The Armory: Difference between revisions

From EHWiki
Jump to navigationJump to search
Maximum Joe (talk | contribs)
No edit summary
 
(86 intermediate revisions by 9 users not shown)
Line 1: Line 1:
The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.
WIP


<div id="Scraps"></div>
The Armory allows players to Organize, Modify, Repair, Soulbind, Purchase, Sell, and Salvage [[equipment]].
<div id="condition"></div><div id="Condition"></div><div id="durability"></div><div id="Durability"></div><div id="repairs"></div><div id="Repairs"></div><div id="Repairing"></div><div id="repairing"></div>
 
==Repair==
==Organize==
All [[equipment]] has Condition (a.k.a. Durability) which degrades with use. Degradation is a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being [[Battles#Losing|defeated]] in battle results in a set percentage being lost.
 
This is the default option when accessing The Armory, and will also be set on the New tab.
 
 
You can bulk organise your equipment on this or any of the other above tabs while on the Organize tab to the left.
 
 
9 tabs allow for quicker location of specific equipment for organising. The New tab shows you recently acquired equipment, followed by each [[weapon]] type and [[armor]] weight, followed by a Salvaged tab, which contains the remains of salvaged equipment.
 
 
Equipment is organised by selecting any items that need organising in the same way, then selecting Enable under:
 
 
📌 Pinned, to pin all selected equipment. Pinned equipment are always sorted before unpinned equipment for each respective equipment type.
 
🛡️ Protected equipment require an additional confirmation to select for sell or salvage, to be attached to mooglemails, and to be sacrificed for stat fusion. This protects them from various dangerous actions while not preventing it outright.
 
🔒 Locked equipment are further protected and will not show up on pages with potentially dangerous actions at all. You can still freely repair, upgrade and modify protected and locked equipment. Equips cannot be both locked and protected.
 
📦 Stored equipment are hidden on all equipment lists except for the one on this page, and are not available for any actions. These will not count towards your regular equipment limit unless your equipment storage overflows.
 
🗡️ Equipped equipment is used as an indicator for equipment that is currently equipped, even if it is in a different equipment set or profile. These cannot be stored; attempting this will be silently ignored.
 
Clicking Organize Equipment after making the choices applies them.


Losses are as follows:
{|border="1" class="wikitable"
!Level
!Degrade Rate
!Defeat
|-
|<100 || 0x || 2%
|-
|100-199 || 0.5x || 5%
|-
|200+ || 1x || 10%
|}


<u>Example</u>: A player at level 250 that killed 10 monsters on average per round for 1,000 rounds would lose ~50 condition. At level 150 this would be ~25 and at level 50 it would be 0.
The Clear option removes the Pinned, Store, or Protect/Lock status where present when selected. The Protect and Lock options may not be cleared individually, they clear together.


The Repair Bear [[hath perk]]s reduce/prevent the degradation rate but only the 4th rank helps with condition loss caused by being [[Losing|defeated]].


If an equipment's condition drops below 50% its effective [[stats|attributes]] are reduced until it is repaired. This reduction increases linearly with the loss of condition and will update mid-[[battle]]. At 0% condition [[equipment]] provides no attributes (except [[burden]] and [[interference]]). Equipment at 100% condition is not listed in the repair area of the forge.
Unchanged, the default option, maintains the current Pinned, Stored, Protected, or Locked status if not adjusted to Enable or Clear


Every tier has a given range of possible maximum condition values. Rare tier gear are generally more fragile than the corresponding common tiers. The range of possible values is narrower for rare gear than for common gear, with a bonus based on the equipment [[quality]].


Gear dropped from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake's [[Shrine]] and the [[Lottery]] will always start at 100%.
==Modify==


===Repair Costs===
In this section, [[equipment]] can be modified in various ways. The default tab is Equipped, which lists everything the Player has equipped currently, across all personas and equipment sets. These are marked with a 🗡️. The other tabs let you also filter to newly acquired gear, or to gear of a specific type.
Scrap materials are used to fully restore an [[equipment]] piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].


The amount of scrap required depends on the [[equipment]]'s [[quality]] and percentage-wise degradation. Equipment with high max condition need less frequent repairs and comparatively less scrap to maintain over time. Repairing equipment will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.
To use this section, the Player chooses the equip they want to modify, and click "Modify Equipment", which then provides various options.


<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Scraps Needed''' = 1 + rounddown((100 - condition%) / quality_mod</pre>
All equipment have a modify page, but no stat changing modification may be performed unless the equipment is Soulbound. See the [[Bazaar/The_Armory/Soulbind/New|Soulbind]] tab for more information on soulbinding.


Where ''condition%'' is the equipment item's condition in percentage, and the ''quality_mod'' value is specified in the table below:
For equipment that has been soulbound, the following actions may be performed.


{|border="1" class="wikitable"
===Challenge [[Item World]]===
![[Quality]]
This option lets you consume [[Items|World Seeds]] to enter the Item World (IW) [[battle mode]]. Each victorious completion increases all base stats by 1% (2% for Physical and Magical Attack), increases the amount of charm points available on the equip by 1, and increases the maximum forge level on the equip by 1. The maximum IW level is the third number after Upgrade Tier:, the current level is the second. IW may not exceed the maximum IW level. For example: Upgrade Tier 0 / 15 / 25 indicates that the gear may be IW'd to level 25, and is currently at IW 15.
!Coefficient
|-
|'''Superior''' and lower || 10
|-
|'''Exquisite''' and '''Magnificent''' || 2.8
|-
|'''Legendary''' and '''Peerless''' || 1.4
|}


Rare tier armor and shields (Phase/Shade/Power Armor and Force Shields) require Energy Cells in addition to scrap materials. These can be salvaged from other rare [[equipment]] or bought from the [[Item Shop]].
See [[Item World]] for a more detailed breakdown of this battle mode.
*The required number of cells for repair will always be 1/3rd the amount of scrap. The number that can be salvaged from gear is linearly random between 10% and 100% of the salvaged scrap, but always at least 1.


<div id="Upgrading"></div>
===Forging===


==Upgrade==
Equipment may be forged, up to the maximum completed Item World level. This always costs materials, rare materials depending on the equipment type, credits, and Legendary or Peerless Cores. Legendary Cores and Peerless Cores are substituted with a credit cost if the Player does not own enough Cores in their inventory.
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], [[salvage]]d, drops in [[battle]]s, or purchased from the [[Bazaar#Item_Shop|Bazaar's item shop]]. Catalysts are also required.


*Each upgrade level adds the following factor to the base stat.
Each upgrade level increases all base stats by 1% (2% for Physical and Magical attack).
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''For non-ADB/MDB factors''': 1 + 0.2 * ln(0.1 * forge_count + 1)


'''For ADB/MDB''': 1 + 0.278875 * ln(0.1 * forge_count + 1)
The forge level is the first number after Upgrade Tier:. For example, Upgrade Tier: 10 / 15 / 25 indicates the current forge level is 10, it can currently go up to 15 (the current IW level), and the maximum forge level of 25, should the IW level also be completed to 25.
</pre>
*Stats can only be increased.
*Only stats that already exist on the gear (including those stats gained from equip prefixes/suffixes) can be increased. No new stats may be added.
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged.
*Most upgrades are limited to 25 levels, except for physical and magical damage which go up to 50 levels.
**This upgrade cap can be increased by Forge Level up to double (50 and 100 levels respectively).
*No bindings for increasing any [[Fighting Styles|proc]] stats exist.
**Likewise for decreasing [[Burden]] and [[Interference]].


