A pale speckled Aniimo egg resting in dense jungle undergrowth, lit by drifting motes under dark canopy leaves
System guide · Endgame

Egg Heist gear: chips, Illusory gear and loadouts

Gear carries Operation: Egg Heist, not the roster you spent the week building. Inside the mode every Pathfinder is set to level 60 and every Aniimo is balanced to the same attributes, so the amplifier, the unit, the six chips socketed into them and the backpack on your shoulders shape every run. This guide covers the 31 standard chips, 22 standard equipment pieces, their Eggshell Coin prices and three loadouts, plus 53 Illusory items: exact in-run copies of that kit that sell for nothing and stay behind at extraction.

AdvancedEndgameBy AniimoVerse18 min read4,318 reads
31standard chips22standard gear53Illusory items6chip slots
01

How Egg Heist gear works

Egg Heist runs its own equipment system and shares nothing with the overworld. You take in a BINI #9 unit with two pieces bolted to it, an Attack Amplifier on one side and a Protective Unit on the other, plus a backpack for whatever you dig up. Chips slot into the amplifier and the unit, never into anything else, and both pieces carry a durability bar that drains as you fight.

The five things you equip before a run
SlotWhat it isWhat it decides
Attack AmplifierThe offensive half of BINI #9Damage Amp from 20% to 80%, and one to three chip sockets
Protective UnitThe defensive half of BINI #9Damage Reduction from 10% to 90%, and one to three chip sockets
ChipsSockets fitted to either pieceExtra damage, defence, Load, stamina, or an active skill
BackpackCarried loot spaceFrom 4 slots on the default bag to 22 on the Heavy Duty Backpack
Imprints of the VeinLoad-reactive buffs sold beside the gearUp to +30% damage dealt or 30% less damage taken at Heavy Load
Egg Heist equipment frame with the amplifier and unit either side of BINI #9, two chip sockets under each, a Heavy Duty Backpack grid and the Safe panel
Amplifier left, BINI #9 centre, Protective Unit right, with chip sockets under each piece. The Safe holds 5 kg that survives a failed run.

Nothing you built outside carries in. Operation: Egg Heist sets every Pathfinder to level 60, balances participating Aniimo attributes to the same baseline, and switches off the attribute bonuses from equipped Held Items. Held Item effects still fire, and they fire at Legendary quality whatever the item you brought actually is. A week of Potential development buys you nothing here. A 10,000-coin amplifier buys you a 20% Damage Amp.

A failed extraction takes the whole kit: Faint and you forfeit the backpack, everything inside it, and both equipped pieces with their chips still in the sockets. The mode hands you a bare 4-slot Default Backpack for the next run. Only the 5 kg Safe on the Egg Boat comes home.
Your first three rounds are insured: Each difficulty in Team Mode grants Beginner Protection for its first 3 rounds. During those rounds a failed extraction fully retains your BINI #9 unit, amplifier, chip, backpack and everything inside. Learn a new difficulty on those three rounds, not on your fourth.
02

The six chip slots

A chip only fits its own slot type, and the slot types are fixed to the piece. The amplifier carries Damage, Resistance and Skills sockets; the Protective Unit carries Protection, Load Expansion and Vigor. How many of each you get is the only real difference between two pieces of the same grade, because their Damage Amp and Damage Reduction figures are identical.

Chip slots, the piece they sit on and what they accept
SlotPieceChips it takesWhat those chips give
DamageAttack AmplifierDamage Chip, Armor-Piercing ChipDamage Amp +5% to +15%, or +10% penetration against higher-tier armour
ResistanceAttack AmplifierResistance ChipLoad +2 to +4
SkillsAttack AmplifierBlink, Heal, Weaken, Lighting or Boost ChipOne active ability on a cooldown
ProtectionProtective UnitProtection ChipDamage Reduction +5% to +15%
Load ExpansionProtective UnitCapacity Expansion ChipLoad +2 to +4
VigorProtective UnitFortitude Chip, Advanced Vigor ChipStamina recovery speed +9% to +15%
Two slots both raise Load: The amplifier Resistance socket and the unit Load Expansion socket grant the same Load +2, +3 and +4 steps. Running both is how a scavenger route gets to Heavy Load without dropping anything.
One chip from each slot, at its top grade
Advanced Damage ChipAdvanced Resistance ChipAdvanced Blink ChipAdvanced Protection ChipAdvanced Capacity Expansion ChipAdvanced Vigor Chip
03

Every standard chip and what it does

There are 31 standard chips. Sixteen are flat stat lines in three grades, and fifteen are the five active skills, each also in three grades. Grades run Rare, Epic and Legendary, and the shop sells the Rare grade for 20,000 Eggshell Coins a chip once your Rank unlocks the counter.

