Gear & Forge
Crafted gear boosts your stats in every mode. Two gear slots, saved per stat slot, enhanced up to +5.
Materials
Materials drop from finishing game modes — higher-stakes modes drop more — and from hunting regions. Four are your starter stock:
| Starter material | Common sources |
|---|---|
| Copper Ore | Duels, training, raids, dungeons |
| Silver Ore | Contracts, missions, raids, dungeons |
| Linen Fiber | Missions, escort, contracts, dungeons |
| Cardboard Scrap | Loot drops, triad, escort, FFA |
Above those sit uncommon, rare and very rare tiers, plus 10 region signature materials that only drop from hunting one specific region, and two legendary weapon mats — Void-Tempered Core and Ascendant Ember — that no region drops at all.
The catalog
Twenty-seven pieces. Many carry a real combat passive, not just a stat line.
Clan Forge
Six pieces your clan must unlock the recipe for before any member can craft them.
Set bonuses
Wearing the right two pieces together upgrades their passives. Eleven pairs are defined.
| Set | The two pieces | What it changes |
|---|---|---|
| Siegebreak Protocol | Guardbreaker Gauntlets + Breach Core | Guardbreaker bonus increases from +12% to +15%, and Breach Mark lasts 5 hits instead of 4. |
| Predator Circuit | Hunter Stride Boots + Resonance Dagger | When execute triggers, add +5 flat damage. |
| Bastion Counterloop | War Harness + Retaliation Anchor | War Harness starting shield increases to 20, and Retaliation flat bonus increases to +8. |
| Phantom Oracle | Mist Cloak + Predictor Lens | Post-REST dodge bonus increases to +15%, and Predictor pattern bonus increases to +14%. |
| Last Line Protocol | Last Pulse Amulet + Field Resuscitator | Revives from Last Pulse and Field Resuscitator grant +8 shield to the revived unit. |
| Surgical Breach | Field Resuscitator + Breach Core | Allies revived by Field Resuscitator gain +6% damage on their first ATTACK. |
| Counter Hunt | Retaliation Anchor + Hunter Stride Boots | If counter-burst hits an execute-range target, add +3 flat damage. |
| Sentinel Tempo | War Harness + Predictor Lens | If you defended, your next ATTACK gains +5% damage (one attack). |
| Crimson Null Pact | Blood Pact Seal + Null Crown | Once per combat, when HP falls to 50% or lower, your next ATTACK gains 25% lifesteal. |
| Hemophage Rite | Blood Pact Reliquary + Resonance Dagger | Blood Pact lifesteal gains +2% (14% → 16%) and per-hit lifesteal cap gains +2. |
| Null Tribunal | Null Crown Apex + Breach Core | Null Crown Apex first-hit shred increases from 20 to 25 per enemy. |
Enhancement · +1 to +5
Equipped gear enhances from +1 to +5, making its bonus stronger each level, and it applies in every combat mode. Cost scales hard: the oil curve runs 20% → 35% → 60% → 100% → 150% of the item's base price per level, about 365% of the item's cost in total to reach +5.
The +4 and +5 wall is deliberate. Those two steps demand rare materials the earlier ones do not. Take your best piece to +3 before you even think about the last two.
Order of operations
stat slot → gear bonuses → enhancement → set bonus → combatEverything stacks and applies automatically. My Stats shows the number that actually enters the fight.
The Guardians Compendium. A Discord RPG built and run by Max. Every formula, item, region, quest and line of prose here was read out of the live bot. Reward amounts, drop rates, daily caps, prices and which panels are up are set by Max on the server the bot lives in.
Contact: questions, feedback, or proposals → contact@guardiansrpg.com.