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In Multiplayer, each hero has unique gear that they can equip in customization. Their armor and weapons are composed of three different pieces each, six in total. The armor is made up of the Helm, Arms, and Chest. The weapon's pieces are dependent on the hero, as not all weapons have a blade, hilt, etc.
 
In Multiplayer, each hero has unique gear that they can equip in customization. Their armor and weapons are composed of three different pieces each, six in total. The armor is made up of the Helm, Arms, and Chest. The weapon's pieces are dependent on the hero, as not all weapons have a blade, hilt, etc.
   
  +
With the gears comes perks which help grant minor passives to a Hero's kit, granting that much bit more customization to a player's game.
==Gear Stats==
 
  +
Each gear piece (equipment slot) has specific stats associated with it. The numerical values of these stats can differ from one drop to the next.
 
  +
== Overview ==
  +
<tabber>
  +
Gear Perks=
  +
Detailed explanation of the perk system has been published in an [https://forhonor.ubisoft.com/game/en-us/news-community/152-336559-16/for-honor-marching-fire-perks-explained official article].
  +
[[File:perks_offense.png|thumb|220x220px]]
  +
[[File:perks_defense.png|thumb|220x220px]]
  +
[[File:perks_assist.png|thumb|220x220px]]
  +
Each gear piece has either one or two perks associated with them. Depending on its rarity and level, a gear piece with have different values for the perks. Rarity affects the maximum perk value a piece of gear can have, while the level will designate how fulfilled or unfulfilled these perks are in value. At Epic and Legendary rarity, all gear will have two perks.
  +
  +
A perk becomes active when the total value for it across all equipped pieces is at least 600. If the value for a perk is below 600, it will not activate. However, the menu will show the potential amount of value a Hero may attain if they maximize their equiped gear, shown in ''yellow''. Even at common rarity, it is possible to have two perks active. At Epic and Legendary rarity, it even becomes possible to have a third perk available for use.
  +
  +
Each Hero has 7 perks designated to them from a perk pool of 21. This perk pool has 7 perks for offense, defense and assist equally, and its distribution determines the passive play style a Hero may go for. However, a Hero does not have access to all 7 perks, as common rarity gear will only choose 3 perks to start with. With each rarity tier, a perk becomes accessible from the 7.
  +
  +
Descriptions of gear perks can be seen in game: Game Menu → Customize → Perk Definitions.
  +
  +
=== Perk Value ===
  +
Rarity for a gear determines the possible maximum value that gear can have when fully leveled. Leveling a gear means the player is granting 20 value to one of the perks the gear has, if it has two.
  +
  +
At Epic and Legendary rarity, there is a possibility for two things to happen to a gear (both can be present on a single gear):
  +
*One perk to have their maximum value increased, thus increasing the total maximum of that perk by up to 60%. ''Shown below in italics''
  +
*Both perks receive a ♦, designating that 10 more maximum value points have been granted to the perks. The ♦ is affected by the above doubled value.
  +
**At Legendary levels, there is an even smaller chance of receiving two ♦ for an additional 10 points each perk. This is not affected by the doubled value, so the total is 50 (30 for double perk, 20 for normal), not 60.
  +
 
{| class="article-table"
 
{| class="article-table"
  +
|+Value Distribution
!Piece
 
  +
|-
!Stat 1
 
  +
!Rarity Tier
!Stat 2
 
  +
!Unleveled Value
!Stat 3
 
  +
!Maximum Value
  +
!Two-Perk Distribution
 
|-
 
|-
  +
!Default (Common)
!Helm
 
  +
|N/A (Always maxed)
|Defense (1/3)
 
  +
|150
|Exhaustion Recovery
 
  +
|N/A
|Debuff Resistance
 
 
|-
 
|-
  +
!Common
!Arms
 
  +
|100
|Defense (2/3)
 
  +
|200
|Stamina Cost Reduction
 
  +
|100 + 100
|Stamina Regen
 
 
|-
 
|-
  +
!Rare
!Chest
 
  +
|110
|Defense (3/3)
 
  +
|210
|Revenge Mode Defense
 
  +
|105 + 105
|Revenge Mode Duration
 
 
|-
 
|-
  +
!Heroic
!Weapon Piece 1
 
  +
|120
|Attack (1/3)
 
  +
|220
|Defense Penetration
 
  +
|110 + 110
|Block Damage
 
 
|-
 
|-
  +
!Epic
!Weapon Piece 2
 
|Attack (2/3)
+
|130 (''245'')
  +
|230 (''345'')
|Execution Health Regen
 
  +
|115 + 115/''230''
|Revive Speed
 
 
|-
 
|-
  +
!Legendary
!Weapon Piece 3
 
|Attack (3/3)
+
|160 (''280'')
  +
|260 (''380'')
|Revenge Gained
 
  +
|130 + 130/''120 + 260''
|Revenge Mode Attack
 
 
|}
 
|}
[[File:Gear stats armor.png|thumb|220x220px]]
 
[[File:Gear stats weapon.png|thumb|220x220px]]
 
Descriptions of gear stats can be seen in game: Heroes → Stats Overview → Stats Legend.
 