===Materials===
====Materials====
====Basic Materials====
=====Basic Materials=====
These come in '''Low''', '''Mid''', and '''High'''-grade varieties.
These come in '''Low''', '''Mid''', and '''High'''-grade varieties.


Line 88: Line 77:
|}
|}


====Rares====
=====Rares=====
Cannot be retrieved from salvaging (except from those coming from upgrades, with the usual 90% ratio).
 
{|border="1" class="wikitable" width="50%"
{|border="1" class="wikitable" width="50%"
!Name
!Name
!Required to Reforge
!Required to Upgrade
|-
|-
|'''Crystallized Phazon''' || Phase armor
|'''Crystallized Phazon''' || Phase armor
Line 102: Line 93:
|}
|}


====Bindings====
====Equipping Charms====
{|border="1" class="wikitable"
Charms, and the [[Charms#Pouches|Pouches]] that contain them, may be equipped. Each charm has it's own charm point cost and energy upkeep materials. Pouches do not require upkeep, except to replace them should they be destroyed, but also have a charm point cost depending on their effect, notably protecting the charms from damage, and reducing the amount of wear the charms receive through battle.
!Name
 
!Upgrades
Charms can be found on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] screen of The Armory, after selecting an equipment under the Modify tab.
|-
 
|'''Binding of Slaughter''' || Base Physical Damage
They come in "Lesser" and "Greater" variants. Greater charms are more expensive to slot but give a larger bonus.
 
Each equipment piece has a number of Charm Slots, as well as a base number of Charm Points; both depend on the quality of the equipment. You can boost the number of Charm Points by clearing levels in the [[Item World]] and upgrading, each of which adds +1 charm point.
 
Charms are consumables, and will wear out over time without sufficient protection; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by the Repair Bear [[Hath Perk]]. If the Charm is exposed, it will take condition loss equal to the base equipment condition loss. Lesser Charms wear out twice as fast as Greater Charms.
 
Wear can be reduced by using a [[The Armory#Pouches|Pouch]]. All Charms come inside a free Silk Pouch.
 
When a Charm reaches 20% condition, it is considered worn and becomes replaceable. You can either manually replace damaged charms and pouches from the charm selector, or automatically by repairing it with the Repair button on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] page or via the [[Bazaar/The_Armory/Repair/New|Repair]] tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.
 
While above 20% Condition, it is possible to replace a Charm inside of a Pouch without destroying the latter. It is also possible to replace a Pouch with a "higher" (or lower for Charm Point saving purposes) tier one without destroying/replacing the Charm as long as the condition does not fall below 20%.
 
If you replace a [[The_Armory#Repair|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining condition will be added to the new charm. I.E., if the old Charm had 10% condition remaining, the replacement charm will initially be at 110% condition.
 
Charms also require upkeep [[Items]]. Elemental Charms require elemental [[infusions]], Voidseeker charms require [[Items|Voidseeker Shards]], Featherweight Charms need [[Items|Featherweight Shards]], and Aether Charms require [[Items|Aether Shards]]. Other Charms use Energy Cells. This is charged as part of the slotting and repair costs.
 
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Charms#Pouches|pouches]] can also be obtained by offering [[Trophies]] at [[The Shrine]], and can be traded in [[The Market]].
 
It is not possible to extract Charms or Pouches from a piece of Equipment once attached.
 
