Compendium
Gear and chrome
Everything you can wear, wield or install, with the game's own inventory icons. Numbers are read from the current build.

The loot ladder
Every item has a rarity. Higher rarities roll more bonus lines and say where the gear came from. On the ground each rarity also has its own glyph and light beam, so you never have to tell them apart by colour alone.
Scrap
Stripped and taped. No bonus lines. Salvages into Scrap Copper.
Tuned
Street-modded. 1 bonus line. Salvages into Scrap Copper.
Warden-Issue
Pulled off the occupation. 2 bonus lines. Salvages into Scrap Copper and Warden Polymer.
Core-Grade
Overseer-class silicon, fenced on the black market. 3 bonus lines. Salvages into Warden Polymer and Core Silicon.
Prototype
Kindred lab hardware. 3 bonus lines. Salvages into Core Silicon and Kindred Lattice.
Signed
Carries a Signatory's authorisation. 4 bonus lines. Salvages into Kindred Lattice and Zero-Day Fragment.
Zero-Day
A one-of-a-kind unpatched exploit. Fixed powers, made by hand. Salvages into Kindred Lattice and Zero-Day Fragment.
Series pieces are Prototypes that belong to a set (4 sets so far): wear more pieces of one set for bigger bonuses.
Slots
11 equipment slots, and everything you wear shows on your hero:
- Weapon
- Off-hand
- Head
- Body
- Hands
- Legs
- Feet
- Rig
- Tag
- Port 1
- Port 2
Implants go in 6 body sockets instead (a few open as the story goes on): Optics, Neural, Arms, Spine, Skin, Core. Your bag holds 40 items.
Weapons
Weapons come in families. Your calling decides which families you can use; the first one listed on its page is its signature.
| Weapon | Damage | Range | From level | Used by |
|---|---|---|---|---|
| Autocannon | 1d10 Ballistic | Ranged · two-handed | 1 | Enforcer |
| Heavy Autocannon | 2d6 Ballistic | Ranged · two-handed | 14 | Enforcer |
| Breach Shotgun | 2d4 Ballistic | Ranged | 1 | Enforcer |
| Breaching Greatsword | 2d6 Slashing | Melee · two-handed | 1 | Enforcer |
| Monoknives | 1d4 Slashing | Melee | 1 | Shade |
| Monoblade | 1d8 Slashing | Melee | 1 | Shade |
| Vibro Monoblade | 1d10 Slashing | Melee | 14 | Shade |
| Deck | 1d6 Shock | Ranged | 1 | Wirecaster |
| Military Deck | 1d8 Shock | Ranged | 14 | Wirecaster |
| Combat Injector | 1d6 Toxin | Ranged | 1 | Sawbones |
| Sidearm | 1d6 Ballistic | Ranged | 1 | Sawbones |
| Bone Saw | 1d8 Slashing | Melee | 1 | Sawbones |
| Rail Rifle | 1d10 Ballistic | Ranged · two-handed | 1 | Tracker |
| Arc Bow | 1d8 Ballistic | Ranged · two-handed | 1 | Tracker |
| Smart Pistol | 1d6 Ballistic | Ranged | 1 | Tracker |
| Shock Blade | 1d8 Slashing | Melee | 1 | Arbiter |
| Shock Maul | 1d8 Impact | Melee | 1 | Arbiter |
| Two-Handed Shock Maul | 2d6 Impact | Melee · two-handed | 1 | Arbiter |
| Chain-Axe | 1d8 Slashing | Melee | 1 | Overclocker |
| Sledgehammer | 1d10 Impact | Melee | 1 | Overclocker |
| Chainblade | 1d12 Slashing | Melee · two-handed | 1 | Overclocker |
| Knuckle Rigs | 1d6 Impact | Melee | 1 | Kinetic |
| Amp Guitar | 1d8 Sonic | Ranged | 1 | Signal |
| Holo-Mic | 1d6 Sonic | Ranged | 1 | Signal |
| Spore Staff | 1d8 Toxin | Ranged | 1 | Biohacker |
| Spore Pods | 1d6 Toxin | Ranged | 1 | Biohacker |
| Grown Claws | 1d6 Slashing | Melee | 1 | Biohacker |
| Burn Conduit | 1d8 Thermal | Ranged | 1 | Flare |
| Pact Sigil | 1d10 Neural | Ranged | 1 | Proxy |
Damage types: Slashing, Ballistic, Impact, Thermal, Cryo, Shock, Toxin, Corrosive, Neural, Sonic, Flash, Decay, Force.