   
=== Debuff Resistance ===
+
=== Perk List ===
Decreases the duration and effects of Debuffs on your Hero. Includes Debuffs from Bleed, Stuns, and Feat Effects.
 
   
Increases bleed resistance and reduces the effects of debuffs on the player (Debuffs are those targeted feats that an enemy casts on you to reduce your stamina regen, defense or other stats).
 
 
=== Defense Penetration ===
 
Decreases the opponent's Defense when hit by your Hero's Normal Attack. The opponent's Defense can never be reduced below 0.
 
 
Reduces the amount of damage mitigation your opponent is granted from his defense stat on any strike from you. For example, if an opponent has 20% Defense, it would take 20% less damage from any hits. But with a 15% Defense Penetration stat, it would be reduced to 5% less damage from your hits.
 
 
=== Execution Health Regen ===
 
Increases the health gained by your Hero with a successful execution.
 
 
Increases the amount of health regained per execution. At default gear stat, it restores 1 bar of health per execute.
 
 
=== Attack ===
 
Increases damage dealt by Normal Attacks, which exclude Bleed and Feat damage. Not used in Revenge Mode. All weapon parts modify attack.
 
 
Damage dealt on hit is increased. This stat is now split among your three "weapon" gear pieces adding up to your total defense stat value when in game. Side note: This stacks with revenge attack while in revenge mode and attack does not increase the amount of bleed damage dealt after a stack is applied.
 
 
=== Revenge Mode Duration ===
 
Increases the duration of Revenge Mode.
 
 
Increases the amount of time a player can stay in revenge mode once activated. On the minimum amount of the stat revenge lasts 6 secs. On the default amount of the stat revenge lasts 8 seconds. With the maximum amount of revenge duration stat revenge mode lasts 12 seconds.
 
 
=== Revive speed ===
 
Increases the speed at which your Hero revives teammates.
 
 
The time it takes to revive a teammate gets reduced if this is increased.
 
 
=== Block Damage ===
 
Increases the damage dealt by Normal Attacks when blocked by an opponent. The Attack stat doesn't affect Block Damage.
 
 
This increases the amount of damage dealt to an opponent with either a heavy or a zone attack provided the opponent has successfully blocked it.
 
 
=== Defense ===
 
Decreases damage taken from Normal Attacks, which exclude Bleed and Feat damage. Not used in Revenge Mode. All armor parts modify defense.
 
 
This increases the total health pool of a player, thus increasing the amount of damage a player is able to take before dying. This stacks together with revenge defense. This stat is now split among your three "armor" gear pieces adding up to your total defense stat value when in game.
 
 
=== Revenge Mode Attack ===
 
Increases the damage dealt by Normal Attacks when in Revenge Mode.
 
 
This determines how much of a damage boost a player gets to their attacks (on hit only, not bleed) while in revenge mode. It stacks with attack.
 
 
=== Revenge Mode Defense ===
 
Decreases the damage received from Normal Attacks while in Revenge Mode.
 
 
The amount of bonus health a player gets when they activate revenge mode. Stacks with defense.
 
 
=== Exhaustion Recovery ===
 
Increases the rate at which the player regenerates Stamina when Exhausted.
 
 
The amount of time it takes for a player to go from exhausted to full stamina gets reduced as this is increased.
 
 
=== Stamina Regen ===
 
Increases the speed at which Stamina regenerates. Does not affect the delay before Stamina starts regenerating. Is not active when Exhausted.
 
 
The rate at which stamina is regenerating back to full (when not attacking or dodging/rolling).
 
 
=== Stamina Cost Reduction ===
 
Decreases the Stamina Cost of your Hero's moves which require Stamina. Does not affect Stamina Damage received from opponents.
 
 
This reduces the amount of stamina drained when a player attacks.
 
 
=== Revenge Gained ===
 
Increases the amount of Revenge gained when your Hero is hit.
 
 
As this value increases the player gains more revenge upon being hit, either by taking bleed damage, blocking, parrying, deflecting, being guard broken (when outnumbered), or being struck by an enemy's attack.
 
