Skip to content

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.

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.

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
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

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.

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.

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.