Your hero wears one Weapon, one Armour and one Trinket. Each piece can change three numbers:

  • Max HP: how much health you have.
  • Attack: how hard your abilities hit.
  • Power: added to the damage, or the healing, of every ability.

Some pieces raise one number and lower another, so the best piece depends on how you like to play. Some also have a perk, something they do beyond the numbers. And some belong to a set: wear two pieces of the same set and together they do something neither does alone, which can make a humbler piece the right one.

Changing what you wear

Open Gear. The Gear tab shows what is in each slot. Tap a slot to open your Loadout, which lists every piece you carry for that slot. Tap one to see, side by side, how your Max HP, Attack and Power would change, what it costs in attunement, and any perk or set. Then tap Equip, or Take it off on the piece you are wearing.

Some gear is made for one class. If your hero can't use a piece, the game says so when you pick it up, and it never appears in their lists.

Finding gear

Some enemies carry a piece: beat them and it is yours, and the report after the battle says Taken: with its name and Check your gear. Other pieces are found as you explore. There is nowhere to buy gear.

A piece you find puts itself on if that slot is empty and you have the attunement for it. Otherwise it goes in your satchel, and waits in that slot's list on the Loadout page. The Satchel tab itself holds keepsakes rather than gear.

A small green dot on the Gear button means you are carrying something you could wear with the attunement you have spare.

When more stops helping

Each class has a ceiling for Max HP and for Attack. Once you reach it, more of that stat does nothing, and the comparison tells you a piece changes no stat you can feel.

Putting on a piece that raises Max HP keeps your share of health: at full health you stay at full. Taking a piece off and putting it back on never heals you.