the gluebook
Staying AliveView .md

Gear and Rarity

What you wear is half of what you are. Eight slots: a weapon, something on your body, a top for a crafted shirt over the armor, three trinket sockets, a relic, and storage. The relic slot is its own story: see The Relics.

Trinkets stack: wear any three at once, and doubling up is allowed, even three of the same charm. Charms can also be fused, twin into twin, to deepen their perk: see the item catalog. Two of them, the slinger and the flinger, put the game's first ranged throw on your bar. The flashlight is not a trinket: it is held in the weapon hand, so a lamp and a sword displace each other.

What there is to make

  • The hoof bench covers the early game: a patch kit to heal, crude glue, a stamina tonic, hoof wraps for your hits, barding for your hide, waystone shards.
  • The workshop makes the real gear: the saddlebag that grows your trough, ten kinds of charm, the glue lance and the glue long sword for those who reach level 10, bone armor at level 16, bandages, t-shirts and the saddle. It also makes the things you put down rather than wear: the tent and its repair kit at level 5, the six pieces of furniture at no level at all, your own fusing station at level 6, and the mannequin at level 8.
  • The chem lab brews the strong consumables: draughts that heal serious wounds, elixirs that refill your legs.
  • The kiln fires bricks and metal, refines fishbone into bone, and fuses armour up the rarity ladder.
  • The frost forge, up on Knacker's Pass, converts a glue long sword into the frozen one.

Rarity is rolled

Every piece that comes off the workshop rolls its quality on the spot: common, uncommon, rare or legendary. A better roll means stronger numbers, and the top two rolls carry extra bonuses on the side, one at rare and two at legendary. Your Wits tilt the roll. Two souls can craft the same recipe and walk away with different things.

Roughly: a common is the floor, an uncommon multiplies the piece's stat by 1.15, a rare by 1.35 and a legendary by 1.6. Legendary is a thin slice of the roll, so most benches most days give you a common.

Mythic is above legendary, and nothing rolls it

There is a fifth tier, mythic, worth 2.0 and carrying three extra bonuses. No bench and no creature will ever hand you one: the drop roll cannot land on it, by design.

The only way to a mythic is fusing, and two things reach it. They work differently, so do not confuse them:

  • Armour fuses at a kiln. Two of a tier make one of the next, guaranteed, burning horse shit as fuel.
  • Charms fuse at the workshop's fusing station. Five of a tier make one of the next, burning bone, and the top two rungs can fail. See the item catalog.

Where rolled gear trades

Rolled gear never lists on the Gloo Exchange. An order book needs every unit to be identical, and a legendary lance and a common one cannot share a price. It does not go in the trade window either, and Sticky Situations only deals looks.

It has exactly one market: the player shops on the Black Market, where each listing is one specific instance at its own price. Beyond that, gear changes hands the ugly ways: someone dies wearing it and you take it off the ground, or they go down in the open Arena. The other real market is the materials, so the bone market is still the gear market.

Durability is gone

Older pages and old screenshots show durability numbers on gear. The mechanic was deleted on 5 August 2026. Nothing in the world wears out, nothing breaks, and no repair exists. A piece of gear is yours, whole, until you lose it or sell it.

The shop sells the basics

No bench? Sticky Pomus in town sells starter kit for gloo: a shiv, a scrap plate, oat snacks and field rations. The pub pours beer for 3 gloo, and what the beer does to you is your own business. It wears off.

Looks that drop

Some of the rarest things in the world change nothing but how you look, almost. 33 looks drop out in the wild, from creatures and chests, as tradeable items: equip one and it is yours for good. Crafting your first saddle unlocks the plain gold saddle look; the six coloured ones drop like everything else. Wardrobe pieces can carry a small perk, a touch of speed or stamina, so dressing well is not entirely vanity. The whole catalog, with odds and prices, is Cosmetics.

The three long swords

There is a weapon slot, it holds one thing, and the best things in it are the long swords. All three need level 10 to wear.

  • Glue Long Sword. Crafted at the workshop, and it is what crude glue is finally for: 30 crude glue and 2 bone. Thirty glue is sixty sap and thirty bench crafts before you even start, and every unit is burned making it. It adds 15 percent to your attack damage, rising to 32 at mythic. Plain, so it trades on the Exchange.
  • Bloody Long Sword. Not crafted at all. It drops only from the Dark Wolf (0.024%) and the White Wolf (0.048%) in the Dead Forest, as rare as a legendary look off the same animals. It adds 31 percent, and 40 if it is ever fused to mythic. It out-damages every other sword at every rung, by design. Also Exchange tradeable.
  • Frozen Long Sword. Forged on Knacker's Pass from a finished glue long sword and 19 frozen sap. It trades damage for control: it carries the glue sword's ladder and then pays a cut, 25% softer at common down to 9% at mythic, and every hit chills the target to half speed. It rolls rarity, so it trades at the black market, not the Exchange.

The gap is the point. The glue sword is the one you can decide to own. The bloody one is the one the world decides to give you. The frozen one is the decision to stop things running.

Because the slot is unique and only the best equipped sword counts, carrying two does nothing that carrying the better one does not.

The older glue lance is still there: craft it at level 6, wear it at level 10.

Saved builds

You do not have to re-equip a loadout piece by piece. You get three build slots: set yourself up the way you want, save it, and give it a name.

From then on a build is one click to swap in. Keep a fighting kit, a gathering kit and a racing kit and move between them without opening the stash. You can rename a build or delete one whenever you like, and each slot shows you a preview of what is in it before you commit.

Next: The Item Catalog.