   
 
=== Trivia ===
 
=== Trivia ===
  +
Gear perks replaced gear stats in the [[Marching Fire]] update [https://forhonor.ubisoft.com/game/en-us/news-community/152-336363-16/patch-2010 2.01.0].
* Debuff resistance used to do more pre-patch, it reduced your window to actually counter guard block. When guard broken, you have a 200ms window to counter, it reduced it to around 3/4 of that.
 
  +
|-|
* Removed stat: Block Damage Resistance - Reduces the amount of damage taken when a player blocks an incoming heavy attack or zone attack.
 
  +
Gear Levels=
* Removed stat: Revenge Gain By Injury - This increases the amount of revenge gained towards full revenge meter when a player takes damage (including both on hit and bleed damage).
 
* Removed stat: Revenge Gain By Defense - This increases the amount of revenge a player gains for blocking, parrying, dodging or deflecting an incoming attack.
 
* Removed stat: Sprint Speed - How fast a player can run when sprinting.
 
* Removed stat: Throw distance - This increases the distance a player can knock and push people around with either hero special moves (Shugoki's slam after guard-break, Valkyrie shield charge, etc.) or after guard-break.
 
* Removed stat: Feat Cooldown Reduction - Decreases the amount of time it takes for an active feat to recharge (become active again). A note on the numbers: 48-50% reduced cooldown time at a full bar of the stat as opposed to almost no feat CDR. Example: Peacekeeper's crossbow takes 37 seconds to recharge with absolutely minimum feat cooldown reduction (almost 0, less than default) and 20 seconds to recharge with maxed out feat cooldown reduction (full bar). For the same ability takes 30 seconds to recharge with default feat cooldown reduction (where the bar is about a third of the full bar of the stat). To summarize: Going from default feat cooldown reduction to maxed results in abilities taking 30% less time to recharge and going from minimum feat CDR to max results in abilities taking about 48% less time to recharge.
 
 
== Gear Levels ==
 
 
[[File:Gear upgrade.png|thumb|365x365px]]
 
[[File:Gear upgrade.png|thumb|365x365px]]
Gear level is a number displayed in the bottom left corner of the icon. It affects the numerical values of the stats: both bonuses and penalties increase as the level increases.
+
Gear level is a number displayed in the bottom left corner of the icon. Levels are most important within their rarity category, and should not be compared to the level of gear of other rarities. This is because unleveled gear in one rarity category can be overshadowed by a maxed out gear in a lower rarity tier. As such, unless fully leveled, gears of lower rarity should not be easily dismissed.
   
 
=== Upgrade ===
 
=== Upgrade ===
 
Gear level can be increased at the cost of Salvage and Steel. The cost increases based on level:
 
Gear level can be increased at the cost of Salvage and Steel. The cost increases based on level:
  +
  +
''Price reductions were made; update WIP''
  +
 
* --------------------Common Gear--------------------
 
* --------------------Common Gear--------------------
* 1 → 2 costs 9 Salvage and 15 Steel
+
* 1 → 2 costs 5 Salvage and 10 Steel
* 2 → 3 costs 11 Salvage and 20 Steel
+
* 2 → 3 costs 7 Salvage and 15 Steel
* 3 → 4 costs 15 Salvage and 25 Steel
+
* 3 → 4 costs 8 Salvage and 20 Steel
* 4 → 5 costs 18 Salvage and 30 Steel
+
* 4 → 5 costs 11 Salvage and 25 Steel
* 5 → 6 costs 23 Salvage and 35 Steel
+
* 5 → 6 costs 13 Salvage and 30 Steel
 
* --------------------Rare Gear--------------------
 
* --------------------Rare Gear--------------------
* 7 → 8 costs 45 Salvage and 40 Steel
+
* 7 → 8 costs 20 Salvage and 35 Steel
* 8 → 9 costs 55 Salvage and 50 Steel
+
* 8 → 9 costs 25 Salvage and 40 Steel
* 9 → 10 costs 70 Salvage and 60 Steel
+
* 9 → 10 costs 35 Salvage and 45 Steel
* 10 → 11 costs 80 Salvage and 70 Steel
+
* 10 → 11 costs 50 Salvage and 50 Steel
* 11 → 12 costs 95 Salvage and 80 Steel
+
* 11 → 12 costs 60 Salvage and 55 Steel
 
* --------------------Heroic Gear--------------------
 
* --------------------Heroic Gear--------------------
* 13 → 14 costs 110 Salvage and 85 Steel
+
* 13 → 14 costs 55 Salvage and 65 Steel
* 14 → 15 costs 130 Salvage and 100 Steel
+
* 14 → 15 costs 65 Salvage and 75 Steel
* 15 → 16 costs 155 Salvage and 115 Steel
+
* 15 → 16 costs 80 Salvage and 85 Steel
* 16 → 17 costs 180 Salvage and 130 Steel
+
* 16 → 17 costs 95 Salvage and 95 Steel
* 17 → 18 costs 210 Salvage and 145 Steel
+
* 17 → 18 costs 110 Salvage and 105 Steel
 
