VOIN
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VOIN Equipment
By MasterZalm
A working guide to the various equipment found in VOIN, from weapons and runes, to necklaces and rings, every gear item and their mods.
   
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Introduction
Disclaimer

This guide is a work in progress, as I am still somehow discovering new equipment on occasion. Also, the game is in Early Access, so some of these may change as the game receives new updates.

As I am writing this guide from scratch, with no wikis existing for the game, at least none comprehensive enough to be of any real use, please inform me if I missed anything.

Any numerical value listed with an underline means the value changes with increased rarity.

About VOIN Gear

The gearing in the game is diverse, and plentiful, but also a little confusing. There are a total of 6(ish) slots with different gear to allocate for each slot, each serving a distinct purpose for your combat style. The gear in question also scales based on its rarity, so unless otherwise posted, all values listed appear as white rarity(also known as Fledgling). Gear can be acquired mostly from found chests, both standard and secret, and on occasion from enemy kills. Gear found during a mission, out in the field, or in dungeons are corrupted when dropped. They can be equipped automatically, but they are at risk of being lost if your character dies before returning to the Tower and cleansing them of corruption. Certain weapon can even be found out in the map at predetermined locations, though I am unsure if these are one of a kind, or simply excessively rare.

These are a few terms to look out for when going through the mods for the gear found in the game.

  • Otvrat- I am assuming these are the basic enemies, perhaps non boss trash mobs found commonly throughout the game.
  • Ichor- The standard currency/exp you acquire from chests and kills, used to upgrade weapons and character strength.
  • Knockback Charges- These are the yellow crystals you consume to, well, do knockbacks on heavy attacks.
  • Heart Charge- How many hits you can take till you die. They recover by hitting enemies, and a few other ways, but mostly hits.
  • Temporary Heart Charge- A heart charge that is technically fake, has a limit, and is a free health. It only has a few sources, but has a variety of uses.
  • Perfect Dash- Evading when an enemy is striking to Prefect Dash. Enemies glow yellow during the Perfect Dash window. Can even be done to ranged attacks.
  • Runic Strike- Your special attack, charged by hitting enemies, and a few other sources, triggers both the rune and anything the Runic Strike modifiers list.
  • Powers- These differ from the Runic Strike, and are unlocked and equipped in the "Powers" window.
  • Rune Infusion- A Power type ability that overcharges your weapon, and fills your Runic Charges. Requires hits on enemies to recharge.
  • Lightning Sting- A Power type ability that causes to to fly back, then strike an area with lightning. Has a cooldown.
  • Vortex- A Power type ability that causes your weapon to float in front of you, swinging in a circle, hitting multiple times, but leaves you unable to fight during. Has a cooldown.
  • Physical- Basic weapon damage, augmented in a myriad of ways.
  • Lightning- A general use secondary damage, tends to chain to nearby targets, but can be singular. Many sources, as its part of the playable characters nature. Also the damage dealt when you strike the ground.
  • Fire- Fire damage, with a few sources, usually temporary, can cause the status Ablaze.
  • Ablaze- Fire based status effect. Causes a halt to any regeneration, and prevents Heart Charge recovery.
  • Poison- Poison damage, some sources, can even offer constant sourced poison. Causes damage over time ticks, usually stacks, and causes Poisoned status.
  • Poisoned- Poison based status effect, causes damage over time to enemies, currently unsure what it does to players. It seems to make players lose an extra heart when damaged, but lose a stack of poison. Thanks to MythicStatus for the info.
  • Cold- Cold damage, somewhat rare damage type, can cause freezing status effect.
  • Freezing- Cold based status effect, causes enemy to be stuck in place, unable to move or attack, can still take damage.
  • Psychic- Psychic damage, rare damage type that can caused the Weakened status effect
  • Weakened- Currently unsure, but I assume it causes the enemy to take more damage, I have not tested this theory yet.
Artifacts
Artifacts are the top most slot in your half circle of gearing. They provide a passive effect, dealing with movement, defences, cooldowns, or loot.