=====Charms=====
{| class="wikitable"
|Charm
|Charm Point Cost
|Effects
|Material Costs
|Slot
|-
|-
| '''Binding of Balance''' || Physical Hit Chance
|Lesser Featherweight Charm
|5
|Reduces [[Burden]] and [[Interference]]
|Featherweight Shard x10
|All
|-
|-
| '''Binding of Isaac''' || Physical Crit Chance
|Greater Featherweight Charm
|15
|Reduces [[Burden]] and [[Interference]]
|Featherweight Shard x20
|All
|-
|-
| '''Binding of Destruction''' || Base Magical Damage
|Lesser Hollowforged Charm
|15
|Turns damage into Void and Adds 30% Void Strike
|Energy Cells x10
|Weapon
|-
|-
| '''Binding of Focus''' || Magical Hit Chance
|Greater Hollowforged Charm
|25
|Turns damage into Void and Adds 50% Void Strike
|Energy Cells x20
|Weapon
|-
|-
| '''Binding of Friendship''' || Magical Crit Chance
|Lesser Fire Strike Charm
|10
|Adds 30% Fire Strike
|Infusion of Flames x10
|Weapon
|-
|-
| '''Binding of Protection''' || Physical Defense
|Greater Fire Strike Charm
|20
|Adds 50% Fire Strike
|Infusion of Flames x20
|Weapon
|-
|-
| '''Binding of the Fleet''' || Evade Chance
|Lesser Cold Strike Charm
|10
|Adds 30% Cold Strike
|Infusion of Frost x10
|Weapon
|-
|-
| '''Binding of the Barrier''' || Block Chance
|Greater Cold Strike Charm
|20
|Adds 50% Cold Strike
|Infusion of Frost x20
|Weapon
|-
|-
| '''Binding of the Nimble''' || Parry Chance
|Lesser Lightning Strike Charm
|10
|Adds 30% Lightning Strike
|Infusion of Lightning x10
|Weapon
|-
|-
| '''Binding of the Elementalist''' || Elemental Magic Proficiency
|Greater Lightning Strike Charm
|20
|Adds 50% Lightning Strike
|Infusion of Lightning x20
|Weapon
|-
|-
| '''Binding of the Heaven-sent''' || Divine Magic Proficiency
|Lesser Wind Strike Charm
|10
|Adds 30% Wind Strike
|Infusion of Storms x10
|Weapon
|-
|-
| '''Binding of the Demon-fiend''' || Forbidden Magic Proficiency
|Greater Wind Strike Charm
|20
|Adds 50% Wind Strike
|Infusion of Storms x20
|Weapon
|-
|-
| '''Binding of the Curse-weaver''' || Depreciating Magic Proficiency
|Lesser Holy Strike Charm
|10
|Adds 30% Holy Strike
|Infusion of Divinity x10
|Weapon
|-
|-
| '''Binding of the Earth-walker''' || Supportive Magic Proficiency
|Greater Holy Strike Charm
|20
|Adds 50% Holy Strike
|Infusion of Divinity x20
|Weapon
|-
|-
| '''Binding of Surtr''' || Fire Spell Damage
|Lesser Dark Strike Charm
|10
|Adds 30% Dark Strike
|Infusion of Darkness x10
|Weapon
|-
|-
| '''Binding of Niflheim''' || Cold Spell Damage
|Greater Dark Strike Charm
|20
|Adds 50% Dark Strike
|Infusion of Darkness x20
|Weapon
|-
|-
| '''Binding of Mjolnir''' || Elec Spell Damage
|Lesser Butcher Charm
|15
|Increases Attack Damage
|Energy Cells x10
|Weapon
|-
|-
| '''Binding of Freyr''' || Wind Spell Damage
|Greater Butcher Charm
|30
|Increases Attack Damage
|Energy Cells x20
|Weapon
|-
|-
| '''Binding of Heimdall''' || Holy Spell Damage
|Lesser Swiftness Charm
|10
|Increases Attack Speed
|Energy Cells x10
|Weapon
|-
|-
| '''Binding of Fenrir''' || Dark Spell Damage
|Greater Swiftness Charm
|20
|Increases Attack Speed
|Energy Cells x20
|Weapon
|-
|-
| '''Binding of Dampening''' || Crushing Mitigation
|Lesser Fatality Charm
|10
|Increases Attack Critical Strike Damage
|Energy Cells x10
|Weapon
|-
|-
| '''Binding of Stone-skin''' || Slashing Mitigation
|Greater Fatality Charm
|20
|Increases Attack Critical Strike Damage
|Energy Cells x20
|Weapon
|-
|-
| '''Binding of Deflection''' || Piercing Mitigation
|Lesser Overpower Charm
|5
|Adds 12% Counter-Parry
|Energy Cells x10
|Weapon
|-
|-
| '''Binding of the Fire-eater''' || Fire Mitigation
|Greater Overpower Charm
|10
|Adds 20% Counter-Parry
|Energy Cells x20
|Weapon
|-
|-
| '''Binding of the Frost-born''' || Cold Mitigation
|Lesser Voidseeker Charm
|15
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike
|Voidseeker Shard x10
|Weapon
|-
|-
| '''Binding of the Thunder-child''' || Elec Mitigation
|Greater Voidseeker Charm
|30
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike
|Voidseeker Shard x20
|Weapon
|-
|-
| '''Binding of the Wind-waker''' || Wind Mitigation
|Lesser Archmage Charm
|20
|Increases Magic Damage
|Energy Cells x10
|Weapon
|-
|-
| '''Binding of the Thrice-blessed''' || Holy Mitigation
|Greater Archmage Charm
|40
|Increases Magic Damage
|Energy Cells x20
|Weapon
|-
|-
| '''Binding of the Spirit-ward''' || Dark Mitigation
|Lesser Economizer Charm
|15
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed
|Energy Cells x10
|Weapon
|-
|-
| '''Binding of the Ox''' || Strength
|Greater Economizer Charm
|30
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed
|Energy Cells x20
|Weapon
|-
|-
| '''Binding of the Raccoon''' || Dexterity
|Lesser Spellweaver Charm
|10
|Increases Cast Speed by 5%
|Energy Cells x10
|Weapon
|-
|-
| '''Binding of the Cheetah''' || Agility
|Greater Spellweaver Charm
|20
|Increases Cast Speed by 7.5%
|Energy Cells x20
|Weapon
|-
|-
| '''Binding of the Turtle''' || Endurance
|Lesser Annihilator Charm
|15
|Increases Magic Critical Strike Damage
|Energy Cells x10
|Weapon
|-
|-
| '''Binding of the Fox''' || Intelligence
|Greater Annihilator Charm
|30
|Increases Magic Critical Strike Damage
|Energy Cells x20
|Weapon
|-
|-
| '''Binding of the Owl''' || Wisdom
|Lesser Penetrator Charm
|15
|Adds 12% Counter-Resist
|Energy Cells x10
|Weapon
|-
|-
| '''Binding of Warding''' || Magical Mitigation
|Greater Penetrator Charm
|30
|Adds 20% Counter-Resist
|Energy Cells x20
|Weapon
|-
|-
| '''Binding of Negation''' || Resist Chance
|Lesser Aether Charm
|}
|15
 
|Increases Accuracy and adds Mana Conservation
===Material Costs===
|Aether Shard x10
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.
|Weapon
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.
**The amount required varies based on the equipment's [[quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.
***Superior and below start out at 6 low-grade materials, Exquisite at 4 low/2 mid, Magnificent at 2 low/4 mid, and Legendary+ at 6 mid.
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.
**Shade and power armors, in particular, will require at least 50 special components to fully upgrade its physical damage.
 
<!-- {|class="wikitable" width="100%" style="text-align: center"
|+ Basic Material Required per upgrade (except physical and magical damage)
!rowspan="3" | Upgrade Level
!colspan="18" | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade
|-
|-
!colspan="3" | Below 0.5 ||colspan="3" | 0.5 - 0.6 ||colspan="3" |  0.6 - 0.7 ||colspan="3" |  0.7 - 0.8 ||colspan="3" |  0.8 - 0.9 ||colspan="3" |  0.9 - 1.0
|Greater Aether Charm
|30
|Increases Accuracy and adds Mana Conservation
|Aether Shard x20
|Weapon
|-
|-
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High
|Lesser Fire-proof Charm
|10
|Increases Fire Mitigation depending on the equipment slot{{Fn|1}}
|Infusion of Flames x10
|Armour/Shield
|-
|-
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0
|Greater Fire-proof Charm
|20
|Increases Fire Mitigation depending on the equipment slot{{Fn|1}}
|Infusion of Flames x20
|Armour/Shield
|-
|-
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1
|Lesser Cold-proof Charm
|10
|Increases Cold Mitigation depending on the equipment slot{{Fn|1}}
|Infusion of Frost x10
|Armour/Shield
|-
|-
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2
|Greater Cold-proof Charm
|20
|Increases Cold Mitigation depending on the equipment slot{{Fn|1}}
|Infusion of Frost x20
|Armour/Shield
|-
|-
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3
|Lesser Lightning-proof Charm
|10
|Increases Lightning Mitigation depending on the equipment slot{{Fn|1}}
|Infusion of Lightning x10
|Armour/Shield
|-
|-
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4
|Greater Lightning-proof Charm
|20
|Increases Lightning Mitigation depending on the equipment slot{{Fn|1}}
|Infusion of Lightning x20
|Armour/Shield
|-
|-
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5
|Lesser Wind-proof Charm
|10
|Increases Wind Mitigation depending on the equipment slot{{Fn|1}}
|Infusion of Storms x10
|Armour/Shield
|-
|-
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5
|Greater Wind-proof Charm
|20
|Increases Wind Mitigation depending on the equipment slot{{Fn|1}}
|Infusion of Storms x20
|Armour/Shield
|-
|-
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5
|Lesser Holy-proof Charm
|10
|Increases Holy Mitigation depending on the equipment slot{{Fn|1}}
|Infusion of Divinity x10
|Armour/Shield
|-
|-
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5
|Greater Holy-proof Charm
|20
|Increases Holy Mitigation depending on the equipment slot{{Fn|1}}
|Infusion of Divinity x20
|Armour/Shield
|-
|-
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5
|Lesser Dark-proof Charm
|10
|Increases Dark Mitigation depending on the equipment slot{{Fn|1}}
|Infusion of Darkness x10
|Armour/Shield
|-
|-
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5
|Greater Dark-proof Charm
|}
|20
 