Stat chips, by slot
ChipGradeSlotEffect
Low-Level Damage ChipRareDamageDamage Amp +5%
Mid-grade Damage ChipEpicDamageDamage Amp +10%
Advanced Damage ChipLegendaryDamageDamage Amp +15%
Armor-Piercing ChipEpicDamagePenetration against higher-tier armor +10%
Low-Level Resistance ChipRareResistanceLoad +2
Mid-Level Resistance ChipEpicResistanceLoad +3
Advanced Resistance ChipLegendaryResistanceLoad +4
Low-Level Protection ChipRareProtectionDamage Reduction +5%
Intermediate Protection ChipEpicProtectionDamage Reduction +10%
Advanced Protection ChipLegendaryProtectionDamage Reduction +15%
Basic Capacity Expansion ChipRareLoad ExpansionLoad +2
Intermediate Capacity Expansion ChipEpicLoad ExpansionLoad +3
Advanced Capacity Expansion ChipLegendaryLoad ExpansionLoad +4
Basic Fortitude ChipRareVigorStamina recovery speed +9%
Intermediate Fortitude ChipEpicVigorStamina recovery speed +12%
Advanced Vigor ChipLegendaryVigorStamina recovery speed +15%

Skill chips are the only chips that do something you press. All five occupy the same single Skills socket, so an amplifier carries exactly one active ability and choosing it is the largest decision in the loadout.

Skill chips, with cooldowns
ChipGradeEffectCooldown
Low-Level Blink ChipRareBlink 10 metres forward. Cannot pass through walls.120s
Intermediate Blink ChipEpicBlink 10 metres forward. Cannot pass through walls.100s
Advanced Blink ChipLegendaryBlink 10 metres forward. Cannot pass through walls.90s
Low-Level Heal ChipRareRegeneration for 10s, 5% HP every 1s. Damage interrupts it.60s
Intermediate Heal ChipEpicHealing for 8s, 7.5% HP every 1s. Damage interrupts it.60s
Advanced Heal ChipLegendaryHealing for 6s, 7.5% HP every 0.6s. Damage interrupts it.60s
Low-Level Weaken ChipRare4 m Weakness Aura for 2s. Targets inside deal 10% less damage.90s
Mid-Grade Weaken ChipEpic6 m Weakness Aura for 3s. Targets inside deal 20% less damage.90s
Advanced Weakening ChipLegendary8 m Weakness Aura for 5s. Targets inside deal 30% less damage.90s
Low-Grade Lighting ChipRareBINI #9 clears mist 12 m ahead for 60s.100s
Medium-Grade Lighting ChipEpicBINI #9 clears mist 15 m ahead for 80s.110s
High-Grade Lighting ChipLegendaryBINI #9 clears mist 20 m ahead for 100s.120s
Basic Boost ChipRareMove speed +10% and stamina cost down 25% for 8s.120s
Intermediate Boost ChipEpicMove speed +20% and stamina cost down 35% for 10s.110s
Advanced Boost ChipLegendaryMove speed +30% and stamina cost down 50% for 12s.90s
Heal is not an escape button: Every Heal grade stops the moment you take a hit, so it only works behind cover or after you break line of sight. Blink and Boost are the chips that actually get you out of a room.
04

Best standard chips by playstyle

For the standard shop kit, pick the column that matches how you intend to leave the island. The chip that saves a solo scavenger is dead weight on a carrier who never fights alone, and a fighter wastes both of their sockets.

  • Solo stealth

    You loot the outside, dig one nest and leave before the Sanctum gets loud.

    Skills: Advanced Boost Chip. Damage: Low-Level Damage Chip. Resistance and Load Expansion: the best Load chips you own. Protection: Advanced Protection Chip. Vigor: Advanced Vigor Chip.

    Skipping Vigor. Stamina is what outruns a guardian, and +15% recovery is the difference between two sprints and three.

  • Fighter

    You clear rooms, take the boss chest and expect contact on the way out.

    Skills: Advanced Heal Chip. Damage: as many Advanced Damage Chips as the amplifier has sockets. Protection: Advanced Protection Chip. Remaining sockets: Advanced Weakening Chip on a second amplifier for elite rooms.

    Loading the amplifier with Resistance chips. A fighter wants Damage sockets, and the 3-socket Damage amplifier is the cheapest way to get them.

  • Team carrier

    You twine with the egg and two teammates walk you to the Egg Boat.

