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.
| Slot | What it is | What it decides |
|---|---|---|
| Attack Amplifier | The offensive half of BINI #9 | Damage Amp from 20% to 80%, and one to three chip sockets |
| Protective Unit | The defensive half of BINI #9 | Damage Reduction from 10% to 90%, and one to three chip sockets |
| Chips | Sockets fitted to either piece | Extra damage, defence, Load, stamina, or an active skill |
| Backpack | Carried loot space | From 4 slots on the default bag to 22 on the Heavy Duty Backpack |
| Imprints of the Vein | Load-reactive buffs sold beside the gear | Up to +30% damage dealt or 30% less damage taken at Heavy Load |

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.
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.
| Slot | Piece | Chips it takes | What those chips give |
|---|---|---|---|
| Damage | Attack Amplifier | Damage Chip, Armor-Piercing Chip | Damage Amp +5% to +15%, or +10% penetration against higher-tier armour |
| Resistance | Attack Amplifier | Resistance Chip | Load +2 to +4 |
| Skills | Attack Amplifier | Blink, Heal, Weaken, Lighting or Boost Chip | One active ability on a cooldown |
| Protection | Protective Unit | Protection Chip | Damage Reduction +5% to +15% |
| Load Expansion | Protective Unit | Capacity Expansion Chip | Load +2 to +4 |
| Vigor | Protective Unit | Fortitude Chip, Advanced Vigor Chip | Stamina recovery speed +9% to +15% |
Every chip and what it does
There are 31 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.
| Chip | Grade | Slot | Effect |
|---|---|---|---|
| Rare | Damage | Damage Amp +5% | |
| Mid-grade Damage Chip | Epic | Damage | Damage Amp +10% |
| Legendary | Damage | Damage Amp +15% | |
| Epic | Damage | Penetration against higher-tier armor +10% | |
| Rare | Resistance | Load +2 | |
| Epic | Resistance | Load +3 | |
| Legendary | Resistance | Load +4 | |
| Rare | Protection | Damage Reduction +5% | |
| Epic | Protection | Damage Reduction +10% | |
| Legendary | Protection | Damage Reduction +15% | |
| Rare | Load Expansion | Load +2 | |
| Epic | Load Expansion | Load +3 | |
| Legendary | Load Expansion | Load +4 | |
| Rare | Vigor | Stamina recovery speed +9% | |
| Epic | Vigor | Stamina recovery speed +12% | |
| Legendary | Vigor | Stamina 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.
| Chip | Grade | Effect | Cooldown |
|---|---|---|---|
| Low-Level Blink Chip | Rare | Blink 10 metres forward. Cannot pass through walls. | 120s |
| Epic | Blink 10 metres forward. Cannot pass through walls. | 100s | |
| Legendary | Blink 10 metres forward. Cannot pass through walls. | 90s | |
| Low-Level Heal Chip | Rare | Regeneration for 10s, 5% HP every 1s. Damage interrupts it. | 60s |
| Intermediate Heal Chip | Epic | Healing for 8s, 7.5% HP every 1s. Damage interrupts it. | 60s |
| Advanced Heal Chip | Legendary | Healing for 6s, 7.5% HP every 0.6s. Damage interrupts it. | 60s |
| Low-Level Weaken Chip | Rare | 4 m Weakness Aura for 2s. Targets inside deal 10% less damage. | 90s |
| Mid-Grade Weaken Chip | Epic | 6 m Weakness Aura for 3s. Targets inside deal 20% less damage. | 90s |
| Advanced Weakening Chip | Legendary | 8 m Weakness Aura for 5s. Targets inside deal 30% less damage. | 90s |
| Low-Grade Lighting Chip | Rare | BINI #9 clears mist 12 m ahead for 60s. | 100s |
| Medium-Grade Lighting Chip | Epic | BINI #9 clears mist 15 m ahead for 80s. | 110s |
| High-Grade Lighting Chip | Legendary | BINI #9 clears mist 20 m ahead for 100s. | 120s |
| Basic Boost Chip | Rare | Move speed +10% and stamina cost down 25% for 8s. | 120s |
| Intermediate Boost Chip | Epic | Move speed +20% and stamina cost down 35% for 10s. | 110s |
| Advanced Boost Chip | Legendary | Move speed +30% and stamina cost down 50% for 12s. | 90s |
Best chips by playstyle
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.
