Common
FoundationPlain 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.
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.
Sets
Piece bonuses and collection breakpoints.
Relics
Named mechanics and borrowed effects.
Materials
Every currency, component, and recipe cost.
Workbench
Forge, raffle, follower gear, and Acclivity.
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.
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.
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.
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.
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.
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.
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.
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).
Fires a fan of projectiles that tightens at longer aim distances. Counts are total projectiles per attack, before additional-projectile modifiers.
| Property | T1 | T2 | T3 | T4 | T5 | T6 |
|---|---|---|---|---|---|---|
| Total projectiles | 2 | 3 | 4 | 5 | 5 | 6 |
| Attack speed | +15% | +15% | +15% | +15% | +15% | +15% |
Larger, harder-hitting Slams trade increased Groove cost and slower attacks for area damage.
| Property | T1 | T2 | T3 | T4 | T5 | T6 |
|---|---|---|---|---|---|---|
| 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.
| Property | T1 | T2 | T3 | T4 | T5 | T6 |
|---|---|---|---|---|---|---|
| Splash radius | +20% | +40% | +60% | +80% | +100% | +120% |
| Primary-hit damage | 40% | 45% | 50% | 55% | 60% | 65% |
Extends and widens Sustain Beam while raising its minimum Sustain output. The output floor is an absolute minimum, not bonus damage.
| Property | T1 | T2 | T3 | T4 | T5 | T6 |
|---|---|---|---|---|---|---|
| Sustain Beam range | +5% | +10% | +15% | +20% | +25% | +30% |
| Minimum Sustain output | 47.5% | 50% | 52.5% | 55% | 57.5% | 60% |
| Sustain Beam width | +2.5% | +5% | +7.5% | +10% | +12.5% | +15% |
Power Chord reaches farther, covers a wider cone, and deals more damage.
| Property | T1 | T2 | T3 | T4 | T5 | T6 |
|---|---|---|---|---|---|---|
| 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% |
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.
| Property | T1 | T2 | T3 | T4 | T5 | T6 |
|---|---|---|---|---|---|---|
| Pick Rake cleave radius (units) | 90 | 100 | 110 | 120 | 130 | 140 |
| Primary-hit cleave damage | 30% | 35% | 40% | 45% | 50% | 55% |
| Sustain restored | +5 pp | +6 pp | +7 pp | +8 pp | +9 pp | +10 pp |
Slows Sustain degradation and strengthens Feedback Split damage and target acquisition range.
| Property | T1 | T2 | T3 | T4 | T5 | T6 |
|---|---|---|---|---|---|---|
| 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.
| Property | T1 | T2 | T3 | T4 | T5 | T6 |
|---|---|---|---|---|---|---|
| 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.
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.
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.
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.
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.
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.
Garage Drumsticks
Drummer · Garage
Studio Drumsticks
Drummer · Studio
Tour Drumsticks
Drummer · Tour
Practice Snare
Drummer · Garage
Marching Snare
Drummer · Studio
Bongo Pair
Drummer · Garage
Cheap Djembe
Drummer · Studio
Cheap Electric Guitar
Guitarist · Garage
Studio Electric Guitar
Guitarist · Studio
Tour Electric Guitar
Guitarist · Tour
Folk Acoustic Guitar
Guitarist · Garage
Studio Acoustic Guitar
Guitarist · Studio
Feedback Guitar
Guitarist · Studio
Noise Guitar
Guitarist · Tour