Equipment & Stat Effects
Each unit has 7 equipment slots (main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry additional status effects.
Those additional effects come in two flavors, distinguished by an is-percent flag on each stat: some are percentage modifiers (Critical Chance, Hit/Dodge/Guard chance, Life Steal, Damage Dealt/Taken, Health Regeneration, Experience Gained) and some are flat additions (the six major stats, Max Health, Physical/Magic Attack Power, Attack Speed, Cooldown Reduction, flat resistances). Reading whether a bonus is "+10%" or "+10" tells you which kind it is.
Resistances follow a diminishing-returns curve rather than subtracting flat damage: a value of R reduces damage taken by roughly R / (100 + R), i.e. you multiply incoming damage by about 100 / (100 + R). So resistance is always useful but never reaches full immunity.
Jewelry can roll random affixes:
- Silver rings and necklaces roll a single affix from a broad 17-stat pool (attack, crit, defense and utility stats).
- Crystal jewelry rolls two affixes from a focused, themed pool: Red Crystal rolls offense (attack, crit, hit), Blue Crystal rolls defense (HP, dodge, guard, resistances), and Green Crystal rolls utility (cooldown, energy, move speed, weight).
Gear also wears down: every hit that lands drains equipment durability in proportion to the damage (a roughly 10% durability-loss factor per hit). Know exactly what protects your gear and what doesn't: an active guard reduces wear (the guard's damage reduction is applied before the durability math runs), and a dodged or missed attack costs no durability at all - but a Barrier does NOT protect equipment. The durability routine receives the pre-barrier damage, so a bubble that fully soaks a hit still lets your armor degrade at the hit's full value.
Released equipment tiers run Wood -> Bloodwood -> Bone -> Carapace -> Copper -> Silver -> Arcron (Silver is the jewelry tier; the Red/Blue/Green crystal jewelry and crystal staffs sit alongside it, and Arcron is the special dungeon metal at the top). Higher metal tiers (Iron, Bronze, Tin) and gem-jewelry lines exist in the data but are not yet obtainable (see the Gated Content page).
Key numbers
| Equipment slots | 7 per unit |
| Percent vs flat stats | Each stat carries an is-percent flag; about 56 stats are percent-based, 73 flat |
| Example percent stats | Critical Chance, Hit/Dodge/Guard Chance, Life Steal, Health Regeneration |
| Example flat stats | The six major stats, Max Health, Physical/Magic Attack Power, Attack Speed |
| Resistance formula | Damage taken multiplied by about 100 / (100 + Resistance) |
| Silver jewelry affixes | 1 random affix from a broad 17-stat pool |
| Crystal jewelry affixes | 2 affixes; Red = offense, Blue = defense, Green = utility |
| Durability loss | Proportional to PRE-barrier damage (~0.1 factor per hit); guard reduces it, dodge/miss costs none, barriers do NOT protect gear |
| Released gear tiers | Wood, Bloodwood, Bone, Carapace, Copper, Silver (jewelry), Arcron (+ crystal jewelry) |