  • Emerald Key- Increases resistance to Psychic damage by 10%. Critical power is increased by 50% for each stack of Weakened.
  • Golden Scarab- For every kill without taking damage, I gain 1 stack of Lucky (up to 30), which increases my luck by 4%.
  • Hand of Misfortune- A Primeval item is guaranteed to drop from the next basic chest This permanently reduces my luck by 2.2% and, with a 80% chance, destroys this item.
  • Necromantic Goblet- On hit, there is a 10% chance to peel off some Ichor if the target is an Otvrat.
  • Owl Statuette- While my weapon is sheathed, little wind swirls appear in front of me periodically. Going through them increases my movement speed by 50 for 8 seconds. Stacks.
  • Pocket Cloud- Holding Jump for 0.8 seconds launches me upwards 10 meters.
  • Prancing Steed- With my weapon sheathed I can now jump 1 more time(s) and my jump height is increased by 15%. (Values are at green rarity)
  • Ritual Skull- Killing an Otvrat, with an 8% chance, conjures a floating, thick orb of Ichor, which drops a lot of it if destroyed in time.
  • Tibia- Passively reduces cooldown by 6%. In addition, using Powers decreases cooldowns of all other Powers by 6%.
  • Weird Claw- When I gain a Temporary Heart Charge, I get an additional one. Recharges every 10 seconds.
Necklaces
Filling the second slot on the half circle of gearing, Necklaces offer a more offensive passive, dealing with ways of compounding elemental damage to normal attacks.

  • Dragonhead- Inflicting Fire damage, with a 4% chance, conjures a meteor that falls on a random target nearby, dealing 50fire damage and 10physical damage.
  • Phoenixes Feather- Between every 5-12 seconds applies 1.5 stacks of Ablaze, which disables the regeneration of 1 heart per stack. However now, while under Ablaze, my light and heavy attacks also deal an additional 5.0 fire damage per stack of Ablaze.
  • Poison Vial Pendant- Critical hits apply to target 3 stacks of Poison, dealing 2 damage per stack. Has a cooldown of 6.0 seconds.
  • Runic Amulet- Activating Rune Infusion power summons clones in a circle before me, reducing lightning resistance of all encircled monsters by 60% for 8 seconds.
  • Screeching Necklet- Increases psychic damage by 10%. Inflicting psychic damage has a 30% chance to apply weakened for 6 seconds, increasing the damage received per stack.
  • Shardcaller- Inflicting Cold damage, with a 4% chance, conjures an ice pillar that pierces a random monster nearby, dealing 50 Cold damage and applying 1 stacks of Freezing.
Heart
Hearts are your basic survival gear. They are in the third slot in the half circle. Hearts offer you the basic survival Heart Charges, the equivalent of HP/Health in the game. Losing your last Heart Charge kills your character, sending them back to the tower, losing all corrupted gear in the process. The heart is arguably the most important part of the gearing. Choose Wisely

Name
Charges
Effect
Alum Heart
1
I recharge a Temporary Charge every 6.0 seconds, up to 2 Temporary Charges.
Emerald Heart
4
Receiving damage applies 2 stacks of Revitalized, up to 3, which gradually recharges the heart.
Fragile Guardian Heart
3
Lightning Strike conjures a circle of protection for 4 sec., granting immunity to all damage while within its bounds.
Golden Heart
1
My luck is increased by 50%, which effects the chance of encountering higher rarity items.
Hunger Heart
4
When missing Heart Charges, consumes 20 Ichor and restores 12% of a heart charge every second.
Mortal Heart
5
All damage is increased by 16%. Resourcefulness is increased by 45%. Luck is increased by 45%. Attacks no longer restore Heart Charge.
Northern Heart
5
With a 5% chance absorbs the hit without losing a charge.
Obsidian Heart
4
Increases Physical and Fire damage by 2.0% for each active charge
Phoenix Heart
3
Slaying foes applies 1.0 stacks of Heat. At 50 Heat, I absorb a fatal blow, restore all heart charges and unleash an explosion, dealing 300 fire damage to nearby monsters.
Quartz Heart
3
Adds 1 Temporary Charge(s) upon receiving damage. Has 15 sec. cooldown.
Ruby Heart
4
Increases the amount of Ichor by 2% for each active charge(permanent and temporary).
Twin-Fused Heart
4
Adds 4 fire and cold damage per each missing charge.
Vampiric Heart
4
Replenishes a charge upon landing a critical hit. Has 20 sec. cooldown.
Runes
Runes are located below the heart in the half circle of gearing, and occupy the 4th slot. They offer a unique power that can be used in combat at the players discretion, but require strikes against the enemy to charge. Some runes use a charge per hit, some can only be used once full, and expend the entire charge, while others can be used with any rune count(minimum 1) and increase effect with more runes. Swinging the Runic Strike without a target, or missing, causes the loss of a single charge. Most runes are named "Runes of XXXXX", so I have taken the liberty to rename them for easier sorting.

