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(→‎Gear Stats: descriptions from inside the game)
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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.
==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.
 
{| class="article-table"
 
!Piece
 
!Stat 1
 
!Stat 2
 
!Stat 3
 
|-
 
!Helm
 
|Defense (1/3)
 
|Exhaustion Recovery
 
|Debuff Resistance
 
|-
 
!Arms
 
|Defense (2/3)
 
|Stamina Cost Reduction
 
|Stamina Regen
 
|-
 
!Chest
 
|Defense (3/3)
 
|Revenge Mode Defense
 
|Revenge Mode Duration
 
|-
 
!Weapon Piece 1
 
|Attack (1/3)
 
|Defense Penetration
 
|Block Damage
 
|-
 
!Weapon Piece 2
 
|Attack (2/3)
 
|Execution Health Regen
 
|Revive Speed
 
|-
 
!Weapon Piece 3
 
|Attack (3/3)
 
|Revenge Gained
 
|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.
 
   
  +
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.
=== Debuff Resistance ===
 
Decreases the duration and effects of Debuffs on your Hero. Includes Debuffs from Bleed, Stuns, and Feat Effects.
 
   
  +
== Overview ==
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).
 
  +
<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.
=== 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.
 
   
  +
Each Hero has 7 perks designated to them from a perk pool of 21. This perk pool has 7 perks from two of three of the perk groups: offense, defense and assist. Which groups it takes from and its distribution determines the passive play style a Hero may go for. However, a Hero does not have access to all 7 perks from the start, as common rarity gear will only choose 3 perks to start with. With each rarity tier, a new perk becomes accessible. Perk combinations explained in the next tab.
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.
 
   
  +
Descriptions of gear perks can be seen in game: Game Menu → Customize → Perk Definitions, or below in the Perk List section.
=== Execution Health Regen ===
 
Increases the amount of health regained per execution. At default gear stat, it restores 1 bar of health per execute.
 
   
=== Attack ===
+
=== Perk List ===
  +
The following is a list of perks from each group. Perks 1 through 2 are Common perks; perks 3 and 4 can be either a Common or Rare perk; perk 5 will always be a Heroic; perks 6 and 7 can operate as either an Epic or Legendary perk. This affects perk combination, as Heroes cannot have certain perks from different groups together.
Increases damage dealt by Normal Attacks, which exclude Bleed and Feat damage. Not used in Revenge Mode. All weapon parts modify Attack.
 
   
  +
Take note that buffs such as damage bonuses and stamina reduction won't stack, instead only taking the highest value available.
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.
 
   
  +
*Offense: The perk group that focuses on gaining bonuses on kills, stamina cost reduction and increased damage.
=== Revenge Mode Duration ===
 
  +
**Galestorm: Upon Hero kill, gain a 20% movement speed buff for 10 seconds.
Increases the duration of Revenge Mode.
 
  +
**Devourer: Upon execution, heal an additional 15 health.
  +
**Early Reaper: Upon Spawn or Revive, your next attack deals 20% bonus damage (even on block).
  +
**Endurance: When gaining a Renown level, receive 3% Stamina cost reduction (up to 12% reduction).
  +
**Survival Instinct: When in critical health (under 25 health), gain a 15% Stamina cost reduction.
  +
**Crush Them: Upon Hero kill, your next attack deals 20% bonus damage (even on block).
  +
**Head Hunter: For each unique (player/bot) Hero executed, increase max Health by 4 (up to 16 bonus health).
   
  +
*Defense: The perk group that focuses on survival either through shields, health or damage resistance.
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.
 
  +
**Aegis: All shields received are increased by 20%.
  +
**Shields Up: Upon Spawn or Revive, receive a 15 health shield.
  +
**Fresh Focus: When Exhausted, blocks and parries regenerate 20% Stamina.
  +
**Bastion: When in a zone or carrying a banner/offering, gain 10% damage resistance.
  +
**Vengeful Barrier: When exiting Revenge, gain a 25 health shield.
  +
**Last Stand: When in critical health (under 25 health), gain 20% damage resistance.
  +
**Bulk Up: When gaining a Renown level, increase maximum health by 4 (up to 16 bonus health).
   
