Skip to content
Worlds Worth Looting / Wiki
Browse wiki pages

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.
Every stat affix compatible with Cap
AffixCategoryTier 1Tier 10Value formatFamily
ConditionCore Attribute1–214–20flatUniversal
EssenceCore Attribute1–214–20flatUniversal
LifeResource Capacity5–12180–260flatUniversal
ManaResource Capacity4–10120–180flatUniversal
Maximum manaResource Expansion110%Universal
Armor RatingDefense1–310–18flatUniversal
Evasion RatingDefense1–28–14flatUniversal
Magic Resistance RatingDefense1–310–18flatUniversal
Evasion RatingDefense Reinforcement110%Universal
Magic Resistance RatingDefense Reinforcement110%Universal
Burst Heart effective levelHeart Technique110flatUniversal
Sustained Heart effective levelHeart Technique110flatUniversal
Projectile Heart effective levelHeart Technique110flatUniversal
Area Heart effective levelHeart Technique110flatUniversal
Deployable Heart effective levelHeart Technique110flatUniversal
Explosion Heart effective levelHeart Technique110flatUniversal
Melee Heart effective levelHeart Technique110flatUniversal
Movement Heart effective levelHeart Technique110flatUniversal
Displacement Heart effective levelHeart Technique110flatUniversal
Burst Heart damageHeart Discipline110%Universal
Sustained Heart damageHeart Discipline110%Universal
Projectile Heart damageHeart Discipline110%Universal
Area Heart damageHeart Discipline110%Universal
Deployable Heart damageHeart Discipline110%Universal
Explosion Heart damageHeart Discipline110%Universal
Melee Heart damageHeart Discipline110%Universal
Movement Heart damageHeart Discipline110%Universal
Displacement Heart damageHeart Discipline110%Universal
Deployable Heart durationHeart Dynamics110%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.
Cap generation and pricing rules
RuleHow it works
Item levelLevel 0–99; tiers 1–3 are available at level 0, and the maximum scales through tier 10 at level 70.
Rarity6 possible rarities; higher ranks roll more affixes, and their chance rises with item level.
Affix tiersTier 1 through tier 10; lower unlocked tiers remain possible.
Affix priceQuality band 1–10 × 10g × affix tier.
Item priceSum 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.