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Head armor

Cap

A defensive head-slot base for attributes, resources, regeneration, mitigation, and evasion.
HeadAny weapon build10 compatible stats
Gear slotHead
BuildAny weapon build
Stat pool10
Affix cap8

Item type details

Generated name
Ok, Neat, Good, Cool, Rad, DopeAF + “Cap”. Example: “Good Cap”.
Equipment role
Head armor
Affix selection
Stats are drawn without duplicates from the 10-stat pool below, up to the rarity's count and the global 8-affix cap.
Weapon filtering
This is not a primary-weapon base, so its slot rules decide compatibility. Weapon-family stats in the table indicate which weapon they improve.

Stats found on Cap

Tier 1 and tier 10 are the live endpoint ranges; intermediate tiers interpolate between them using each stat's configured roll step.
Every stat affix compatible with Cap
AffixTier 1Tier 10Value formatFamily
Power1–214–20flatUniversal
Condition1–214–20flatUniversal
Quickness1–214–20flatUniversal
Essence1–214–20flatUniversal
Life5–12180–260flatUniversal
Life regen0.1–0.46–10per secondUniversal
Mana4–10120–180flatUniversal
Armor1–328–45flatUniversal
Evasion0.2–0.86–10%Universal
Magic resistance1–328–45flatUniversal

Values are read from the same gameplay catalogs used by Worlds Worth Looting.

Level, rarity, and price rules

Every item base uses the same generation and economy rules; only its gear slot and compatible stat pool differ.
Cap generation and pricing rules
RuleHow it works
Item levelLevel 0–99; unlocks one additional maximum affix tier every 10 levels.
Rarity6 possible rarities; higher ranks roll more affixes, and their chance rises with item level.
Affix tiersTier 1 through tier 10; lower unlocked tiers remain possible.
Affix priceQuality band 1–10 × 10g × affix tier.
Item priceSum of all affix prices. The base, item level, and rarity add no direct multiplier.

Why rarity still matters to value

Rarity does not multiply gold directly, but a higher-rarity Cap usually sells for more because it can carry more independently priced affixes.