  +
*Assist: The perk group that covers other areas of combat not covered by the two other groups, such as movement increase, revives and objective based strategy.
=== Revive speed ===
 
  +
**Radiant Rebound: Upon Spawn or Revive, gain a 20% movement speed buff for 10 seconds.
The time it takes to revive a teammate gets reduced if this is increased.
 
  +
**Remedy: Upon Hero kill, heal 10 health.
  +
**Feline Agility: When gaining a Renown level, gain 4% bonus movement speed for the first level, then 2% for subsequent levels (total of 10% bonus movement speed).
  +
**Supersonic: When in Revenge, gain a 15% movement speed buff and uninterruptible sprint, persisting for 10 seconds after Revenge ends.
  +
**Clever Tactics: Capture a zone and take banners/offerings 15% faster.
  +
**Rising Dawn: You Revive allies to 75% health instead of 50%.
  +
**Rapid Refresh: Upon takedown or when reviving an ally, Feats' active cooldowns are reduced by 5%.
   
=== Block Damage ===
+
=== 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].
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.
 
   
  +
|-|Perk Value=
=== Defense ===
 
  +
Rarity for a gear determines the possible maximum value that gear can have when fully leveled together with what combinations are available to them.
Decreases damage taken from Normal Attacks, which exclude Bleed and Feat damage. Not used in Revenge Mode. All armor parts modify defense.
 
   
  +
===Gear Leveling===
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.
 
  +
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):
=== Revenge Mode Attack ===
 
  +
*One perk to have their maximum value increased, thus increasing the total maximum of that perk by up to 60%. ''Shown below in italics''
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.
 
  +
*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"
=== Revenge Mode Defense ===
 
  +
|+Value Distribution
Decreases the damage received from Normal Attacks while in Revenge Mode.
 
  +
|-
  +
!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 Combinations ===
The amount of bonus health a player gets when they activate revenge mode. Stacks with defense.
 
  +
Depending on the Gear's rarity, the Gear with two perks will have a certain combination of perks available to them together with how much points is allocated to each perk. As a result, there are a multitude of perk combinations that a Hero can go for, even reaching three total active perks. However, this also means there are a few perk combinations that are not available.
   
  +
Perk value distribution will be represented with 1 Level being equal to a maxed perk (for example, 200 at common level). While some combinations will note itself as 3 Levels, this just means 3 maxed value will be distributed between the perks noted.
=== Exhaustion Recovery ===
 
  +
*Common:
Increases the rate at which the player regenerates Stamina when Exhausted.
 
  +
**2 Levels in Perks 1, 2 or 3
  +
**1 Level in Perk 1; 1 Level in Perks 2 or 3
  +
*Rare:
  +
**2 Levels between Perks 1, 2, 3 or 4.
  +
*Heroic:
  +
**2 Levels between Perks 1, 2, 3 or 4.
  +
**1 Level in Perks 1, 2 or 3; 1 Level in Perk 5
  +
*Epic:
  +
**3 Levels between Perks 1, 2 or 3.
  +
**2 Levels between Perks 1, 2, 3 or 4.
  +
**1 Levels in Perks 1, 2, 3 or 4; 1 Level in Perks 5 or 6.
  +
*Legendary:
  +
**3 Levels between Perks 1, 2, 3 or 4.
  +
**2 Levels in Perks 1, 2, 3 or 4; 1 Level in Perks 5, 6 or 7
  +
**2 Levels between Perks 6 or 7.
   
  +
|-|
The amount of time it takes for a player to go from exhausted to full stamina gets reduced as this is increased.
 
