Here’s all gears which you can find during gameplay in Stormgate’ Co-op mode.
Guide to All Gears
By Spinel
Blockade
Eager Volunteers: Resource cost of biological units is reduced by 30%.
Advanced Training: Biological units begin at tier 3 veterancy.
Heavy Construction: Structures have 100% bonus maximum Health.
Rapid Recruitment: Biological units are trained 30% faster.
Booming Economy: Luminite and Therium mining is increased by +2 per trip.
Maloc
Vile Concoction: All ranged units gain 30% increased vision radius and 1 bonus attack range.
Consuming Hordes: Your starting supply is increased by 50.
Unstable Infusion: All units gain 20% bonus maximum health and 50% increased health regeneration.
Glyphs of Summoning: All infernal production structures have 1 additional maximum charge.
Master of Shroud: Infernal units gain 100% maximum white health capacity.
Amara
Precision Targeting: All ranged units deal 10% bonus Basic Attack damage.
Operational Support: Increases the maximum energy of the top-bar by 50%.
Trained to Kill: Biological units deal 25% bonus Basic Attack damage.
Salvaged Equipment: Resource costs of mechanical units is reduced by 20% and begin at tier 2 veterancy.
Pit Crew: Begin the game with 3 additional B.O.B.s.
Warz
Battle-Hardened: All melee units deal 20% bonus attack damage.
Imp-ressive Harvesting: Luminite and Therium mining is increased by +2 per trip.
Raiding Force: When an enemy unit or structure is killed, gain 10% of its resources in plunder.
All Must Serve: Begin with 5 additional Imps.
Shroud Infustion: New units begin with full White Health.
Auralanna
Rapid Innovation: Your starting HQ starts at tier 2.
Therium Replication: Increase all therium mining by 50%.
Mana Capacitors: All energy-using unit bars are increased by 50%.
Field Extender: Increase all cascade fields by 4 grid.
Atmospheric Stabilizers: All flying units have their sight increased by 25%.
Adding some missing information from the Textual Version of Images.
Separated by Slot & Factions able to use Gear. Lists Who & What Level its unlock at.
Above is ordered by level unlocked Separated by Heroes. Listing effects
Slot 1 Any
- Eager Volunteers: Blockade 11
- Vile concoction: Malaroc 11
- Precision Targeting: Amara 11
- Battle-Hardened: Warz 11
- Rapid Innovation: Auralanna 11
Slot 2 Any
- Heavy construction: Blockade 13
- Unstable Infusion: Marloc 13
- Trained to Kill: Amara 13
- Raiding Force: Warz 13
- Mana Capacitors: Auralanna 13
Slot 1 Vanguard
- Advanced Training: Blockade 12
- Blooming Economy: Blockade 15
- Operational Support: Amara 12
- Pit Crew: Amara 15
Slot 2 Vanguard
- Rapid Recruitment: Blockade 14
- Salvaged Equipment: Amara 14
Slot 1 Infernal
- Consuming Hodes: Marloc 12
- Master of Shroud: Marloc 15
- Imp-ressive Harvesting: Warz 12
- Shroud Infustion: Warz 15
Slot 2 Infernal
- Glyphs of Summoning: Marloc 14
- All Must Serve: Warz 14
Slot 1 Celestial
- Therium Replication: Auralanna 12
- Atmospheric Stabilizers: Arualanna 15
Slot 2 Celestial
- Field Extender: Arualanna 14
Notables for the Any slot
- Rapid Innovation: Instant T2 (slot 1 from Auralanna 11)
- Eager Volunteers: -30% bio reource cost (slot 1 from Blockade 11)
- Battle Hardened +20% damage for melee (slot 1 from Warz 11) — worse than Trained to Kill, but why not both?
- Raiding Force: plunder 10% of whatever you kill (slot 2 from Warz 13)
- Trained to Kill: +25% damage for bio (slot 2 from Amara 13)
For Vanguard
- Advanced Training: bio units train with T3 veterancy (slot 1 from Blockade 12)
- Salvaged Equipment: Mech trains at T2 veterancy and costs reduced 20% (slot 2 from Amara 14)
- Pit Crew: Start with +4 bobs (slot 1 from Amara 15) — if the bio buffs don’t benefit you and you don’t care for the Aura gear.
For Infernal: None, I think the Anys are better. For Celestial: None, I think the Anys are better than Therium Replication (slot 1). The following any slot is almost Celestial-specific though:
- Mana Capacitors: +50% energy capacity for units (slot 2 Auralanna 13).
Update
Kastiel
Mass production: Mechanical units cost 30% less, Biological units cost 10% more.
Maximum control: After capturing a capture point, the starting units for all allies is spawned.
Range amplifier: Ranged attack gain +1 range. You gain an additional starting unit at the beginning of the game.
Graviton shields: Units take 30% less attack damage from attackers on higher terrain.
Resilient defenses: All units gain 25% bonus health but cost +1 supply.
Does mana capacitors affect hero units? If so that might be the most powerful gear of them all as it can be equipped by any faction using slot 2. Overall it looks like Maloc and Amara have the best overall gear from levels 11-15. Blockade and Auralanna are good for future heroes of their faction specific gear. Warz is kind of disappointing but his level 11 gear is good for his fiend spam.
Blockades VET3 Infantry is for sure the best gear for both Blockade and Amara in their left slot. +60% health +30% dmg + unit specific bonus is so much better then any other gear. And I’m not sure how a bit more energy beats +25% biological damage for vanguards and infernals. -30% cost of biological units for Infernals is also OP, because everything is biological. So for me at least for infernals and Vanguards, the gears are fixed and there is no choice.
Mana Capacitors have effect to hero.
Does mana capasitiors increese just energy or does it increese all bars like health and white health?
The name suggest Energy only.
holy hell this has actually saved me a lot of time thanks!
All units means the one of the 2 other commanders too? Does it stack?
No, i have confirmation from the developer.