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Weapons and Gear
June 22, 2026 at 07:42 AM
Clarified proportional max-durability loss on repair, normalized repair vendor to Ouldry, and noted crafting overflow to storage
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 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.