* --------------------Epic Gear--------------------
 
* --------------------Epic Gear--------------------
* 19 → 20 costs 240 Salvage and 155 Steel
+
* 19 → 20 costs 130 Salvage and 120 Steel
* 20 → 21 costs 285 Salvage and 175 Steel
+
* 20 → 21 costs 150 Salvage and 135 Steel
* 21 → 22 costs 335 Salvage and 195 Steel
+
* 21 → 22 costs 170 Salvage and 150 Steel
* 22 → 23 costs 390 Salvage and 215 Steel
+
* 22 → 23 costs 195 Salvage and 165 Steel
* 23 → 24 costs 450 Salvage and 235 Steel
+
* 23 → 24 costs 215 Salvage and 180 Steel
 
* --------------------Legendary Gear--------------------
 
* --------------------Legendary Gear--------------------
* 25 → 26 costs 450 Salvage and 245 Steel
+
* 25 → 26 costs 210 Salvage and 220 Steel
* 26 → 27 costs 495 Salvage and 275 Steel
+
* 26 → 27 costs 235 Salvage and 240 Steel
* 27 → 28 costs 545 Salvage and 305 Steel
+
* 27 → 28 costs 260 Salvage and 260 Steel
* 28 → 29 costs 595 Salvage and 335 Steel
+
* 28 → 29 costs 300 Salvage and 280 Steel
* 29 → 30 costs 645 Salvage and 365 Steel
+
* 29 → 30 costs 340 Salvage and 300 Steel
  +
* --------------------Refined Gear--------------------
Salvage is obtained by dismantling unwanted gear (more Salvage from higher level gear).
 
  +
* Epic:
  +
** 24 → 24* costs 240 Salvage and 200 Steel
  +
* Legendary:
  +
** 30 → 30* & 30* → 30** costs 400 Salvage and 325 Steel
   
  +
Salvage is obtained by dismantling unwanted gear. Dismantling grants higher Salvage, equal to around 5 times the gear level (5 Salvage at level 1 compared to 105 at level 25).
==Gear Rarities==
 
  +
|-|
  +
Gear Rarities=
 
So far, there are 5 known rarities of gear: common, rare, heroic, epic and legendary. The rarity of the gear you obtain is dependent on your Reputation Level with the hero.
 
So far, there are 5 known rarities of gear: common, rare, heroic, epic and legendary. The rarity of the gear you obtain is dependent on your Reputation Level with the hero.
 
{| class="article-table"
 
{| class="article-table"
Line 205: Line 163:
 
|Legendary
 
|Legendary
 
|}
 
|}
 
It appears that as your reputation level increases past 3, it increases the rate at which Heroic gear drops, and decreases the rate at which Rare gear drops.
 
 
=== Rarity and stats ===
 
[[File:Gear only bonus.png|thumb|220x220px]]
 
Common gear has an increase in one of the three stats that are attributed to the piece, with a decrease on one of the other two stats. Rare gear has an even further increase in one stat, and likewise a further decrease in the other stat. It's also possible to get rare and higher gear with a moderate bonus to all 3 stats.
 
 
It is therefore recommended when building a hero that for each piece, you decide which of the three stats is most important, and which is the least important. The most important stat will then be the one that you look for the largest increase in, while the least important stat is the one you look for the largest decrease in.
 
 
For example, a player building an Orochi may decide that Attack is the most important stat of the Weapon Piece 1 (in Orochi's case, the Blade), and that Debuff Resistance is the least important stat. When equipping common and/or rare gear, the player would then choose to equip the pieces that have Attack increased, with Debuff Resistance decreased more so than Exhaustion Recovery. When equipping heroic gear, the player would equip gear that has the greater increase in Attack, the lesser increase in Exhaustion Recovery, and the decrease in Debuff Resistance. Upon Equipping Epic gear the lowest stat on said gear is now the inverse value of the secondary stat. For example, if you took the Orochi's blade from the previous example, he wants the attack stat to be the greatest so that stat might be something around 30% then Exhaustion Recovery is the secondary so this value might be somewhere around 15% and the third stat, Debuff Resistance, might be somewhere around -15%. Keep in mind that this is an example to show the inverse changes, the actual stats might not show the same level of equivalence because, for one, defense and attack are now split 3 ways and the devs have different values for different stats for balance purposes.
 