|Increases Dark Mitigation depending on the equipment slot{{Fn|1}}
{|class="wikitable" width="100%" style="text-align: center"
|Infusion of Darkness x20
|+ Basic Material Required per upgrade (physical and magical damage)
|Armour/Shield
!rowspan="3" | Upgrade Level
!colspan="18" | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade
|-
|-
!colspan="3" | Below 0.5 ||colspan="3" | 0.5 - 0.6 ||colspan="3" |  0.6 - 0.7 ||colspan="3" |  0.7 - 0.8 ||colspan="3" |  0.8 - 0.9 ||colspan="3" |  0.9 - 1.0
|Lesser Juggernaut Charm
|20
|Increases HP depending on the equipment slot{{Fn|1}}
|Energy Cells x10
|Armour/Shield
|-
|-
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High
|Greater Juggernaut Charm
|40
|Increases HP depending on the equipment slot{{Fn|1}}
|Energy Cells x20
|Armour/Shield
|-
|-
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0
|Lesser Capacitor Charm
|10
|Increases MP depending on the equipment slot{{Fn|1}}
|Energy Cells x10
|Armour/Shield
|-
|-
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1
|Greater Capacitor Charm
|-
|20
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2
|Increases MP depending on the equipment slot{{Fn|1}}
|-
|Energy Cells x20
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3
|Armour/Shield
|-
|}
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4
{{Fnb|1}}Values:
|-
 
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5
* Shield:
|-
** X-Proof: Lesser = 12%. Greater = 20%.
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5
** Juggernaut: Lesser = 6%. Greater = 10%.
|-
** Capacitor: Lesser = 6%. Greater = 10%.
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5
 
|-
* Helmet
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5
** X-Proof: Lesser = 12%. Greater = 20%.
|-
** Juggernaut: Lesser = 6%. Greater = 10%.
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5
** Capacitor: Lesser = 6%. Greater = 10%.
|-
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5
|} -->
<div id="Enchantments"></div>


==Enchant==
* Body
*Gives time-limited bonuses to equipment in order to make them more powerful.
** X-Proof: Lesser = 14.40%. Greater = 24%.
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.
** Juggernaut: Lesser = 7.20%. Greater = 12%.
*Expires after 1 hour real-time.
** Capacitor: Lesser = 7.20%. Greater = 12%.
**Infusion on weapons expires after 15 minutes real-time.
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.
*Applying the same shard/infusion type multiple times extends the effect's duration per shard/infusion.


===[[Items#Shards|Shards]]===
* Hands
*Lasts 1 hour per shard (besides Amnesia which is permanent).
** X-Proof: Lesser = 10.80%. Greater = 18%.
** Juggernaut: Lesser = 5.40%. Greater = 9%.
** Capacitor: Lesser = 5.40%. Greater = 9%.


{|border="1" class="wikitable" width="100%"
* Legs
!Name
** X-Proof: Lesser = 13.20%. Greater = 22%.
![[Weapon]]s
** Juggernaut: Lesser = 6.60%. Greater = 11%.
![[Armor]]s
** Capacitor: Lesser = 6.60%. Greater = 11%.
!Effect
|-
|'''Voidseeker's Blessing''' || align="center"|✔ || || The weapon's damage type is changed to [[void]], and a +50% physical accuracy bonus.
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons.  
|-
|'''Suffused Aether''' || align="center"|✔ || || Gives +10% [[Spells#Spell_Cost|mana conservation]] bonus and a +50% magic accuracy bonus.
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons.  
|-
|'''Featherweight Charm''' || align="center"|✔ || align="center"|✔ || Reduces the equipment's [[burden]] and [[interference]] by 7 or 50%, whichever is higher.
|-
|'''Amnesia Shards''' || align="center"|✔ || align="center"|✔ || Resets an equipment's [[Item_World#Item_Potency|Item Potency]] completely back to 0.
|}


===[[Items#Infusions|Infusions]]===
* Feet.
*Weapons can have up to two different [[Equipment#Elemental_Strike|elemental strike]] effects active at the same time, in addition to the weapon's Void Strike. Lasts 15 min. per infusion.
** X-Proof: Lesser = 9.80%. Greater = 16%.
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.
** Juggernaut: Lesser = 4.80%. Greater = 8%.
{|border="1" class="wikitable" width="100%"
** Capacitor: Lesser = 4.80%. Greater = 8%.
!Equip type !!Effect
|-
|'''Weapons''' || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strike|elemental strike]] effect.
|-
|'''Armors''' || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.
|}


<div id="Salvaging"></div>
=====Pouches=====


==Salvage==
The only way of obtaining Pouches is offering [[Trophies]] at [[The Shrine]]. Every 500k of Shrine Value "guarantees" a Pouch bonus drop. The odds are Silk/Kevlar/Mithril: 75%/20%/5%.
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Rare tier armor can also give Energy Cells (see above). [[Locked]] and equipped items cannot be salvaged.


*Salvaging yields between 1 and 50 scrap per equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell the equipment in order to buy the same amount of scrap from the [[bazaar]].
* Silk Pouches reduce wear by 50%; the pouch will always be destroyed if it takes damage on defeat.
**For equipment of Average quality or lower, Scrap is given with the following formula: roundup(sale_value / 100); e.g. if the equipment's sale value was 101 a player would receive 2 scrap.
**For equipment of Superior quality or higher, you get one graded material (see below), and a quantity of scrap equal to roundup(sale_value / 500).
*Salvaging equipment with upgrades will always return 90% of the materials spent on upgrading rounded down (but never any catalysts).


{|class="wikitable"
* Kevlar Pouches reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.
![[Quality]]
!Salvage Result
|-
|Average or lower || Only Scrap
|-
|Superior || Low-Grade + Scrap
|-
|Exquisite || Mid-Grade + Scrap
|-
|Magnificent or higher || High-Grade + Scrap
|}


Salvaged equipment can be bought from the [[bazaar]] for up to 24 hours after it was salvaged. It will only be visible to the salvager and will be fully repaired but also account-bound. The equipment will be wiped entirely of its [[potencies]] and [[forge]] benefits. The buyback cost is 5 times the normal buy cost or 10k [[credits]], whichever is higher.
* Mithril Pouches fully eliminate wear, and the pouch itself is indestructible.


<div id="Reforging"></div>
===Stat Fusion===


==Reforge==
Stat Fusion allows The Player to increase the base stat rolls of Legendary [[equipment]], by sacrificing a different Legendary or Peerless equipment of the same template + slot. In other words, cotton shoes can be fused with all other cotton shoes regardless of [[Detailed Equip Characteristics|prefix/suffix]], but not with phase shoes or cotton pants.
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Equipped items cannot be reforged. [[Locked]] equipment can be reforged but will request a confirmation each time.


