Equipment

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Equipment Basics

Equipment gives you Attack and Armor. Increasing both makes you more effective in combat. The equipment is class-specific -- so you can only get the benefit of the "Runemage's Shirt" if you are currently a Runemage. If you aren't a Runemage, you can still equip it, but it just won't have any effect (and it will look like you don't have it on).

You can "hover" over an item in your Inventory with your finger (while pointing) for a second and it will show the Tooltip, a box with more information over the item.

To equip an item, just tap it to select it in the inventory, then tap the box you want it to go into. Note that equipment has specific slots it has to go in, if a piece won't go into a slot make sure it's the right type of equipment for that slot. Some equipment slots may not yet have items to put in them.

You start the game with a basic weapon for each class so you can choose any class to play by simply equipping that weapon into the weapon slot. If you want to equip a weapon, you must initially swap it in the hand which your current weapon is equipped in.

Durability

Equipment in your inventory has durability. When you die, your equipped items lose durability. After the durability of an item reaches 0, it is broken, and will appear with a red background on your inventory screen. If your weapon breaks, you will become a Level 1 "Unarmed" class. Find an Apprentice Blacksmith in all major cities and villages and speak to them to repair your items in exchange for a small fee. The only gear that is repaired is the gear currently equipped.

Stats

Each weapon and armor in the game comes with a variety of stats. Note that some stats may only appear on higher-level or rarer-quality items.

  • Attack: This is the base state for weapons. Higher attack equals more damage. This is the most important stat in the game for increasing your damage, and should almost always be prioritized above anything else. The attack of all weapons is always the same based on the level of the monster that dropped it. So for example all Level 20 Bows will have the same Attack.
  • Armor: This is the base state for armor in the chest, shoulder, glove, wrist, and head slots. Like Attack, it's the same for all items of the same level.
  • Strength: Increases your physical damage attacks. These are non-ability attacks such as basic sword swings, basic arrows, basic Musketeer bullets, etc. For Runemages, this stat increases the speed at which your spell missiles travel.
  • Intellect: Increases your magical damage attacks. These are all Runemage spells, Warrior combos, Musketeer orb effects, and Ranger ability arrow effects.
  • Wisdom: Increases the rate at which your Super ability recharges.
  • Speed: Increases your movement speed.
  • Luck: Increases your chance to get loot, and increases your chance to catch fish.
  • Vitality: Increases your hitpoints. The number of hitpoints gained for each point of Vitality changes based on your class. For example, Warriors gain more hitpoints for each Vitality point than Runemages.
  • Magical Defense: Adds extra Armor against incoming magical attacks (e.g. breath attacks, most red AoE attacks, etc.)
  • Physical Defense: Adds extra Armor against incoming physical attacks (e.g. most monster's basic attacks).

Affixes and Stat Bonuses

Epic and Legendary-level weapons and rings will drop with Affixes. Rare and Epic-level armor and rings will drop with stat bonuses. These are powerful additions to the gear that embue it with unique effects that can help shape the battle. Here are the currently-known affixes and stat bonuses available.

Weapon Affixes

1 affix per epic weapon

2 affixes per legendary weapon

  • Indestructible: Your weapon takes no durability damage when you die.
  • Lifesteal: A small percent of all damage that you deal heals you as well.
  • Lifepull: A small percent of all healing done to nearby allies heals you as well.
  • Charged Strikes: You are guaranteed to have a critical strike every N attacks (in addition to your base crit chance). N is currently 15.
  • Unbending: When a blow would kill you, instead you are reduced to 1 HP. This effect can trigger once every 60 seconds.
  • Treasure Master: You will find small amounts of dram in loot bags.
  • Giantkiller: Increases your damage by a certain percent to all boss-level enemies.
  • Iceheart: All attacks do increased percent damage to enemies afflicted with Slow (e.g. by the Runemage Frostbolt or Musketeer Frost Orb).
  • Bleed: All of your attacks have a small percent chance to inflict a bleed of 300% of the damage done over 5 seconds. Does not stack.
  • Lightning Forged: All of your attacks have a small chance of triggering an arc of lightning, which damages the creature you attacked as well as nearby enemies.
  • First Strike: You have a 100% chance that your first attack against a full-health target will be a critical strike.

Ring Affixes

1 affix per epic ring

  • Empowered: Your critical strike damage is increased by an additional 3%.
  • Elite Hunter: You deal increased percent damage to all elite-level enemies.
  • Elite Protector: You take a decreased percent damage from all elite-level enemies.
  • Clear Headed: Reduces the duration of stuns and slows against you by 5%.
  • Sticky: Increases the duration of stuns and slows against your enemies by 5%.

Stat Bonuses

1 stat bonus per rare armor or ring

2 stat bonuses per epic armor

2-3 stat bonuses per epic ring

  • Wisdom
  • Intelligence
  • Strength
  • Vitality
  • Magical Defense (armor only)
  • Physical Defense (armor only)
  • Critical Chance (ring only)
  • Luck (ring only)

Re-rolling affixes

Breaking down items will yield a shard of equal rarity. Shards may be sold to merchants or used on a currently equipped piece of equipment with rarity equivalent to the shard to re-roll any affixes it has. Equipment will not re-roll to the same affix, but may return to their original affixes on subsequent re-rolls.

Infusion

The infusion specialist in Guild City will infuse equipment with higher stat bonuses into one with lower stat bonuses (excluding armor). This allows one to retain a piece of equipment with higher armor while attaining the maximum stat bonus of a piece of gear in that slot. The infusion target item and source item must be for the same equipment slot and class, but may be of different rarities.

Some items, such as world boss rings, may not be able to infuse into each other depending on the source and target item order.