Name
Charges
Effect
Chaotic Elements
4
Using Runic Strike with all runes charged inflicts 1.75 stacks of Poisoned, Freezing, or Weakened on the target. (I found it green for now)
Capacious Runes
5
Holding Runic Strike boosts its Lightning damage by 60% after 0.5 seconds and by 150% after 2 seconds.
Gathering Storm
3
Preforming Runic Strike with all runes charged triggers a Chain Lightning, dealing 30% of my physical damage as Lightning damage.
Chaotic Elements
4
Using Runic Strike with all runes charged inflicts 1.75 stacks of Poisoned, Freezing, or Weakened on the target. (I found it green for now)
Hurtful Remedy
3
Using Runic Strike with all runes charged removes all stacks of Poisoned, Freezing, and Weakened from the target, dealing 45 physical damage per stack purged.
Minor Energy Flow
3
Performing Runic Strike reduces cooldown of all powers by 2% for each rune spent. (both white and green have the same values. Bug?)
Purist
4
Runic Strike restores 20% more Heart Charge for each charged rune. Light and Heavy attacks dont restore anything.
Thundering Echoes
4
Preforming Runic Strike with all runes charged conjures 3 copies that slash random monsters nearby, dealing 20% of my physical damage as Lightning damage.
Weapons
This section is going to be big. There are ALOT of weapons in the game, and ALOT of information attached to them. I'm personally impressed with how many weapons there are in the game, honestly. Weapons are allocated in the 5th slot of the Gearing Half Circle, under the Runes. They technically occupy two slots in the same spot, as you can equip 2 different weapons, and swap between them as needed. Weapons also have different reach when in use. Yes, literally, some weapons strike from further away than others. This is testable by swinging the weapon at a breakable object, like a tombstone, box, vase, chair, etc, and swapping to a weapon that is different length to see how much further it requires you to be from the target before making contact. Now, to preserve my sanity, I will not be testing each weapons reach, considering the difference between what I assume to be the longest weapon(Iron Claymore) and the shortest(Sickles) is minor, and difficult to easily see in the middle of combat.

*=Item has not been found at White rarity. Green values displayed.
**=Item has not been found at White rarity. Blue values displayed.
__=Item has not been found at White rarity. Purple values displayed.
***=Possibly one of a kind weapon

