Difference between revisions of "Shards"
(Implemented Engineer Relic Shards) |
(Adding missing values) |
||
Line 268: | Line 268: | ||
|- id="heavy_rounds" | |- id="heavy_rounds" | ||
| {{Defense Shard|Heavy Rounds}} | | {{Defense Shard|Heavy Rounds}} | ||
− | | Increases the damage of the Rail Gun tower by '''5- | + | | Increases the damage of the Rail Gun tower by '''5-40%''', but lowers the tower's range by '''50%'''. |
| 14 | | 14 | ||
| Chaos 1 | | Chaos 1 | ||
Line 579: | Line 579: | ||
|- id="sentry_rocket" | |- id="sentry_rocket" | ||
| {{Defense Shard|Sentry Rocket}} | | {{Defense Shard|Sentry Rocket}} | ||
− | | The Sentry Turret's attack generate 1 stack. At 5 stacks, it fires a Rocket dealing '''100- | + | | The Sentry Turret's attack generate 1 stack. At 5 stacks, it fires a Rocket dealing '''100-150%''' Defense Damage in an area. |
| 20 | | 20 | ||
| Chaos 2 | | Chaos 2 | ||
Line 667: | Line 667: | ||
|- id="fury_restoration" | |- id="fury_restoration" | ||
| {{Hero Shard|Fury Restoration}} | | {{Hero Shard|Fury Restoration}} | ||
− | | Restore '''1- | + | | Restore '''1-2''' mana every time Fury scores a critical hit. |
| 8 | | 8 | ||
| Chaos 2 | | Chaos 2 | ||
Line 683: | Line 683: | ||
|- id="heroic_charge" | |- id="heroic_charge" | ||
| {{Hero Shard|Heroic Charge}} | | {{Hero Shard|Heroic Charge}} | ||
− | | Increases the damage of Valiant Charge by '''3- | + | | Increases the damage of Valiant Charge by '''3-39%'''. |
| 12 | | 12 | ||
| Chaos 2 | | Chaos 2 | ||
Line 756: | Line 756: | ||
| {{Hero Shard|Turtle Power}} | | {{Hero Shard|Turtle Power}} | ||
| Increase Damage Protection while in Turtle Stance by '''1%-21%'''. | | Increase Damage Protection while in Turtle Stance by '''1%-21%'''. | ||
− | | | + | | 20 |
| Chaos 2 | | Chaos 2 | ||
| {{Valid for Barbarian}} | | {{Valid for Barbarian}} | ||
Line 842: | Line 842: | ||
|- id="kinetic_energy" | |- id="kinetic_energy" | ||
| {{Defense Shard|Kinetic Energy}} | | {{Defense Shard|Kinetic Energy}} | ||
− | | Increases the damage of the Rail Gun Tower by '''3- | + | | Increases the damage of the Rail Gun Tower by '''3-10%''', and has a '''10-28%''' chance on hit to stun the target for '''0.4-3.2''' seconds. |
| 14 | | 14 | ||
| Chaos 3 | | Chaos 3 | ||
Line 1,050: | Line 1,050: | ||
|- id="melting_point" | |- id="melting_point" | ||
| {{Hero Shard|Melting Point}} | | {{Hero Shard|Melting Point}} | ||
− | | When the Countess deals fire damage to an enemy, there is a 20% chance to ignite their armor, causing them to take ''' | + | | When the Countess deals fire damage to an enemy, there is a 20% chance to ignite their armor, causing them to take '''10-30%''' extra damage for '''1-5''' seconds. |
| 12 | | 12 | ||
| Chaos 3 | | Chaos 3 | ||
Line 1,153: | Line 1,153: | ||
|- id="lasting_conflagration" | |- id="lasting_conflagration" | ||
| {{Defense Shard|Lasting Conflagration}} | | {{Defense Shard|Lasting Conflagration}} | ||
− | | Increases Elder Dragon burn duration by '''1- | + | | Increases Elder Dragon burn duration by '''1-3''' seconds. |
| 8 | | 8 | ||
| Chaos 4 | | Chaos 4 | ||
Line 1,201: | Line 1,201: | ||
|- id="spinning_up" | |- id="spinning_up" | ||
| {{Defense Shard|Spinning Up}} | | {{Defense Shard|Spinning Up}} | ||
− | | The Sentry Turret deals more damage as it strikes enemies, up to a maximum of '''10- | + | | The Sentry Turret deals more damage as it strikes enemies, up to a maximum of '''10-50%''' extra damage. Damage increase resets after not attacking for 5 seconds. |
| 20 | | 20 | ||
| Chaos 4 | | Chaos 4 | ||
Line 1,281: | Line 1,281: | ||
|- id="draining_strikes" | |- id="draining_strikes" | ||
| {{Hero Shard|Draining Strikes}} | | {{Hero Shard|Draining Strikes}} | ||
− | | Increase the healing from Siphon Stance by '''5 | + | | Increase the healing from Siphon Stance by '''5-150%'''. |
− | | | + | | 20 |
| Chaos 4 | | Chaos 4 | ||
| {{Valid for Barbarian}} | | {{Valid for Barbarian}} | ||
Line 1,361: | Line 1,361: | ||
|- id="holy_empowerment" | |- id="holy_empowerment" | ||
| {{Hero Shard|Holy Empowerment}} | | {{Hero Shard|Holy Empowerment}} | ||
− | | Increases damage by '''5- | + | | Increases damage by '''5-20%''' while Holy Fire is active. |