*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment's Item Potency level.
For each stat, if the equip being sacrificed is Peerless or has a base stat higher than the equip being fused, the stat is increased by +2. Otherwise, it is increased by +1, and requires a core corresponding to the equip being fused.
**This amount is cut in half for players with the Dark Descent [[Hath Perk]].
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.
*If any potencies had their stats increased via forging they will become inactive.


===Renaming===
If any of the stats are already capped, it will add +1 overflow point for each capped stat. These are redistributed to uncapped stats in order of lowest base. Stats can get multiple overflow points if there are more capped stats than uncapped stats.
A custom name can be given to the equipment.
*The equipment needs to have its [[potency]] maxed.
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.
**The custom name can be removed by renaming to blank or the same as the original name.
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.


==SoulFuse==
It will charge 10 [[The Forge#Bindings|bindings]] for each stat being upgraded - that is, per fusion, not per point. It also charges a fixed number of credits per fusion based on the type of gear being upgraded and its average base stats. If you are missing any cores, it will add the equivalent number of credits instead, just like for upgrades.
By consuming Soul Fragments players can bind a piece of gear to their character and make it [[level]] up as they do.
*When equipment is soulfused, its stats will be immediately [[Level_Scaling|scaled]] to the player's level, and will continue scaling as the player levels up.
*Soulfused equipment also gains double the PXP gains in [[Item World]] and from [[#Upgrade|upgrades]].
*Soulfused equipment becomes '''untradeable''' but can still be [[salvage]]d.
*Soulfusion is permanent and cannot be undone.
*All equipment rewarded from the [[Lotteries]] or the Follow of Snowflake [[hath perk]] are automatically soulfused.


Equipment pieces that are already soulfused cannot be seen on this pane.
Fully fusing a Legendary piece of equipment to have 200 in all base stats will change it into a Peerless. There are no differences between natural-born Peerless equips and fused post-Legendary Peerless equips.


==Forge Level==
Note that if you statfuse gear with a "legacy name" (i.e. equipment converted from the old system with a name that doesn't exist or is different in the new system), this name will be cleared if you fuse it to the point where it changes quality tier.
Every time a player [[#Upgrade|upgrade]]s an equipment the forge will gain a certain amount of experience.
*The Forge level is capped at 50.
*The [[#Upgrading|upgrade]] cap will be increased by Forge level.
*The amount of experience gained depends the level of the materials used for the upgrade: +2 per low-grade, +10 per mid-grade, and +40 per high-grade; this means an effective cap of 250? per upgrade. It is not affected by bindings or rare materials used.
**The amount of EXP that will be gained is shown when hovering over an upgrade.
**This also gives [[potency]] EXP to the equipment being upgraded equal to 1/10 of the forge EXP gained.


===Forge Ranks===
Certain hath perks will be added that also allow you to upgrade Peerless gear further. You can still sacrifice Legendary gear to fuse these, but the same rules apply. In other words, if sacrificing a Legendary, every stat increase will be +1 and require a Peerless core; if sacrificing a Peerless, every stat increase will be +2 and will not require a core.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Experience to reach next forge level''' = (Current forge level * 250) + 250</pre>
*The [[#Upgrade|upgrade]] cap increases by 2% per forge level, rounded down


{|class="wikitable collapsible collapsed"
====Bindings====
!rowspan="2" | Level
{|border="1" class="wikitable"
!rowspan="2" | Rank
!Name
!rowspan="2" | EXP required
!Upgrades
!colspan="2" | Upgrade Cap
|-
|-
!WD/ADB/MDB || Others
|'''Binding of Slaughter''' ||  Base Physical Damage
|-
|-
|0 || Novice || 250 || 50 || 25
| '''Binding of Balance''' || Physical Hit Chance
|-
|-
|1 || Novice || 500 || 51 || 25
| '''Binding of Isaac''' || Physical Crit Chance
|-
|-
|2 || Novice || 750 || 52 || 26
| '''Binding of Destruction''' || Base Magical Damage
|-
|-
|3 || Novice || 1000 || 53 || 26
| '''Binding of Focus''' || Magical Hit Chance
|-
|-
|4 || Novice || 1250 || 54 || 27
| '''Binding of Friendship''' || Magical Crit Chance
|-
|-
|5 || Novice || 1500 || 55 || 27
| '''Binding of Protection''' || Physical Defense
|-
|-
|6 || Novice || 1750 || 56 || 28
| '''Binding of the Fleet''' || Evade Chance
|-
|-
|7 || Novice || 2000 || 57 || 28
| '''Binding of the Barrier''' || Block Chance
|-
|-
|8 || Novice || 2250 || 58 || 29
| '''Binding of the Nimble''' || Parry Chance
|-
|-
|9 || Novice || 2500 || 59 || 29
| '''Binding of the Elementalist''' || Elemental Magic Proficiency
|-
|-
|10 || Apprentice || 2750 || 60 || 30
| '''Binding of the Heaven-sent''' || Divine Magic Proficiency
|-
|-
|11 || Apprentice || 3000 || 61 || 30
| '''Binding of the Demon-fiend''' || Forbidden Magic Proficiency
|-
|-
|12 || Apprentice || 3250 || 62 || 31
| '''Binding of the Curse-weaver''' || Depreciating Magic Proficiency
|-
|-
|13 || Apprentice || 3500 || 63 || 31
| '''Binding of the Earth-walker''' || Supportive Magic Proficiency
|-
|-
|14 || Apprentice || 3750 || 64 || 32
| '''Binding of Surtr''' || Fire Spell Damage
|-
|-
|15 || Apprentice || 4000 || 65 || 32
| '''Binding of Niflheim''' || Cold Spell Damage
|-
|-
|16 || Apprentice || 4250 || 66 || 33
| '''Binding of Mjolnir''' || Elec Spell Damage
|-
|-
|17 || Apprentice || 4500 || 67 || 33
| '''Binding of Freyr''' || Wind Spell Damage
|-
|-
|18 || Apprentice || 4750 || 68 || 34
| '''Binding of Heimdall''' || Holy Spell Damage
|-
|-
|19 || Apprentice || 5000 || 69 || 34
| '''Binding of Fenrir''' || Dark Spell Damage
|-
|-
|20 || Journeyman || 5250 || 70 || 35
| '''Binding of Dampening''' || Crushing Mitigation
|-
|-
|21 || Journeyman || 5500 || 71 || 35
| '''Binding of Stone-skin''' || Slashing Mitigation
|-
|-
|22 || Journeyman || 5750 || 72 || 36
| '''Binding of Deflection''' || Piercing Mitigation
|-
|-
|23 || Journeyman || 6000 || 73 || 36
| '''Binding of the Fire-eater''' || Fire Mitigation
|-
|-
|24 || Journeyman || 6250 || 74 || 37
| '''Binding of the Frost-born''' || Cold Mitigation
|-
|-
|25 || Journeyman || 6500 || 75 || 37
| '''Binding of the Thunder-child''' || Elec Mitigation
|-
|-
|26 || Journeyman || 6750 || 76 || 38
| '''Binding of the Wind-waker''' || Wind Mitigation
|-
|-
|27 || Journeyman || 7000 || 77 || 38
| '''Binding of the Thrice-blessed''' || Holy Mitigation
|-
|-
|28 || Journeyman || 7250 || 78 || 39
| '''Binding of the Spirit-ward''' || Dark Mitigation
|-
|-
|29 || Journeyman || 7500 || 79 || 39
| '''Binding of the Ox''' || Strength
|-
|-
|30 || Artisan || 7750 || 80 || 40
| '''Binding of the Raccoon''' || Dexterity
|-
|-
|31 || Artisan || 8000 || 81 || 40
| '''Binding of the Cheetah''' || Agility
|-
|-
|32 || Artisan || 8250 || 82 || 41
| '''Binding of the Turtle''' || Endurance
|-
|-
|33 || Artisan || 8500 || 83 || 41
| '''Binding of the Fox''' || Intelligence
|-
|-
|34 || Artisan || 8750 || 84 || 42
| '''Binding of the Owl''' || Wisdom
|-
|-
|35 || Artisan || 9000 || 85 || 42
| '''Binding of Warding''' || Magical Mitigation
|-
|-
|36 || Artisan || 9250 || 86 || 43
| '''Binding of Negation''' || Resist Chance
|-
|37 || Artisan || 9500 || 87 || 43
|-
|38 || Artisan || 9750 || 88 || 44
|-
|39 || Artisan || 10000 || 89 || 44
|-
|40 || Expert || 10250 || 90 || 45
|-
|41 || Expert || 10500 || 91 || 45
|-
|42 || Expert || 10750 || 92 || 46
|-
|43 || Expert || 11000 || 93 || 46
|-
|44 || Expert || 11250 || 94 || 47
|-
|45 || Expert || 11500 || 95 || 47
|-
|46 || Expert || 11750 || 96 || 48
|-
|47 || Expert || 12000 || 97 || 48
|-
|48 || Expert || 12250 || 98 || 49
|-
|49 || Expert || 12500 || 99 || 49
|-
|50 || Master || - || 100 || 50
|}
|}
<div id="Scraps"></div>
<div id="condition"></div><div id="Condition"></div><div id="durability"></div><div id="Durability"></div><div id="repairs"></div><div id="Repairs"></div><div id="Repairing"></div><div id="repairing"></div>
==Repair==
==Soulbind==
==Purchase==
==Sell==
==Salvage==


