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Parts & Weight

Parts drop rarely from defeated machines, often with rolled affixes. The tier ladder runs NerfedMidLitSweatyBasedUnitGOATED. Drops stop at Based; Unit and GOATED only come out of the Foundry. Each tier multiplies the part's primary effect (×1 up to ×2.65) and rolls more affixes. Every part has a type (Attack, Power, Booster, Tuner, Utility, Frame), filterable in the Mech → Parts stash. Equip them under a Weight budget; every part shows its weight, and blocked equips say why (slots, Weight or CPU).

Drop rates. A normal kill drops a part about 2 percent of the time early, climbing toward 8 percent in the deep waves; bosses always drop one. Drop-rate bonuses (the Core tree, HAL-exa pets) raise that chance, never the tier. Which tier you get depends on how far the run is ramped (its wave plus chassis tier): early runs are almost all Nerfed, but a fully ramped run settles near Mid 30 percent, Lit 38 percent, Sweaty 27 percent and Based 5 percent, with Nerfed gone entirely. Bosses lean a little richer toward Sweaty. Lit is the workhorse tier; Based is the rare top of what drops.

Rarity is a real multiplier. A part's primary effect scales with rarity: Uncommon ×1.15, Rare ×1.32, Epic ×1.55, Legendary ×1.85. Rarer parts also roll more affixes (including weight reduction) and carry more ports for elaborate wiring. The multiplier is shown on every part.

Spare parts can be scrapped for Scrap or upgraded with Components. Upgrades follow diminishing returns: each level costs more and adds a little less than the last. The exception is the Mech Core, whose power compounds with every level; it is the long-run engine, so feeding it Components is never wrong. Healing parts (Repair Gel Pump, Nano-Swarm Hive) add hull regen as a build choice; natural regen alone will not out-heal a serious wave. (CPU and Storage limits grow through the Compute Grid late-game.)

Protect the keepers. Tap Protect on any part to lock it: scrap, the Smelter and the Foundry all skip protected parts, and their bulk tallies stop counting them, so a "melt all" or a fusion pile can never eat the roll you were saving. Unlock it the same way when you are ready to let it go.