⚔ STARBORNE WIKI

EQUIPMENT BIBLE — full ladder

STATUS: filled — 5 tiers × (Weapon/Tool/Light/Armor/Trinket) + material chains. DONE v1.
Design rule: few slots, clear upgrades, every piece feels like a reward. Power comes from **tools
(verbs), forged weapons, light gear, and trinkets** that change how you play. POWER
values follow BALANCE.md bands. Difficulty HARD: each tier is a step ahead but gated behind grind
(rarer mats / a harder dungeon). Canon mats: black-iron nails, heartwood, ash, salt, glass.
Slots: Weapon · Tool · Light · Armor · Trinket ×2.

TIER BANDS (from BALANCE.md)

TierAct/RegionsLvlweaponPWRArmorDef
T1 ScavengedR1–21–8+0…+40–3
T2 Forged IronR3–48–16+5…+104–8
T3 Smith-SteelR5–716–26+11…+189–14
T4 Veil-TouchedR8–1026–38+19…+3015–22
T5 Starborne (set)R11–12 + Obs.38–50+31…+4823–34

A. WEAPONS (Gideon melee / both)

B. TOOLS — permanent VERBS (mostly Veil Medals, see REGIONS.md)

Lantern · Pickaxe · Hoe (core) · **Counting Bell · Tide Whistle · Mirror Shard · Heartwood Hammer ·

Frostbrand Nail · True-Sight Lens · Reaping Sickle · Stormnail Spike · Veil Compass · Hush Censer ·

Concord Key (the 12 Medal items, one per dungeon). Tools never break; upgrades** (brighter lantern,

longer whistle, deeper pick) are the gold+material sink across the game.

C. LIGHT GEAR (light = survival & weapon)

D. ARMOR

E. TRINKETS (×2 — define builds)

F. MATERIALS (the grind chains)

ore → Iron Ingot (10 ore). 2 ingot + flux → Steel. Beast Hide (drops). Heartwood (forest dungeons).

Glass Pane (sand/observatory). Salt (mines/towns). Veil Shard (T4 dungeon-locked drops). **Counted-Nail

Relics (T5, finale-gated). Each tier needs a mat that only drops past the prior region's dungeon** — clear

content to advance (the Minecraft loop). Chase items = the boss-drop base + crafted top of each tier.

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