Head armor
Cap
A defensive head-slot base for attributes, resources, regeneration, mitigation, and evasion.
HeadAny weapon build29 compatible stats
Gear slotHead
BuildAny weapon build
Stat pool29
Affix cap8
Item type details
- Generated name
- Ok, Neat, Good, Cool, Rad, DopeAF + “Cap”. Example: “Good Cap”.
- Equipment role
- Head armor
- Affix selection
- Stats are drawn without duplicates from the 29-stat pool below, up to the rarity's target and the global 8-affix cap. Only one affix from each named category can roll naturally.
- Weapon filtering
- This is not a primary-weapon base, so its slot rules decide compatibility. Weapon-family stats in the table indicate which weapon they improve.
Stats found on Cap
Tier 1 and tier 10 are the live endpoint ranges; intermediate tiers interpolate between them using each stat's configured roll step.
| Affix | Category | Tier 1 | Tier 10 | Value format | Family |
|---|---|---|---|---|---|
| Condition | Core Attribute | 1–2 | 14–20 | flat | Universal |
| Essence | Core Attribute | 1–2 | 14–20 | flat | Universal |
| Life | Resource Capacity | 5–12 | 180–260 | flat | Universal |
| Mana | Resource Capacity | 4–10 | 120–180 | flat | Universal |
| Maximum mana | Resource Expansion | 1 | 10 | % | Universal |
| Armor Rating | Defense | 1–3 | 10–18 | flat | Universal |
| Evasion Rating | Defense | 1–2 | 8–14 | flat | Universal |
| Magic Resistance Rating | Defense | 1–3 | 10–18 | flat | Universal |
| Evasion Rating | Defense Reinforcement | 1 | 10 | % | Universal |
| Magic Resistance Rating | Defense Reinforcement | 1 | 10 | % | Universal |
| Burst Heart effective level | Heart Technique | 1 | 10 | flat | Universal |
| Sustained Heart effective level | Heart Technique | 1 | 10 | flat | Universal |
| Projectile Heart effective level | Heart Technique | 1 | 10 | flat | Universal |
| Area Heart effective level | Heart Technique | 1 | 10 | flat | Universal |
| Deployable Heart effective level | Heart Technique | 1 | 10 | flat | Universal |
| Explosion Heart effective level | Heart Technique | 1 | 10 | flat | Universal |
| Melee Heart effective level | Heart Technique | 1 | 10 | flat | Universal |
| Movement Heart effective level | Heart Technique | 1 | 10 | flat | Universal |
| Displacement Heart effective level | Heart Technique | 1 | 10 | flat | Universal |
| Burst Heart damage | Heart Discipline | 1 | 10 | % | Universal |
| Sustained Heart damage | Heart Discipline | 1 | 10 | % | Universal |
| Projectile Heart damage | Heart Discipline | 1 | 10 | % | Universal |
| Area Heart damage | Heart Discipline | 1 | 10 | % | Universal |
| Deployable Heart damage | Heart Discipline | 1 | 10 | % | Universal |
| Explosion Heart damage | Heart Discipline | 1 | 10 | % | Universal |
| Melee Heart damage | Heart Discipline | 1 | 10 | % | Universal |
| Movement Heart damage | Heart Discipline | 1 | 10 | % | Universal |
| Displacement Heart damage | Heart Discipline | 1 | 10 | % | Universal |
| Deployable Heart duration | Heart Dynamics | 1 | 10 | % | Universal |
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Level, rarity, and price rules
Every item base uses the same generation and economy rules; only its gear slot and compatible stat pool differ.
| Rule | How it works |
|---|---|
| Item level | Level 0–99; tiers 1–3 are available at level 0, and the maximum scales through tier 10 at level 70. |
| Rarity | 6 possible rarities; higher ranks roll more affixes, and their chance rises with item level. |
| Affix tiers | Tier 1 through tier 10; lower unlocked tiers remain possible. |
| Affix price | Quality band 1–10 × 10g × affix tier. |
| Item price | Sum of all affix prices. The base, item level, and rarity add no direct multiplier. |
Why rarity still matters to value
Rarity does not multiply gold directly, but a higher-rarity Cap usually sells for more because it can carry more independently priced affixes.