PARTS WIKI

All 42 equippable parts — verified on Patch 1.2.1 (Aug 1, 2026)

Stats, drop locations, build synergies, and tier list for every part

Editor: Mira Vasquez Tested on: v1.2.1.4087 Last verified: 2026-08-02 Test runs: ~ 180 hours cumulative

How This Wiki Is Built

This page lists every part currently obtainable in Solateria, in the order they appear in the in-game Equip screen. Numbers below are what you will see if you open your save file in %APPDATA%/Studio Doodal/Solateria/save_N.sl2 with a hex editor — we cross-checked them against the parts.bin values on patch v1.2.1.4087 (Aug 1, 2026).

We did not copy the in-game tooltips. The in-game descriptions are written by Studio Doodal's narrative team and read like flavor copy; they're useless for build crafting. The numbers and synergies here come from our own test bench, where four of us ran the same encounter, same level, same part, and logged the actual damage deltas over ~180 cumulative hours of play between patch 1.1.0 and 1.2.1.

What changed since patch 1.1.0: Berserker Gauge and Swift Feet both had their proc rates rebalanced. Berserker Gauge is now meaningfully worse for any non-Glass-Cannon build; Swift Feet lost about 8% effective dodge distance at low stamina. If you had a build note from before Aug 1, 2026, re-check it.

★ Tier List (Patch 1.2.1)

Tier is per-role, not absolute — a "C-tier" Pyron Core is still the best fire-damage part, it's just that fire damage is a narrow niche. We tier for: how many builds it slots into, how much of the build's damage/defense it actually carries, and how replaceable it is by a generic alternative.

S-Tier (must-pick)

  • • Pyron Core
  • • Counter Blade
  • • Stamina Core
  • • Iron Shell
  • • Guard Breaker

A-Tier (strong)

  • • Guardian Plate
  • • Focus Crystal
  • • Reflex Enhancer
  • • Hex Chip
  • • Plague Vessel
  • • DoT Catalyst

B-Tier (situational)

  • • Fury Chip
  • • Timing Optimizer
  • • Doom Sigil
  • • Warmth Shard
  • • Berserker Gauge
  • • Fortress Module

C-Tier (niche / skip)

  • • Swift Feet (nerfed 1.2.0)
  • • Venom Coil
  • • Long Shot
  • • Stealth Module
  • • Echo Stone
  • • Pyron Echo

Last tier rebalance: 2026-08-02 after running 12h of seed-bureau-chief speedruns with each candidate build.

⚔️ Offensive Parts (12 parts)

Tiers from S to C
Reading the table: DMG% = additive to your base damage roll (multiplied by your weapon's damage stat). ATK SPD is frames-per-attack reduction. Proc is the chance the effect triggers on a hit. All numbers below were measured at character level 40, weapon level +5, against a 1,000-HP training dummy.
Part Tier Stat Drop Location Best In
Pyron Core S +15% Fire DMG (additive) Seed Bureau boss drop, 18% chance. Backup: buy from Ember Smith in Act 2 for 4,200 Pyron. Glass Cannon, Curse Weaver
Counter Blade S +35% Counter DMG (multiplicative) Drops from any boss in Act 2 if you parry 5+ times in the fight. Parry Master (essential)
Fury Chip B -3 ATK SPD frames, +8% stamina cost Drop from Ember-Wraith mini-bosses in Ashen Hills. Common. Glass Cannon, Speedrun
Hex Chip A +50% Debuff duration, +12% proc Library Master boss drop. Guaranteed first kill. Curse Weaver (essential)
Plague Vessel A +40% Poison tick DMG Ashen Hills chest, behind the Ember Cry encounter (60% drop rate). Curse Weaver, status builds
Venom Coil C +30% Poison duration (no DMG bump) Ashen Hills common drop. Replace with Plague Vessel as soon as you can. Transitional only
Berserker Gauge B +25% DMG when HP < 30% Drop from Pyron Commander. Nerfed in 1.2.0 — used to be +40%. Glass Cannon only
Doom Sigil B Allows two debuffs to stack (was 1) Five Knights chain reward. Final chest only. Curse Weaver (slot 2)
Long Shot C +30% Ranged DMG, -10% close-range DMG Water Mirror Basin vendor (3,200 Pyron). Ranged cheese builds
DoT Catalyst A +22% all damage-over-time ticks Hidden chest in Silent Ruins, requires wall-jump unlock. Curse Weaver, burn builds
Pyron Echo C +8% fire DMG to enemies with burn Act 3 vendor, 5,500 Pyron. Stat too small for slot. Skip
Guard Breaker S +45% stagger, ignores 1 shield frame Ember Core Guardian drop, 30% chance. Backup: Ashen Hills mini-boss (12%). All PvE builds (essential)

🛡️ Defensive Parts (14 parts)

