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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 inventory: a Shade's gear on the paper doll and a tooltip comparing a new vest

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.

  1. Scrap

    Stripped and taped. No bonus lines. Salvages into Scrap Copper.

  2. Tuned

    Street-modded. 1 bonus line. Salvages into Scrap Copper.

  3. Warden-Issue

    Pulled off the occupation. 2 bonus lines. Salvages into Scrap Copper and Warden Polymer.

  4. Core-Grade

    Overseer-class silicon, fenced on the black market. 3 bonus lines. Salvages into Warden Polymer and Core Silicon.

  5. Prototype

    Kindred lab hardware. 3 bonus lines. Salvages into Core Silicon and Kindred Lattice.

  6. Signed

    Carries a Signatory's authorisation. 4 bonus lines. Salvages into Kindred Lattice and Zero-Day Fragment.

  7. 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.

WeaponDamageRangeFrom levelUsed by
Autocannon1d10 BallisticRanged · two-handed1Enforcer
Heavy Autocannon2d6 BallisticRanged · two-handed14Enforcer
Breach Shotgun2d4 BallisticRanged1Enforcer
Breaching Greatsword2d6 SlashingMelee · two-handed1Enforcer
Monoknives1d4 SlashingMelee1Shade
Monoblade1d8 SlashingMelee1Shade
Vibro Monoblade1d10 SlashingMelee14Shade
Deck1d6 ShockRanged1Wirecaster
Military Deck1d8 ShockRanged14Wirecaster
Combat Injector1d6 ToxinRanged1Sawbones
Sidearm1d6 BallisticRanged1Sawbones
Bone Saw1d8 SlashingMelee1Sawbones
Rail Rifle1d10 BallisticRanged · two-handed1Tracker
Arc Bow1d8 BallisticRanged · two-handed1Tracker
Smart Pistol1d6 BallisticRanged1Tracker
Shock Blade1d8 SlashingMelee1Arbiter
Shock Maul1d8 ImpactMelee1Arbiter
Two-Handed Shock Maul2d6 ImpactMelee · two-handed1Arbiter
Chain-Axe1d8 SlashingMelee1Overclocker
Sledgehammer1d10 ImpactMelee1Overclocker
Chainblade1d12 SlashingMelee · two-handed1Overclocker
Knuckle Rigs1d6 ImpactMelee1Kinetic
Amp Guitar1d8 SonicRanged1Signal
Holo-Mic1d6 SonicRanged1Signal
Spore Staff1d8 ToxinRanged1Biohacker
Spore Pods1d6 ToxinRanged1Biohacker
Grown Claws1d6 SlashingMelee1Biohacker
Burn Conduit1d8 ThermalRanged1Flare
Pact Sigil1d10 NeuralRanged1Proxy

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:

  1. In Step. Your walk falls into step with the crowd.
  2. Jingle. You catch yourself humming GLITCH's jingle.
  3. 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:

  1. Scrap Copper. Pulled out of Scrap and Tuned gear.
  2. Warden Polymer. Cut from Warden-Issue plates and grips.
  3. Core Silicon. Overseer-class dies, prised out of Core-Grade boards.
  4. Kindred Lattice. Lab lattice from a Prototype. Kindred wants it back.
  5. 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