Taskbar Hero Wiki Gear Database

Gear Atlas & Filters

Gear Database

This page turns the homepage gear atlas into a searchable second-level data page. It starts with the filters players use most, then layers in entry cards, raw previews, and gear-type notes for slot-by-slot comparison.

The current layout is meant to scale cleanly: field names stay stable, obtainability stays visible, and later imports can slot in without rewriting the whole page structure.

Read the Gear page through your current question first

The biggest value of the Gear page is not that it lists everything, but that it helps answer the question you have right now. For most players, the four reading paths below are much faster than scanning the page from top to bottom.

Problem-first reading
01

I only want to know whether one item is usable right now

Use filters to narrow the item down to the same family and level, then check `Obtainable` and `Source`. The goal here is not endgame perfection, but whether you can equip it now.

  • Start with Family and level range filters.
  • Check whether it actually drops in your current map band.
  • If the main stats are not terrible, use it as a transition piece.
Open Gear Explorer
02

I want to know whether this item is worth continuing to shape

Do not stare at one stat alone. First decide whether the item belongs in your real build, then decide whether Cube investment is still justified.

  • Check first whether the build will really keep using this slot long-term.
  • Then check whether the main stats match the current route.
  • Only after that should Cube decide whether shaping continues.
Open the Cube decision chain
03

I want to know which gear slots are worth farming

Do not blind-farm. The steadiest approach is to confirm the target setup on the Builds page, then return here and work backward to the most valuable slot to patch.

  • If the build is not settled, Gear conclusions will keep shifting.
  • Farming setups usually prioritize efficiency slots first.
  • Boss setups usually prioritize survival or burst slots first.
Check the Builds Library first
04

I am not sure whether the problem is gear or runes

If you have not even identified the problem layer yet, stop browsing gear tables for a moment. Go back to Runes and save-review logic first and decide whether the account lacks stats or is simply growing in the wrong direction.

  • If rune lines are unstable, good gear may still feel weak.
  • When the slot is correct but returns are low, the problem is often progression direction.
  • Separating the layers first is much more effective than changing every system at once.
Check rune lanes first

Use gear as a route-support system, not a trophy wall

The strongest gear decisions are rarely about one shiny row in isolation. They come from matching slot value, obtainability, build commitment, and Cube timing to the route you are actually running today.

Transition Gear / Long-Term Slots / Patch Awareness
Armor icon
Transition gear only needs to carry the next route safely. It does not need to be a forever piece.
Ring icon
Accessories often change build feel quickly, but only if the whole route is already coherent.
Inscription icon
Processed gear value depends on when you spend Cube resources, not only on the item's name.
Practical Reading

Only spend deep gear resources on slots your build is actually prepared to keep

Community progression advice and the recent official Cube hotfix point in the same direction: expensive shaping belongs on confirmed build slots, while temporary pieces should mostly be judged by stability, clear time, and obtainability.

  • If a route is still changing every session, many 'bad item' problems are really build-commitment problems.
  • Transition pieces should be upgraded just enough to keep the route smooth through the next act band.
  • When the account is unstable, fix rune direction and stage choice before trying to perfect every affix line.
After the July 23, 2026 `1.01.02` hotfix corrected wrong-material Cube operations, this page now treats processed gear timing as part of item evaluation instead of as a separate late note.
01

Obtainable upgrades beat perfect theoretical drops

A farmable item that fixes your next route failure is worth more than a rarer piece from a map band your account cannot sustain yet.

Obtainable now Stage-fit Route safety
02

D / E / I status changes the selling question

The moment a piece has been processed, it stops behaving like a fresh drop. Gear evaluation, Cube recovery, and market logic all become linked.

Decoration Engraving Inscription
03

Slot priority depends on route pressure

Farm routes often want throughput slots first, while boss or wall routes care more about survival, rhythm, or one specific burst check.

Farm route Boss route Pressure check

Gear explorer

Start with the filters that matter during real comparison work: name, family, rarity, main stats, level, and obtainability. When more rows are added later, the search flow can stay the same.

Search + Filters + Preview
Family
Grade
Main stat

Showing 0 entries

Taskbar Hero promotional gameplay art

Raw data table preview

This is a field-layout preview for the larger table that will sit behind the filters. It keeps the structure readable before adding wider sorting, paging, and explanation layers.

13-column style preview
Name Family Subtype Grade Lv Slots Main stats Obtainable Source note

Gear families and subtype notes

This page splits items into four major families first and then lists representative subtypes. That keeps the filter structure readable before you dive into individual stat lines.

Families + Subtypes
WP

Weapon

Main-hand damage slot, best for attack, crit, skill scaling, and attack-speed affixes.

Sword icon Bow icon Staff icon Axe icon
  • Sword
  • Bow
  • Staff
  • Scepter
  • Crossbow
  • Axe
OH

Off-Hand

Off-hand slots are better for shields, defense, or functional output affixes and often matter a lot in build fine-tuning.

Shield icon Orb icon Tome icon Bolt icon
  • Shield
  • Arrow
  • Orb
  • Tome
  • Bolt
  • Hatchet
AR

Armor

Armor slots define the survival floor first and also commonly hold attack-speed, movement-speed, and other utility stats.

Helmet icon Armor icon Gloves icon Boots icon
  • Helmet
  • Armor
  • Gloves
  • Boots
AC

Accessory

Accessory slots are ideal for crit damage, cooldown, attack speed, or resource-efficiency tuning and are often the easiest place to patch a late-game weakness.

Ring icon Earring icon Bracer icon Amulet icon
  • Ring
  • Necklace
  • Bracelet
  • Earring