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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 Can also roll
Weapon DMG REC, CRIT, DUR
Helmet ACC MAXE, REC, DUR
Vest ACC MAXE, DUR
Pants EFF ACC, DUR
Accessory none (fully flexible) CRIT, DMG, EFF, MAXE, DUR

Every crafted piece always rolls its slot’s guaranteed stat, then may add more of its slot’s other stats 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

A piece can never roll more stats than its slot offers, so Vests and Pants top out at 3 stats, Weapons and Helmets at 4 and Accessories at 5, whatever the rarity.

Stat What it does
DMG Raises your damage through the progression multiplier; your gear’s DMG counts up to a total of 32%, and anything above adds nothing
ACC Lowers your miss chance, from 10% with no ACC to the 2% floor at 300 total ACC
CRIT +% chance to land a ×1.5 critical hit (total crit chance caps at 30%)
EFF +% chance a volley costs no Combat Energy (caps at 50%; ammo is still used)
REC +% faster Combat Energy regeneration (up to twice as fast)
MAXE +maximum Combat Energy pool
DUR This piece 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, well over half of the 32% that fills the damage share; a legendary armour set can stack enough ACC to push your miss chance to the floor. See Battles for how these feed the damage model.

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, and the same level gate applies to crafting, equipping, repairing and salvaging a piece of that rarity:

Rarity Gold Level
Common 5 1
Uncommon 15 5
Rare 40 7
Epic 100 10
Legendary 250 12

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 volley that lands costs every piece you’re wearing 1 durability (a missed volley costs none), reduced by that piece’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, rounded up (no gold), and refills it to its maximum, but with two hard limits: an item can be repaired at most 5 times, and each repair permanently cuts its maximum durability by 10% of the original, so after five repairs it holds half. Once the last repair is used, the piece keeps wearing down and is destroyed for good when it reaches 0. Salvage breaks down any piece you aren’t wearing and returns about 20% of its components, with some random spread. A destroyed piece can’t be salvaged, so break worn-out gear down before it runs out.

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