Buildcraft

How Loadouts Work in Crimson Moon

A loadout is the equipment setup you prepare at the hub before deployment, then adapt with live gear decisions and temporary Boons during the hunt.

What Is a Loadout?

A loadout is your prepared equipment setup: gear, weapon choice and shield or two-handed weapon structure, supported by Weapon Arts and Boons. In the classless build model, loadouts replace the fixed-role thinking that other RPGs put into classes.

When You Set a Loadout

Equipment management happens in two layers. In Gildenarch, gear you pick up is used immediately and is not stored in a traditional bag-management inventory. Back at Sanctus Clypeus, the Loadout Station lets you build or change future equipment before you deploy again.

How to Change Your Loadout

  1. Finish the active run or let the run end; returning to the hub between its missions does not end it.
  2. At Sanctus Clypeus, go to the Loadout Station by the portal.
  3. Choose equipment from the items already unlocked in your permanent Armory.
  4. Confirm the starting setup before the next deployment, then adapt with immediate pickups during the hunt.

Where to Change Equipment

Use the Loadout Station at the portal in Sanctus Clypeus to change the equipment you will start a future run with. During a hunt, picking up equipment equips it immediately and drops the item that was in that slot; this is different from editing your permanent starting loadout.

Why an Item Is Missing

The station only offers permanent collection items. If a discovery is missing, first check whether it was retained and purified; finding or equipping an item during a run does not by itself make it a permanent Armory option.

Why the Loadout Station Is Unavailable

If the station is unavailable or appears above you after returning to Sanctus Clypeus, the official explanation is that you are still in an active run. A full run contains three missions followed by a World Boss. Returning between those missions does not unlock the station; complete the full run or let the run end before preparing the next starting loadout.

Equipment Structure

The official Inventory and Loadout article states that every Nephilim can equip nine pieces of gear: four pieces of armor, two trinkets, plus a one-handed weapon and shield or a two-handed weapon. Treat that as the confirmed slot framework for planning.

Slot groupConfirmed role
ArmorFour armor pieces form the defensive equipment base.
TrinketsTwo trinkets add extra gear effects.
Weapon and shieldOne-handed weapon plus shield for setups that use both pieces.
Two-handed weaponAlternative weapon structure when the build uses a two-handed weapon.

Weapons, Shields and Two-Handed Weapons

Your weapon choice is the center of how the loadout feels. One-handed setups can pair a weapon with a shield, while two-handed setups trade that structure for a different weapon package. Specific weapon names, stats and best-in-slot claims remain Unverified unless a page cites them directly.

Gear Slots

Gear slots matter because a pickup in the hunt goes straight onto your character. Whatever occupied that slot is dropped on the spot, so a mid-run swap is a real build decision rather than inventory sorting.

Weapon Arts

Weapon Arts are active combat abilities tied to weapons and shields. A loadout should account for what its art actually does: damage, defense, status setup, movement, area control or payoff.

Boon and Build Interaction

Stronger equipment can carry unique Boons, and the strongest setups come from gear, Weapon Arts and Boons reinforcing each other. The practical question is whether each piece supports the same combat plan instead of pulling the build in unrelated directions.

Changing Gear During a Hunt

There is no traditional bag-management inventory during a hunt. Gear found in Gildenarch is meant to be used, not stored: picking it up equips it immediately, and the old item drops where you stand.

Beginner Loadout Principles

  1. Start from a weapon setup you can survive with.
  2. Choose armor and trinkets that support that plan instead of chasing unrelated effects.
  3. Match Weapon Arts and Boons by damage type, status effect, defense or utility.
  4. Use Armory options for planned starts, then adapt when a strong hunt pickup appears.
  5. Avoid best-build claims until item stats and sources are verified.
FAQ

FAQ

Common questions about this topic.

What is a loadout in Crimson Moon?

It is the prepared gear setup you assemble at the Loadout Station before a hunt, then adapt with immediate pickups and temporary Boons during the run.

How many gear pieces can a Nephilim equip?

The official loadout article says every Nephilim can equip nine pieces of gear: four armor pieces, two trinkets, and either one-handed weapon plus shield or a two-handed weapon.

Is there a normal inventory bag?

No. Official support says gear found in Gildenarch is meant to be used, not stored; pickups equip directly and replace the old slot item.

How do Loadouts connect to the Armory?

Purified gear is stored permanently in the Armory, then equipped from the Loadout Station for future hunts.

Why can I not change my loadout between missions?

Returning to Sanctus Clypeus between missions does not end the active run. The Loadout Station remains unavailable until the full three-mission and World Boss run is complete, or the run ends in death.

Sources & updates

This page documents officially confirmed facts about Crimson Moon. Gameplay details can change with patches; anything not yet confirmed is clearly marked as unverified.

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