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Equipment

Every Mebuli has 8 equipment slots: the soul weapon of its evolution line plus seven slots for found gear. Found gear rolls its stats on drop and can be upgraded, salvaged, and swapped between Mebulis. A slot's color shows its binding: gold = line, violet = freely swappable, turquoise = type-bound.

The 8 slots

Slotfrom chapterBinding
Soul weapon4Bound to the evolution line, cannot be swapped
Ring 1 + Ring 23Freely swappable
Amulet3Freely swappable
Armor5Freely swappable
Trophy6Freely swappable
Element stone6Element-bound: primary or secondary type must match the stone
Nature7Nature-bound: only the matching nature group

Equipping happens in the Equipment Chamber (its own menu item): pick a Mebuli, the slots sit around it. Auto-equip picks the best loadout, optionally with a target (Auto, Balanced, Attacker, Tank, Swift, Support) and for the whole team if you like. It measures real combat power and will leave a slot empty if that is better. Salvaging, refining and levelling up happen in the Forge.

Where is my equipment?

All of your equipment lives in the Forge. The inventory is now just the box for consumables such as energy, XP flasks, gold rush and fragments.

Your gear storage holds 60 unequipped pieces. The skill Inventory Expansion adds more room (+5 per level, up to +25), and so do VIP levels 3 and 7 (+10 each). Equipped pieces do not count. You can see how full it is at the top of the Forge.

Gear that a Mebuli wears in one of your other teams stays in storage until you switch teams, and it counts towards the limit. It has a blue border, and its detail view names the team and the Mebuli. You cannot offer such pieces on the marketplace.

Soul weapon

Every evolution line carries exactly one weapon (47 in the game). It is not found gear: nothing is rolled, swapped, or salvaged.

  • Awakens for free at level 1 as soon as you own a Mebuli of the line (from chapter 4).
  • Levels 1–10, upgrading costs 60 × level shards. Milestones: level 5 adds crit, level 10 adds dodge.
  • Its primary stat is always attack in percent, plus the Mebuli's dominant base stat as a flat bonus.
  • The values grow automatically with the rarity of the stage you own: the same weapon gets stronger after an evolution, and its level carries over. Prisma forms share their base line's weapon, and all ten snakes share the Natternbiss.

Gear types at a glance

Every gear type is a grid of rows × 5 rarity tiers (Common, Uncommon, Rare, Epic, Legendary). The stat budget shows how strongly a type rolls compared to a ring: the bound types sit deliberately above armor and trophy as a reward for accepting the restriction.

TypePiecesPrimary stat comes from …Stat budget
Ring10 × 5the element row (see below)100 %
Amulet10 × 5the element row (same as ring)100 %
Element stone12 × 5rolled from all five stats95 %
Nature8 × 5rolled from all five stats85 %
Armor10 × 5the row's build80 %
Trophy10 × 5the row's emblem60 %

Rings & amulets are named after element rows; the row sets the primary stat:

RowPrimary stat
Nature · Earth HP %
Fire · Lightning Attack %
Water · Sun Defense %
Celestial · Bone Initiative %
Ghost · Crystal Crit + Dodge (flat points)

Armor and trophies split the stat space without overlapping: armor gives defense, HP, and dodge, never attack or crit. Trophies give attack and crit, never HP or defense.

  • Armor comes in three builds: light (dodge or defense, no downside), medium (defense/HP), heavy (primary × 1.25, but an attack malus of −10 to −20 % and upgrade cost × 1.3). The malus stays fixed when upgrading.
  • Trophies come in four emblems: crit (pure crit), blade (attack %, the workhorse), breaker (attack × 1.25 with a malus and cost × 1.3), crown (crit plus half attack, with a malus, never the maximum anywhere).

Stats & rarity

Every piece of found gear rolls one primary stat and one flat secondary stat (from its row's pool). Ranges per tier:

TierPrimary (%)Crit/Dodge (points)Secondary (flat)Secondary HP (× 2.5)
Common+3 … +6+1+1 … +2+3 … +5
Uncommon+5 … +10+1 … +2+2 … +4+5 … +10
Rare+9 … +16+2 … +3+3 … +6+8 … +15
Epic+14 … +24+3 … +4+5 … +9+13 … +23
Legendary+20 … +35+4 … +6+8 … +14+20 … +35

Rule of thumb: 1 point of crit ≈ +4 % crit chance (capped at 60 %), 1 point of dodge ≈ +3 % (capped at 50 %).

Levels & shards

  • Every piece levels from 1 to 10; each level adds +8 % to all bonuses (level 10 ≈ +72 %). Maluses do not grow.
  • There is one shard currency Shards, gear shards, for all gear types.
  • Levelling up (level L → L+1) costs base × L: Common 5, Uncommon 10, Rare 20, Epic 40, Legendary 80. Heavy armor and breaker trophies cost × 1.3.
  • Salvaging returns about 60 % of base × level: unused pieces become fuel for your best ones.

Both happen in the Forge, which is also where a piece climbs a rarity step.

Where do I get equipment?

SourceDetails
Story battlesDrops on certain missions from chapter 3. Bound types drop to match your own squad.
Elemental Realms & Prism Rifttheir own drop tables per mission
DungeonsShards per wave plus gear chances; full clears and milestones grant guaranteed pieces. Higher grades shift the rarity upward.
Questsring and amulet quests: rare from chapter 3, epic from chapter 4, legendary from chapter 5. You send out Mebulis of matching rarity for them.
Daily chestcan contain a ring or an amulet, in rare, epic or legendary
BazaarA random piece per rarity tier for Gems gems, at most 5 purchases per offer per day. Plus a daily flash offer with one fixed legendary piece.
MarketplaceTrading with other players for gems (Marketplace)
Forgeone step above what you already have

Battle drops cap at "rare"

In story 1, the realms, the Prism Rift and the dungeons, pieces drop at rare at most. Epic and legendary come from the Forge, high-tier ring and amulet quests, the daily chest, the bazaar and the marketplace. The one plannable way up is the Forge: better equipment means collecting transcendence crystals, not luck.

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