The Blood of Dawnwalker: Equipment & Items#

🎒Gear in this game is not about stacking rarity, but about fitting your playstyle. This page covers selection logic, not a drop list.

1. The Basic Premises of Gear Decisions#

Premise Impact
Two ability sets for day and night Gear has to leave room for both phases
Skill points cannot be reset Gear is the only growth axis you can adjust mid-run
No mounts Carry weight and inventory need your own planning

Gear is one of the few growth dimensions where “you can change your mind,” so when you hit a wall, think gear first, then skill points.

2. Weapons Come in Three Classes#

Type Attack and recovery Best for
Shortsword Fast, short windups and recoveries Close-in scrapping, frequent block-and-counter play
Longsword A middle ground The all-purpose pick for most situations
Greatsword Slow, high damage Long punish windows, chasing single-hit payoff

Every weapon class carries its own weapon art, and arts run on timed cooldowns. When you switch between claws and the longsword at night, that cooldown does not reset.

2.1 Attack Speed Beats the Stat Sheet#

In a melee scramble, one long-winded move often means eating an extra hit. In practice, “landing it and getting back out” is usually worth more than high damage.

3. Armor: Yes Armor, No Helmets#

It is officially confirmed that the game has an armor system, but no helmets are offered. Medium and heavy armor impose stat-level penalties.

Orientation Notes
Light Good mobility, little room for error
Medium Balanced attack and defense; usually needs a dedicated manual to lift the penalty
Heavy Tough but sluggish; suits counter-focused playstyles

If you want medium or heavy armor without eating the penalty, you have to track down the armor merchant and buy the manual that removes it.

4. Night Runs on a Different Loadout#

Item Notes
Claws The default melee option at night
Claw arts Depends on whether your equipped bracers grant them
Longsword Still usable at night; can be swapped with claws

In other words, a night loadout has to weigh both “do I keep the sword” and “do the bracers carry an art.”

5. The Two Big Classes of Consumables#

Class Purpose
Recovery Restores health; replaces or supplements blood-drain sustain
Resource Funds the activations your abilities need

Daylight has no blood-drain sustain, so recovery items are worth noticeably more during the day. If you can feed reliably at night, that spending drops.

6. Managing Your Feeding Targets#

Target Advice
Wild animals The regular first choice; does not raise corruption and leaves quest lines untouched
Enemy soldiers Refuel on the side of a fight, at a controllable cost
Ordinary villagers Restores health, but both corruption and quest lines take the hit

7. Manuals Count as Items Too#

Once a skill manual has been read it serves no further purpose and can be sold off to lighten your carry weight.

Type How to handle it
Skill manuals Sell once read
Crafting recipes Reading one unlocks the recipe menu directly, no skill points involved
Armor-penalty-removal manuals Hold these until your loadout is settled before deciding

That is the fastest way to empty your carry weight.

8. The Main Ways to Get Gear#

Channel Traits
Merchants and the armor merchant Fixed stock, but limited business hours
Camp chests Lootable in soldier camps and bandit camps
Exploration finds You need Focus mode to highlight interactable targets
Enemy drops Highly random

Chest gear scales with your level, so clearing chests too early actually pays less.

9. Common Gear Trade-Off Scenarios#

Situation Advice
A strong enemy you cannot beat Swap weapon type first instead of grinding levels
Daytime always feels rough Stock recovery items; there is no blood drain by day
Night keeps getting out of hand Check your health management rather than your gear
Carry weight maxed out Sell the manuals and recipes you have already read

10. Common Misconceptions#

Misconception Correction
Higher sheet damage is always better Attack speed and recovery matter just as much
There should be a helmet slot The official design has no helmets
Keep manuals, they might matter later Once read they are useless and can be sold
Gear only changes numbers It also decides whether you can use certain weapon arts

Closing#

The gear system here is not complicated, but it does test judgment: you are not looking for “the single strongest piece,” you are looking for “the set that fits your day-night rhythm and playstyle.” Once that clicks, the trade-offs stop being agonizing.

– Long Zhui-ri, NTGame Chief Editor

内容最后验证于 2026-07