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MUSTERNewsMUSTER Devblog: From Stat Upgrades to Build Choices
Community

MUSTER Devblog: From Stat Upgrades to Build Choices

MUSTER · published 16 Sep 2026, 16:04 UTC

All newsPlayers around this dateRead on Steam

MUSTER is still in development, and the things you find underground have changed a lot along the way. Our early loot system was a small collection of named weapons and charms. Since then, we've been working toward items that give you reasons to rethink a hero's kit, your formation, or the direction of a run.

Here's how we got from that first handful of items to the system we're building now.

Starting with a pick and a charm


The first equipment catalogue had sixteen items. A Rusted Pick added power. A Long Spear added reach. An Iron Charm gave its wearer more health. There were already a few special effects, too: Ember Brand set enemies burning, while Grave Moss helped its wearer recover during a fight.

That was enough to make finding equipment matter. A longer weapon could let a fighter contribute from behind the front line; a health charm could help someone survive the next battle. But each named item was a fixed package, and there was only so much to discover once you knew the collection.


An earlier Warband screen: choosing a hero and handing out the weapons and charms in your pack.

Giving gear clearer jobs


We introduced rarity tiers and tightened the difference between the two main equipment slots. Weapons focus on offence, with stats such as power, reach, haste, critical chance, and lifesteal. Charms focus on survival through health, armour, dodge, and thorns.

Weapon compatibility became more deliberate as well. Early on, handing a huge melee weapon to an archer could combine its damage with the archer's natural range. Separating weapon families helped give different heroes more distinct equipment choices.

The forge added another decision: spend coin on something new, or improve a piece you already like. Gilded and Radiant upgrades strengthen an item's existing qualities. A forge upgrade and an item's rarity are separate parts of its progression.


A development capture of the forge, showing the stat changes before upgrading an Iron Charm.

Finding pieces that work together


As the heroes and talents grew, we expanded the equipment around them. We wanted more finds that make you think about how your team actually fights.

Coalheart Staff lets repeated burns grow. Formation Seal rewards deploying beside allies with extra armour. Mercy Relay lets some healing received by its wearer echo to another wounded ally. Those effects ask different questions about who should carry an item and what the rest of the team can do around it.

Relics give us another place to explore those combinations. Equipment belongs to an individual hero; relics can support a whole warband or connect particular roles. Together, they give a run more ways to develop its own character.

Familiar weapons, different finds


Our more recent change gives ordinary weapon types a dependable innate stat: swords bring power, daggers bring haste, and spears bring reach. Rarity then adds bonus rolls: none for Common, one for Uncommon, two for Rare, and three for Epic.

We also chose to allow weapon bonuses to repeat, including the innate stat. An Epic sword can have its usual power plus Power, Power, and Haste rolls. Finding another sword can now be worth a second look.

Charms use a similar structure with a defensive stat pool, while their bonus stats stay distinct. Fabled gear follows its own path: fixed stats and an authored special effect give those finds a recognizable purpose. Forging improves the item you've found without rerolling it.


An Epic sword in the Pedlar's stock, with two Power bonuses and one Haste bonus.

Making the choice easier to read


More possibilities also mean more to compare. We've been simplifying equipment navigation so you can choose a hero, open a slot, and inspect compatible gear. The comparison shows what changes for that hero and which item returns to your pack before you equip anything.


A later equipment screen, with the equipped item, candidate, and resulting stat change visible together.

That's where we're taking itemization: recognizable equipment, interesting variations, and enough information to decide what fits your warband. We're still refining the balance as MUSTER moves toward release.

What makes a loot drop exciting for you: a great stat roll, an unusual effect, or the missing piece for a build? We'd love to hear it.

Thanks for following our small two-person dev team. Wishlist MUSTER on Steam to follow along, and catch up on our devblogs about talents and battlefields.

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