    Skills: Advanced Blink Chip. Protection: Advanced Protection Chip. Everything else: Load. You are cargo, not damage, and the run ends at the boat.

    Bringing damage chips you never use. While twined you roll, and the fighting is your escorts.

Which chip belongs in each socket, by how you play
The Armor-Piercing Chip is situational, not a Damage upgrade: It grants penetration against higher-tier armour rather than a flat Damage Amp, so it earns its socket on Nightmare and Chaos and loses to a Mid-grade Damage Chip on Normal.
05

Standard Attack Amplifiers and Protective Units

The standard shop kit has twelve Attack Amplifiers and ten Protective Units across four grades. Within a grade every piece has the same Damage Amp, the same Damage Reduction and the same durability. The socket layout is the whole difference, and the shop charges the same price for all of them, so the layout is free to choose.

Attack Amplifiers, by grade
AmplifierGradeDamage AmpChip socketsDurabilityShop price
Attack AmplifierUncommon20%None6010,000
Attack Amplifier - MightRare40%Damage7560,000
Attack Amplifier - ExplorationRare40%Resistance7560,000
Attack Amplifier - TacticsRare40%Skills7560,000
Attack Amplifier - MightEpic60%Damage, Resistance100120,000
Attack Amplifier - TacticsEpic60%Damage, Skills100120,000
Attack Amplifier - ExplorationEpic60%Resistance, Resistance100120,000
Attack Amplifier - MobilityEpic60%Resistance, Skills100120,000
Attack Amplifier - BREAKEpic60%Damage, Damage, Damage100120,000
Attack Amplifier - MightLegendary80%Damage, Damage, Skills120Rank-locked
Attack Amplifier - TacticsLegendary80%Damage, Resistance, Skills120Rank-locked
Attack Amplifier - ExplorationLegendary80%Resistance, Resistance, Skills120Rank-locked
The BREAK amplifier is the value buy of the whole shop: It is the only piece below Legendary with three sockets, and all three are Damage. At 120,000 Eggshell Coins it fits three Advanced Damage Chips where every Legendary amplifier tops out at two.
Protective Units, by grade
UnitGradeDamage ReductionChip socketsDurabilityShop price
Protective UnitUncommon10%None6010,000
Protective Unit - DefenseRare40%Protection7560,000
Protective Unit - ExplorationRare40%Load Expansion7560,000
Protective Unit - EnduranceRare40%Vigor7560,000
Protective Unit - DefenseEpic70%Protection, Load Expansion100120,000
Protective Unit - ExplorationEpic70%Protection, Vigor100120,000
Protective Unit - EnduranceEpic70%Load Expansion, Vigor100120,000
Protective Unit - DefenseLegendary90%Protection, Protection, Protection120Rank-locked
Protective Unit - ExplorationLegendary90%Load Expansion, Load Expansion, Load Expansion120Rank-locked
Protective Unit - EnduranceLegendary90%Protection, Load Expansion, Vigor120Rank-locked

Two pieces of the same grade carry the same name more than once, so read the sockets rather than the suffix when you buy. Prices climb 10,000, 60,000 and 120,000 across the first three grades for both halves of the kit, and the Legendary grade is unlocked by Rank rather than sold to a newcomer at any price.

06

Illusory gear: in-run copies you cannot extract

The Illusory set adds 12 Attack Amplifiers, 10 Protective Units and 31 Chips to Egg Heist. Each Illusory piece carries the stats of one standard piece: the same grade, sockets, damage or defense bonus, durability and chip effect. Three things differ: every Illusory description opens by calling the piece a temporary item, the sell price is 0, and nothing Illusory leaves a run through extraction. None of it is sold for Eggshell Coins, so the standard gear above remains the shop catalogue.

Illusory equipment by grade
GradeAmplifiersProtective UnitsDifficulty in item descriptions
Uncommon11Beginner
Rare33Hard or lower
Epic53Chaos and Nightmare or lower
Legendary33Chaos and Nightmare or lower

The difficulty column repeats the tier line every Egg Heist piece carries. Standard Epic and Legendary gear names Chaos and Nightmare in exactly the same words, so an Illusory piece is not a Chaos Challenge reward. Read an Illusory pickup as its standard twin: the grade sets the stat level, and the suffix tells you what its installed chips add. Might favors damage, Exploration favors Load, Defense favors protection and Endurance favors stamina recovery.