Weapon
Damage Range
Attack Speed
Effect
Barbarian Blade
58-66
Very Slow
Fighting monsters fills me with anger. At the peak of my anger, I start Raging, boosting physical damage by 20%, attack speed by 10%, and crit power by 20% for 10 seconds.
Bellringer
48-60
Average
Spending a Knockback Charge summons a ghostly bell closeby. Each hit to the bell emanates a wave that deals 25 psychic damage to monsters nearby. The bell lasts for 2 hits.
Black Razor
34-40
Fast
Each hit has a chance from 1% to 4%, depending on the targets remaining health(the higher the health, the lower the chance), to instantly kill him. If the target is particularly strong, this effect instead does physical damage, equal to 5% of the target's health/
Constellations ***
25-33
Fast
Slaying a monster summons a star lasting 6 seconds. Every second stars form random bonds between them, dealing 50% of my physical damage to monsters caught in their paths.
Crusher
66-84
Very Slow
Every 6 hit is a guaranteed critical that is 1.1 times more powerful than usual. Critical strikes apply 1.5 stacks of Weakened, which increases the target's received damage by 10% per stack for 6 seconds.
Dual Iron Swords
20-26
Very Fast
Releasing a Heavy Attack in a perfect moment(indicated by a flash) increases its damage by 30% and crit chance by 5%.
Flamekeeper's Sickles **
18-24
Extremely Fast
Using any power shifts me into the Penumbra for 1.0 seconds, rendering me invulnerable.
Fleshsmith's Grandhammer __
92-104
Very Slow
Spending a Knockback Charge summons a fiery explosion underneath the hit monster, dealing 50% of my physical damage as fire damage.
Frostcore
55-65
Slow
Successful hits expand a frost aura, dealing 15 cold damage and applying 0.6 stacks of Freezing to nearby monsters. The aura fades over time.
Frostfang Maul
76-84
Very Slow
Launching a heavy attack conjures a frost pillar, dealing 16 and 50% of my physical damage as cold damage and applying 1.2 stacks of Freezing to a random nearby monster.
Howling Reavers
32-40
Average
Battling monsters fills me with anger. At its peak, I enter a rage, boosting attack speed by 15% and unleashing a shout that deals 96 psychic damage and applies 1.5 stacks of Weakened to nearby monsters.
Iron Claymore
42-48
Average
Each successful hit increases the combo counter. For every 10 hits, my crit chance is increased by 1.0%. The combo counter decreases over time and if I take damage.
Lightning's Sword ***
28-34
Average
On hit, with a 15% chance, generates a lightning that zaps a random monster nearby, dealing 60 lightning damage.
Mace of Spirits Repose ***
42-54
Average
Occasionally reveals restless ghosts nearby. Interacting with them puts them to rest and applies 1.2 stacks of Empowered, which increases all damage by 8% per stack for 15 sec.
Mountain Breaker
82-96
Slow
Within a single swing, each hit increases the next's physical damage by 50%.
Mythridium Claymore
48-54
Slow
On successful hit, with a 3% chance, recharges on of the powers.
Red Steel Broadsword
35-41
Average
Fighting monsters fill me with anger. At the peak of my anger, I start Raging, boosting physical damage by 20%, attack speed by 10%, and fire damage by 4 for 10 seconds.
Scorching Twins
12-16
Extremely Fast
Each hit deals an extra 6 fire damage. Activating Vortex power summons a fire tornado for 2.0 seconds, every 0.5 seconds dealing 80% of my fire damage to surrounding monsters.
Sickles
10-18
Extremely Fast
Every 6 hit is a guarnateed crit that is 2.8 times more powerful than usual.
Storm Tachi
24-28
Very Fast
Every hit deals an extra 12 lightning damage. While under the Rune Infusion power, my strike summon chain lightning, dealing 25% of my physical damage as lightning damage.
The Boulder
76-84
Very Slow
Every 10 meters Traveled grants a stack of Momentum, up to 20. My next strike consumes all stacks, boosting its damage by 15% per stack.
The Rose
42-48
Average
While hovering in the air during Lightning Sting power, I summon up to 3 illusory copies of myself. When I strike, they strike too, dealing 70% of my physical damage as lightning damage.
The Snakes ***
25-31
Extremely Fast
On hit, with a 30% chance, applies Poison to target, dealing 2 damage per stack.
Viper's Blade
38-46
Fast
Killing a target releases a wave that applies 5 stacks of poisoned to all remaining targets nearby.
Viper's Saber
15-47
Average
On hit, applies a stack of poison to target. Upon reaching 12 stacks, the next hit will remove all stacks from the target and cause an explosion, inflicting 60 poison damage to everyone within the explosion.
Windraiser
36-41
Fast
Launching a heavy attack releases a wave of force that deals 30 physical damage to all targets on its way.
Rings
Rings fill the last slot at the bottom of your Gearing Half Circle. They generally tend to have features that offer some sort of advanced defensive mechanism, or reprisal damage sources. All listed rings are aptly named "Ring of XXXX" so as with the runes, I will be simplifying their names for better organization.

