Lootbound weapon and item mechanics database
A source-checked Lootbound mechanics database covering grid placement, rotation, auras, character loadouts and four confirmed damage approaches.
Lootbound has no fixed slots: each character equips a separate grid, items rotate and some project adjacent auras. Official sources confirm penetration, exhaustion, armor destruction and direct damage, but publish no named item catalogue.
Players also search
Choose a query to search this guide hub instantly.
- Status Needs verification
- Last Checked 2026-08-01
- Game Version demo / pre-release
- Sources Cited 2 primary sources
Verified equipment rules
Lootbound turns equipment into a spatial puzzle. Every character needs a separate set of gear, and there are no fixed weapon, armour or accessory slots. An item may be rotated and placed anywhere it fits in that character’s grid. The demo page adds the decisive rule: an item only works when it is equipped. A piece waiting outside the active grid is not documented as providing any passive bonus.
| Mechanic | Officially confirmed | Still unknown |
|---|---|---|
| Per-character equipment | Hero and each companion need separate equipment | Base grid sizes and whether grids can expand |
| Free placement | No fixed slots; rotate items and fit them into free space | Exact item shapes and rotation restrictions |
| Item auras | Some items strengthen adjacent weapons or armour | Aura shapes, stacking and cross-grid effects |
| Equipped-only rule | Items work only while equipped | Stash size, discard and sale rules |
| Autonomous allies | Companions act on their own in combat | Detailed targeting priorities and AI controls |
| Permanent run choices | New hero skills are chosen during a run and choices are final | Rerolls, respecs and complete skill pools |
This page deliberately does not list invented swords, helmets or rarities. The official store and demo describe the system but do not expose a named catalogue. A trustworthy item-by-item database needs release data or reproducible screenshots tied to a build number.
Aura placement as an item stat
An aura item is only as useful as the cells it reaches. Official copy says certain auras strengthen weapons or armour in adjacent cells and that moving one item by a single cell can change the entire build. Position is therefore part of an item’s effective value.
When comparing two layouts, keep the same party and encounter, then change one thing: rotate an aura piece, move its target or replace one neighbour. If multiple pieces move at once, you cannot tell whether the gain came from coverage, a base stat or a companion’s behaviour. The official pages do not specify whether diagonal cells count, whether multiple copies stack or whether an aura can reach another character’s grid. Those should remain blank fields in any future item record.
Four confirmed damage approaches
The demo page names four approaches and says they interact differently with enemy armour and health. It does not publish equations, so the descriptions below are planning labels rather than damage math.
| Approach | Confirmed role | Build question to test |
|---|---|---|
| Armor penetration | A distinct way to interact with armour | Does it bypass part of armour or scale against armoured targets? |
| Exhaustion | A separate damage/mechanic route | Which enemy resource is exhausted and what happens at zero? |
| Armor destruction | A route focused on changing armour | How quickly does the party remove armour, and who benefits afterward? |
| Direct damage | A route that interacts directly with health | What tradeoff does it make against heavily armoured enemies? |
Do not merge penetration and destruction into one stat without evidence. The official wording lists them separately, which is enough to treat them as distinct build identities but not enough to invent a formula.
Item record template for launch
For each observed release item, capture: exact name, occupied cells, allowed rotation, owner, base effect, aura footprint, valid neighbours, damage approach, build number and source. Leave rarity, drop location and stacking blank until observed. This creates a database that can grow without polluting verified facts with launch-week guesses.
Before optimising individual pieces, learn the inventory rules and then use the build guide to combine auras, skills and companion roles.
Frequently Asked Questions
- Is this a complete item list?
- No. The official pages do not publish item names, rarity tables, grid dimensions or stat rolls. This is a source-checked index of documented mechanics, not a complete collection list.
- What damage types are confirmed?
- The demo page names armor penetration, exhaustion, armor destruction and direct damage as distinct approaches that interact differently with armor and health.
- Do unequipped items give bonuses?
- The demo page says items only work when equipped. Official material does not describe passive stash bonuses.
Sources & verification
- Store page Lootbound official Steam store page Accessed 2026-08-01
- Store page Lootbound Demo official Steam page Accessed 2026-08-01
Spotted something wrong or out of date? Visit About to see how sources are checked, or email us corrections anytime.