   
 
=== Rarity and levels ===
 
=== Rarity and levels ===
 
[[File:Gear level rare.png|thumb|101x101px]]
 
[[File:Gear level rare.png|thumb|101x101px]]
Each rarity has a gear level range of 6 and the game does not allow to upgrade past the maximum level for that rarity: 1-6 for common, 7-12 for rare, etc.
+
Each rarity has a gear level range of 6 and the game does not allow to upgrade past the maximum level for that rarity: 1-6 for common, 7-12 for rare, etc. The only exception being for Epic and above gear, which can be refined.
   
 
=== Trivia ===
 
=== Trivia ===
 
* Epic rarity was added in [https://forhonor.ubisoft.com/game/en-us/news-community/152-289985-16/patch-notes-for-honor-v107 V1.07].
 
* Epic rarity was added in [https://forhonor.ubisoft.com/game/en-us/news-community/152-289985-16/patch-notes-for-honor-v107 V1.07].
 
* Legendary rarity was added in [https://forhonor.ubisoft.com/game/en-us/news-community/152-298289-16/for-honor-v111-patch-notes v1.11].
 
* Legendary rarity was added in [https://forhonor.ubisoft.com/game/en-us/news-community/152-298289-16/for-honor-v111-patch-notes v1.11].
  +
</tabber>
*All Pre-Season 4 heroes received two new [[:Category:Epic|epic]] weapon visuals and three new [[:Category:Legendary|legendary]] weapons visuals along with one new [[:Category:Heroic|Heroic]] and one new [[:Category:Epic|epic]] Armor variation visual in [https://forhonor.ubisoft.com/game/en-us/news-community/152-305836-16/for-honor-v115-patch-notes v1.15].
 
*Four new [[:Category:Legendary|Legendary]] [[:Category:Weapons|Weapons visuals]] were introduced for all [[Heroes]] in [https://forhonor.ubisoft.com/game/en-us/news-community/152-318557-16/patch-notes-v119 v1.19].
 
   
 
==Gear Visuals==
 
==Gear Visuals==
There are many different appearances, or visuals, of gear for each hero. The visuals are completely cosmetic, and do not affect the stats of the armor/weapon piece. However, not all visuals can be found as common gear. Rare gear has new visuals that could not be found as common gear, in addition to all of the visuals that could be found as common gear. Heroic gear has new visuals that could not be found as either common or rare gear, but also has all of the visuals found as rare and common gear. Therefore, unless any new rarity of gear is discovered, all visuals can be found as heroic gear.
+
There are many different appearances, or visuals, of gear for each Hero. The visuals are completely cosmetic, and do not affect the perks of the armor/weapon piece. However, not all visuals can be found from the start. The common rarity has only a handful of visuals that can be obtained, with further visuals being unlocked by attaining higher rarity gear. Therefore, to receive more visuals, a player needs to level up the Hero's reputation.
   
  +
Once a visual is attained (each Hero's gear has their own default visual they start with that is among the common visuals), it is possible to apply that visual to another gear. Changing the visual of a gear costs Steel, and will cost more Steel along with additional Salvage when changing rarity tier. Payment is considered with a comparison to the Gear's rarity and the visual's rarity, meaning that changing the appearance of an Epic gear with Rare visuals is more costly than changing among other Epic visuals. A gear cannot apply the visuals that is of a rarity above its own rarity (ie. a Common gear cannot equip Heroic visuals).
For example, the Kudo Hilt is a common visual for an Orochi. However, the Kudo Hilt may also be found as rare or heroic gear. The Tamura Hilt is a rare visual, but may also be found as heroic gear. The Ikaruga Hilt is a heroic visual, and so may only be found as heroic gear. However recent changes have made it so you can take any visual you’ve ever gotten and apply it to any rarity as long as you’ve acquired the visual before, so getting a common visual you can change a legendary gear to look like default should you’ve gotten the default gear before for said hero, however the visuals do remember the rarity you got them in and so, changing a visual to a higher rarity will have a more expensive price to it in salavage and steel.
 
