> For the complete documentation index, see [llms.txt](https://docs.animarising.gg/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.animarising.gg/docs/anima-rising/combat/gearing-upgrading-and-load-outs.md).

# Gearing: Upgrading & Load-Outs

## Gearing

*Gear* includes all wearable *items*, such as a*rmor*, w*eapons*, and c*osmetics*.&#x20;

*Cosmetics* consist of all n*on-armor, i.e., non-performance-modifying* g*ear, and* are used exclusively to change the player's character's appearance.&#x20;

The three primary types of a*rmor* align with the three c*ombat* types.&#x20;

* *Mail* a*rmor* is primarily used for m*elee* and d*efense*,&#x20;
* *Leather* a*rmor* for r*anged* and&#x20;
* *Cloth* armor for a*rcane*.

## Upgrading

*Gear* can be *upgraded* in several ways, including *material* *upgrades*, *reinforcements*, *trimming*, *imbuing*, and *socketing*.&#x20;

Some examples of *material* *upgrades* include *bronze mail armor* to *iron mail* or *upgrading* a *redwood wand* to a *berlite wand*. Note that standard *arcane weapons* can be *upgraded* via g*em powder infusion* and are not *socketed*. &#x20;

An example of *reinforcing* *armor* is stitching *celesite lamellar plates* into *leather shell armor*.

### **Socketing & Imbuement**&#x20;

*Socketing* is primarily a late-game activity that fuses *prismatic jewels* into the five main *armor* pieces across the three *primary* *armor* types. Only *armor* can be *socketed*.

*Imbuing* is an *alchemic* *sub-skill* used on *weapons*. It requires *prima* *materia*, which comes from its counter-sub-skill, *dissolution*. *Dissolution* lets players break *gear* down into its *prima* *materia*, which is then used in *weapon* *imbuement*.

<figure><img src="/files/2ZGYjnSDhsnrCF4XqCm7" alt=""><figcaption></figcaption></figure>

## **Load-Outs**

*Combat load-outs* and *memory* *slots* facilitate seamless switching between equipment.

Initially, each player is granted two *load-out slots*. As they progress through the game, they can unlock three additional slots. *Load-out* swaps contain all 22 *gear* slots.

*Memory slots*, on the other hand, are saved combat combinations. This includes *primary* skill selection, *attack* (i.e., *styles* or *spells*), *secondaries* (i.e., *callings* and *invocations*), and *consumables*.&#x20;

Players can store any *combination* in a *memory slot*, allowing them to quickly activate it instead of manually re-selecting their entire combat *load-out*.

At the beginning of the game, players have access to one *memory slot*. As they advance, they can unlock two additional *memory slots* for a total of three.&#x20;


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