  +
Gear Levels=
  +
[[File:Gear upgrade.png|thumb|365x365px]]
  +
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.
   
=== Stamina Regen ===
+
=== Upgrade ===
  +
Gear level can be increased at the cost of Salvage and Steel. The cost increases based on level:
Increases the speed at which Stamina regenerates. Does not affect the delay before Stamina starts regenerating. Is not active when Exhausted.
 
   
  +
''Price reductions were made; update WIP''
The rate at which stamina is regenerating back to full (when not attacking or dodging/rolling).
 
   
  +
* --------------------Common Gear--------------------
=== Stamina Cost Reduction ===
 
  +
* 1 → 2 costs 5 Salvage and 10 Steel
Decreases the Stamina Cost of your Hero's moves which require Stamina. Does not affect Stamina Damage received from opponents.
 
  +
* 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).
This reduces the amount of stamina drained when a player attacks.
 
  +
|-|
 
  +
Gear Rarities=
=== Revenge Gained ===
 
  +
So far, there are 5 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 and will affect what perks you have access to.
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 ===
 
* 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.
 
* 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 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.
 
 
{| class="article-table"
 
{| class="article-table"
 
|+Gear Drops
 
|+Gear Drops
  +
|-
 
!Reputation Level
 
!Reputation Level
 
!Common Drops
 
!Common Drops
Line 128: Line 190:
 
|-
 
|-
 
!2
 
!2
  +
|Rare
|Common
 
 
|Rare
 
|Rare
 
|-
 
|-
Line 136: Line 198:
 
|-
 
|-
 
!4
 
!4
  +
|Heroic
|Rare
 
 
|Heroic
 
|Heroic
 
|-
 
|-
Line 144: Line 206:
 
|-
 
|-
 
!6
 
!6
  +
|Epic
|Heroic
 
 
|Epic
 
|Epic
 
|-
 
|-
Line 152: Line 214:
 
|-
 
|-
 
!8+
 
!8+
  +
|Legendary
|Epic
 
 
|Legendary
 
|Legendary
 
|}
 
|}
   
  +
=== Rarity and levels ===
''*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.''
 
  +
[[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. The only exception being for Epic and above gear, which can be refined.
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. Heroic gear, however, has two stats increased, one more so than the other, while the remaining stat is drastically decreased.
 
 
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.
 
   
 
=== 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>
   
==Gear Styles==
+
==Gear Visuals==
There are many different appearances, or styles, of gear for each hero. The styles are completely cosmetic, and do not affect the stats of the armor/weapon piece. However, not all styles can be found as common gear. Rare gear has new styles that could not be found as common gear, in addition to all of the styles that could be found as common gear. Heroic gear has new styles that could not be found as either common or rare gear, but also has all of the styles found as rare and common gear. Therefore, unless any new rarity of gear is discovered, all styles 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 style for an Orochi. However, the Kudo Hilt may also be found as rare or heroic gear. The Tamura Hilt is a rare style, but may also be found as heroic gear. The Ikaruga Hilt is a heroic style, and so may only be found as heroic gear.
 
   
  +
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 styles there are for a specific hero is that they have 17 different weapon styles and 9 different armor styles. There are 3 sets of armor style 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 style 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)
 
   
===Star Weapons===
 
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 above [[Reputation|reputation level]] 3. It should be noted that their stats aren't any better than non-star styles'. There are no star armor sets at this time.
 
