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Equipment: Difference between revisions

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Equipment stats are grouped into 3 categories that are split my lines in the item tooltip.
== Equipment Types ==
Equipment is divided into multiple categories. Each serves a different role, whether for offense, defense, or utility. 


=== Primary Stats ===
* '''Accessory''' 
* '''Axe''' 
* '''Book''' 
* '''Chest''' (armor) 
* '''Dagger''' 
* '''Face''' 
* '''Headgear''' 
* '''Legwear''' 
* '''Mace''' 
* '''Ranged''' (bows, guns, crossbows, etc.) 
* '''Shield''' 
* '''Shoes''' 
* '''Spear''' 
* '''Staff''' 
* '''Sword''' 
* '''Utility''' 
 
== Primary Stats ==
Primary stats are based on the weapon type (Atk, Matk) for weapons, Block for shields, Move Spd for Shoes and Def, Mdef, Flee, Hp, Mp, Hp Regen, Mp Regen for armor in general. Many of the primary stats scale with the refine level of the equipment.
Primary stats are based on the weapon type (Atk, Matk) for weapons, Block for shields, Move Spd for Shoes and Def, Mdef, Flee, Hp, Mp, Hp Regen, Mp Regen for armor in general. Many of the primary stats scale with the refine level of the equipment.


=== Secondary Stats ===
== Secondary Stats ==
Secondary stats are fix for every specific piece of equipment but cover a larger range of different effects including resistance to elements and skill damage. Unless explicitly stated they do not scale with the refine level.
Secondary stats are fixed for every specific piece of equipment but cover a larger range of different effects including resistance to elements and skill damage. Unless explicitly stated they do not scale with the refine level.


==== Bonus Stats ====
== Bonus Stats ==
Bonus stats are random rolls on an equipment. Both the type of the stat and the value are random based on a group of possible stats.
Bonus stats are random rolls on equipment. Both the type of the stat and the value are random based on a group of possible stats.


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{| class="infobox" style="width:600px; font-size:90%; border:2px solid #372b54; background:#f7f7fa; border-radius:12px; box-shadow:0 2px 6px rgba(0,0,0,0.25); margin:1em auto; text-align:center; border-collapse:separate; border-spacing:0;"
|-
|-
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| colspan="3" style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:white; text-align:center; padding:6px; font-size:120%; border-top-left-radius:8px; border-top-right-radius:8px;" |
'''Equipment Modifier Rolls'''
'''Equipment Modifier Rolls'''
|-
|-
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! style="background:#ffffff; padding:6px; border-right:1px solid #ddd; border-bottom:1px solid #ddd;" | Type
! style="background:#ffffff; padding:6px; border-right:1px solid #ddd; border-bottom:1px solid #ddd;" | Type
! style="background:#ffffff; padding:6px; border-bottom:1px solid #ddd;" | Maximum Roll
! style="background:#ffffff; padding:6px; border-bottom:1px solid #ddd;" | Maximum Roll
|-
|-
| colspan="3" style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:white; padding:4px; font-weight:bold; text-align:center;" | Weapons
| colspan="3" style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:white; padding:4px; font-weight:bold; text-align:center;" | Weapons
Line 54: Line 71:
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +10%
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +10%
|-
|-
| colspan="3" style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:white; padding:4px; font-weight:bold; text-align:center;" | Chest
| colspan="3" style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:white; padding:4px; font-weight:bold; text-align:center;" | Chest
Line 81: Line 97:
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | –5%
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | –5%
|-
| colspan="3" style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:white; padding:4px; font-weight:bold; text-align:center;" | Shield
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | HP
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +10%
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | MP
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +10%
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | Defense (DEF)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Flat (+)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +5
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | Healing Received
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +10%
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | Magic Defense (MDEF)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Flat (+)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +5
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | Damage Taken (Magic / Melee / Ranged)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | –5%
|-
| colspan="3" style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:white; padding:4px; font-weight:bold; text-align:center;" | Legwear
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | Hit
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Flat (+)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +15
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | Flee
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Flat (+)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +15
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | HP Regeneration
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +25%
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | MP Regeneration
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +25%
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | Healing Received
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +10%
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | MP Cost Reduction
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | –10%
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | Health Leech Power
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +10%
|-
| colspan="3" style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:white; padding:4px; font-weight:bold; text-align:center;" | Shoes
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | Cast Speed
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +15%
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | Attack Speed
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +10%
|-
| style="background:#e6e3f0; padding:4px; font-weight:bold; border-top:1px solid #ddd;" | Movement Speed
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | Percentage (%)
| style="background:#ffffff; padding:4px; border-top:1px solid #ddd;" | +10%
|-
|-
| colspan="3" style="background:#ffffff; padding:6px; border-top:1px solid #ddd; border-bottom-left-radius:8px; border-bottom-right-radius:8px; text-align:left;" |
| colspan="3" style="background:#ffffff; padding:6px; border-top:1px solid #ddd; border-bottom-left-radius:8px; border-bottom-right-radius:8px; text-align:left;" |
Each row represents a possible random modifier. '''Flat (+)''' adds a fixed amount; '''Percentage (%)''' scales with your current value. Where both exist (e.g., '''Attack''', '''Magic Attack'''), the maximums are shown as '''Flat / %'''. Negative values (–) represent reductions, such as damage taken or MP cost.
Each row represents a possible random modifier. '''Flat (+)''' adds a fixed amount; '''Percentage (%)''' scales with your current value. Where both exist (e.g., '''Attack''', '''Magic Attack'''), the maximums are shown as '''Flat / %'''. Negative values (–) represent reductions, such as damage taken or MP cost.
|}
|}
== See Also ==


