Equipment
From SpiralKnights
Equipment are types of items that can be set into your knight's equipment slots. Collecting new and better pieces of equipment and leveling them up is vital if you ever hope to reach the Core! Equipment is unbound when first acquired. Weapons and Gear will be bound to a single character when equipped. A bound piece of equipment cannot be traded, but it can be used in Alchemy to make an improved item.
Equipment Subcategories
Weapons
Equipping a weapon to your knight will allow you to perform new attacks while exploring The Clockworks. There are several different classes of weapon, each with a wide range of types available that have their own specific strengths and weaknesses. You will arrive on Cradle in possession of a Proto Sword and Proto Gun, basic examples of the Sword and Gun classes of weapons.
Swords
The traditional weapon of a Spiral Knight, Swords are powerful melee weapons that require you to get in close to attack enemies. As they are leveled up, they can acquire special abilities that require charging. Swords typically gain area attacks as charge abilities, but some swords are known to possess projectile charge attacks.
Handguns
The standard ranged weapon in a Spiral Knight's arsenal, Handguns are versatile weapons which can deal a variety of damage types to enemies. Though you need not worry about keeping track of how much ammunition you are using, every handgun will automatically take a second to "reload" every few shots, so make sure you adjust your combat tactics accordingly.
Bombs
Bombs are a special type of area effect weapon that only have a charge attack, and thus must be charged up before each use. Once set, however, they explode in short order and deal significant damage to a large area. Bombs are an excellent choice for use alongside other knights using different classes of weapon.
Gear
Equipping gears to your knight will bestow passive benefits to your effectiveness while adventuring, such as increased health in The Clockworks, greater resistance to damage or status effects, and other useful boons.
Armors
Armors provide a base level of protection to a variety of damage types, as well as resistance (or vulnerability!) to certain status effects. Certain armors can also modify other aspects of your knight positively, such as by providing them with several extra health at the start of each Clockworks expedition.
Helmets
Helmets, like armor, provide protection from damage. While most armor sets come with a matching helmet, don't feel bad about mixing things up: it's entirely possible that having a little bit of protection to a bunch of different elements and damage types might just save your life!
Shields
Much like armor and helmets, Shields provide protection from damage, and occasionally status effects. Having a shield equipped also allows you to block attacks, an extremely useful ability while exploring The Clockworks.
Trinkets
Trinkets can only we wielded by purchasing trinket slots with Energy. Once worn, they can provide a wide array of benefits, such as more mundane bonuses like increased health in or resistance to certain damage types. Trinkets cannot physically be seen on a Knight.