 
===Lists of Styles===
 
====[[Warden]] Styles====
 
 
{| class="article-table"
 
{| class="article-table"
  +
|+Gear Visuals
|
 
|<u>'''Common'''</u>
 
|<u>'''Rare'''</u>
 
|<u>'''Heroic'''</u>
 
 
|-
 
|-
  +
! rowspan="2" |Rarity Tier
|'''''Armor Styles'''''
 
  +
! rowspan="2" |Base Cost
|
 
  +
! colspan="4" |Tier change Steel Cost
* [[Arcturus]]
 
  +
! rowspan="2" |Tier change Salvage Cost
* [[Haedus]]
 
* [[Loran]]
 
|
 
* [[Elner]]
 
* [[Dain]]
 
* [[Dullahan]]
 
|
 
* [[Fendrel]]
 
* [[Lederic]]
 
* [[Merope]]
 
 
|-
 
|-
  +
!Common
|'''''Weapon Styles'''''
 
  +
!Rare
|
 
  +
!Heroic
* [[Daidalos]]
 
  +
!Epic
* [[Gardakan]]
 
* [[Ritcher]]
 
* [[Rogan]]
 
* [[Sheeden]]
 
* [[Sirius]]
 
|
 
* [[Engeram]]
 
* [[Aleister]]
 
* [[Tringad]]
 
* [[Valuan]]
 
|
 
* [[Bellius]]
 
* [[Gadwin]]
 
* [[Garian]]
 
* [[Gilgamesh]]*
 
* [[Guylaine]]
 
* [[Halidda]]
 
* [[Magnus]]
 
|}
 
<nowiki>*</nowiki>Legendary weapon
 
 
====[[Conqueror]] Styles====
 
{| class="article-table"
 
|
 
|'''<u>Common</u>'''
 
|'''<u>Rare</u>'''
 
|'''<u>Heroic</u>'''
 
 
|-
 
|-
  +
!Common
|'''''Armor Styles'''''
 
  +
|100 Steel
|
 
  +
| colspan="4" | N/A
* [[Aldys]]
 
  +
| N/A
* [[Bazett]]
 
* [[Regulus]]
 
|
 
* [[Folkel]]
 
* [[Hoedus]]
 
* [[Megrez]]
 
|
 
* [[Cassios]]
 
* [[Domaric]]
 
* [[Medion]]
 
 
|-
 
|-
  +
!Rare
|'''''Weapon Styles'''''
 
  +
|175 Steel
|
 
  +
|325 Steel
* [[Berinon]]
 
  +
| colspan="3" | N/A
* [[Cunningham]]
 
  +
|170 Salvage
* [[Ellyn]]
 
* [[Lamorak]]
 
* [[Orselen]]
 
* [[Sagamore]]
 
|
 
* [[Darknoa]]
 
* [[Festus]]
 
* [[Gustave]]
 
* [[Savaric]]
 
|
 
* [[Audley]]
 
* [[Dorian]]
 
* [[Leodagan]]*
 
* [[Meribia]]
 
* [[Narm]]
 
* [[Pellinor]]
 
* [[Valgas]]
 
|}
 
<nowiki>*</nowiki>Legendary weapon
 
 
====[[Peacekeeper]] Styles====
 
{| class="article-table"
 
|
 
|'''<u>Common</u>'''
 
|'''<u>Rare</u>'''
 
|'''<u>Heroic</u>'''
 
 
|-
 
|-
  +
!Heroic
|'''''Armor Styles'''''
 
  +
|235 Steel
|
 
  +
|535 Steel
* [[Fresca]]
 
  +
|385 Steel
* [[Lysanthir]]
 
  +
| colspan="2" | N/A
* [[Sheena]]
 
  +
|390 Salvage
|
 
* [[Archenar]]
 
* [[Kendall]]
 
* [[Pandora]]
 
|
 
* [[Iseldis]]
 
* [[Kinett]]
 
* [[Tureis]]
 
 
|-
 
|-
  +
!Epic
|'''''Weapon Styles'''''
 
  +
|300 Steel
|
 
  +
|750 Steel
* [[Atolm]]
 
  +
|600 Steel
* [[Culgan]]
 
  +
|450 Steel
* [[Gillian]]
 
  +
| N/A
* [[Guron]]
 
  +
|850 Salvage
* [[Rantia]]
 
