Equipment · Supply & Health
refreshes every 30s
62,105 ever forged · 39,829 removed from circulation
Durability & health · by rarity
Brokenness is concentrated in Common — 53% of Commons are broken vs 2% of Legendaries. Rarer gear lasts far longer.
Health = durability ÷ max (Common maxes at 2 — so it’s only ever broken, half, or full; Rare 6, Epic 14, Legendary 30). 9,676 of 22,276 items are broken.
Stats boosted
itemsItems boosting each combat stat. Every item has a primary (1°) + secondary boost.
Boost by rarity
1° / 2°Boost size is fixed by rarity. Rarer gear hits harder and lasts longer.
Shop by stat on Gear →
Rarity × slot
Live items by rarity and equip slot. Cell shade = that rarity’s hottest slots.
Most in circulation
survival106 of 100 designs in circulation. Survival = still in circulation ÷ ever forged.
Removed from circulation
Items leave circulation when they break beyond repair, or when they’re consumed (merged) to craft a higher rarity. The API reports these together — a broke-vs-merged split is a pending data add.
Most destroyed
Live from The Syndicate. Equipment are compressed NFTs (Bubblegum) under collection urMod…KQv; in-game destroyed/merged items keep their cNFT, so circulation & sink come from game state, not the chain.