Equipment

Equipment can substantially increase the abilities of your units that you can produce. Each unit has four equipment slots (helmet, jacket, accessory, and weapon), which can be filled with a different piece of equipment to give the unit's stats a boost. Equipment only has a limited number of uses, however, and must be repaired after use in order to continue providing its effect.

The following units can use equipment:

* Equipment for regular soldiers can be used by your units produced at the barracks (infantrymen, stormtroopers, crusaders, and rangers), as well as officers produced at the Academy of Officers.
* Equipment for vehicles can be used by your walking machines produced at the tank factory. Note that, currently, there is no equipment for tanks.
* Lycanthropes and berserks have their own separate equipment.
* Faction troops also have their own separate equipment, which can be purchased at the faction shop.

Heroes also have their own equipment, but it operates differently -- hero equipment is permanent and doesn't need to be repaired; however, it can only be purchased and upgraded with gold.

Equipment comes in five different qualities: common (white), rare (green), special (blue), elite (purple), and legendary (orange). The higher levels are of course better, but more expensive to maintain.

Some equipment can even grant your units abilities beyond the normal health/damage/accuracy/armor/evasion. In particular, some equipment can give your units armor pierce  or evasion ignore , which negate a certain amount of the enemy's armor or evasion, respectively.

## Equipment basics

Equipment is temporary, and can only be used a certain number of times before it is used up. This is not very well explained in the game, so here's a quick summary:

* All equipment has a "strength" value. This represents the total number of uses it has.
* Every time you deploy a unit with equipment equipped, the strength value decreases by 1.
* Once the strength value reaches 0, then the equipment no longer has any effect. It still remains equipped, though, so it can be repaired.
* If you unequip equipment that is not at full strength, then **it is permanently lost**.
* If you unequip equipment that is at full strength, then it returns to your inventory normally and can be used again.

You can see the strength remaining by mousing over the equipment, as shown in the example. Be aware that this is confusingly worded; what this text actually means is that the equipment has 0 out of 30 uses remaining. This is also indicated graphically on the equipment icon, which gradually fills up with a red bar as more of its strength is used (as shown in the picture).

You can repair equipment to gain more uses. For most regular equipment, the simplest way is to pay gold, but you can also repair it with repair kits. Repair kits have both a level, which determines the level of equipment they can repair, and a size, which determines how many strength points are restored. For faction-aligned equipment, the only way to repair it is to pay faction spheres at a cost of 1 sphere per use.

If you pay gold, the cost is 1 gold per strength point for common equipment, 2 for rare, 3 for special, 4 for elite, and 25 for legendary.

Repair kits can be obtained as follows:

* BRK Mk.I can be obtained from the "Dominion staging post" expedition.
* SRKs can be obtained through the "open chests" clan task, with the rarity increasing with the difficulty of the task.
* MRKs and BRKs can be obtained from the Grotto, with the rarity corresponding to the rarity of the chest obtained.
* Repair kits are often given out as a reward in various events.

## Regular equipment list

Some equipment can be manufactured at the weapon workshop; see that page for the full list of costs. Other equipment can be obtained through various rewards or special events. The below (incomplete) table lists the powers of various equipment.

Note that faction equipment often comes in two varieties: one version that can be purchased in the faction shop, which can only be used by the faction troops, and one version that is offered as a reward from faction convoys or faction PvP, which can be used by your regular troops. This is why they are sometimes listed twice in the tables below. The two versions usually have different stats, so don't confuse them! Faction equipment that can be worn by regular troops is marked in *italics* in the table below with the associated faction in parenthesis. Unlike regular equipment, this equipment can only be repaired using the associated faction spheres.

## Faction equipment list

The table below has equipment that can only be equipped by faction troops. This equipment can be purchased in the faction shop and is sometimes available as an event reward. Each piece of equipment can only be equipped to one type of unit, which is noted in parentheses. Faction equipment costs faction spheres to repair.

## Equipment modification

Using the "Forge" feature of the weapon workshop, equipment can also be modified, granting it increased abilities. This requires two steps. First, you must install a modifier module onto your equipment. These come in various rarities (Ordinary, Rare, Special, Elite, Legendary), and each one that you install onto your equipment gives it new slot into which modifications can be installed. A maximum of two modules can be installed on any given piece of equipment.

Installing a modification module costs a number of unstable ionite cores and has a certain base success chance, depending on the rarity of both the equipment and the module.

The success chance of the installation is as follows:

* If the equipment and the modification module have the same rarity level, then the chance of success is 70%.
* If the modification module has a higher level than the equipment, then the chance is increased by 5% for each level it is higher. However, the cost is also increased, by 20% for 1 level difference, 30% for 2 levels, 35% for 3 levels, and 40% for 4 levels.
* If the modification module has a lower level than the equipment, then the chance is decreased by 10% for each level it is lower. The cost is unaffected.
* You can use a stabilizer to increase the chance by 20%, 40%, or 60% for a Mk.I, Mk.II, or Mk.III stabilizer, respectively.

The rarity level of the module only affects the success chance -- once it is installed, it behaves the same regardless of level. If the attempt fails, the modification module and ionite cores are lost and the durability of the equipment is decreased by 10%.

The below table summarizes the cost and the base success chance for each combination:

Once you have installed a modification module on equipment, you can install a modification in that slot. This requires a number of spare parts. The success rate is determined similarly, with a base of 70%, increasing if the modification is of higher rarity than the equipment, and decreasing (but with increased costs, as above) if the modification is of lower rarity. (here is a Demo: https://youtu.be/G0ObmE1tUQ0)

The number of spare parts required is:

The modifications currently available are as follows:

You can put whatever mods you like on equipment (as long as it's for that type) and there's no limit on tier type.

The gist is this:

1) All stats from mods stack with each other and works.

2) Same skills from mods on same equipment don't stack with each other - only one will work.

3) Same skills from mods on same unit but different equipment will stack and work (legendary fabric).

4) Different skills from mods on same equipment works.

Also if equipment is full with 2 mods, when you try to forge next one you will get option to replace one of them (selectable wchi one).