==See also==
==See also==

Latest revision as of 10:06, 17 June 2026

WIP

The Armory allows players to Organize, Modify, Repair, Soulbind, Purchase, Sell, and Salvage equipment.

Organize

This is the default option when accessing The Armory, and will also be set on the New tab.


You can bulk organise your equipment on this or any of the other above tabs while on the Organize tab to the left.


9 tabs allow for quicker location of specific equipment for organising. The New tab shows you recently acquired equipment, followed by each weapon type and armor weight, followed by a Salvaged tab, which contains the remains of salvaged equipment.


Equipment is organised by selecting any items that need organising in the same way, then selecting Enable under:


📌 Pinned, to pin all selected equipment. Pinned equipment are always sorted before unpinned equipment for each respective equipment type.

🛡️ Protected equipment require an additional confirmation to select for sell or salvage, to be attached to mooglemails, and to be sacrificed for stat fusion. This protects them from various dangerous actions while not preventing it outright.

🔒 Locked equipment are further protected and will not show up on pages with potentially dangerous actions at all. You can still freely repair, upgrade and modify protected and locked equipment. Equips cannot be both locked and protected.

📦 Stored equipment are hidden on all equipment lists except for the one on this page, and are not available for any actions. These will not count towards your regular equipment limit unless your equipment storage overflows.

🗡️ Equipped equipment is used as an indicator for equipment that is currently equipped, even if it is in a different equipment set or profile. These cannot be stored; attempting this will be silently ignored.

Clicking Organize Equipment after making the choices applies them.


The Clear option removes the Pinned, Store, or Protect/Lock status where present when selected. The Protect and Lock options may not be cleared individually, they clear together.


Unchanged, the default option, maintains the current Pinned, Stored, Protected, or Locked status if not adjusted to Enable or Clear


Modify

In this section, equipment can be modified in various ways. The default tab is Equipped, which lists everything the Player has equipped currently, across all personas and equipment sets. These are marked with a 🗡️. The other tabs let you also filter to newly acquired gear, or to gear of a specific type.

To use this section, the Player chooses the equip they want to modify, and click "Modify Equipment", which then provides various options.

All equipment have a modify page, but no stat changing modification may be performed unless the equipment is Soulbound. See the Soulbind tab for more information on soulbinding.

For equipment that has been soulbound, the following actions may be performed.

Challenge Item World

This option lets you consume World Seeds to enter the Item World (IW) battle mode. Each victorious completion increases all base stats by 1% (2% for Physical and Magical Attack), increases the amount of charm points available on the equip by 1, and increases the maximum forge level on the equip by 1. The maximum IW level is the third number after Upgrade Tier:, the current level is the second. IW may not exceed the maximum IW level. For example: Upgrade Tier 0 / 15 / 25 indicates that the gear may be IW'd to level 25, and is currently at IW 15.

See Item World for a more detailed breakdown of this battle mode.

Forging

Equipment may be forged, up to the maximum completed Item World level. This always costs materials, rare materials depending on the equipment type, credits, and Legendary or Peerless Cores. Legendary Cores and Peerless Cores are substituted with a credit cost if the Player does not own enough Cores in their inventory.

Each upgrade level increases all base stats by 1% (2% for Physical and Magical attack).

The forge level is the first number after Upgrade Tier:. For example, Upgrade Tier: 10 / 15 / 25 indicates the current forge level is 10, it can currently go up to 15 (the current IW level), and the maximum forge level of 25, should the IW level also be completed to 25.

Materials

Basic Materials

These come in Low, Mid, and High-grade varieties.

Name Required to Reforge & Upgrade
Cloth Cloth armor
Leather Light armor
Metals Heavy armor and Weapons
Wood Staffs and Shields
Rares

Cannot be retrieved from salvaging (except from those coming from upgrades, with the usual 90% ratio).

Name Required to Upgrade
Crystallized Phazon Phase armor
Shade Fragment Shade armor
Repurposed Actuator Power armor
Defense Matrix Modulator Force Shield

Equipping Charms

Charms, and the Pouches that contain them, may be equipped. Each charm has it's own charm point cost and energy upkeep materials. Pouches do not require upkeep, except to replace them should they be destroyed, but also have a charm point cost depending on their effect, notably protecting the charms from damage, and reducing the amount of wear the charms receive through battle.

Charms can be found on the Modify screen of The Armory, after selecting an equipment under the Modify tab.

They come in "Lesser" and "Greater" variants. Greater charms are more expensive to slot but give a larger bonus.

Each equipment piece has a number of Charm Slots, as well as a base number of Charm Points; both depend on the quality of the equipment. You can boost the number of Charm Points by clearing levels in the Item World and upgrading, each of which adds +1 charm point.

