Equipment
Equipment is what turns your inventory of items into actual combat power. You buy gear from the shop, earn it as drops from quests and dungeons, equip it in one of eight slots on your avatar, and watch your combat stats go up.

What Equipment Does

Every equipped item adds a flat boost to one or more of your combat stats. A sword raises attack power. A helmet raises HP. A ring might raise crit chance. The totals stack with your allocated identity attributes and your class base stats to produce your avatar's combat sheet.
Equipment is the only layer in the system that isn't tied to your real-life behavior. Your class is permanent, your allocation grows slowly with XP, your real-life stats mirror what you actually do - but equipment is the straightforward "acquire item, equip item, get stronger" loop.
Soldiers Don't Use Equipment
One important note: equipment is avatar-only. Your soldiers don't have slots, don't wear gear, can't be equipped with anything. Their power comes from their source habit, not from loot.
See Soldiers for why that split exists.
Where Gear Comes From
Four sources, each with its own character:
| Source | Quality | Availability | Role |
|---|---|---|---|
| Dungeons | Guaranteed Rare or better | Gated by goal completion | Premium combat reward |
| Daily shop | Mostly common, occasional rare+ | Available every day | Reliable upgrades |
| Adventure quest drops | Level-scaled chance, mostly common | Daily quest completion | Supplementary |
| Achievement grants | Occasional one-time rewards | Tied to milestones | Bonus |
The shop never undermines combat drops - it's the "always available" option, good enough to maintain progress but not the preferred source of high-rarity gear.
Equipping a Piece
The flow is simple: open your inventory, tap the item, pick the slot. If the slot was occupied, the previous item is automatically returned to the inventory - no loss.
See Managing Equipment.
Equipment Is Locked During a Dungeon Run
The moment you enter a dungeon, your equipment loadout is baked into your combat sheet. You can't swap gear mid-run. Whatever you wore into the first encounter is what you wear into the boss phase.
This is deliberate - the dungeon is a test of what you built before entering, not of how well you can swap gear between encounters.
Rarity Drives Everything
An item's rarity - common, rare, epic, or legendary - controls three things at once:
- How much stat budget the item has to distribute.
- How many bonus stats it can roll on top of its base stats.
- How much it costs to buy in the shop.
A legendary item hits much harder than a common at the same level, but it also costs significantly more. Shop gold pressure is what keeps the loot loop meaningful.
Class Affinity Is Thematic, Not Restrictive
Weapons and armor have a thematic class affinity - a Knight weapon looks like a knight's sword, a Wizard weapon reads as a staff. This is visual only. Any class can equip any item, full stop. The only equip constraint is that the item's type must match the target slot (a helmet can't go in the weapon slot).
Experimenting across classes
A Wizard equipped with a Knight sword isn't a mistake - they just get the sword's stats and keep their class perks. Off-class gear is encouraged when the stats line up with your build.
