Equipment Guide — The Armory
Weapon, Armor and Relic loadouts with behavioral affixes: acquisition, sets, crafting, reforging and salvage without regret.
What equipment does
Each hero carries a Weapon / Armor / Relic loadout, worn visibly on the battlefield. Affixes are BEHAVIORAL, not just numeric — items change how a hero fights: what they prioritize, how abilities echo, what happens on kill or on wound. Set bonuses reward committing to a family, with deep four-piece bonuses unlocked by pooling duplicate sets across your whole team.
Getting and improving items
Items drop from Bio-Containers and craft from materials (mutagen, scrap, catalyst) in the Armory; the Gear Codex tracks every definition you have ever owned as a collection. Crafting is pity-protected — bad-luck streaks bend the odds back toward you. Reforging rerolls an item’s affixes when the base is right but the behavior is wrong; it is usually cheaper than chasing a fresh drop of the same slot.
Salvage without regret
Salvage converts surplus into crafting materials — and it is deliberately hard to hurt yourself: equipped items, set pieces you still need, and recent acquisitions are guarded, and salvage itself carries an UNDO. The rule of thumb: keep one strong item per slot per hero plus anything completing a set; melt the rest without ceremony. Materials in the bank are worth more than a museum of almost-good relics.