Charms are consumables, and will wear out over time without sufficient protection; the condition is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by the Repair Bear Hath Perk. If the Charm is exposed, it will take condition loss equal to the base equipment condition loss. Lesser Charms wear out twice as fast as Greater Charms.

Wear can be reduced by using a Pouch. All Charms come inside a free Silk Pouch.

When a Charm reaches 20% condition, it is considered worn and becomes replaceable. You can either manually replace damaged charms and pouches from the charm selector, or automatically by repairing it with the Repair button on the Modify page or via the Repair tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.

While above 20% Condition, it is possible to replace a Charm inside of a Pouch without destroying the latter. It is also possible to replace a Pouch with a "higher" (or lower for Charm Point saving purposes) tier one without destroying/replacing the Charm as long as the condition does not fall below 20%.

If you replace a worn or torn charm with an identical charm, it will not charge upkeep materials, and any remaining condition will be added to the new charm. I.E., if the old Charm had 10% condition remaining, the replacement charm will initially be at 110% condition.

Charms also require upkeep Items. Elemental Charms require elemental infusions, Voidseeker charms require Voidseeker Shards, Featherweight Charms need Featherweight Shards, and Aether Charms require Aether Shards. Other Charms use Energy Cells. This is charged as part of the slotting and repair costs.

Charms can be obtained by clearing Item Worlds; however, they are not automatically attached to the cleared equipment. Charms and pouches can also be obtained by offering Trophies at The Shrine, and can be traded in The Market.

It is not possible to extract Charms or Pouches from a piece of Equipment once attached.

Charms
Charm Charm Point Cost Effects Material Costs Slot
Lesser Featherweight Charm 5 Reduces Burden and Interference Featherweight Shard x10 All
Greater Featherweight Charm 15 Reduces Burden and Interference Featherweight Shard x20 All
Lesser Hollowforged Charm 15 Turns damage into Void and Adds 30% Void Strike Energy Cells x10 Weapon
Greater Hollowforged Charm 25 Turns damage into Void and Adds 50% Void Strike Energy Cells x20 Weapon
Lesser Fire Strike Charm 10 Adds 30% Fire Strike Infusion of Flames x10 Weapon
Greater Fire Strike Charm 20 Adds 50% Fire Strike Infusion of Flames x20 Weapon
Lesser Cold Strike Charm 10 Adds 30% Cold Strike Infusion of Frost x10 Weapon
Greater Cold Strike Charm 20 Adds 50% Cold Strike Infusion of Frost x20 Weapon
Lesser Lightning Strike Charm 10 Adds 30% Lightning Strike Infusion of Lightning x10 Weapon
Greater Lightning Strike Charm 20 Adds 50% Lightning Strike Infusion of Lightning x20 Weapon
Lesser Wind Strike Charm 10 Adds 30% Wind Strike Infusion of Storms x10 Weapon
Greater Wind Strike Charm 20 Adds 50% Wind Strike Infusion of Storms x20 Weapon
Lesser Holy Strike Charm 10 Adds 30% Holy Strike Infusion of Divinity x10 Weapon
Greater Holy Strike Charm 20 Adds 50% Holy Strike Infusion of Divinity x20 Weapon
Lesser Dark Strike Charm 10 Adds 30% Dark Strike Infusion of Darkness x10 Weapon
Greater Dark Strike Charm 20 Adds 50% Dark Strike Infusion of Darkness x20 Weapon
Lesser Butcher Charm 15 Increases Attack Damage Energy Cells x10 Weapon
Greater Butcher Charm 30 Increases Attack Damage Energy Cells x20 Weapon
Lesser Swiftness Charm 10 Increases Attack Speed Energy Cells x10 Weapon
Greater Swiftness Charm 20 Increases Attack Speed Energy Cells x20 Weapon
Lesser Fatality Charm 10 Increases Attack Critical Strike Damage Energy Cells x10 Weapon
Greater Fatality Charm 20 Increases Attack Critical Strike Damage Energy Cells x20 Weapon
Lesser Overpower Charm 5 Adds 12% Counter-Parry Energy Cells x10 Weapon
Greater Overpower Charm 10 Adds 20% Counter-Parry Energy Cells x20 Weapon
Lesser Voidseeker Charm 15 Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike Voidseeker Shard x10 Weapon
Greater Voidseeker Charm 30 Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike Voidseeker Shard x20 Weapon
Lesser Archmage Charm 20 Increases Magic Damage Energy Cells x10 Weapon
Greater Archmage Charm 40 Increases Magic Damage Energy Cells x20 Weapon
Lesser Economizer Charm 15 Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed Energy Cells x10 Weapon
Greater Economizer Charm 30 Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed Energy Cells x20 Weapon
Lesser Spellweaver Charm 10 Increases Cast Speed by 5% Energy Cells x10 Weapon
Greater Spellweaver Charm 20 Increases Cast Speed by 7.5% Energy Cells x20 Weapon
Lesser Annihilator Charm 15 Increases Magic Critical Strike Damage Energy Cells x10 Weapon
Greater Annihilator Charm 30 Increases Magic Critical Strike Damage Energy Cells x20 Weapon
Lesser Penetrator Charm 15 Adds 12% Counter-Resist Energy Cells x10 Weapon
Greater Penetrator Charm 30 Adds 20% Counter-Resist Energy Cells x20 Weapon
Lesser Aether Charm 15 Increases Accuracy and adds Mana Conservation Aether Shard x10 Weapon
Greater Aether Charm 30 Increases Accuracy and adds Mana Conservation Aether Shard x20 Weapon
Lesser Fire-proof Charm 10 Increases Fire Mitigation depending on the equipment slot1 Infusion of Flames x10 Armour/Shield
Greater Fire-proof Charm 20 Increases Fire Mitigation depending on the equipment slot1 Infusion of Flames x20 Armour/Shield
Lesser Cold-proof Charm 10 Increases Cold Mitigation depending on the equipment slot1 Infusion of Frost x10 Armour/Shield
Greater Cold-proof Charm 20 Increases Cold Mitigation depending on the equipment slot1 Infusion of Frost x20 Armour/Shield
Lesser Lightning-proof Charm 10 Increases Lightning Mitigation depending on the equipment slot1 Infusion of Lightning x10 Armour/Shield
Greater Lightning-proof Charm 20 Increases Lightning Mitigation depending on the equipment slot1 Infusion of Lightning x20 Armour/Shield
Lesser Wind-proof Charm 10 Increases Wind Mitigation depending on the equipment slot1 Infusion of Storms x10 Armour/Shield
Greater Wind-proof Charm 20 Increases Wind Mitigation depending on the equipment slot1 Infusion of Storms x20 Armour/Shield
Lesser Holy-proof Charm 10 Increases Holy Mitigation depending on the equipment slot1 Infusion of Divinity x10 Armour/Shield
Greater Holy-proof Charm 20 Increases Holy Mitigation depending on the equipment slot1 Infusion of Divinity x20 Armour/Shield
Lesser Dark-proof Charm 10 Increases Dark Mitigation depending on the equipment slot1 Infusion of Darkness x10 Armour/Shield
Greater Dark-proof Charm 20 Increases Dark Mitigation depending on the equipment slot1 Infusion of Darkness x20 Armour/Shield
Lesser Juggernaut Charm 20 Increases HP depending on the equipment slot1 Energy Cells x10 Armour/Shield
Greater Juggernaut Charm 40 Increases HP depending on the equipment slot1 Energy Cells x20 Armour/Shield
Lesser Capacitor Charm 10 Increases MP depending on the equipment slot1 Energy Cells x10 Armour/Shield
Greater Capacitor Charm 20 Increases MP depending on the equipment slot1 Energy Cells x20 Armour/Shield

