Gear

Gear is the core custom system of Ancient Ember. Each Pokémon in your party can equip two pieces of gear — one Accessory and one Armor — providing passive stat bonuses and battle effects.


Slots

Slot ID Examples
Accessory 0 Amulet, Ring, Bracelet, Charm
Armor 1 Helmet, Cape, Chestplate, Shell

Each Pokémon has both slots. Equipping gear uses a bag index reference — the gear itself stays in your Gear Bag (50 slots total).


Rarities

Rarity Color Wild Weight Trainer Weight
Common White 55% 20%
Uncommon Green 30% 35%
Rare Blue 12% 30%
Epic Purple 3% 15%
Legendary Red — drop only — drop only

Trainer battles yield significantly higher rarity rolls. The weights are applied after the drop check passes.


Base Types & Set Bonuses

Each gear piece has a base type that determines its visual name and set membership. Equipping both the Accessory and Armor from the same set on one Pokémon grants a +20% damage bonus to that Pokémon’s matching-type moves.

Set Type Accessory Armor
Inferno Fire Fire Amulet Flame Armor
Abyss Water Water Ring Tidal Cape
Storm Electric Thunder Charm Stormcloak
Mind Psychic Psyche Bracelet Psych Helm

Prefixes (Offensive / Mixed)

Gear can roll up to two prefixes (slots p1, p2). Value 0 = no prefix.

ID Name Effect
1 Sharp +1 crit stage
2 Swift +10% Speed
3 Fierce +12% Attack
4 Wise +12% Sp. Atk
5 Deadly +1 crit + small Attack
6 Iron +12% Defense
7 Mystic +12% Sp. Def
8 Lucky +bonus XP %
9 Vital +10% max HP
10 Savage +12% Atk + 10% Speed
11 Stalwart +12% Def + 12% Sp. Def
12 Arcane +12% Sp. Atk + 1 crit
13 Blessed +10% HP + XP bonus
14 Venomous +12% Attack

Suffixes (Defensive / Utility)

Gear can roll up to two suffixes (slots s1, s2). Value 0 = no suffix.

ID Name Effect
1 of Endurance +10% HP
2 of the Fortress +12% Defense
3 of the Veil +12% Sp. Def
4 of Haste +10% Speed (small)
5 of Focus +Accuracy
6 of Power +12% Attack (small)
7 of the Sage +12% Sp. Atk (small)
8 of the Storm +Sp. Atk & Speed (small)
9 of Shadows +Evasion (battle effect)
10 of Thorns +Defense (contact recoil)
11 of the Flame +Sp. Atk (small, fire-themed)
12 of the Deep +HP (large)
13 of the Mind +Sp. Def (large)
14 of Ruin +Attack (large)

Quality

Every gear piece has a quality value from 0–15, applied as a percentage scalar to all stat bonuses:

stat_bonus = base_bonus × (85 + quality × 3) / 100
Quality Multiplier
0 85%
5 100%
10 115%
15 130%

Starter gear has quality 5. Rolls from drops are random. Legendary gear always has quality 15.


Stat Bonus Magnitudes

Base percentages before quality scaling:

Stat Bonus
Attack 12% of base
Sp. Atk 12% of base
Defense 12% of base
Sp. Def 12% of base
Speed 10% of base
HP 10% of base
Crit Stage +1 flat

Gear Score

Each Pokémon gets a Gear Score (0–100) shown on its summary screen with a letter grade (S/A/B/C/D):

  • Rarity contributes up to 40 points
  • Quality contributes up to 30 points
  • Affix count contributes up to 20 points
  • Legendary bonus adds 10 points

The party’s average Gear Score appears in the EMBER stats panel.


Gear Bag

  • Capacity: 50 slots
  • When the bag is full, new drops are auto-scrapped into Shards
  • Use SELECT in the Gear Bag to mass-scrap all Common-rarity gear
  • The Loot Filter (R in EMBER menu) can auto-scrap below a minimum rarity

Drop Rates

Source Base Chance
Wild battle ~15% (38/256)
Trainer battle ~40% (102/256)

See Drop Modifiers for all stacking multipliers.


After-Battle Feedback

After every battle win, a compact Battle Result Bar appears at the top of the screen and fades away automatically (press A to dismiss early). It surfaces gear-relevant information at a glance:

  • Mercy counter — if you’ve gone many battles without a drop, the bar shows how close you are to a guaranteed drop
  • Well Rested counter — if the buff is active, the bar shows how many boosted-drop battles remain
  • Streak count — your current win streak and any bonus shards earned
  • Milestone fanfare — on a milestone, the bar transforms into a special announcement instead of the normal summary

You never need to open a menu to see where you stand on drops.


Amber Archive

The Amber Archive is a passive record of your best gear finds. Every time you pick up a new piece of gear, the game silently checks whether it’s the highest-quality version of that base type you’ve ever found. If so, it’s logged.

After 10 or more battles without setting a new record, the EMBER menu quietly shows “Archive: N records” — a count of how many base types you’ve found your personal best for.

There are 8 base gear types (Accessory and Armor across the 4 elemental sets). A complete Archive of 8 means you’ve found a peak-quality piece of every type. There’s no reward for completion — just the satisfaction of knowing.


Echo of the Fallen

When all your Pokémon faint (whiteout), the game records the gear loadout of your strongest Pokémon at that moment. Up to 3 of these “Echo” records are stored.

In future wild encounters, there’s a 5% chance a ghostly encounter replaces the normal wild Pokémon. You’ll see the message:

“A familiar presence stirs…”

The Echo fights using the remembered gear, and defeating it always drops Rare or better gear. Echos are harder than normal wild encounters — they carry the power of that fallen moment — but the reward reflects it.

Echos accumulate over whiteouts. If all 3 slots are full, the oldest record is replaced.