Difference between revisions of "Items"

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Please update information, thank you
 
==Equipment Types==
 
==Equipment Types==
 
Default stats are determined by item type, e.g. Weapons will always have Damage. These are different than primary or other stats.
 
Default stats are determined by item type, e.g. Weapons will always have Damage. These are different than primary or other stats.
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===Weapons===
 
===Weapons===
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===Relics===
 
===Relics===
[[Relics|Relics]] come in three different forms, but only one can be used at a time. Each Relic has its own Primary Stat. The 3 forms of a relic are [[Totems]]([[Defense#Health|Defense Health]]), [[Medallions]]([[Defense#Power|Defense Power]]), and [[Rings]]([[Ability#Power|Ability Power]])
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[[Relics|Relics]] come in two different forms. Each Relic has its own Primary Stat. The four relics and their primary stat are: <br /><br/>
''Primary Stat: Various (Depending on Relic Type)''
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[[File:Totem.jpg|thumb|left]]
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[[Totems]] ([[Defense#Health|Defense Health]]) - Increased HP of your tower/aura<br />
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[[File:Medallion.jpg|thumb|left]]
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[[Medallions]] ([[Defense#Power|Defense Power]]) - Increased base damage of your tower/aura <br />
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Both gain additional stats and slots based on drop rarity. They come with 2 additional tower stats and 0 to 3 shard sockets. <br/>
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Each Relic slot in the hero equipment page corresponds to the tower/aura on the hero hotkey bar. As an example for the Squire:<br/>
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1st relic slot affects the Barricade.<br/>
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2nd relic slot affects the Cannonball Tower. <br/>
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3rd relic slot affects the Ballista. <br/>
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4th relic slot affects the Training Dummy. <br/><br/>
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<h4>Relic Stat Weights</h4>
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<i>Need math done</i><br />
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Conventional wisdom dictates:<br/>
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Defense Health for walls (path blockers like barricade). <br/>
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Defense Critical Damage for damage towers/auras. <br/>
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Defense Power for damage towers/auras as secondary stat. <br/>
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Defense Speed is worst stat. <br/>
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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==
 
==Levels==
 
Each item has a few numbers which demonstrate what level it is at.  These values, along with [[:Category:Prefixes|prefix]] quality, determines the value of its [[:Category:Stats|stats]] and its sell value.
 
Each item has a few numbers which demonstrate what level it is at.  These values, along with [[:Category:Prefixes|prefix]] quality, determines the value of its [[:Category:Stats|stats]] and its sell value.
 
===Item Power===
 
The raw potential result of thhe specific item (IP).
 
  
 
===Required Level===
 
===Required Level===
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==Prefixes==
 
==Prefixes==
An Item's [[Prefixes|Prefix]] defines its stats, based on its type and quality, split into two key words.
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An Item's [[Prefixes|Prefix]] defines its stats, gg
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based on its type and quality, split into two key words.
  
 
==Passives==
 
==Passives==

Revision as of 15:30, 23 February 2019

Please update information, thank you

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 for walls (path blockers like barricade).
Defense Critical Damage for damage towers/auras.
Defense Power for damage towers/auras as secondary stat.
Defense Speed is worst stat.

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.