Equipment
Equipment is how you turn a stockpile of components into a harder-hitting, tougher-to-miss fighter. You craft it, equip it, and keep it repaired.
Everything here happens in the Barracks, your equipment hub: craft new gear from components, equip a piece to each of your five slots (double-click an item to equip or swap it), compare a candidate against what’s currently equipped, and repair or salvage worn pieces.
Five slots
Section titled “Five slots”| Slot | Guaranteed stat |
|---|---|
| Weapon | DMG |
| Helmet | ACC |
| Vest | ACC |
| Pants | EFF |
| Accessory | none (fully flexible) |
Every crafted piece always rolls its slot’s guaranteed stat, then may add more depending on rarity.
Five rarities
Section titled “Five rarities”Rarity decides how many stats a piece rolls and how high they roll:
| Rarity | Stats rolled |
|---|---|
| Common | 1 to 2 |
| Uncommon | 2 to 3 |
| Rare | 3 to 4 |
| Epic | 4 to 5 |
| Legendary | 5 to 6 |
The seven stats
Section titled “The seven stats”| Stat | What it does |
|---|---|
| DMG | +% damage per hit (counts toward the progression cap) |
| ACC | Reduces your miss chance |
| CRIT | +% chance to land a ×1.5 critical hit |
| EFF | +% chance a hit costs no Combat Energy (caps at 50%) |
| REC | +% faster Combat Energy regeneration (up to twice as fast) |
| MAXE | +maximum Combat Energy pool |
| DUR | Equipment wears out more slowly |
Stat roll ranges
Section titled “Stat roll ranges”Each stat rolls somewhere in a band set by rarity:
| Stat | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| DMG % | 1 to 3 | 3 to 6 | 5 to 10 | 8 to 15 | 12 to 20 |
| ACC | 5 to 15 | 10 to 30 | 20 to 50 | 35 to 80 | 60 to 120 |
| CRIT % | 1 to 2 | 2 to 4 | 3 to 6 | 5 to 9 | 7 to 12 |
| EFF % | 1 to 3 | 2 to 5 | 4 to 8 | 6 to 12 | 10 to 18 |
| REC % | 1 to 3 | 2 to 5 | 4 to 8 | 6 to 12 | 10 to 18 |
| MAXE | 5 to 10 | 8 to 18 | 12 to 25 | 20 to 40 | 30 to 50 |
| DUR % | 3 to 5 | 5 to 8 | 8 to 12 | 10 to 18 | 15 to 25 |
A legendary weapon can roll up to +20% DMG; a legendary armour set can stack enough ACC to push your miss chance to the floor.
Crafting
Section titled “Crafting”Equipment is crafted from the three component items (Electronics, Alloys, Polymers) plus gold. Cost climbs steeply with rarity. The gold cost and level gate are the same across every slot:
| Rarity | Gold | Craft level | Equip level |
|---|---|---|---|
| Common | 5 | 5 | 3 |
| Uncommon | 15 | 10 | 10 |
| Rare | 40 | 15 | 15 |
| Epic | 100 | 20 | 20 |
| Legendary | 250 | 30 | 30 |
Component costs vary a little by slot. A Weapon is representative:
| Weapon rarity | Electronics | Alloys | Polymers |
|---|---|---|---|
| Common | 5 | 0 | 0 |
| Uncommon | 5 | 10 | 0 |
| Rare | 10 | 20 | 5 |
| Epic | 15 | 40 | 20 |
| Legendary | 20 | 80 | 50 |
This is why the component chain matters: a legendary loadout is a serious tonnage of Alloys and Polymers, and all of it starts as Silicon in a Circuit Fabricator.
Durability, wear and repair
Section titled “Durability, wear and repair”Gear wears out as you fight. Each fight action costs 1 durability (reduced by the item’s DUR stat). Maximum durability depends on rarity:
| Rarity | Max durability |
|---|---|
| Common | 500 |
| Uncommon | 750 |
| Rare | 1,000 |
| Epic | 1,500 |
| Legendary | 2,500 |
As durability drops, the item gets less effective:
| State | Durability | Stat effectiveness |
|---|---|---|
| Full | 51% to 100% | 100% |
| Worn | 31% to 50% | 85% |
| Damaged | 1% to 30% | 65% |
| Broken | 0% | disabled |
Repair is only available once a piece falls to 30% durability or below. A repair costs 30% of the item’s original components (no gold) and restores it, but with two hard limits: an item can be repaired at most 5 times, and each repair permanently lowers its maximum durability by 10%. After that it runs out for good and can only be salvaged, which returns about 20% of its components.