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Equipment & Stat Effects

Steam

Each unit has 7 equipment slots. Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry additional status effects.

At a glance

Equipment slots7 per unit
Percent vs flat statsEach stat carries an is-percent flag; 58 stats are percent-based, 74 flat
Example percent statsCritical Chance, Hit/Dodge/Guard Chance, Life Steal, Health Regeneration
Example flat statsThe 6 major stats, Max Health, Physical/Magic Attack Power, Attack Speed
Resistance formulaDamage taken multiplied by 100 / (100 + Resistance)
Jewelry affixesSilver Necklace, Silver Ring: 1 of 17Red Crystal Necklace, Red Crystal Ring: 2 of 6Blue Crystal Necklace, Blue Crystal Ring: 2 of 6Green Crystal Necklace, Green Crystal Ring: 2 of 5
Crystal jewelry poolsRed = offense, Blue = defense, Green = utility
Durability lossArmor pieces only, proportional to the damage left AFTER the barrier (0.1 factor per hit); guard reduces it, dodge/miss costs none, a barrier protects gear
Released gear tiersWood, Bloodwood, Bone, Carapace, Copper, Silver (jewelry), Arcron (+ crystal jewelry)

Slots and swapping

The slots include:

  • main weapon
  • off-hand, either a shield or ammo
  • helmet
  • body armor
  • 2 accessories
Watch outSwapping gear mid-fight has a cost since B.0.3.44. Changing equipment during combat triggers a 10-second global cooldown (GAMESYSTEM_Combat_ChangeEquipCoolDown).

Percent and flat bonuses

The extra effects on gear come in two kinds. An is-percent flag on each stat says which kind a bonus is.

Percentage modifiers:

  • Critical Chance
  • Hit/Dodge/Guard chance
  • Life Steal
  • Damage Dealt/Taken
  • Health Regeneration
  • Experience Gained

Flat additions:

  • the 6 major stats
  • Max Health
  • Physical/Magic Attack Power
  • Attack Speed
  • Cooldown Reduction
  • flat resistances
TipWhether the bonus carries a percent sign tells you which kind it is.

Resistances

Resistances follow a diminishing-returns curve instead of subtracting flat damage. A value of R reduces damage taken by R / (100 + R), so you multiply incoming damage by 100 / (100 + R).

RuleResistance is always useful but never reaches full immunity.

The value has no floor: a negative Resistance raises the damage taken above the base value.

Jewelry affixes

Jewelry can roll random affixes. The pool depends on the piece.

JewelryAffixesPool
Silver Necklace, Silver Ring117: Attack Speed, Cooldown Reduction, Critical Chance, Critical Damage Bonus, Dodge Chance, Guard Chance, Guard Damage Reduction, Health Regeneration, Hit Chance, Magic Attack Power, Magic Resistance, Max Energy, Max Health Total, Max Weight, Movement Speed, Physical Attack Power, Physical Resistance
Red Crystal Necklace, Red Crystal Ring26: Attack Speed, Critical Chance, Critical Damage Bonus, Hit Chance, Magic Attack Power, Physical Attack Power
Blue Crystal Necklace, Blue Crystal Ring26: Dodge Chance, Guard Chance, Guard Damage Reduction, Magic Resistance, Max Health Total, Physical Resistance
Green Crystal Necklace, Green Crystal Ring25: Cooldown Reduction, Health Regeneration, Max Energy, Max Weight, Movement Speed

Silver draws its affix from the broad pool; crystal jewelry draws from a focused, themed one.

Durability wear

Gear also wears down. Every hit that lands on one of your units drains durability from each armor piece it wears (helmet, hood, body armor, shield) in proportion to the damage, at a 10% durability-loss factor per hit. Each piece loses the full amount. Weapons and accessories never wear from hits taken.

Some hits cost less durability, or none:

  • an active guard reduces wear, because the guard's damage reduction is applied before the durability math runs (Resistance does the same, and a critical hit wears more)
  • a dodged or missed attack costs no durability at all
RuleA Barrier protects equipment. The durability routine receives the damage left after the barrier, so a bubble that fully soaks a hit costs no durability, and a partial soak reduces the wear.

Gear tiers

Released equipment tiers run in this order:

  • Wood
  • Bloodwood
  • Bone
  • Carapace
  • Copper
  • Silver
  • Arcron

Silver is the jewelry tier, and the Red/Blue/Green crystal jewelry and crystal staffs sit alongside it. Arcron is the special dungeon metal at the top.

Removed lines

The Early Access release removed these from the item data:

  • the dormant Tin, Bronze and Iron weapon lines
  • the Garnet, Opal, Peridot and Gold jewelry

Iron survives only as:

See the Gated Content page.