Note 1: Values:

  • Shield:
    • X-Proof: Lesser = 12%. Greater = 20%.
    • Juggernaut: Lesser = 6%. Greater = 10%.
    • Capacitor: Lesser = 6%. Greater = 10%.
  • Helmet
    • X-Proof: Lesser = 12%. Greater = 20%.
    • Juggernaut: Lesser = 6%. Greater = 10%.
    • Capacitor: Lesser = 6%. Greater = 10%.
  • Body
    • X-Proof: Lesser = 14.40%. Greater = 24%.
    • Juggernaut: Lesser = 7.20%. Greater = 12%.
    • Capacitor: Lesser = 7.20%. Greater = 12%.
  • Hands
    • X-Proof: Lesser = 10.80%. Greater = 18%.
    • Juggernaut: Lesser = 5.40%. Greater = 9%.
    • Capacitor: Lesser = 5.40%. Greater = 9%.
  • Legs
    • X-Proof: Lesser = 13.20%. Greater = 22%.
    • Juggernaut: Lesser = 6.60%. Greater = 11%.
    • Capacitor: Lesser = 6.60%. Greater = 11%.
  • Feet.
    • X-Proof: Lesser = 9.80%. Greater = 16%.
    • Juggernaut: Lesser = 4.80%. Greater = 8%.
    • Capacitor: Lesser = 4.80%. Greater = 8%.
Pouches

The only way of obtaining Pouches is offering Trophies at The Shrine. Every 500k of Shrine Value "guarantees" a Pouch bonus drop. The odds are Silk/Kevlar/Mithril: 75%/20%/5%.

  • Silk Pouches reduce wear by 50%; the pouch will always be destroyed if it takes damage on defeat.
  • Kevlar Pouches reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.
  • Mithril Pouches fully eliminate wear, and the pouch itself is indestructible.

Stat Fusion

Stat Fusion allows The Player to increase the base stat rolls of Legendary equipment, by sacrificing a different Legendary or Peerless equipment of the same template + slot. In other words, cotton shoes can be fused with all other cotton shoes regardless of prefix/suffix, but not with phase shoes or cotton pants.

For each stat, if the equip being sacrificed is Peerless or has a base stat higher than the equip being fused, the stat is increased by +2. Otherwise, it is increased by +1, and requires a core corresponding to the equip being fused.

If any of the stats are already capped, it will add +1 overflow point for each capped stat. These are redistributed to uncapped stats in order of lowest base. Stats can get multiple overflow points if there are more capped stats than uncapped stats.

It will charge 10 bindings for each stat being upgraded - that is, per fusion, not per point. It also charges a fixed number of credits per fusion based on the type of gear being upgraded and its average base stats. If you are missing any cores, it will add the equivalent number of credits instead, just like for upgrades.

Fully fusing a Legendary piece of equipment to have 200 in all base stats will change it into a Peerless. There are no differences between natural-born Peerless equips and fused post-Legendary Peerless equips.

Note that if you statfuse gear with a "legacy name" (i.e. equipment converted from the old system with a name that doesn't exist or is different in the new system), this name will be cleared if you fuse it to the point where it changes quality tier.

Certain hath perks will be added that also allow you to upgrade Peerless gear further. You can still sacrifice Legendary gear to fuse these, but the same rules apply. In other words, if sacrificing a Legendary, every stat increase will be +1 and require a Peerless core; if sacrificing a Peerless, every stat increase will be +2 and will not require a core.

Bindings

Name Upgrades
Binding of Slaughter Base Physical Damage
Binding of Balance Physical Hit Chance
Binding of Isaac Physical Crit Chance
Binding of Destruction Base Magical Damage
Binding of Focus Magical Hit Chance
Binding of Friendship Magical Crit Chance
Binding of Protection Physical Defense
Binding of the Fleet Evade Chance
Binding of the Barrier Block Chance
Binding of the Nimble Parry Chance
Binding of the Elementalist Elemental Magic Proficiency
Binding of the Heaven-sent Divine Magic Proficiency
Binding of the Demon-fiend Forbidden Magic Proficiency
Binding of the Curse-weaver Depreciating Magic Proficiency
Binding of the Earth-walker Supportive Magic Proficiency
Binding of Surtr Fire Spell Damage
Binding of Niflheim Cold Spell Damage
Binding of Mjolnir Elec Spell Damage
Binding of Freyr Wind Spell Damage
Binding of Heimdall Holy Spell Damage
Binding of Fenrir Dark Spell Damage
Binding of Dampening Crushing Mitigation
Binding of Stone-skin Slashing Mitigation
Binding of Deflection Piercing Mitigation
Binding of the Fire-eater Fire Mitigation
Binding of the Frost-born Cold Mitigation
Binding of the Thunder-child Elec Mitigation
Binding of the Wind-waker Wind Mitigation
Binding of the Thrice-blessed Holy Mitigation
Binding of the Spirit-ward Dark Mitigation
Binding of the Ox Strength
Binding of the Raccoon Dexterity
Binding of the Cheetah Agility
Binding of the Turtle Endurance
Binding of the Fox Intelligence
Binding of the Owl Wisdom
Binding of Warding Magical Mitigation
Binding of Negation Resist Chance


Repair

Soulbind

Purchase

Sell

Salvage

See also

HentaiVerse Navigation
Character Menu StatsTrainingSettingsPersonaIsekai
Abilities SkillsSpells (Spell Damage‎)Spirit Stance
Levels Experience PointsLeveling UpRanksLevel and Rank Table
Info. Action SpeedOverchargeProficienciesStamina
Services Bazaar Equipment ShopItem ShopMonster Lab (Monster Stats)ShrineMoogleMailThe LotteryThe Market
The Forge RepairUpgradeEnchantSalvageReforgeSoulFuse
Items Drops Loot Drop RollsObsolete Items
Equipment Equipment BasicsDetailed Equip CharacteristicsWeapon ProcsStatsBurdenInterferenceEquipment RangesLevel Scaling
Battles Modes ArenaGrindfestItem WorldRandom EncounterRing of BloodThe Tower
Info. BestiaryDamage TypesDamage (Physical Damage)Enemy ProcsRiddleMaster
Isekai The Tower RankingRewards
Info. SeasonsRewardsRules
Misc. Currency CreditsGallery PointsHathHath Perks
Strategy Play StylesAdviceAdvanced Advice
System Dawn of a New DayBugsTechnical IssuesFAQHotkeysScripts & Tools