Materials and Resources Quick Reference#

Weapon Upgrades: Exclusive Collectibles#

Each of the three weapons binds one exclusive collectible — key-type collectibles rather than purchasable materials, which must be actively collected:

Weapon Upgrade Collectible Criteria Notes
Leviathan Axe Frozen Flames Fixed quantities placed in the story and realm exploration; collect them all to max out
Blades of Chaos Chaos Flames Also fixed-placement collectibles; no farming required
Draupnir Spear Gale Flames The corresponding collectibles open up once the spear is obtained

For the full max-level routes and grip recommendations, see the Weapons page; for the complete runic attack lists and acquisition points of all three weapons, see the Runes page.

Armor and Attachment Upgrade Materials#

Material Usage Criteria Main Sources
Forged Iron Low/mid armor and attachment upgrades Exploration pickups, combat drops
Dwarven Steel Mid-tier armor and attachment upgrades Exploration pickups, combat drops
Asgardian Ingot Late-story armor and attachment upgrades Late-game areas
Purified Crystalline Required to raise gear to level 9 Endgame content
Sparkling Crystal Required to raise gear to level 9 Endgame content
Gleaming Crystal Required to raise gear to level 9 Endgame content
Bonded Leather, Rawhide Leather armor crafting and upgrades Exploration pickups, combat drops
Honed Metal, Shattered Rune, Whispering Slab, Stonewood, Petrified Bone Tier-matched gear crafting and upgrades Exploration pickups, combat drops
Dust of Realms High-tier gear crafting Yggdrasil Rifts
Beast Scraps / Beast Bones Shield-type component gear Killing beast-type enemies
Jewel of Yggdrasil Amulet slots, one-time use See the source criteria above
Skap Slag NG+ gear upgrades, levels 9.1–9.3 NG+ progression
Mountain Root Gear up to level 10 NG+ progression

Two supplementary criteria:

  • The weapon and armor material systems are fully separate: weapons take only their exclusive collectibles and not a single unit of Forged Iron, Dwarven Steel, or other generic metals; conversely, generic metals cannot push weapon levels either. Confirm which track you’re farming for before grinding materials.
  • Gear caps at level 9; only New Game+ opens levels 9.1–9.3 and 10 — no need to stockpile NG+ materials in your first run. For postgame high-tier challenge planning, see the Endgame page.

Currency and XP#

  • Hacksilver: the universal currency, spent on shop purchases and gear upgrades; it comes from kills, chests, and story beats — no deliberate planning needed, just spend as required.
  • XP: goes only into the skill tree and never mixes with the currency system. For skill-point thinking, see the Skills page.

Common Question Criteria#

  • Do removed enchantments disappear? No. Removed enchantments return to your inventory and can be re-socketed into any slot repeatedly.
  • Does the amulet have set bonuses? No. Set bonuses exist only in the armor trio; the amulet’s twelve slots combine entirely freely.
  • Do enchantments and relics carry into NG+? Yes. NG+ keeps the gear system while raising the cap to 9.1–9.3 and level 10; enchantments farmed in the first run carry over directly.
  • Do relics conflict with runic attacks? No: runic attacks bind to weapon slots while relics use a separate slot, and their cooldowns tick independently — in practice stagger them rather than firing everything on screen at once.

Revision Notes#

The old page contained multiple factual errors and fabricated content; this version corrects them item by item:

  1. Removed invented material names: the old “Hardened Residue”, “Hardened Dross”, “Big Gold”, and the whole “Soft Iron / Hardened Husks / Flashing Crystal / Perfect Husks / Elemental Core” system do not exist in this game. The real system: weapon upgrades use the three exclusive collectibles — Frozen Flames, Chaos Flames, Gale Flames; armor and attachments use Forged Iron, Dwarven Steel, Asgardian Ingots, and the crystal-tier materials.
  2. Corrected the Dust of Realms source criteria: the old page said “Nornir chests and dismantling legendary gear”; the real source is Yggdrasil Rifts.
  3. Removed “Mist Set”, “Mist gear”, and “Niflheim maze trials”: those are previous-game God of War (2018) systems; Niflheim here holds only the Odin’s Ravens and Raven Tree reward chain — no mist meter, mist chests, or Mist armor.
  4. Removed “Valkyrie Set (from defeating the Valkyrie Queen)”: no armor set named Valkyrie exists in this game. Valkyrie Queen Gna sits in Vanaheim, challengeable only after the main story; this game’s equivalent top-end challenge is the Berserker gravestone chain (thirteen gravestones plus King Hrolf Kraki), with entirely different rewards and systems.
  5. Removed “Hilt of Hades”: upon verification, no such item exists in this game’s relic list; the old effect description had no source.
  6. Removed the entire “Amulet of the Nine Realms” section: this game has no Talisman inventory like the previous entry, and no charm named Power of the Nine Realms; “perfect dodge triggers a time slow” lives here in the effect layers of specific enchantments and a relic (the Hilt of Hofuð), not in a standalone charm.
  7. Removed all invented numbers: old lines like “runic power +20%”, “cooldown reduction 15%”, “critical damage +25%”, “Strength +15”, “all stats +5”, plus perk star ratings, were fabricated; no such unified values have ever been published. Everything on this page is now qualitative criteria — in-game panels are the source of truth for specific values.
  8. Removed the grip recommendation table: old names like “Grip of Vengeance”, “Atreus bracer grip”, and “Grip of Judgment” could not be verified in any sources; grip content defers to the Weapons page.
  9. Removed unverifiable absolute claims and generic sections: including “fastest Hacksilver farming spots”, “gear maintenance and selling advice”, and other unsourced or cross-game-reusable content, plus the old version’s leftover empty headings and duplicate sentences.

内容最后验证于 2026-07