> For the complete documentation index, see [llms.txt](https://lethium.gitbook.io/lethium-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://lethium.gitbook.io/lethium-docs/gameplay/gear.md).

# Gear sets

The one gear set: five pieces, 40 skins, 50 levels each, upgrades with Coins and Essence.

File: `plugins/ClickEmCore/modules/gearsets.yml`. Module id: `gearsets`. Commands: `/gear`, `/gearset`, `/gearsets`, `/gear upgrade`.

{% hint style="success" %}
**Quick start**

* Give the starter set: `/ceadmin gear grant <player>`.
* Make gear cheaper: `base-cost`, `cost-growth`, `essence-base-cost`.
* Change a skin: that slot's `skins:` list.
* Strip gear on rebirth: `reset-gear` in `rebirth.yml`.
  {% endhint %}

Every player has **one gear set** made of five pieces: **helmet, chestplate, leggings, boots and weapon** (a sword). There is nothing to buy. On first join every player is **automatically given tier 1 of all five pieces**, and the `/gear` menu has a free per-slot re-claim if a piece is lost.

Upgrading **replaces the piece in place**: armor is swapped into the worn slot, the weapon is swapped into the inventory slot of the player's best sword. The sword does not need to be held to upgrade it.

### Skins and levels

Gear is **40 skins** (visual reskins) for each slot spread over all 120 zones (8 skins per world, 3 zones per skin). Each skin has **50 levels**, unlocked in three steps as the player unlocks that skin's 3 zones:

| Zone of the skin | Unlocks up to level         |
| ---------------- | --------------------------- |
| 1st              | 10                          |
| 2nd              | 25                          |
| 3rd              | 50                          |
| next zone        | a brand new skin at level 1 |

The item text "Tier 37/50" is this **local** level. The underlying stats and price keep growing across the whole ladder (1 to 2000), so a new skin's level 1 is never weaker than the previous skin's level 50.

Gear only gives stats for the piece actually **worn or held**. Only the sword in the main hand counts.

The zone gate uses **unlocked**, not "standing in". Players do not need to travel back.

### What upgrades cost

Each upgrade costs Coins **and** Essence. Tier 1 is free.

| Key                   | Default | Meaning                                                                         |
| --------------------- | ------- | ------------------------------------------------------------------------------- |
| `base-cost`           | 15      | Coins for tier 1 of the ladder. Coins for tier T = `base-cost x cost-growth^T`. |
| `cost-growth`         | 1.01374 |                                                                                 |
| `essence-base-cost`   | 3       | Essence, same shape. `0` turns the Essence cost off.                            |
| `essence-cost-growth` | 1.00468 |                                                                                 |
| `stat-growth`         | 1.00518 | How fast the damage stat grows per tier.                                        |

VIP ranks give `gearset-upgrade-discount-percent` (up to 8%, capped at 90%) off both costs.

### Stats

Gear's real power is **only** ClickEm stats, never vanilla attributes.

Each slot has two stat blocks under `slots.<slot>.auto-tiers`:

* `base-stats` (for example `damage-mult: 1.05175` on the helmet) grow with `stat-growth` across the ladder.
* `ramp-stats` (for example `defense-mult: 10.0` on the helmet) rise **linearly from 0 to the listed value** at the last tier.

Both use the normal [stat keys](/lethium-docs/configuration/stats-and-limits.md).

**Vanilla attributes are flattened** (`vanilla-attributes`): every piece has identical armor and toughness (total 20 armor and 8 toughness, Diamond equivalent) and the sword has +6 attack damage and -2.4 attack speed, whatever its skin material. This stops a "netherite-look" skin from out-damaging a "wooden-look" one outside ClickEm's mobs.

### Settings

| Key                                                                    | Meaning                                                                                                            |
| ---------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------ |
| `set.display-name`                                                     | Language key for the set name.                                                                                     |
| `set.vanilla-attributes.<slot>`                                        | Fixed vanilla numbers.                                                                                             |
| `set.defaults.auto-tiers.skin-tier-count`                              | Levels per skin (50).                                                                                              |
| `set.defaults.auto-tiers.skin-level-gates`                             | `[10, 25, 50]`.                                                                                                    |
| `set.defaults.auto-tiers.skin-rarity-counts`                           | How many skins per rarity frame, weakest first: `[7, 7, 7, 7, 6, 6]`.                                              |
| `set.defaults.auto-tiers.zones`                                        | The 120 zone ids in order, 3 per skin.                                                                             |
| `set.defaults.auto-tiers.enchantments`                                 | Enchantments on every piece.                                                                                       |
| `set.slots.<slot>.auto-tiers.base-stats`, `ramp-stats`, `enchantments` | Per slot.                                                                                                          |
| `set.slots.<slot>.auto-tiers.skins`                                    | The list of 40 skins for that slot: `material` prefix, optional `custom-model-data`, optional leather dye `color`. |

`material` is a Bukkit material **prefix**: `IRON` becomes `IRON_HELMET` for the helmet and `IRON_SWORD` for the weapon. Weapon skins must use sword prefixes (`WOODEN`, `STONE`, `GOLDEN`, `IRON`, `DIAMOND`, `NETHERITE`). `LEATHER` and `CHAINMAIL` have no sword and show a stick.

The `color` value is the leather dye colour the ItemsAdder armor pack uses to choose the worn-body texture. The model number only changes the held icon.

### How to

{% tabs %}
{% tab title="Change a skin's look" %}
Edit that slot's `skins:` entry: a different `material` prefix, `custom-model-data` from your resource pack, and `color` if it uses the ItemsAdder armor pack.
{% endtab %}

{% tab title="Make gear cheaper" %}
Lower `base-cost` or `cost-growth`. Set `essence-base-cost: 0` to make upgrades Coins-only.
{% endtab %}

{% tab title="Strip gear on rebirth" %}
Set `reset-gear: true` in `rebirth.yml`. See [Rebirth](/lethium-docs/gameplay/rebirth.md).
{% endtab %}

{% tab title="Give gear" %}
`/ceadmin gear grant <player>` re-issues the full starter set. `/ceadmin gear give <player> <slot> <tier>` gives one piece.
{% endtab %}
{% endtabs %}

### Preview

`/gear` has a **Preview All Sets** button: a read-only catalogue of every skin with stats and unlock zones.


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