Equipment — How Gear Works, Not What Each Piece Rolls
Chaos Zero Nightmare runs two separate gear systems: Weapon/Armor/Accessory (dropped directly in Chaos) and Memory Fragments (farmed through Simulation). This page explains how both systems work — slots, rarity, star rank, drop pools, refinement — without listing individual item stats.
You'll find the rules: how many equipment slots exist, how rarity and star rank are decided, which Chaos zone drops what, and how Memory Fragments are farmed and crafted. You will NOT find a stat table for each individual weapon/armor/accessory or a "best gear for character X" ranking — see the disclosure section further down for why.
Weapon · Armor · Accessory
The base equipment system has three slots. Every piece dropped in Chaos belongs to exactly one of them.
Community notes observe that most Weapon effects trigger off a condition the wearer itself meets (e.g. using a certain type of card), rather than a squad-wide condition — worth checking the exact wording on a piece before assuming it always fires.
Rarity
Comparing the base stat tables for all three slots (Weapon/Armor/Accessory) shows the same ranking every time: Blue < Gold < Purple. The community wiki explicitly labels Gold gear as Legendary rarity; Purple sits a tier above it in the numbers, but no source we found gives it an official rarity name, so we keep the color instead of inventing one.
Star Rank (1-5)
Every piece of equipment also carries a star rank from 1 to 5. Unlike Memory Fragments, this isn't random — it's set entirely by the Chaos difficulty you clear to earn the drop.
| Chaos difficulty | Star rank |
|---|---|
| 3 | ★★ ? |
| 4 | ★★ |
| 5 | ★★★ ? |
| 6 | ★★★ |
| 7 | ★★★★ |
| 8 | ★★★★ |
| 9+ | ★★★★★ |
"?" marks a row the community wiki itself flags as unconfirmed.
Exception: inside a season-limited event Chaos, clearing difficulty 7 or higher guarantees a 5-star drop.
Because star rank and rarity color are the only two variables, two pieces of the same slot, same rarity and same star rank always carry identical stats — there's no hidden roll to chase, unlike Memory Fragments.
Which Chaos Zone Drops It
A large shared pool of equipment can drop in any of the 8 Chaos zones. On top of that, each zone also has its own zone-exclusive pieces.
Tap a zone below to see it on the Chaos page. Season-limited Chaos content (opened for a limited time each season) adds its own extra equipment pool on top of the 8 standing zones.
Equipment List (178 items)
Stats and effect text come directly from the game's own data files (preserved by the community) — not something we invented. Items with a matching image file show a real icon; unmatched items show an initial-letter placeholder instead.
No equipment matches this filter.
A few items in the source data have no official English translation yet (Japanese only) or use an ID that shifted between game updates — this small group is left out for now to avoid showing wrong information, and will be added once a confirmed source is available.
Season-Only: Refinement (精錬) & Engraving (刻印)
Community discussion around season-limited Chaos content (such as the Burning Life season) mentions two extra layers that can be attached to a piece of equipment while that season is active: Refinement (精錬) and Engraving (刻印) — both add an extra effect line on top of the gear's base effect, and both count toward a save file's "Season Power" score.
We could confirm that these two systems exist and roughly what they're for, but not a full breakdown of their exact rates or bonus tables. Community-compiled — no official announcement yet
Season Power is one of the scoring factors behind Save Data tiers — see the calculator: Save Data Score Calculator
Memory Fragments — Summary
Memory Fragments are CZN's second gear system, equipped separately from Weapon/Armor/Accessory. Full sub-stat ranges and the scoring tool live on the Memory Fragment Scorer — this section only summarizes how the system works.
| Slot | Main stat |
|---|---|
| I Shock | Fixed main stat |
| II Suppression | Fixed main stat |
| III Denial | Fixed main stat |
| IV Ideal | Random main stat |
| V Desire | Random main stat |
| VI Imagination | Random main stat |
Each Memory Fragment sits in one of 6 slots. Shock, Suppression and Denial always roll the same main stat; Ideal, Desire and Imagination roll their main stat at random from a short list. + 5 elemental DMG% stats (Passion/Order/Justice/Void/Instinct) can also appear on slot V as a main stat — pick them from the Main stat dropdown above. Only one of our two community sources lists these (the other doesn't cover them), and a main stat carries no roll range since it isn't part of the score calculation.
