Equipment
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Equipment are items that give special effects to the equipped Monsters during combat. When obtaining an equipment, the player is immediately given the choice to equip it on a Monster or scrap the equipment for gold. A Monster can only have a single piece of equipment, and once equipped, it cannot be removed. Giving equipment to a Monster that already has one will scrap the old equipment automatically.
Equipment can be obtained as a reward from combat. After completing combat that is not linked to an event, a purple orb will appear nearby, which can be interacted with to obtain a random equipment. In some events, equipment can also be acquired fom Sir Tiberion, sometimes even being upgraded and traded with him. Equipment can also be purchased from the Merchant, with a base cost of 10 gold, and may have a discount. Additionally, there is a chance, whether from a reward or the Merchant, for the equipment to come with an affix. Equipment with an affix can be scrapped for more gold and costs more from the Merchant.
Equipments also have a tier system, being divided in common, rare and epic, getting stronger the higher the tier.
List of Equipment
Name | Rarity | Effect |
---|---|---|
Armor |
Common | At the start of your turn: Applies 2 Shield to self. |
Rare | At the start of your turn: Applies 3 Shield to self. | |
Epic | At the start of your turn: Applies 4 Shield to self. | |
Belt |
Common | On Interrupt: 50% chance to apply Power to self. |
Rare | On Interrupt: 75% chance to apply Power to self. | |
Epic | On Interrupt: Applies Power to self. | |
Blade |
Common | +10% Crit Chance. |
Rare | +15% Crit Chance. | |
Epic | +20% Crit Chance. | |
Boots |
Common | +15% Evasion. |
Rare | +20% Evasion. | |
Epic | +25% Evasion. | |
Chain |
Common | On Single-Target Attack: If the enemies have 6 or more Aether, purges 1 enemy Aether. |
Rare | On Single-Target Attack: If the enemies have 5 or more Aether, purges 1 enemy Aether. | |
Epic | On Single-Target Attack: If the enemies have 4 or more Aether, purges 1 enemy Aether. | |
Lance |
Common | Converts the element of the first hit of each attack into Wild Damage. |
Rare | Converts the element of the first hit of each attack into Wild Damage. Wild Damage +2. | |
Epic | Converts the element of the first hit of each attack into Wild Damage. Wild Damage +4. | |
Ocarina |
Common | On Support Action: Heals the ally with the lowest health for 3. |
Rare | On Support Action: Heals the ally with the lowest health for 5. | |
Epic | On Support Action: Heals the ally with the lowest health for 7. | |
Orb |
Common | +1 Aether, but Health is reduced by 6. |
Rare | +1 Aether, but Health is reduced by 3. | |
Epic | +1 Aether. | |
Salve |
Common | At the end of combat: Cleanses 2 Corruption from self. |
Rare | At the end of combat: Cleanses 3 Corruption from self. | |
Epic | At the end of combat: Cleanses 4 Corruption from self. | |
Skull |
Common | Whenever this monster applies a debuff to an enemy: 15% chance to apply another stack of the same debuff. Cannot trigger with itself. |
Rare | Whenever this monster applies a debuff to an enemy: 20% chance to apply another stack of the same debuff. Cannot trigger with itself. | |
Epic | Whenever this monster applies a debuff to an enemy: 25% chance to apply another stack of the same debuff. Cannot trigger with itself. | |
Staff |
Common | 50% chance for +1 Hit. |
Rare | 75% chance for +1 Hit. | |
Epic | +1 Hit. | |
Talisman |
Common | Whenever a buff is applied to this monster: 15% chance to apply another stack of the same buff. Cannot trigger with itself. |
Rare | Whenever a buff is applied to this monster: 20% chance to apply another stack of the same buff. Cannot trigger with itself. | |
Epic | Whenever a buff is applied to this monster: 25% chance to apply another stack of the same buff. Cannot trigger with itself. | |
Tome |
Common | On Single-Target Attack: 50% to apply Weakness. |
Rare | On Single-Target Attack: 75% to apply Weakness. | |
Epic | On Single-Target Attack: Applies Weakness. |
Affixes
Affixes are small upgrades that can come with an equipment. They are easily identifiable by the light blue text saying what they do.
They can do all sorts of things, from increasing the damage, the HP healed, the critical chance, the evasion chance etc. You can get an affix in an equipment in events with Sir Tiberion. There's also a chance that the Merchant is selling an equipment with an affix. However, those have a higher cost.
Name | Effect |
---|---|
Crit Chance +10% | Grants each hit a chance to land a critical hit, dealing 50% more damage, rounded down. |
Evasion +10% | Grants a chance to evade each incoming hit. |
Earth Generator +1 | Basic attacks generate 1 additional Earth Aether |
Fire Generator +1 | Basic attacks generate 1 additional Fire Aether |
Water Generator +1 | Basic attacks generate 1 additional Water Aether |
Wind Generator +1 | Basic attacks generate 1 additional Wind Aether |
Earth Damage +1 | Increases damage of each Earth hit. |
Fire Damage +1 | Increases damage of each Fire hit. |
Water Damage +1 | Increases damage of each Water hit. |
Wind Damage +1 | Increases damage of each Wind hit. |
Healing +1 | Increases healing of each heal. |
Shielding +1 | Increases Shielding of each Shield. |
Health +5 | Increases this monster’s maximum health. |
Poison Damage +2 | Increases damage of Poison against enemies. |
Crit Damage +2 | Increases damage of each critical hit. |
Initial Shield +5 | At the start of combat, applies Shield on self. |
Power Chance +20% | On action, 20% chance to gain Power |