This page adapts information about equipment traits.
Equipment Traits Values[]

Equipment Traits Descriptions[]
Trait Breakthrough in Apoc Equipment[]
Equipment Remodeling[]
In update 6.13 (launched in October 2024), a new mechanic of changing equipment's traits was added, using Weapon Reroll Tokens on Legendary (5 Stars) Equipment. Click here and update 6.13 for the official explanation.
Each remodeling costs 50 Remodel Tokens + 10 gold. If you don't have enough Remodel Tokens, there's a checkbox that allows you to reroll your trait paying the Missing Pieces with Gold (each Reroll Token costs 20 golds, so rerolling without Remodel Tokens costs you 1,000 + 10 Gold).
This new Mechanic allows players to reroll a trait in your Equipment trait's slots (Infused Traits and Special Functionality traits were not included), generating randomly 2 new choices of other traits with different percentages, and an option to just keep the original trait. The trait's rarity will be preserved, meaning that if you reroll a trait with a certain rarity, the other two options and percentages will match the same rarity.

Available Traits[]
A table that has the corresponding pools for each equipment and class is available in the same table that has the traits percentages.

Attention![]
- High Powered and Wide Spread can’t be rolled on a weapon while one of the two is already attached to the weapon.
- Wide Spread and Large Caliber are part of the Hunter pool. Large Caliber is mainly useful for weapons that shoot in a straight line (example: sniper rifles), while Wide Spread is mainly useful for weapons that shoot in a cone (example: shotguns). While you can select the traits on each weapon, they won’t function as you think they would.
- Large Caliber doesn't work on weapons with cone-shaped attacks.
- Wide Spread doesn't work on weapons without cone-shaped attacks (see description in image below, stating that Wide Spread widens the cone; it needs cone-shaped attacks to function)
- Wide Arc doesn't work on weapons without arc-shaped attacks
Restrictions[]
- New traits can't be any trait you already have in another Trait slot
- When certain equipment is released into the game with a unique Trait that normally isn’t available for their class, rerolling this Trait won’t make it possible to reroll it back. Example: Blazeguard+ was launched with High Powered. High Powered normally isn’t on Hunter weapons, so rerolling High Powered means that you can’t roll back to High Powered later. The same goes for the Decimator with Incendiary.
- Special Functionalities can sometimes make a Trait less desirable, for example, Burazi’s Stop Sign Spear, which has the rule that non-body shots stun for an additional turn. Concussion on this weapon wouldn’t give enemies a 3-turn stun.
- Special Functionalities and Infused Traits aren’t Trait slots. Therefore, if, for example, an armor has ‘Lucky’ as a Special Functionality, it’s possible to roll another Lucky Trait (See Duplicate Traits/Double Traits section).
- DECA is aware that some Traits are capped, and that our values allow you to go above them (for example: Stun Resistance). See 'Future' below.
Duplicate Traits/Double Traits[]
There are Special Functionalities that are similar to Traits, and others that work exactly like Traits, being affected by luck. We can call them “Special Traits,” and they work the same as Infused Traits. We can differentiate and identify a Special Trait if its description is the same as the trait we're comparing.
Special Functionality equipment usually has traits that stack with traits that have a similar effect, such as the “Patriot T-89 Easter” which contains a Special Functionality that is just like a Gold Lucky. However, despite working the same way, it is a Special Functionality, and can stack with another Gold Lucky, unlike Special/Infused Traits, which cannot stack with Gold Traits.
Special/Infused Traits do not work like a Special Functionality, but like an additional Gold rarity trait. As stated in the Remodel document, they are not considered in trait slots (and therefore not considered in trait remodeling). There are situations where duplicate traits on the same equipment (a trait occupying a trait slot and the trait in the Infused/Special Trait slot being the same) do not stack with each other. Recent tests* show that when the duplicate Trait in the Trait Slot is of Gold rarity (the same as the Special/Infused Trait), this makes the Special/Infused Trait useless, and their percentages do not stack with each other (this means that the percentage of the trait in the trait slot will be counted, and the percentage in the Special/Infused Slot will be considered useless). However, if the duplicate Trait in the Trait Slot is of another rarity (Bronze, Silver or Apocalyptic), it is considered a different Trait, and their percentages stack with each other.