Tiers from S to C
Part Tier Stat Drop Location Best In
Stamina Core S +25% stamina regen, 1.5s shaved off cooldown Starting part. Always available; never replace. Universal (one slot always)
Iron Shell S +40% block stability, 5° parry window Gatekeeper of Terradin, 25% drop. Turtle (essential)
Guardian Plate A -12% damage taken, additive with shell Silent Ruins chest (requires double jump, end of Act 1). Turtle, all defensive
Fortress Module B +15% defense, no parry buff Act 2 vendor, 2,800 Pyron. Stack with Iron Shell for cap. Turtle (slot 2)
Reflex Enhancer A +20% parry window Ashen Hills mini-boss chest. 100% drop first time. Parry Master (essential)
Focus Crystal A +20% Pyron buildup, 1.0s faster charge Water Mirror Basin, hidden room. 8% drop from a mini-boss. Parry Master (slot 2)
Timing Optimizer B +15% Perfect Parry window, -5% normal parry Late Act 2 vendor, 4,800 Pyron. Parry Master (advanced)
Warmth Shard B +18% cold resist, -5% fire resist Ashen Hills, end of zone, guaranteed chest. Cold-area exploration
Resonance Plate C +8% all elemental resist Library mid-zone, 5% drop. Jack-of-all-trades
Thorn Mail B Reflect 6% of melee damage taken Pyron Commander drop, 15%. Glass Cannon mirror-match
Heal-on-Hit Sigil C Heal 0.3% max HP on hit, 1s ICD Act 1 vendor. Worse than dodge in practice. Skip
Bulwark B +25% shield durability, no HP buff Late Act 3 chest, 20% drop. Shield builds
Reactive Plating A -25% damage from attacks while parrying Five Knights 3rd chest. Hidden — you must parry the 3rd knight's enrage. Parry Master (slot 3)
Second Wind S Auto-revive once per fight at 1 HP, 90s cooldown Ember Core Guardian second phase reward. All progression builds

⚡ Utility Parts (10 parts)

Tiers from A to C
Part Tier Stat Drop Location Best In
Pyron Lens A +30% charge rate, -10% max charge Library Master 2nd-phase drop. Glass Cannon, burst builds
Echo Stone C Echoes last 2s longer, lower damage Act 1 vendor. Outclassed in nearly every use case. Skip
Stealth Module C -30% enemy aggro range, 4s duration Stealth tutorial reward, Act 1. Skip bosses, exploration only
Lifegem B +1 heal flask charge, +15% heal potency Mid-Act 2 vendor. Turtle, all low-HP
Soul Siphon A +0.5% HP per kill, stacks 10s Ashen Hills mini-boss, 12% drop. Horde-clear, mid-game
Pyron Siphon B +0.4 Pyron per kill, 6s ICD Five Knights 1st knight. Economy-heavy, mid-game
Shadow Veil B +25% backstab damage, breaks on hit Late Act 3 hidden room. Stealth, exploration
Loot Magnet C +200% pickup range, no stat buff Water Mirror Basin vendor. Quality of life, late game only
Tinkerer's Kit B Repair 30% durability on critical hit Act 1 vendor, 1,200 Pyron. Weapon-maintenance builds
Ember Cache C Drop chance +8%, no combat buff Act 1 hidden chest. Marginal. Farming, optional

💨 Mobility Parts (6 parts)

Tiers from S to C
Part Tier Stat Drop Location Best In
Double Jump S Unlocks mid-air second jump Silent Ruins story reward. Required for 100%. Universal
Air Dash S Unlocks mid-air horizontal dash Ashen Hills story reward. Universal
Wall Traverse S Unlocks wall-jump (10s stamina) Library story reward. Universal
Swift Feet C +25% dodge distance (was +33% pre-1.2.0) Act 1 vendor. Nerfed in patch 1.2.0; replace with Reflex Enhancer. Pre-Reflex only
Ground Pound B Stomp AoE on landing, 1.5s CD Five Knights 2nd knight drop. Mob clearing
Glide Cape A Slow fall after Air Dash Library late-zone chest, requires Wall Traverse. Exploration, all builds

🔗 Synergy Math

The most common mistake new builders make is treating all "+%" as the same bucket. They aren't. Additive vs. multiplicative is the single biggest lever in this game. Examples from our test runs:

Case 1: Glass Cannon, single target

Pyron Core (+15% fire, additive) + Berserker Gauge (+25%, conditional HP < 30%) on a 1,000-base-damage hit:

  • Additive path: 1,000 × 1.40 = 1,400 (Pyron + Berserker together, HP < 30%)
  • Additive path: 1,000 × 1.15 = 1,150 (Pyron only, HP > 30%)

This is why Glass Cannon is gated behind "stay at low HP" — the +25% from Berserker is the only reason the build is competitive in Act 2.

Case 2: Parry Master, single target

Counter Blade (+35% counter, multiplicative) + Reactive Plating (-25% damage taken while parrying, defensive):

  • Damage on a 1,000-base counter: 1,000 × 1.35 = 1,350 (Counter Blade stacks on its own)
  • Defensive: incoming damage × 0.75 during parry window

Multiplicative parts (Counter Blade, Guard Breaker) almost always beat two additive parts in the same slot. We tested this on Seed Bureau Chief: a 2-minute kill with Counter Blade alone, 2:50 with two additive fire parts.

Case 3: Anti-synergy (don't combine)

Pyron Core (fire) + Warmth Shard (cold resist, -5% fire resist). The Warmth Shard's fire penalty negates ~33% of Pyron Core's bonus. The two together do less damage than Pyron Core alone. We tried it on five bosses — never worth it.