Attack Amplifiers and Protective Units
Twelve Attack Amplifiers and ten Protective Units exist, 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.
| Amplifier | Grade | Damage Amp | Chip sockets | Durability | Shop price |
|---|---|---|---|---|---|
| Attack Amplifier | Uncommon | 20% | None | 60 | 10,000 |
| Attack Amplifier - Might | Rare | 40% | Damage | 75 | 60,000 |
| Attack Amplifier - Exploration | Rare | 40% | Resistance | 75 | 60,000 |
| Attack Amplifier - Tactics | Rare | 40% | Skills | 75 | 60,000 |
| Attack Amplifier - Might | Epic | 60% | Damage, Resistance | 100 | 120,000 |
| Attack Amplifier - Tactics | Epic | 60% | Damage, Skills | 100 | 120,000 |
| Attack Amplifier - Exploration | Epic | 60% | Resistance, Resistance | 100 | 120,000 |
| Attack Amplifier - Mobility | Epic | 60% | Resistance, Skills | 100 | 120,000 |
| Attack Amplifier - BREAK | Epic | 60% | Damage, Damage, Damage | 100 | 120,000 |
| Attack Amplifier - Might | Legendary | 80% | Damage, Damage, Skills | 120 | Rank-locked |
| Attack Amplifier - Tactics | Legendary | 80% | Damage, Resistance, Skills | 120 | Rank-locked |
| Attack Amplifier - Exploration | Legendary | 80% | Resistance, Resistance, Skills | 120 | Rank-locked |
| Unit | Grade | Damage Reduction | Chip sockets | Durability | Shop price |
|---|---|---|---|---|---|
| Protective Unit | Uncommon | 10% | None | 60 | 10,000 |
| Protective Unit - Defense | Rare | 40% | Protection | 75 | 60,000 |
| Protective Unit - Exploration | Rare | 40% | Load Expansion | 75 | 60,000 |
| Protective Unit - Endurance | Rare | 40% | Vigor | 75 | 60,000 |
| Protective Unit - Defense | Epic | 70% | Protection, Load Expansion | 100 | 120,000 |
| Protective Unit - Exploration | Epic | 70% | Protection, Vigor | 100 | 120,000 |
| Protective Unit - Endurance | Epic | 70% | Load Expansion, Vigor | 100 | 120,000 |
| Protective Unit - Defense | Legendary | 90% | Protection, Protection, Protection | 120 | Rank-locked |
| Protective Unit - Exploration | Legendary | 90% | Load Expansion, Load Expansion, Load Expansion | 120 | Rank-locked |
| Protective Unit - Endurance | Legendary | 90% | Protection, Load Expansion, Vigor | 120 | Rank-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.
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.
| Backpack | Grade | Slots | Eggshell Coins |
|---|---|---|---|
| Common | 4 | Issued free | |
| Uncommon | 10 | 1,000 | |
| Rare | 14 | 30,000 | |
| Epic | 18 | 60,000 | |
| Legendary | 22 | 200,000 |
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.
| Imprint | Grade | Light Load | Heavy Load |
|---|---|---|---|
| Damage dealt | I | +6% | +12% |
| Damage dealt | II | +9% | +18% |
| Damage dealt | III | +15% | +30% |
| Damage taken reduced | I | 6% | 12% |
| Damage taken reduced | II | 9% | 18% |
| Damage taken reduced | III | 15% | 30% |

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.
| Stone | Grade | Serves | Restores |
|---|---|---|---|
| Uncommon | Attack Amplifier | 60 | |
| Rare | Attack Amplifier | 80 | |
| Epic | Attack Amplifier | 100 | |
| Legendary | Attack Amplifier | 120 | |
| Uncommon | Protective Unit | 100 | |
| Rare | Protective Unit | 120 | |
| Epic | Protective Unit | 150 | |
| Legendary | Protective Unit | 180 |
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.
Three loadouts that work
Each board below 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.
Starter, 21,000 coins
Attack Amplifier- Empty socket
Protective Unit- Empty socket
Simple Backpack
- Why this build
- Two Uncommon pieces at 10,000 each and a 10-slot bag at 1,000. Neither piece has a socket to fill, so there is nothing to lose that a single Normal clear cannot replace. Run this until Beginner Protection expires and you know the route to the Egg Boat.
Solo high score, 240,000 coins
Attack Amplifier - Mobility
Advanced Boost Chip
Protective Unit - Endurance
Advanced Vigor Chip
Adventure Backpack
- Why this build
- The Mobility amplifier pairs a Resistance socket with the Skills socket, so you carry more and still hold Boost for the sprint home. Endurance pairs Load Expansion with Vigor, which is the same trade on the other half.
Squad carry, 360,000 coins
Attack Amplifier - BREAK
Advanced Damage Chip
Protective Unit - Defense
Advanced Protection Chip
Adventure Backpack
- Why this build
- Three Damage sockets on the amplifier and two Protection sockets plus Load Expansion on the unit. Built for Nightmare rooms where a teammate twines with the egg and you hold the corridor.
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.
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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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?
31, across six slots. Sixteen are flat stat chips in Rare, Epic and Legendary grades, and fifteen are the five active skills, Blink, Heal, Weaken, Lighting and Boost, each also in three grades. An amplifier holds at most three chips and a Protective Unit at most three.
What is the best Egg Heist amplifier?
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.


