COMBAT
Equipment
Most gear drops from extraction and loot, then is upgraded and promoted with parts, resonance and blueprints. The three monster weapons are the exception: they are crafted, never dropped (see below). Each piece has a rarity, and rarity sets how far it can be levelled. Promoting gear to Epic, and each Epic level-up, costs a Foundry Writ; promoting to Legendary costs that item's Legendary Blueprint.
| Gear | Slot | Class | Effect |
|---|---|---|---|
| Kinetic Breaker Carbine | Weapon | Kinetic | Attack for its class |
| Stormcoil Rifle | Weapon | Electric | Attack for its class |
| Nullwake Focus | Weapon | Psionic | Attack for its class |
| Field Triage Core | Augment | Any | Casualty recovery |
| Ashlands Bulwark | Augment | Any | Defense and HP in Citadel sieges |
| Neural Recovery Lattice | Augment | Any | Shorter injuries |
| The First Word | Weapon | Any | Alpha strike |
| The Ashen Rudis | Weapon | Any | Attack, defense and HP |
| Stalker Fang | Weapon | Any | Attack, plus dodge |
| Chime Lance | Weapon | Any | Attack, plus accuracy |
| Vaultshell Aegis | Weapon | Any | Defense and HP, plus damage reduction |
Second slots
From Armory level 3, every commander gets a second weapon slot and a second augment slot. The same weapon can fill both weapon slots: two items that raise the same stat add their percentages, and The First Word's alpha strike still fires only once. The same augment can fill both augment slots too: its stat bonus adds, but its unique effect (casualty recovery, injury reduction) does not stack. Only the stronger copy works, and the other one is marked with a warning.
A monster weapon works the same way: two copies add their attack, defense and HP, but the dodge, accuracy or damage reduction applies once.
Class-locked gear
The class weapons are locked to an element. A kinetic weapon on an electric commander does nothing, and the game will not let you equip it. Gear marked Any in the table, the monster weapons included, fits every commander.
Monster weapons
Stalker Fang, Chime Lance and Vaultshell Aegis are crafted at the Workshop from Workshop level 3. Each starts at Common and climbs the normal ladder like any weapon, except that each step spends that weapon's own monster materials instead of resonance. Their Legendary Blueprints drop only from Deep Wastes monsters.
- Stalker Fang adds attack and a chance to dodge direct hits.
- Chime Lance adds attack and accuracy, which cancels an enemy's dodge, and what is left over lands as extra damage, up to a cap set by the hit's normal damage.
- Vaultshell Aegis adds defense and HP and cuts the damage the squad takes.
How dodge and accuracy work, and their values at every rarity: Dodge and accuracy.
Durability
Epic and Legendary gear wears down in battle. Every fight costs a little durability, a loss costs more than a win, and a defense that holds costs nothing. When its durability runs out an item is Broken: it stays equipped but gives no bonus until it is repaired.
Repair gear in the Armory with Foundry Writs plus the item's own parts and, for class weapons, its class resonance. A monster weapon spends its monster material in place of resonance. Repairing before an item breaks saves a writ. Gear on a deployed commander cannot be repaired, and only fully repaired gear can be exported to the Vault.