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<noinclude>[[Category:Game Systems]]</noinclude>
<noinclude>[[Category:Game Systems]]</noinclude>

Revision as of 08:02, 14 September 2025

Join the Playtest on Steam Now: SpiritVale

Equipment



Equipment Types

Equipment is divided into multiple categories. Each serves a different role, whether for offense, defense, or utility.

  • Accessory
  • Axe
  • Book
  • Chest (armor)
  • Dagger
  • Face
  • Headgear
  • Legwear
  • Mace
  • Ranged (bows, guns, crossbows, etc.)
  • Shield
  • Shoes
  • Spear
  • Staff
  • Sword
  • Utility

Primary Stats

Primary stats are based on the weapon type (Atk, Matk) for weapons, Block for shields, Move Spd for Shoes and Def, Mdef, Flee, Hp, Mp, Hp Regen, Mp Regen for armor in general. Many of the primary stats scale with the refine level of the equipment.

Secondary Stats

Secondary stats are fixed for every specific piece of equipment but cover a larger range of different effects including resistance to elements and skill damage. Unless explicitly stated they do not scale with the refine level.

Bonus Stats

Bonus stats are random rolls on equipment. Both the type of the stat and the value are random based on a group of possible stats.

Equipment Modifier Rolls

Stat Type Maximum Roll
Weapons
Hit Flat (+) +15
Attack Flat (+) / Percentage (%) +5 / +5%
Magic Attack Flat (+) / Percentage (%) +5 / +5%
Health on Hit Flat (+) +10
Critical Chance Percentage (%) +10%
Critical Damage Percentage (%) +10%
Damage (Magic / Melee / Ranged) Percentage (%) +10%
Chest
HP Percentage (%) +10%
MP Percentage (%) +10%
Defense (DEF) Flat (+) +5
Healing Received Percentage (%) +10%
Magic Defense (MDEF) Flat (+) +5
Damage Taken (Magic / Melee / Ranged) Percentage (%) –5%

Each row represents a possible random modifier. Flat (+) adds a fixed amount; Percentage (%) scales with your current value. Where both exist (e.g., Attack, Magic Attack), the maximums are shown as Flat / %. Negative values (–) represent reductions, such as damage taken or MP cost.

Classes
Base KnightWarriorMageSummonerRogueAcolyteScout
Advanced I WizardShinobi
Game Systems
Character ClassesAttributesSkillsStorageCoin
Items ConsumablesEquipmentCardsArtifactsMaterials
Combat Dodge RollElementsMonstersArena
World WaypointsMapsNon-Player CharactersRefinementCrafting