Armour
Armour comes in three weights. Body armour sets your base Armour; head, hands, legs and feet add to it.
Light
Worn by every calling
- Rain Hood Head
- Scav Cap Head · Armour +1
- Street Jacket Body · Armour 11
- Runner Hoodie Body · Armour 11
- Armoured Long Coat Body · Armour 12 · level 6
- Grip Gloves Hands
- Street Trousers Legs
- Kerb Runners Feet
Medium
Worn by Enforcer, Sawbones, Tracker, Arbiter, Overclocker, Biohacker
- Scan Visor Head · Armour +1
- Respirator Head · Armour +1
- Plate Vest Body · Armour 13
- Kevlar Harness Body · Armour 14 · level 9
- Shock Gloves Hands · Armour +1
- Cargo Pants Legs · Armour +1
- Work Boots Feet · Armour +1
Heavy
Worn by Enforcer, Arbiter
- Riot Helm Head · Armour +2
- Warden Plate Body · Armour 16
- Exo-Frame Body · Armour 17 · level 9
- Riot Gauntlets Hands · Armour +1
- Plated Greaves Legs · Armour +1
- Riot Boots Feet · Armour +1
Chrome and Sync
All chrome needs firmware, and all firmware eventually tries to talk to the Commons. Sync is your headroom: how much dumb chrome your own brain can drive before the hardware starts accepting the mesh's handshakes. Your maximum is 6 + your CON modifier + 2 per tier of the Clinic.
Hawkeye Optics
Optics · 1 Sync · Tuned
Elites show through walls within 8 tiles; +5% crit vs marked foes.
Subdermal Weave
Skin · 1 Sync · Tuned
+1 Armour and saves.
Flinch Spine
Spine · 2 Sync · Warden-Issue
Your first dodge after taking a hit has no cooldown.
Silverback Arms
Arms · 2 Sync · Core-Grade
Strength becomes 19; heavy weapons swing 10% faster.
Twin Pump Heart
Core · 3 Sync · Prototype
Auto-stabilise; double healing from rests.
Local Copy
Core · 3 Sync · Zero-Day
GLITCH compiled locally, wedged in your chest. +1 attunement slot and +25% skill damage. Once per breach it speaks to you by name.
Go over your Sync budget and you start to Drift into step with the crowd:
- In Step. Your walk falls into step with the crowd.
- Jingle. You catch yourself humming GLITCH's jingle.
- Smoothed. Edges soften. The Nightly feels like home.
Salvage and grades
Break gear down into materials, from the bottom of the ladder to the top:
- Scrap Copper. Pulled out of Scrap and Tuned gear.
- Warden Polymer. Cut from Warden-Issue plates and grips.
- Core Silicon. Overseer-class dies, prised out of Core-Grade boards.
- Kindred Lattice. Lab lattice from a Prototype. Kindred wants it back.
- Zero-Day Fragment. A shard of an unpatched exploit. It still runs.
Gear also comes in grades that scale its numbers as you level:
- Mk I level 1+ · ×1
- Mk II level 6+ · ×1.25
- Mk III level 14+ · ×1.55
- Mk IV level 24+ · ×1.9
- Mk V level 36+ · ×2.3
- Mk VI level 50+ · ×2.8