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Gear

The forge

The forge sorts the gear your expeditions bring home. Open "Stash" from the Mercs screen and the forge comes first.

Gear falls into three groups. "To equip" is gear that improves your deployed party, and tapping it puts it on that mercenary. "To keep" holds the share for members outside the party and anything you locked, and "To sell" is gear that helps nobody or that someone already has a better piece for.

"Sell all" sells the whole group for gold, and right after a sale "Undo" brings it back. Lock any piece you want to protect.

Tidying on return and the vault

Tidying on return. "Rules" sets what is sold automatically when an expedition returns. Unused gear, duplicate relics and gear for members who do not deploy each have their own switch. Locked gear, worn gear and forged relics are never caught by a rule, and you can undo the sale on the results screen.

The vault. Relics gather here by option. Tap a cell to forge, re-engrave or choose who wears it. For each option the vault keeps the best relic plus worn and locked ones, and sells the spares.

Engrave a chosen option. From floor 101 you can turn a spare relic into the option you want. Each use costs 400 abyss shards times the forging limit, and the forging level carries over. See Re-engraving

Healing kits from embers. You can trade 2 soul embers for one healing kit, until you hold 2 kits.