| 12 | | 12 | ||
| Chaos 4 | | Chaos 4 | ||
Line 1,520: | Line 1,520: | ||
|- id="flare_up" | |- id="flare_up" | ||
| {{Defense Shard|Flare-Up}} | | {{Defense Shard|Flare-Up}} | ||
− | | Elder Dragon has a '''5- | + | | Elder Dragon has a '''5-12.5%''' chance to deal '''12-108%''' more damage. |
| 12 | | 12 | ||
| Chaos 5 | | Chaos 5 | ||
Line 1,689: | Line 1,689: | ||
| {{Hero Shard|Maelstrom}} | | {{Hero Shard|Maelstrom}} | ||
| While Lightning Stance is active, the Barbarian's attacks have a '''5%-25%''' chance to drench enemies, stunning them for '''1.5s-3.5s.''' | | While Lightning Stance is active, the Barbarian's attacks have a '''5%-25%''' chance to drench enemies, stunning them for '''1.5s-3.5s.''' | ||
− | | | + | | 20 |
| Chaos 5 | | Chaos 5 | ||
| {{Valid for Barbarian}} | | {{Valid for Barbarian}} | ||
Line 1,785: | Line 1,785: | ||
| {{Hero Shard|Talon Strike}} | | {{Hero Shard|Talon Strike}} | ||
| Hawk Strike now stuns for '''2s-4.5'''. | | Hawk Strike now stuns for '''2s-4.5'''. | ||
− | | | + | | 10 |
| Chaos 5 | | Chaos 5 | ||
| {{Valid for Barbarian}} | | {{Valid for Barbarian}} | ||
Line 1,920: | Line 1,920: | ||
|- id="sharpened_spear" | |- id="sharpened_spear" | ||
| {{Defense Shard|Sharpened Spear}} | | {{Defense Shard|Sharpened Spear}} | ||
− | | Magnetic Knight Tower has a '''2- | + | | Magnetic Knight Tower has a '''2-20%''' chance on hit to cause the target to bleed, dealing '''20-45%''' of your Tower Damage stat as magical damage each second for '''1-5s'''. |
| 20 | | 20 | ||
| Chaos 6 | | Chaos 6 | ||
Line 2,008: | Line 2,008: | ||
|- id="inspired_shout" | |- id="inspired_shout" | ||
| {{Hero Shard|Inspired Shout}} | | {{Hero Shard|Inspired Shout}} | ||
− | | Call to Arms buff increases armor and further increases damage by '''3- | + | | Call to Arms buff increases armor and further increases damage by '''3-20%'''. |
| 12 | | 12 | ||
| Chaos 6 | | Chaos 6 | ||
Line 2,072: | Line 2,072: | ||
|- id="shadow_prince" | |- id="shadow_prince" | ||
| {{Hero Shard|Shadow Prince}} | | {{Hero Shard|Shadow Prince}} | ||
− | | Taking damage has an '''7- | + | | Taking damage has an '''7-23%''' chance to make you take '''3-15%''' less damage and stun attackers for '''1.2-4.8''' seconds over the duration. |
| 12 | | 12 | ||
| Chaos 6 | | Chaos 6 | ||
Line 2,135: | Line 2,135: | ||
|- id="enhanced_throw" | |- id="enhanced_throw" | ||
| {{Defense Shard|Enhanced Throw}} | | {{Defense Shard|Enhanced Throw}} | ||
− | | Increases the Defense Range of the Magnetic Knight Tower by '''4- | + | | Increases the Defense Range of the Magnetic Knight Tower by '''4-45%''', and incrase the Defense Damage by '''5-15%'''. |
| 16 | | 16 | ||
| Chaos 7 | | Chaos 7 | ||
Line 2,263: | Line 2,263: | ||
|- id="flame_cloak" | |- id="flame_cloak" | ||
| {{Hero Shard|Flame Cloak}} | | {{Hero Shard|Flame Cloak}} | ||
− | | After using Valiant Charge, wreath yourself in flames for 6s. While aflame, you take '''5- | + | | After using Valiant Charge, wreath yourself in flames for 6s. While aflame, you take '''5-21%''' less damage and burn attackers for '''400-2,000%''' of your Armor. |
| 16 | | 16 | ||
| Chaos 7 | | Chaos 7 | ||
Line 2,518: | Line 2,518: | ||
|- id="celestial_power" | |- id="celestial_power" | ||
| {{Hero Shard|Celestial Power}} | | {{Hero Shard|Celestial Power}} | ||
− | | Falling stars give an additional '''6- | + | | Falling stars give an additional '''6-22''' celestial power. |
| 8 | | 8 | ||
| Chaos 8 | | Chaos 8 | ||
Line 2,566: | Line 2,566: | ||
|- id="holy_restoration" | |- id="holy_restoration" | ||
| {{Hero Shard|Holy Restoration}} | | {{Hero Shard|Holy Restoration}} | ||
− | | Increases the healing of Holy Fire by '''3- | + | | Increases the healing of Holy Fire by '''3-39%'''. |
| 12 | | 12 | ||
| Chaos 8 | | Chaos 8 | ||
Line 2,765: | Line 2,765: | ||
|- id="auto_repair_system" | |- id="auto_repair_system" | ||
| {{Defense Shard|Auto-Repair System}} | | {{Defense Shard|Auto-Repair System}} | ||
− | | Restores '''0.5- | + | | Restores '''0.5-4%''' of the affected tower’s Max Health every 5s. Only active during Combat Phase. |
| 20 | | 20 | ||
| Chaos 9 | | Chaos 9 | ||
Line 2,869: | Line 2,869: | ||
|- id="voltage_spike" | |- id="voltage_spike" | ||
