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Items

CYGNAL’s itemization is a layered system: the base determines the slot and identity, quality determines the roll ceiling, and sets, relics, sockets, and Acclivity turn a serviceable drop into a build.

How item quality works

Common

Foundation

Plain equipment bases with the smallest stat pressure and the clearest salvage value.

Equip early, compare their implicit stat family, or salvage them into core materials when a stronger base replaces them.

Magic

One meaningful direction

A focused upgrade with a small number of explicit modifiers that can push a developing build toward damage, defense, Groove, Soul, or utility.

Keep a good slot or class roll while leveling; these are often the first items worth comparing instead of automatically salvaging.

Rare

Build workhorse

The dependable multi-mod tier for assembling a coherent loadout, with room for sockets and later Acclivity investment.

Use Rares as your normal crafting and remix targets. A legal build often starts with a Rare base before its chase pieces arrive.

Legendary

Named power

High-impact equipment with stronger identity and more demanding replacement decisions than ordinary drops.

Build around the effect and slot rather than treating the color as an automatic upgrade. A Legendary can be the anchor of a set or relic plan.

Epic

Chase quality

Premium equipment with high-roll potential, especially through raffle-exclusive affixes and stronger endgame stat bands.

Compare the complete item against your set count, sockets, borrowed effects, and effective skill ranks before replacing a proven piece.

Set

Collection identity

Named equipment pieces that activate bonuses when worn together. Set power comes from the combination, not only the individual item line.

Plan around the required piece count and the slots it consumes. A partial set can be useful while a complete set may define the build.

Relic

Unique mechanic

Named items with one-off mechanics. Relic identity can also be borrowed onto eligible player gear through Acclivity.

Protect important relics until you understand their mechanic. Salvaging unwanted relics yields a Vial of Adoration for premium Workbench paths.

Weapon & Offhand Family Intrinsics

An instrument or offhand family changes how its class plays. These built-in effects scale from intrinsic Tier 1 to Tier 6, separately from base-item tiers such as Garage, Studio, and Tour. Values below exclude affixes, relic effects, and other equipment bonuses.

Instruments roll within quality-based ranges: Common T1–T2, Magic T2–T3, Rare T3–T4, Legendary and Set T4–T5, Pro T5–T6, and Epic T6. Current offhands and older instruments without a stored tier use Common T1, Magic T2, Rare T3, Legendary and Set T4, Pro T5, or Epic T6. Sustain recovery is shown in percentage points (pp).

Drummer weapons

Fires a fan of projectiles that tightens at longer aim distances. Counts are total projectiles per attack, before additional-projectile modifiers.

Drumsticks intrinsic bonuses, Tier 1 through Tier 6
PropertyT1T2T3T4T5T6
Total projectiles234556
Attack speed+15%+15%+15%+15%+15%+15%

Larger, harder-hitting Slams trade increased Groove cost and slower attacks for area damage.

Snare Drum intrinsic bonuses, Tier 1 through Tier 6
PropertyT1T2T3T4T5T6
Slam radius+20%+40%+60%+80%+100%+120%
Slam damage+20%+40%+60%+80%+100%+120%
Slam Groove costTradeoff+20%+40%+60%+80%+100%+120%
Attack speedTradeoff-10%-10%-10%-10%-10%-10%

Melee hits splash nearby enemies around the impact, excluding the primary target. Splash damage is a fraction of the primary hit; attack speed is unchanged.

Hand Drums intrinsic bonuses, Tier 1 through Tier 6
PropertyT1T2T3T4T5T6
Splash radius+20%+40%+60%+80%+100%+120%
Primary-hit damage40%45%50%55%60%65%

Guitarist weapons

Electric Guitar

Guitarist weapon base

Extends and widens Sustain Beam while raising its minimum Sustain output. The output floor is an absolute minimum, not bonus damage.

Electric Guitar intrinsic bonuses, Tier 1 through Tier 6
PropertyT1T2T3T4T5T6
Sustain Beam range+5%+10%+15%+20%+25%+30%
Minimum Sustain output47.5%50%52.5%55%57.5%60%
Sustain Beam width+2.5%+5%+7.5%+10%+12.5%+15%

Acoustic Guitar

Guitarist weapon base

Power Chord reaches farther, covers a wider cone, and deals more damage.