How to Farm & Craft
Community sources disagree on the unlock level (25 or 40) — no official confirmation, so we won't lock in a number. Level 40 does unlock Difficulty 5, where Legendary Memory Fragments drop. Farmed in Simulation, 60 Aether per run, across difficulty 1-10.
Unlocks at Level 40. Scrap 10 Memory Fragments to craft an exact piece from a chosen set, or 5 to craft a random piece from that set.
Used only when crafting. Without it, the crafted Fragment's main stat is random; spending this material lets you pick the main stat from the list instead.
Set Bonuses (19 sets)
All 19 confirmed 2-piece and 4-piece set bonuses, cross-checked between two independent community sources. Community-compiled — no official announcement yet
| Set | Pieces | Effect |
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2 | 2-piece: a flat +12% boost to Defense. |
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2 | 2-piece: a flat +12% boost to Max HP. |
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2 | 2-piece: a flat +12% boost to Attack. |
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2 | 2-piece: Basic cards deal 20% more damage. |
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2 | 2-piece: a flat +25% boost to Crit Damage. |
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2 | 2-piece: deal 10% more damage to enemies suffering Agony. |
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4 | 4-piece: cheap 1-cost cards hit 35% harder on a crit. |
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4 | 4-piece: once you've played 4 or more cards, Instinct damage rises 20%. |
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4 | 4-piece: after an Attack card, Order damage rises 10%, stacking up to twice. |
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4 | 4-piece: after an Exhaust effect, Void damage rises 20% for 1 turn. |
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4 | 4-piece: after upgrading a card 5 times, Passion damage rises 20%. |
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4 | 2-piece: a flat +17% boost to Attack. 4-piece: cards costing 2 or more gain +20% Crit Rate. |
| Wireth's Steel | 4 | 2-piece: a flat +20% boost to Defense. 4-piece: Counterattack damage rises 50%. |
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4 | 4-piece: Void cards that hit 2 or more times deal 30% more damage. |
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4 | 4-piece: Instinct damage against Ravaged enemies rises 50%. |
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4 | 4-piece: Justice and Order Attack cards deal 30% more damage, capped at 5 stacks per turn. |
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4 | 4-piece: creating or using an Exhaust Skill card adds +5% ally damage, up to +15%. |
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4 | 4-piece: discarding a Passion or Void Attack card grants +15% Crit Chance for 1 turn (caps at 15%). |
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4 | 4-piece: gaining Shield from an ability adds +5% ally Counterattack/Extra Attack damage, up to +25%. |
Full sub-stat ranges and a build-your-own score calculator: Gear Score
What's Missing Here (On Purpose)
We haven't published a per-item stat table (HP/ATK/DEF for every individual weapon, armor piece and accessory) because the publisher hasn't released that data officially; copying it from community sources carries a real risk of small errors compounding across dozens of items. We'll add it once official data is available. What you'll find here instead is the ruleset: slots, rarity, star rank, drop zones and the Memory Fragment system.
See Also
Sources: the community Japanese wiki's equipment list page, 74 individual item pages cross-checked from a second Japanese community wiki (obtain-method sections only — stat tables were not used), and community discussion threads for the Refinement/Engraving mention. No official rate tables exist for the two season-only systems, so none are shown here.
Equipment FAQ
Two: Weapon/Armor/Accessory (dropped directly in Chaos, deterministic stats) and Memory Fragments (farmed via Simulation or crafted, with random sub-stats).
The publisher hasn't released official per-item numbers. Community wikis do list them, but copying unverified numbers risks spreading small errors — we'd rather show the confirmed mechanics and add exact numbers once there's an official source.
The star rank is decided entirely by the Chaos difficulty you clear — higher difficulty guarantees a higher star floor. Once you know the slot, rarity color and star rank, the stats are fixed; nothing is rolled the way Memory Fragment sub-stats are.