  • Arcane Retribution- Taking damage to a Temporary Heart Charge causes an explosion that deals 50 physical damage to monsters nearby.
  • Bloody Ring- My hits restore 35% more Heart Charge, but each hit applies to me 0.1 stacks of Weakened. (only found as blue so far)
  • Crystalline Ring- Perfect Dash leaves an ice replica behind. When struck, it explodes, dealing 40 cold damage and applying 2.2 stacks of Freezing to nearby monsters. (havent found anything less than blue yet)
  • Floating Butterfly- Perfect Dash conjures my illusory copy that slashes a random monster nearby, dealing 50% of my physical damage as lightning damage.
  • Murder- Every 10.0 seconds applies a Marked effect on a random target nearby. Next hit to a Marked target is a guaranteed crit.
  • Purging Shock- Each 9 seconds removes a stack of either Poisoned, Ablaze or Frozen effect and releases a shockwave that deals 60 physical damage.
  • Rot- Poisoned monsters take 3 poison damage per Poisoned stack with each hit. (lowest drop is blue so far)
Secondary Mods
Every piece of equipment I have found in the game has had a secondary mod, sans 1 item. That one is the Heart you begin the game with, the "Weakened Ruby Heart". Even the beginning weapon has a randomly rolled secondary mod. Much like the primary mods that all gear has, secondary mods also increase in potency in some fashion with increased rarity. Unlike primary mods, I will be listing the name of the secondary mod to organize them.

  • Berserk- Increases physical damage by 5% for each missing heart charge.
  • Execution- Deal 9% more damage to monsters with less than 20% health.
  • Focus Fire- Increases physical damage by 4.0 when fighting a single monster.
  • Head Hunting- Each monster killed increases physical damage by 3.0% until the end of battle.
  • Influx- Increases damage dealt by 8% for 3 seconds after using a power. Stacks.
  • Opportunism- Every 12 successful light attack restores 1 Knockback Charge(s).
  • Slayer of Otvrats- Physical damage is increased by 3% per each Otvrat around.
  • Suppress- Deal 9% more damage to monsters with more than 80% health.
Outro
While I have a few hours in this game, technically, I have only completed some of the currently available content. I will be obviously playing the game, finding new/more gear, and trying to keep up with this guide until such a time that someone more competent finds the time to do a more thorough guide. Some of these statements in this guide do not reflect truth or reality, only what information I have on hand currently. I will be correcting any inconsistencies, incorrect descriptions, and maybe even adding more information(weapon reach, rarity scaling changes, source info, etc) as time progresses.
Edits
Update 0.2.1
Added 5 Hearts- Alum Heart, Golden Heart, Mortal Heart, Hunger Heart, Phoenix Heart
Added 3 Runes- Chaotic Element Runes, Capacious Runes, Hurtful Remedy Runes
Added 3 Rings- Crystalline Ring, Ring of Rot, Bloody Ring
Added 2 Artifacts- Pocket Cloud Artifact, Golden Scarab
Added 1 Necklace- ??? (I cannot find it for the life of me, but if the "Community Suggested Items" list has anything to say about it, its probably a poison amulet)
19 Comments
DJ of Ochivaval 8 Aug @ 8:13am 
Found this today
Frostcore and Ice Needle
MasterZalm  [author] 8 Jun @ 2:16pm 
Good information to know. I'm at a point with my build that I basically dont pay attention to my hearts, I gain and lose them so often its to much of a pain to keep track of them.
MythicStatus 8 Jun @ 1:27pm 
with at least one stack of poison you take one more heart of damage and lose a stack of poison.
MythicStatus 8 Jun @ 12:59pm 
messing around with poison and im pretty sure it makes you take more damage. started taking 2 hearts of damage.
MasterZalm  [author] 7 Jun @ 12:57pm 
Yeah, they added unique items into the loot pool after first obtaining it in a recent patch. So once you find it, you can just find it again eventually.
DonBerry 7 Jun @ 1:10am 
To xcalius,

you can get Lightning's Sword again from random enemies, it's just a low drop rate. Every unique weapon is added to the loot pool once you get your first one.
DonBerry 7 Jun @ 1:08am 
Lightning Strike is the damage shockwave that triggers from falling from a great height. Wherever you land, it makes the circle.
lele 4 Jun @ 2:19pm 
ive tested all 3 powers but none did anything maybe i'll go back and try them again
also nice guide its has pretty much everything
MasterZalm  [author] 4 Jun @ 11:45am 
I believe the power lightning strike is what it means. The one you get from the special powers menu
lele 2 Jun @ 5:47pm 
how do you activate a lightning strike for fragile guardian heart cant seem to work with anything ive tried