Gear and rarity
Your loadout has a weapon, body armour, separate top, pants and shoes, three trinket sockets, a relic and storage. Wear any three charms, including duplicates. A held flashlight replaces the weapon in your hand; a second carried sword does not add another weapon bonus.
Make and equip
The Hoof Bench covers starter crafts, the Workshop weapons, armour, charms and clothing, the Chem Lab stronger consumables, the Kiln refined materials and armour fusing, and the Frost Forge the frozen sword. Recipes and icons are in Equipment and clothing.
Equip in the Wardrobe (Build, P). Its paper doll shows every slot you can fill, trinket sockets included, plus your companion's. Tap an item, or drag it onto its slot or off the doll; on touch, hold, then drag.
Crafting level and equipping level can differ. Bone armour needs L16 to wear; long swords and the lance need L10. Furniture and utilities are placed, not worn because their data happens to use a gear category.
Rarity
Eligible rolled gear has common, uncommon, rare and legendary tiers. Their ordinary multipliers are 1.0 / 1.15 / 1.35 / 1.6. Rare adds one secondary bonus and legendary two. Wits affects eligible quality rolls; not every Workshop recipe rolls quality.
Mythic gear is 2.0 with three secondary bonuses, obtained through applicable fusing ladders. This gear rule is not a claim that no mythic collectible can ever drop: the Gilded Sovereign and The Knacker's angry eyes have their own rules.
Improve a charm
There are two different actions:
- Polish within a tier: consume a matching charm and bone to improve the retained charm. Common/uncommon/rare/legendary/mythic allow 100/60/35/20/12 such improvements, costing 1/2/3/5/6 bone each. The per-step improvement depends on its tier and identity.
- Promote a tier: use a placed fusing station and five matching charms. Common→uncommon costs 2 bone and succeeds always; uncommon→rare costs 5 and succeeds always; rare→legendary costs 12 at 60%; legendary→mythic costs 30 at 33%. A failed promotion returns one input-tier item, so it still consumes four plus the catalyst.
The station and in-game preview show eligible items and the exact result. Do not confuse repeated polishing with a guaranteed rarity upgrade.
Weapons and armour fuse differently
The Glue Lance and three long swords use five-for-one promotion at the fusing station. The four rungs cost 20/40/80/150 sap with 100/100/60/33% success. Frozen swords use frozen sap instead. A failed attempt returns one of the input tier. Wraps, shivs and flashlights are excluded.
Bone armour instead uses a Kiln: two of a tier make one of the next, guaranteed, costing 8/12/16/20 horse shit. Public Kilns stop at rare; legendary and mythic require your own plot Kiln.
The three long swords
| Sword | Source / role |
|---|---|
| Glue Long Sword | Workshop: 30 crude glue + 2 bone; reliable craft route |
| Bloody Long Sword | Dark Wolf 0.024%, White Wolf 0.048%; highest damage of the three |
| Frozen Long Sword | Frost Forge: glue sword + 19 frozen sap, or eligible boss drops; trades damage for slowing hits |
Their actual damage ladders and instance quality determine the equipped result. Rolled gear belongs in exact listings at Black Market player shops, not the quantity Exchange. Eligible plain versions retain their item-specific trading rules.
Wear, storage and saved builds
Ordinary combat equipment has no durability/repair loop. Fishing separately consumes line and leaders and needs rod servicing. A pitched tent also has its own expiry and repair rules; “no combat durability” does not make every object permanent.
Keep valuable spare gear in storage before a dangerous trip. Your three named build slots save and restore loadouts; rename or delete them from the build menu. A saved build does not create a duplicate of its items.
For appearances rather than combat equipment, see Cosmetics. The updated pool includes legendary hats; relics have their own skill slot and level gate.