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Weapons and Gear
July 5, 2026 at 04:15 AM
Removed duplicate in-body wikilinks
Weapons and gear are the equipment side of VOID DIVER: Escape from the Abyss. They are the tools a Diver carries into The Abyss and the raw material that powers Character Building. Gear is closely tied to the loot loop: most of it comes out of the dungeon, and what a player recovers on one run shapes how strong they can be on the next.
Gear customization is central to how builds come together. Players can construct a character using countless weapons, accessories, and relics obtained from the dungeons. Because these items are pulled from the dungeon during Diving and Extraction, the equipment a player ends up with is a direct product of how their runs go. Better runs feed better gear, which feeds better builds.
The categories of equipment include the following.
Weapons: The offensive core of a loadout, shaping how a Diver fights in Combat.
Accessories: Supporting equipment that rounds out a build.
Relics: Recovered items that double as both build pieces and valuables. See Artifacts and Relics for how relics also fuel the relic trade.
A later demo update changed crafting so that an item is produced up to the amount the available materials allow, and anything that exceeds the run's inventory capacity is sent to storage instead of being lost. Weapon and accessory materials can be crafted using only materials of a lower grade, and disassembling those materials returns the components needed to craft them.
Beyond what is found directly, the game includes equipment crafting systems. Crafting gives players a way to produce or refine gear rather than relying solely on dungeon drops, adding another route to assembling a loadout.
Gear, materials, and blueprints come out of containers scattered through The Abyss. A later demo update simplified the reward structure so each container leans toward a clear category of loot, making it easier to head for the right chest. As part of that change the Sealed Weapon Case and Sealed Accessory Case stopped requiring keys and were renamed to the Weapon Case and Accessory Case. The main items per container in the current demo build are below.
Chest | Main Items |
|---|---|
Tool Box | Weapon materials, accessory materials |
Medical Box | Potions, potion materials |
Briefcase | Weapon blueprints, accessory blueprints, secret keys |
Safe | Valuables, artifacts, Otherworld Coins |
Weapon Case | Weapon blueprints, finished weapons |
Accessory Case | Accessory blueprints, finished accessories |
Ritual Box | Weapon materials, Elite-or-higher accessory materials |
Cabinet | Junk, materials, trait materials, throwables, valuables |
Electrical Equipment Case | Weapon materials, accessory materials |
Vending Machine | Recovery drinks, sedative ampoules, food |
Suspicious Crevice | Trait materials |
Cursed Ward Case | Finished weapons, finished accessories |
Junk Box | Junk, materials, trait materials, throwables, valuables |
Crafting draws on tiered lines of basic materials. The lines reorganized across demo updates include Mana Dust, Refined Mana Dust, and Concentrated Mana Dust; Elemental Fragment, Elemental Shard, and Elemental Crystal; Standard Polymer and High-Density Polymer; Standard Alloy and Reinforced Alloy; and Data Chip and System Module. These basic materials come mainly from the Tool Box, Cabinet, and Junk Box, and appear at a slightly higher rate from the Tool Box. A balance pass let crafting produce several results at once and made recipes draw on basic materials more evenly, and disassembling gear returns those basic materials more evenly as well.
Consumables that restore health or clear status round out a loadout. The Large Recovery Drink and Large Sedative Ampoule can be bought from the shop through a trait, after a brief period when they were removed and then restored at a somewhat higher price. Several recovery cartridges, including the Recovery Cartridge, Sedative Cartridge, Antidote Cartridge, Hemostatic Cartridge, and Antibiotic Cartridge, are crafted from base materials rather than upgraded from lower items.
Gear cannot simply be hoarded without thought. Inventory capacity is limited during a run, which adds resource-management pressure to every expedition. A player has to weigh what is worth carrying and what to leave behind, since there is only so much space for the weapons, gear, and valuables recovered along the way. That constraint sits at the heart of the risk-and-reward tension of a dive.
Character Building
Artifacts and Relics
Combat
Diving and Extraction
Divers build their power from gear and relics pulled out of the Abyss. Loadouts mix weapons, accessories, and relics, and items carry rarity grades that reach up to Rare and Legendary. Crafting blueprints turn recovered materials into equipment, and a gear repair system keeps worn equipment in service. In the demo build, repairs are handled at an in-game vendor named Ouldry, and players can choose whether a repair also lowers the item's maximum durability, a setting that can be toggled like the difficulty option. When that reduction is left on, the amount of maximum durability lost is proportional to the durability remaining when the item is repaired, so repairing while more durability is left costs less over time. Because inventory space is limited, choosing what to keep is part of every run.