Illusory Attack Amplifier - Might · EpicSignificantly increases damage against Chaos and Nightmare targets or lower. With chips installed, it adds a small damage and Load bonus.
Illusory Attack Amplifier - Might · LegendaryGreatly increases damage against Chaos and Nightmare targets or lower. Installed chips significantly increase damage and grant tactical skills.
Illusory Protective Unit - DefenseLegendary. Greatly increases defense against Chaos and Nightmare targets or lower. Installed chips greatly increase defense.
Illusory Basic Blink ChipRare · Attack Amplifier. Adds Blink. The item description warns against using it while facing a wall.
Illusory Advanced Vigor ChipLegendary · Protective Unit. Greatly increases stamina recovery.
Five Illusory gear previews
All 31 Illusory chips, grouped by socket
SocketChip familiesEntriesWhat they add
Attack Amplifier skillsBlink, Heal, Weakening, Lighting, Boost15Five skills with Basic, Intermediate and Advanced versions
Attack Amplifier statsDamage, Armor-Piercing, Resistance7Damage and Load increases, plus armor penetration
Protective Unit statsProtection, Capacity Expansion, Vigor9Defense, Load and stamina recovery increases
Build around the run: Choose Might and Damage for fighting, Exploration and Capacity Expansion for an egg carrier, or Defense and Vigor for surviving the escape. Illusory gear cannot be extracted; use the standard gear tables above when planning Eggshell Coin purchases.
07

Backpacks, Load and the Imprints of the Vein

Load is two things at once. It is how much you can physically carry out, and it is a damage stat. The game tracks three states, Very Light Load, Light Load and Heavy Load, and the Imprints of the Vein sold beside the gear pay out more the heavier you are.

Every backpack, its slots and its price
BackpackGradeSlotsEggshell Coins
Default BackpackCommon4Issued free
Simple BackpackUncommon101,000
Lightweight BackpackRare1430,000
Adventure BackpackEpic1860,000
Heavy Duty BackpackLegendary22200,000

Slots and Load are separate limits. A bag can have space left and still be over weight, which is what the Load chips and the Fully Loaded talents exist to fix: Fully Loaded I and II give Load +4 each and Fully Loaded III gives Load +6, on top of the +2 to +4 a chip grants.

Imprints of the Vein, by grade and Load state
ImprintGradeLight LoadHeavy Load
Damage dealtI+6%+12%
Damage dealtII+9%+18%
Damage dealtIII+15%+30%
Damage taken reducedI6%12%
Damage taken reducedII9%18%
Damage taken reducedIII15%30%
Carry heavy on purpose: A grade III Imprint doubles its value between Light Load and Heavy Load. Once you own one, filling the bag before the boss room is a damage buff rather than a risk, and the Load chips are what keep you mobile while you do it.
An Aniimo breaking out of a pale speckled egg in a sunlit forest clearing, shell fragments still on its head
What the Load is for. Eggs carried to the boat hatch at home, and the mode is the only place Eggshell Coins come from.
08

Durability, energy stones and what a run really costs

Both equipped pieces carry a durability pool, 60 on an Uncommon, 75 on a Rare, 100 on an Epic and 120 on a Legendary. Attacking drains the amplifier: the heaviest attack animations cost 1.2 durability a swing, the lighter ones 0.6, and the smallest costs are 0.04. A 60-point starter amplifier is 50 heavy swings from empty. A 120-point Legendary is 100.

Energy stones are the mid-run top-up. Pulse stones serve the Attack Amplifier and Harmonic stones serve the Protective Unit, and they are not interchangeable. Each stone restores energy to its piece and costs durability to use, and a low-grade stone used on advanced gear costs far more durability than a matching one.

Energy stones, by grade
StoneGradeServesRestores
Experimental Pulse Energy StoneUncommonAttack Amplifier60
Low-Grade Pulse Energy StoneRareAttack Amplifier80
Medium-Grade Pulse Energy StoneEpicAttack Amplifier100
High-Grade Pulse Energy StoneLegendaryAttack Amplifier120
Experimental Harmonic Energy StoneUncommonProtective Unit100
Low-Grade Harmonic Energy StoneRareProtective Unit120
Medium-Grade Harmonic Energy StoneEpicProtective Unit150
High-Grade Harmonic Energy StoneLegendaryProtective Unit180

Work the cost out before you queue. An Epic kit is 120,000 coins for the amplifier and 120,000 for the unit, three Rare chips at 20,000 apiece is another 60,000, and a Adventure Backpack adds 60,000. That is 360,000 Eggshell Coins riding on one extraction. The same three chips in a 10,000-coin Uncommon pair cannot be socketed at all, because neither Uncommon piece has a socket, which is why the first real purchase is a Rare piece rather than a cheap one.