   
  +
Sometimes, lower tier visuals will adapt higher tier values as the gear has a higher tier, therefore having the base cost, not being considered as a lower rarity visual.
A current theory for how many individual visuals there are for a specific hero is that they have 17 different weapon visuals and 9 different armor visuals. There are 3 sets of armor visual for each level (common, rare, heroic) and there are 6 weapon sets that start as common, 4 that start as rare, and 7 that start as heroic. This way, with a gear limit of 60 slots, a player would be able to have every visual of weapon, and the three heroic tier armor sets before reaching the limit. (17 x 3 pieces per set = 51 slots, 3 x 3 pieces per set = 9 slots, 51+9= 60 gear slots)
 
  +
  +
{| class="article-table"
  +
|+Gear Visuals
  +
|-
  +
! rowspan="2" |Rarity Tier
  +
! rowspan="2" |Base Cost
  +
! colspan="4" |Tier change Steel Cost
  +
! rowspan="2" |Tier change Salvage Cost
  +
|-
  +
!Common
  +
!Rare
  +
!Heroic
  +
!Epic
  +
|-
  +
!Common
  +
|100 Steel
  +
| colspan="4" | N/A
  +
| N/A
  +
|-
  +
!Rare
  +
|175 Steel
  +
|325 Steel
  +
| colspan="3" | N/A
  +
|170 Salvage
  +
|-
  +
!Heroic
  +
|235 Steel
  +
|535 Steel
  +
|385 Steel
  +
| colspan="2" | N/A
  +
|390 Salvage
  +
|-
  +
!Epic
  +
|300 Steel
  +
|750 Steel
  +
|600 Steel
  +
|450 Steel
  +
| N/A
  +
|850 Salvage
  +
|-
  +
!Legendary
  +
|400 Steel
  +
|1300 Steel
  +
|850 Steel
  +
|700 Steel
  +
|550 Steel
  +
|1000 Salvage
  +
|}
   
 
===Star Weapons===
 
===Star Weapons===
[[File:Gear star.png|thumb|220x220px]]
+
[[File:Gear star-0.png|thumb|220x220px]]
Each [[:Category:Heroes|hero]] also has multiple matching sets of star weapon pieces (unofficially called '''Legendary''' gear before the announcement of the legendary rarity). They are marked by a white star to the right of their name, and can only be found for heroes starting from [[Reputation|reputation level]] 3. It should be noted that their stats aren't any better than non-star visuals'. There are no star armor sets at this time.
+
Each [[:Category:Heroes|Hero]] also has multiple matching sets of star weapon pieces. They are marked by a white star to the right of their name, and can only be found for heroes starting from [[Reputation|reputation level]] 3. Star Weapons are very rare, but can be found among loot drops and other methods of obtaining gear. It should be noted that they do not provide any benefits over non-star visuals, neither do they cost anymore than other visuals of the same rarity.
  +
  +
Like other unlocked visuals, Star Weapon visuals are visible in the cosmetic menu, but will be shrouded in darkness with only its silhouette visible. The Gear has to be obtained in order to see the details of the visual.
  +
  +
===Event Gear===
  +
[[File:Gear event.png|thumb|220x220px]]
  +
During Events, special visuals are accessible and cannot be obtained once the event is over. These visual have a special crest to the right of their name, and just like Star Weapons, they do not grant any benefits over non-event visuals.
  +
  +
Event visuals are able to be applied to all gear rarities, but are 300 Steel more expensive than the base cost.
   
 
==Lists of Visuals==
 
==Lists of Visuals==
  +
<nowiki>*</nowiki>Legendary weapon
   
 
===Knight Visuals===
 
===Knight Visuals===
  +
<tabber>Warden = {{:Warden/Gear}}
 
<div class="tabbertab-borderless"><tabber>Warden = {{:Warden/Gear}}
 
 
|-|Conqueror = {{:Conqueror/Gear}}
 
|-|Conqueror = {{:Conqueror/Gear}}
 
|-|Peacekeeper = {{:Peacekeeper/Gear}}
 
|-|Peacekeeper = {{:Peacekeeper/Gear}}
Line 247: Line 250:
 
|-|Centurion = {{:Centurion/Gear}}
 
|-|Centurion = {{:Centurion/Gear}}
 
|-|Gladiator = {{:Gladiator/Gear}}
 
|-|Gladiator = {{:Gladiator/Gear}}
  +
|-|Black Prior = {{:Black Prior/Gear}}
</tabber></div>
 
  +
</tabber>
 
   
 
===Viking Visuals===
 
===Viking Visuals===
Line 269: Line 272:
 
|-|Shinobi = {{:Shinobi/Gear}}
 
|-|Shinobi = {{:Shinobi/Gear}}
 
|-|Aramusha = {{:Aramusha/Gear}}
 
|-|Aramusha = {{:Aramusha/Gear}}
  +
|-|Hitokiri = {{:Hitokiri/Gear}}
 
</tabber></div>
 
</tabber></div>
   
   
  +
===Wu Lin Visuals===
<nowiki>*</nowiki>Legendary weapon
 
  +
  +
<div class="tabbertab-borderless"><tabber>Tiandi = {{:Tiandi/Gear}}
  +
|-|Jiang Jun = {{:Jiang Jun/Gear}}
  +
|-|Nuxia = {{:Nuxia/Gear}}
  +
|-|Shaolin = {{:Shaolin/Gear}}
  +
</tabber></div>
  +
  +
==Trivia==
  +
*Star Weapons were unofficially called '''Legendary''' gear before the announcement of the legendary rarity.

