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
Slots and swapping
The slots include:
- main weapon
- off-hand, either a shield or ammo
- helmet
- body armor
- 2 accessories
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
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).
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.
| Jewelry | Affixes | Pool |
|---|---|---|
| 1 | 17: 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 | |
| 2 | 6: Attack Speed, Critical Chance, Critical Damage Bonus, Hit Chance, Magic Attack Power, Physical Attack Power | |
| 2 | 6: Dodge Chance, Guard Chance, Guard Damage Reduction, Magic Resistance, Max Health Total, Physical Resistance | |
| 2 | 5: 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
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:
- Iron Armor and Iron Helmet, each with a recipe that names no workstation and an Iron Ingot ingredient with no source in the tables
- an Iron Great Sword
- the Iron Ingot itself, with no source at all
See the Gated Content page.