Difference between revisions of "Items"
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<i>Need math done</i><br /> | <i>Need math done</i><br /> | ||
Conventional wisdom dictates:<br/> | Conventional wisdom dictates:<br/> | ||
− | Defense Health for walls (path blockers like barricade). <br/> | + | Defense Health (Mainstat on Totems) for walls (path blockers like barricade). <br/> |
− | Defense Power for | + | Defense Power for Towers and Auras as Mainstat so for example a Medallion. <br/> |
Defense Critical Hit Chance is said to be capped around 33% chance so it's not needed much after you cap it with your ascension level points. | Defense Critical Hit Chance is said to be capped around 33% chance so it's not needed much after you cap it with your ascension level points. |
Revision as of 11:07, 31 July 2021
Please update information, thank you
Contents
Equipment Types
Default stats are determined by item type, e.g. Weapons will always have Damage. These are different than primary or other stats.
Weapons
Weapons are hero-specific gear.
Primary Stat: Hero Power (Damage)
Armor
Armor has four different types, each having their own equipment slot.
Primary Stat: Hero Physical/Magical Resist
Relics
Relics come in two different forms. Each Relic has its own Primary Stat. The four relics and their primary stat are:
Totems (Defense Health) - Increased HP of your tower/aura | |
Medallions (Defense Power) - Increased base damage of your tower/aura |
Both gain additional stats and slots based on drop rarity. They come with 2 additional tower stats and 0 to 3 shard sockets.
Each Relic slot in the hero equipment page corresponds to the tower/aura on the hero hotkey bar.
As an example for the Squire:
1st relic slot affects the Barricade.
2nd relic slot affects the Cannonball Tower.
3rd relic slot affects the Ballista.
4th relic slot affects the Training Dummy.
Relic Stat Weights
Need math done
Conventional wisdom dictates:
Defense Health (Mainstat on Totems) for walls (path blockers like barricade).
Defense Power for Towers and Auras as Mainstat so for example a Medallion.
Defense Critical Hit Chance is said to be capped around 33% chance so it's not needed much after you cap it with your ascension level points.
Levels
Each item has a few numbers which demonstrate what level it is at. These values, along with prefix quality, determines the value of its stats and its sell value.
Required Level
Determines the effective Level of the item. When used in rooms with a max level lower than the required level, the item is down leveled to that room, reducing its stats.
Upgrade Level
The amount of times an item can be upgraded at the Upgrade Station. Each time an item is leveled up, the player is given a point to add to one of the items stats
Prefixes
An Item's Prefix defines its stats, gg based on its type and quality, split into two key words.
Passives
An Item's Passive offers one or two special stats, mentioned at the end of the item.