Acoustic Guitar intrinsic bonuses, Tier 1 through Tier 6
PropertyT1T2T3T4T5T6
Power Chord range+4%+8%+12%+16%+20%+24%
Power Chord cone+2°+4°+6°+8°+10°+12°
Power Chord damage+3%+6%+9%+12%+15%+18%

Experimental Guitar

Guitarist weapon base

Damaging Pick Rake hits cleave surrounding enemies and restore Sustain output. Cleave damage is a fraction of the primary hit; recovery adds percentage points, capped at full Sustain.

Experimental Guitar intrinsic bonuses, Tier 1 through Tier 6
PropertyT1T2T3T4T5T6
Pick Rake cleave radius (units)90100110120130140
Primary-hit cleave damage30%35%40%45%50%55%
Sustain restored+5 pp+6 pp+7 pp+8 pp+9 pp+10 pp

Guitarist offhands

Slows Sustain degradation and strengthens Feedback Split damage and target acquisition range.

Effects Pedal intrinsic bonuses, Tier 1 through Tier 6
PropertyT1T2T3T4T5T6
Sustain degradation-6%-12%-18%-24%-30%-36%
Feedback Split damage+4%+8%+12%+16%+20%+24%
Split acquisition range+5%+10%+15%+20%+25%+30%

Reduces Power Chord's Groove cost. Power Chord casts and damaging Pick Rake hits restore Sustain output by the listed percentage points, capped at full Sustain.

Capo intrinsic bonuses, Tier 1 through Tier 6
PropertyT1T2T3T4T5T6
Power Chord Groove cost-4%-8%-12%-16%-20%-24%
Sustain restored+1.5 pp+3 pp+4.5 pp+6 pp+7.5 pp+9 pp

Other class weapon and offhand families do not currently have active tiered family bonuses.

CD Songs and Aura Abilities

CDs are active soundtrack modifiers. Equip a CD, queue its soundtrack from the gameplay CD/Song control, and activate it when the performance is ready. The song starts immediately when the CD activates; there is no playlist rotation during one performance. Every CD aura lasts 60 seconds by default, drains 5% of maximum Groove per second while active, and requires at least 20% of maximum Groove to start. When the aura ends, the CD enters its cooldown and its temporary effects are cleaned up.

Queueing a soundtrack means selecting/equipping the CD before activating the song. The equipped CD supplies the music path, aura color, duration, cooldown, Groove drain, and one modifier below.

OverDrive Mode

Hot red/magenta aura. · 60 seconds · 5% Max Groove/sec

Push the performance into unstable overdrive. Gain +20% effective attack speed, +15% non-ultimate skill cooldown recovery, and +25% direct-hit damage while the aura drains Groove.

Loop Station

Cyan/neon-blue aura. · 60 seconds · 5% Max Groove/sec

Records recent offensive actions and automatically replays the last few attacks as weaker ghost actions at timed intervals. Echoes have reduced effectiveness and do not recursively create more echoes.

Stage Takeover

Green/lime aura. · 60 seconds · 5% Max Groove/sec

Converts nearby eligible enemies into temporary allied performers. The charmed fans chase and attack enemies while the song lasts, then their temporary performance state is cleaned up when the aura ends.

Center Stage

Purple/violet aura. · 60 seconds · 5% Max Groove/sec

Projects a moving stage zone around the player. Enemies inside move slower, deal less damage, and become more vulnerable to conversion while they remain in the zone.

The depth is in the layers

  • An item base determines slot, class or archetype identity, tier, and implicit stat families; rolls determine how good that base becomes.
  • The best item is not always the highest rarity. Replacing a set piece or borrowed relic mechanic can remove more build value than its color suggests.
  • Sockets are a second layer of progression. Song Stones add +1 to +5 Metal, Fusion, or Punk Skills and compete for the item's available socket footprint.
  • Acclivity is consumable and irreversible in important ways: one Remix consumes one Acclivity Shard, and a successful craft is marked as consumed on that item.
  • Raffle items can carry exclusive affix bands and signature rolls. Premium pulls are a chase route, not a guaranteed route to a specific named set or relic.

Instrument

Head

Body

Legs

Gloves

Boots

Belt

Offhand

Accessory

Necklace

CD