| {{Defense Shard|Voltage Spike}} | | {{Defense Shard|Voltage Spike}} | ||
− | | EMP Trap has a '''2- | + | | EMP Trap has a '''2-38%''' chance to deal '''4-76%''' more damage. |
| 12 | | 12 | ||
| Chaos 9 | | Chaos 9 | ||
Line 3,124: | Line 3,124: | ||
|- id="emp_shells" | |- id="emp_shells" | ||
| {{Hero Shard|EMP Shells}} | | {{Hero Shard|EMP Shells}} | ||
− | | Orbital Cannon damage increases by '''3-39% | + | | Orbital Cannon damage increases by '''3-39%''' and its hits have a '''1-25%''' chance to Stun enemies for '''1-5''' seconds and slow them by 30% for '''3-7''' seconds. |
| 12 | | 12 | ||
| Chaos 10 | | Chaos 10 | ||
Line 3,228: | Line 3,228: | ||
|- id="satellite_strike" | |- id="satellite_strike" | ||
| {{Hero Shard|Satellite Strike}} | | {{Hero Shard|Satellite Strike}} | ||
− | | Shortly after an Orbital Cannon triggers, a massive laser slams into the ground dealing | + | | Shortly after an Orbital Cannon triggers, a massive laser slams into the ground dealing '''1,500-12,750%''' of Ability Power as magical storm damage. |
| 20 | | 20 | ||
| Chaos 10 | | Chaos 10 |
Revision as of 04:36, 19 February 2024
Shards are gem-like artifacts that slot into your Relics, Armor, and Weapons. Shards replaced Skill Spheres system and item Passives (while some items with unique passives still drop but have only one shard slot). Shards give your hero or your defenses extra stats or abilities, all green shards can buff only defenses and can be placed only in Relics, while blue shards will buff your hero and can be placed in Weapon and Armor. Shards can be moved between pieces of gear and be upgraded straight from your inventory. A weapon or piece of armor allows to hold up to 3 Shards and can only equip Hero (blue) Shards and relics can hold up to 3 Defense (green) Shards. Blue shards give you hero new abilities or stats while they are placed in any item currently equipped by that hero, but green (defenses) shards strengthen only that tower, where relic containing them is equipped.
Shards Packs
Shards drop from shard packs obtained from victory chest at the end of every map, you will get Standard shard pack after completing any Campaign and Chaos map, those packs can drop shards associated with Campaign packs. After completing Expeditions on Chaos difficulty, you will get guaranteed Shard pack from that difficulty and one Shard Pack from any previous difficulty (for example, if you beat Chaos III Expeditions, you’ll receive 1 Chaos III Shard Pack and 1 Chaos II, Chaos I or Standard Shard Pack). Once you win 3 consecutive random maps in a row in Expeditions, you’ll activate the Shard consecutive bonus. On your 4th consecutive victory onward, you’ll earn an extra Shard Pack for as long as the streak continues. This extra Shard Pack is a guaranteed Shard Pack from that difficulty. That means once you activate the win bonus, you’ll get 3 Shards guaranteed every victory (2 Shard Packs of that difficulty, 1 Shard Pack from previous difficulties) until one of your crystals break or you leave the game.
Any shard can be purchased from Gran Ma'ster for 1000 Defender Medals or 250 Gems. A shard pack containing 5 random shards can also be purchased for 500 Defender Medals or 125 Gems. These shard packs will give you 5 random shards from a single difficulty (e.g. 5 random Chaos V shards).
Shard Dust
As of the Protean Shift update, you may disenchant shards (press 's' when hovering over a shard) which will turn the shard into shard dust of the same tier. Ten shard dust can be exchanged with War Recruiter to obtain one new shard pack.
Standard Shards List
Hyper Shards
With the introduction of mastery mode, several new hyper shards have been introduced to the game. Shards unlock as you earn stars in mastery mode. Each hyper shard can only be obtained once in Mastery mode.
As of the Prime Incursion Update, completing all maps within a prime region awards a hyper shard. Completing all seven regions awards the last hyper shard. This allows you to obtain a second set of all the shards. Note that the order that you obtain hyper shards in Prime Incursions is different than that of Mastery mode (e.g. the first prime region doesn't award Mass Destruction).