Durability at zero stops the run, not the gear: The client warns you twice, once when BINI #9 amplifier durability runs low and again at zero, and repairs happen from the inventory rather than in the field. Carry one stone of the matching family on any run longer than a single nest.
09

Three loadouts that work

These three builds use standard shop gear. Each board fills the same five places: amplifier, amplifier chip, Protective Unit, unit chip and backpack. A place that reads Empty socket is one the build leaves open, which on an Uncommon starter kit is both chip places.

Three complete loadouts, from a first run to a squad carry

Uncommon gear takes no chips at all, so the first 60,000-coin Rare piece is worth more than a second Uncommon piece will ever be. That one purchase is the jump from starter to solo.

10

What to buy first, and what never to bring in

The shop discounts rotate. Two slots sit permanently on the equipment page at 90% off for the Uncommon pieces and 50% off for the Rare and Epic ones, and the Half-Price Goods talents add more of those slots. Buy the discounted copy or wait for it to come back.

  1. 1A 10-slot bag

    The Simple Backpack at 1,000 coins, or 100 on the 90% off slot. Ten slots against four is the biggest single upgrade in the mode and it costs less than one chest of salvage.

  2. 2One Rare amplifier or unit

    60,000 coins, or 30,000 on the half-price slot. Take the socket you will actually use: Tactics for the Skills socket, Might for Damage, Defense for Protection.

  3. 3A matching Rare chip

    20,000 coins at the chip counter, which unlocks with Rank. An empty socket is the most common mistake on a mid-tier loadout.

  4. 4The BREAK amplifier

    120,000 coins for three Damage sockets. No Legendary amplifier offers three of one type, so this is the ceiling for raw Damage Amp until the Legendary grade unlocks.

  5. 5Keys, last

    A Rusted Iron Key is 10,000, a Silver-Plated Key 50,000 and a Gilded Key 100,000 at the outside counter. The vendor inside the mode charges 20,000, 80,000 and 150,000 for the same three.

The first five purchases, in order
Simple BackpackRare Attack AmplifierLow-Level Damage ChipExperimental Pulse Energy StoneRusted Iron Key
  • Do not take a Legendary kit into a difficulty you have not cleared. One faint costs more than the run pays.
  • Do not socket an Armor-Piercing Chip on Normal. It buys penetration against armour Normal does not field.
  • Do not carry two energy stones of the wrong family. Pulse serves the amplifier and Harmonic serves the unit, and neither works on the other piece.
  • Do not bring Held Items for their stats. Attribute bonuses from Held Items are switched off inside the mode, and only the effects apply.
  • Do not spend on gear before the Egg Boat Safe talent. Five kilograms that survive a wipe is worth more than a better bag.

Everything you buy is funded by one currency. Eggshell Coins come out of sold salvage and out of the daily chests your Egg Heist Rank pays, and the Egg Heist walkthrough covers the ladder, the talent trees and the drop tables behind them. The eggs you spend the rest on route into Umbral Aniimo and the Sparkling hunting methods, and the Hatchinator guide covers what happens once they are home.

11

Frequently asked

Do your Aniimo stats matter in Egg Heist?

No. Operation: Egg Heist sets every Pathfinder to level 60 and balances participating Aniimo attributes, and it switches off the attribute bonuses from equipped Held Items. Held Item effects still apply, at Legendary quality regardless of the item quality you brought. Gear, chips and the backpack are what change a run.

How many chips are there in Egg Heist?

There are 31 standard chips and 31 temporary Illusory chips. The standard set has sixteen flat stat chips and fifteen active-skill chips across six socket types. The Illusory set covers the same offensive and defensive roles, with Basic, Intermediate and Advanced versions in most families. An amplifier holds at most three chips and a Protective Unit at most three.

What is the best standard Egg Heist amplifier to buy?

Attack Amplifier - BREAK at 120,000 Eggshell Coins. It is the only piece below Legendary with three sockets and all three take Damage chips, so it fits three Advanced Damage Chips where every Legendary amplifier tops out at two.

Do you lose your gear when you die in Egg Heist?

Yes. A failed extraction forfeits the backpack, everything in it, and both equipped pieces with their chips. The first 3 rounds of each Team Mode difficulty carry Beginner Protection, which fully retains your BINI #9 unit, amplifier, chip and backpack on a failure, and the 5 kg Egg Boat Safe survives a wipe at any time.

How do you repair Egg Heist gear?

From the inventory, not in the field. Pulse Energy Stones serve the Attack Amplifier and Harmonic Energy Stones serve the Protective Unit, restoring 60 to 120 and 100 to 180 respectively. Using a stone costs durability, and a low-grade stone on advanced gear costs considerably more of it.

Browse all 96 Aniimo guides