Revision as of 16:29, 23 March 2020

In Multiplayer, each hero has unique gear that they can equip in customization. Their armor and weapons are composed of three different pieces each, six in total. The armor is made up of the Helm, Arms, and Chest. The weapon's pieces are dependent on the hero, as not all weapons have a blade, hilt, etc.

With the gears comes perks which help grant minor passives to a Hero's kit, granting that much bit more customization to a player's game.

Overview

Detailed explanation of the perk system has been published in an official article.

Perks offense
Perks defense
Perks assist

Each gear piece has either one or two perks associated with them. Depending on its rarity and level, a gear piece with have different values for the perks. Rarity affects the maximum perk value a piece of gear can have, while the level will designate how fulfilled or unfulfilled these perks are in value. At Epic and Legendary rarity, all gear will have two perks.

A perk becomes active when the total value for it across all equipped pieces is at least 600. If the value for a perk is below 600, it will not activate. However, the menu will show the potential amount of value a Hero may attain if they maximize their equiped gear, shown in yellow. Even at common rarity, it is possible to have two perks active. At Epic and Legendary rarity, it even becomes possible to have a third perk available for use.

Each Hero has 7 perks designated to them from a perk pool of 21. This perk pool has 7 perks for offense, defense and assist equally, and its distribution determines the passive play style a Hero may go for. However, a Hero does not have access to all 7 perks, as common rarity gear will only choose 3 perks to start with. With each rarity tier, a perk becomes accessible from the 7.

Descriptions of gear perks can be seen in game: Game Menu → Customize → Perk Definitions.

Perk Value

Rarity for a gear determines the possible maximum value that gear can have when fully leveled. Leveling a gear means the player is granting 20 value to one of the perks the gear has, if it has two.

At Epic and Legendary rarity, there is a possibility for two things to happen to a gear (both can be present on a single gear):

  • One perk to have their maximum value increased, thus increasing the total maximum of that perk by up to 60%. Shown below in italics
  • Both perks receive a ♦, designating that 10 more maximum value points have been granted to the perks. The ♦ is affected by the above doubled value.
    • At Legendary levels, there is an even smaller chance of receiving two ♦ for an additional 10 points each perk. This is not affected by the doubled value, so the total is 50 (30 for double perk, 20 for normal), not 60.
Value Distribution
Rarity Tier Unleveled Value Maximum Value Two-Perk Distribution
Default (Common) N/A (Always maxed) 150 N/A
Common 100 200 100 + 100
Rare 110 210 105 + 105
Heroic 120 220 110 + 110
Epic 130 (245) 230 (345) 115 + 115/230
Legendary 160 (280) 260 (380) 130 + 130/120 + 260

Perk List

Trivia

Gear perks replaced gear stats in the Marching Fire update 2.01.0.

Gear upgrade

Gear level is a number displayed in the bottom left corner of the icon. Levels are most important within their rarity category, and should not be compared to the level of gear of other rarities. This is because unleveled gear in one rarity category can be overshadowed by a maxed out gear in a lower rarity tier. As such, unless fully leveled, gears of lower rarity should not be easily dismissed.

Upgrade

Gear level can be increased at the cost of Salvage and Steel. The cost increases based on level:

Price reductions were made; update WIP

  • --------------------Common Gear--------------------
  • 1 → 2 costs 5 Salvage and 10 Steel
  • 2 → 3 costs 7 Salvage and 15 Steel
  • 3 → 4 costs 8 Salvage and 20 Steel
  • 4 → 5 costs 11 Salvage and 25 Steel
  • 5 → 6 costs 13 Salvage and 30 Steel
  • --------------------Rare Gear--------------------
  • 7 → 8 costs 20 Salvage and 35 Steel
  • 8 → 9 costs 25 Salvage and 40 Steel
  • 9 → 10 costs 35 Salvage and 45 Steel
  • 10 → 11 costs 50 Salvage and 50 Steel
  • 11 → 12 costs 60 Salvage and 55 Steel
  • --------------------Heroic Gear--------------------
  • 13 → 14 costs 55 Salvage and 65 Steel
  • 14 → 15 costs 65 Salvage and 75 Steel
  • 15 → 16 costs 80 Salvage and 85 Steel
  • 16 → 17 costs 95 Salvage and 95 Steel
  • 17 → 18 costs 110 Salvage and 105 Steel
  • --------------------Epic Gear--------------------
  • 19 → 20 costs 130 Salvage and 120 Steel
  • 20 → 21 costs 150 Salvage and 135 Steel
  • 21 → 22 costs 170 Salvage and 150 Steel
  • 22 → 23 costs 195 Salvage and 165 Steel
  • 23 → 24 costs 215 Salvage and 180 Steel
  • --------------------Legendary Gear--------------------
  • 25 → 26 costs 210 Salvage and 220 Steel
  • 26 → 27 costs 235 Salvage and 240 Steel
  • 27 → 28 costs 260 Salvage and 260 Steel
  • 28 → 29 costs 300 Salvage and 280 Steel
  • 29 → 30 costs 340 Salvage and 300 Steel
  • --------------------Refined Gear--------------------
  • Epic:
    • 24 → 24* costs 240 Salvage and 200 Steel
  • Legendary:
    • 30 → 30* & 30* → 30** costs 400 Salvage and 325 Steel
Salvage is obtained by dismantling unwanted gear. Dismantling grants higher Salvage, equal to around 5 times the gear level (5 Salvage at level 1 compared to 105 at level 25).

