
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
| Slot | from chapter | Binding | |
|---|---|---|---|
| Soul weapon | 4 | Bound to the evolution line, cannot be swapped | |
| Ring 1 + Ring 2 | 3 | Freely swappable | |
| Amulet | 3 | Freely swappable | |
| Armor | 5 | Freely swappable | |
| Trophy | 6 | Freely swappable | |
| Element stone | 6 | Element-bound: primary or secondary type must match the stone | |
| Nature | 7 | Nature-bound: only the matching nature group |
If you already own a piece of a type, for example as a gift, you can equip it before that chapter.
Equipping happens in Equipment (its own menu item). Your team sits at the top, the slots sit around the selected Mebuli. A click on a slot shows the matching pieces with their power change. Auto picks the best loadout for one Mebuli or the whole team, with a focus (Best fit, Balanced, Attacker, Tank, Swift, Support), and shows a preview first with the stats of every new piece. The red X there skips single changes, the rest you apply or discard. It measures real combat power and will leave a slot empty if that is better. Unequip all clears one Mebuli or the whole team after a confirmation. Levelling up, refining and ennobling run through the Upgrade button on the item sheet, salvaging happens in Storage. With no slot selected, the sheet on the right shows the Mebuli's stats with the share that comes from equipment. On desktop, hovering a stat shows its base value without equipment, on mobile it sits below the value. The ✕ on the item sheet takes you back to this overview. In the Mebuli window the Equipment tab only shows the slots, a click opens Equipment at that slot.
Where is my equipment?
All of your equipment lives in Storage. The inventory is now just the box for consumables such as energy, XP flasks, gold rush and fragments.
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 Storage.
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.
| Type | Pieces | Primary stat comes from … | Stat budget |
|---|---|---|---|
| Ring | 10 × 5 | the element row (see below) | 100 % |
| Amulet | 10 × 5 | the element row (same as ring) | 100 % |
| Element stone | 12 × 5 | rolled from all five stats | 95 % |
| Nature | 8 × 5 | rolled from all five stats | 85 % |
| Armor | 10 × 5 | the row's build | 80 % |
| Trophy | 10 × 5 | the row's emblem | 60 % |
Rings & amulets are named after element rows; the row sets the primary stat:
| Row | Primary stat |
|---|---|
| Nature · Earth | |
| Fire · Lightning | |
| Water · Sun | |
| Celestial · Bone | |
| Ghost · Crystal |
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 %), 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:
| Tier | Primary (%) | 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 ≈ +2 % (capped at 35 %).
The table shows the ranges of a ring. Types with a smaller stat budget sit below it. For crit and dodge every tier still ends at least 1 point higher than the one before, for example on a form: Rare +2 … +3, Epic +3 … +4, Legendary +3 … +5.
Purity and quality
Every stat is rolled within its range, the same for all rarities and sources. Purity shows where it sits: 0 % at the bottom, 100 % at the top. A piece's purity is the average of its stats.
Example, rare Plate Harness:
| Stat | Range | Rolled | Purity |
|---|---|---|---|
| Defense | +8.8 … +16 % | +11.2 % | 33 % |
| HP | +6 … +12 | +6 | 0 % |
| Piece | 17 % |
A fixed malus (here attack −10 %) does not count. Refining and leveling up do not change purity. The item sheet and preview card show it for the piece and per stat, Storage sorts by it, and the marketplace shows it on every offer and uses it for the guide price.
Quality exists only on legendary pieces: a bonus on top of the rolled stats, +5 % per step split evenly across all stats, at most +50 % in total. With +25 % quality, +20 % attack becomes +25 %. Every piece starts at +0 % and rises when you ennoble it.
The Legacy mark is carried by old pieces from an earlier game version where at least one stat is above today's maximum. Those stats show a purity above 100 %: 125 % means the stat is a quarter above the maximum.
Levels & shards
- Every piece levels from 1 to 15. Up to level 10 each level adds +8 % to all bonuses (level 10 ≈ +72 %), the master levels 11 to 15 add +4 % each (level 15 ≈ +92 %). Maluses do not grow.
- There is one shard currency
, 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. Master levels cost double shards plus 3 to 7 upgrade fragments. Heavy armor and breaker trophies cost × 1.3 shards.
- Salvaging returns about 60 % of base × level.
Levelling up runs through Upgrade on the item sheet, which is also where a piece climbs a rarity step. Salvaging happens in Storage.
Where do I get equipment?
| Source | Details |
|---|---|
| Story battles | Drops on certain missions from chapter 3. Bound types drop to match your own squad. |
| Elemental Realms & Prism Rift | their own drop tables per mission |
| Dungeons | Shards per wave plus gear chances; a full clear grants a guaranteed piece. Higher grades shift the rarity upward, from grade II the clear can be epic or legendary. |
| Quests | jewelry quests with all unlocked jewelry types: rare from chapter 3, from chapter 4 with a chance at epic, from chapter 5 also at legendary. You send out Mebulis of matching rarity for them. |
| Daily chest | can contain a piece of jewelry of any unlocked type, in rare, epic or legendary |
| Bazaar | A random piece per rarity tier for |
| Marketplace | Trading with other players for gems (Marketplace) |
| Refine | one step above what you already have (upgrades) |
Battle drops cap at "rare"
In story 1, the realms, the Prism Rift and dungeon waves, pieces drop at rare at most. Epic and legendary come from refining, with a small chance from dungeon clears from grade II, from high-tier jewelry quests, the daily chest, the bazaar and the marketplace. The one plannable way up is refining: better equipment means collecting transcendence crystals, not luck.
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