# Gear and Rarity

What you wear is half of what you are. Four **slots**: a **weapon**, something on your **body**, a **trinket**, and **storage**.

## What there is to make

- The **hoof bench** covers the early game: a patch kit to heal, crude glue, a stamina tonic, hoof wraps for your hits, barding for your hide.
- The **workshop** makes the real gear: the **saddlebag** that grows your trough, charms for speed, toughness or stamina, the **glue lance** for those who reach level 10, and the [saddle](/gluebook/gluniverse-build-a-stable).
- The **chem lab** brews the strong consumables: draughts that heal serious wounds, elixirs that refill your legs.

## Rarity is rolled

Every piece that comes off the **workshop** rolls its quality on the spot: **common**, **uncommon**, **rare** or **legendary**. A better roll means stronger numbers, and the top rolls carry **extra bonuses** on the side. Your **Wits** tilt the roll. Two souls can craft the same recipe and walk away with different things, which is exactly why the good rolls trade high.

## The shop sells the basics

No bench? **Sticky Pomus** in town sells starter kit for gloo: a shiv, a scrap plate, oat snacks and field rations. The pub pours **beer** for 3 gloo, and what the beer does to you is your own business. It wears off.

## Looks that drop

Some of the rarest things in the world change nothing but how you look, almost. Five **manes** drop out in the wild, from creatures and chests, as tradeable relics: equip one and it is yours for good. More looks unlock as you [level](/gluebook/gluniverse-levels), and crafting your first saddle unlocks every saddle color. Wardrobe pieces can carry a **small perk**, a touch of speed or stamina, so dressing well is not entirely vanity.

Next: [The Item Catalog](/gluebook/the-item-catalog).