So far, there are 5 known rarities of gear: common, rare, heroic, epic and legendary. The rarity of the gear you obtain is dependent on your Reputation Level with the hero.

Gear Drops
Reputation Level Common Drops Uncommon Drops
0 Common Common
1 Common Rare
2 Rare Rare
3 Rare Heroic
4 Heroic Heroic
5 Heroic Epic
6 Epic Epic
7 Epic Legendary
8+ Legendary Legendary

Rarity and levels

Gear level rare

Each rarity has a gear level range of 6 and the game does not allow to upgrade past the maximum level for that rarity: 1-6 for common, 7-12 for rare, etc. The only exception being for Epic and above gear, which can be refined.

Trivia

  • Epic rarity was added in V1.07.
  • Legendary rarity was added in v1.11.

Gear Visuals

There are many different appearances, or visuals, of gear for each Hero. The visuals are completely cosmetic, and do not affect the perks of the armor/weapon piece. However, not all visuals can be found from the start. The common rarity has only a handful of visuals that can be obtained, with further visuals being unlocked by attaining higher rarity gear. Therefore, to receive more visuals, a player needs to level up the Hero's reputation.

Once a visual is attained (each Hero's gear has their own default visual they start with that is among the common visuals), it is possible to apply that visual to another gear. Changing the visual of a gear costs Steel, and will cost more Steel along with additional Salvage when changing rarity tier. Payment is considered with a comparison to the Gear's rarity and the visual's rarity, meaning that changing the appearance of an Epic gear with Rare visuals is more costly than changing among other Epic visuals. A gear cannot apply the visuals that is of a rarity above its own rarity (ie. a Common gear cannot equip Heroic visuals).

Sometimes, lower tier visuals will adapt higher tier values as the gear has a higher tier, therefore having the base cost, not being considered as a lower rarity visual.

Gear Visuals
Rarity Tier Base Cost Tier change Steel Cost Tier change Salvage Cost
Common Rare Heroic Epic
Common 100 Steel N/A N/A
Rare 175 Steel 325 Steel N/A 170 Salvage
Heroic 235 Steel 535 Steel 385 Steel N/A 390 Salvage
Epic 300 Steel 750 Steel 600 Steel 450 Steel N/A 850 Salvage
Legendary 400 Steel 1300 Steel 850 Steel 700 Steel 550 Steel 1000 Salvage

Star Weapons

Gear star-0

Each Hero also has multiple matching sets of star weapon pieces. They are marked by a white star to the right of their name, and can only be found for heroes starting from reputation level 3. Star Weapons are very rare, but can be found among loot drops and other methods of obtaining gear. It should be noted that they do not provide any benefits over non-star visuals, neither do they cost anymore than other visuals of the same rarity.

Like other unlocked visuals, Star Weapon visuals are visible in the cosmetic menu, but will be shrouded in darkness with only its silhouette visible. The Gear has to be obtained in order to see the details of the visual.

Event Gear

Gear event

During Events, special visuals are accessible and cannot be obtained once the event is over. These visual have a special crest to the right of their name, and just like Star Weapons, they do not grant any benefits over non-event visuals.

Event visuals are able to be applied to all gear rarities, but are 300 Steel more expensive than the base cost.

Lists of Visuals

*Legendary weapon

Knight Visuals

Viking Visuals

Equipment

*Star weapon

**Rarity unknown

Armor Styles Weapon Styles


Samurai Visuals


Wu Lin Visuals

Trivia

  • Star Weapons were unofficially called Legendary gear before the announcement of the legendary rarity.