The Armory: Difference between revisions
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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. | |||
==Materials== | You can bulk organise your equipment on this or any of the other above tabs while on the Organize tab to the left. | ||
===Basic Materials=== | |||
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 [[Bazaar/The_Armory/Soulbind/New|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 [[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. | |||
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. | These come in '''Low''', '''Mid''', and '''High'''-grade varieties. | ||
| Line 36: | Line 69: | ||
| '''Cloth''' || Cloth armor | | '''Cloth''' || Cloth armor | ||
|- | |- | ||
| '''Leather''' || Light armor | | '''Leather''' || Light armor | ||
|- | |- | ||
| '''Metals''' || Heavy armor and Weapons | | '''Metals''' || Heavy armor and Weapons | ||
| Line 44: | 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 | !Required to Upgrade | ||
|- | |- | ||
|'''Crystallized Phazon''' || Phase armor | |'''Crystallized Phazon''' || Phase armor | ||
| Line 53: | Line 88: | ||
| '''Shade Fragment''' || Shade armor | | '''Shade Fragment''' || Shade armor | ||
|- | |- | ||
| ''' | | '''Repurposed Actuator''' || Power armor | ||
|- | |||
| '''Defense Matrix Modulator''' || Force Shield | |||
|} | |||
====Equipping Charms==== | |||
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. | |||
Charms can be found on the [[Bazaar/The_Armory/Modify/Equipped|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 [[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 | |||
|- | |||
|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 slot{{Fn|1}} | |||
|Infusion of Flames x10 | |||
|Armour/Shield | |||
|- | |||
|Greater Fire-proof Charm | |||
|20 | |||
|Increases Fire Mitigation depending on the equipment slot{{Fn|1}} | |||
|Infusion of Flames x20 | |||
|Armour/Shield | |||
|- | |||
|Lesser Cold-proof Charm | |||
|10 | |||
|Increases Cold Mitigation depending on the equipment slot{{Fn|1}} | |||
|Infusion of Frost x10 | |||
|Armour/Shield | |||
|- | |||
|Greater Cold-proof Charm | |||
|20 | |||
|Increases Cold Mitigation depending on the equipment slot{{Fn|1}} | |||
|Infusion of Frost x20 | |||
|Armour/Shield | |||
|- | |||
|Lesser Lightning-proof Charm | |||
|10 | |||
|Increases Lightning Mitigation depending on the equipment slot{{Fn|1}} | |||
|Infusion of Lightning x10 | |||
|Armour/Shield | |||
|- | |||
|Greater Lightning-proof Charm | |||
|20 | |||
|Increases Lightning Mitigation depending on the equipment slot{{Fn|1}} | |||
|Infusion of Lightning x20 | |||
|Armour/Shield | |||
|- | |||
|Lesser Wind-proof Charm | |||
|10 | |||
|Increases Wind Mitigation depending on the equipment slot{{Fn|1}} | |||
|Infusion of Storms x10 | |||
|Armour/Shield | |||
|- | |||
|Greater Wind-proof Charm | |||
|20 | |||
|Increases Wind Mitigation depending on the equipment slot{{Fn|1}} | |||
|Infusion of Storms x20 | |||
|Armour/Shield | |||
|- | |||
|Lesser Holy-proof Charm | |||
|10 | |||
|Increases Holy Mitigation depending on the equipment slot{{Fn|1}} | |||
|Infusion of Divinity x10 | |||
|Armour/Shield | |||
|- | |||
|Greater Holy-proof Charm | |||
|20 | |||
|Increases Holy Mitigation depending on the equipment slot{{Fn|1}} | |||
|Infusion of Divinity x20 | |||
|Armour/Shield | |||
|- | |||
|Lesser Dark-proof Charm | |||
|10 | |||
|Increases Dark Mitigation depending on the equipment slot{{Fn|1}} | |||
|Infusion of Darkness x10 | |||
|Armour/Shield | |||
|- | |||
|Greater Dark-proof Charm | |||
|20 | |||
|Increases Dark Mitigation depending on the equipment slot{{Fn|1}} | |||
|Infusion of Darkness x20 | |||
|Armour/Shield | |||
|- | |||
|Lesser Juggernaut Charm | |||
|20 | |||
|Increases HP depending on the equipment slot{{Fn|1}} | |||
|Energy Cells x10 | |||
|Armour/Shield | |||
|- | |- | ||
| | |Greater Juggernaut Charm | ||
|40 | |||
|Increases HP depending on the equipment slot{{Fn|1}} | |||
|Energy Cells x20 | |||
|Armour/Shield | |||
|- | |- | ||
| | |Lesser Capacitor Charm | ||
|10 | |||
|Increases MP depending on the equipment slot{{Fn|1}} | |||
|Energy Cells x10 | |||
|Armour/Shield | |||
|- | |- | ||
|Greater Capacitor Charm | |||
|20 | |||
|Increases MP depending on the equipment slot{{Fn|1}} | |||
|Energy Cells x20 | |||
|Armour/Shield | |||
|} | |} | ||
{{Fnb|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 [[Detailed Equip Characteristics|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 [[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. | |||
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=== | ====Bindings==== | ||
{|border="1" class="wikitable | {|border="1" class="wikitable" | ||
!Name | !Name | ||
!Upgrades | !Upgrades | ||
| Line 95: | Line 542: | ||
|- | |- | ||
| '''Binding of the Earth-walker''' || Supportive Magic Proficiency | | '''Binding of the Earth-walker''' || Supportive Magic Proficiency | ||
|- | |- | ||
| '''Binding of Surtr''' || Fire Spell Damage | | '''Binding of Surtr''' || Fire Spell Damage | ||
| Line 145: | Line 590: | ||
|} | |} | ||
== | <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== | ||
*[[Equipment]] | *[[Equipment]] | ||
*[[Monster Lab]] | *[[Monster Lab]] | ||
*[[Item World]] | |||
{{HVnav}} | {{HVnav}} | ||
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 |