* [[Sabatat]]
 
|
 
* [[Craymen]]
 
* [[Leome]]
 
* [[Riffany]]
 
* [[Windamier]]
 
|
 
* [[Eveanne]]
 
* [[Hilord]]
 
* [[Marcellis]]
 
* [[Narzan]]*
 
* [[Neclord]]
 
* [[Randall]]
 
* [[Slayton]]
 
* [[Everhart]]
 
|}
 
<nowiki>*</nowiki>Legendary weapon
 
 
====[[Lawbringer]] Styles====
 
{| class="article-table"
 
|
 
|<u>'''Common'''</u>
 
|<u>'''Rare'''</u>
 
|<u>'''Heroic'''</u>
 
|-
 
|'''''Armor Styles'''''
 
|
 
* [[Dheneb]]
 
* [[Isocres]]
 
* [[Tical]]
 
|
 
* [[Alkirk]]
 
* [[Nobright]]
 
* [[Zelos]]
 
|
 
* [[Feldar]]
 
* [[Emmie]]
 
* [[Darosh]]
 
 
|-
 
|-
  +
!Legendary
|'''''Weapon Styles'''''
 
  +
|400 Steel
|
 
  +
|1300 Steel
* [[Belloth]]
 
  +
|850 Steel
* [[Crowley]]
 
  +
|700 Steel
* [[Edgars]]
 
  +
|550 Steel
* [[Frazar]]
 
  +
|1000 Salvage
* [[Gibbons]]
 
* [[Rivalen]]
 
|
 
* [[Pinabel]]
 
* [[Chillon]]
 
* [[Baligant]]
 
* [[Zemcel]]
 
|
 
* [[Guimond]]*
 
* [[Moresk]]
 
* [[Tormod]]
 
* [[Linebeck]]
 
* [[Valemon]]
 
* [[Essylld]]
 
* [[Orshan]]
 
 
|}
 
|}
<nowiki>*</nowiki>Legendary weapon
 
   
====[[Raider]] Styles====
+
===Star Weapons===
  +
[[File:Gear star-0.png|thumb|220x220px]]
{| class="article-table"
 
  +
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.
|
 
|<u>'''Common'''</u>
 
|<u>'''Rare'''</u>
 
|<u>'''Heroic'''</u>
 
|-
 
|'''''Armor Styles'''''
 
|
 
* [[Aravis]]
 
* [[Baten]]
 
* [[Dolynn]]
 
|
 
* [[Ilka]]
 
* [[Polaris]]
 
* [[Vaeri]]
 
|
 
* [[Alberich]]
 
* [[Kanon]]
 
* [[Taben]]
 
|-
 
|'''''Weapon Styles'''''
 
|
 
* [[Hugall]]
 
* [[Olierus]]
 
* [[Kodran]]
 
* [[Ezlcant]]
 
* [[Gardkell]]
 
* [[Tangram]]
 
|
 
* [[Orta]]
 
* [[Aendrider]]
 
* [[Khanafoss]]
 
* [[Muninn]]
 
|
 
* [[Darel]]
 
* [[Enkak]]
 
* [[Kabayan]]
 
* [[Sagavatn]]
 
* [[Wakkein]]
 
* [[Vandrad]]*
 
|}
 
<nowiki>*</nowiki>Legendary weapon
 
   
  +
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.
====[[Warlord]] Styles====
 
{| class="article-table"
 
|
 
|<u>'''Common'''</u>
 
|<u>'''Rare'''</u>
 
|<u>'''Heroic'''</u>
 
|-
 
|'''''Armor Styles'''''
 
|
 
* [[Kyvain]]
 
* [[Millia]]
 
* [[Rigel]]
 
|
 
* [[Fargul]]
 
* [[Isard]]
 
* [[Solaris]]
 
|
 
* [[Berimund]]
 
* [[Kaitos]]
 
* [[Adolar]]
 
|-
 
|'''''Weapon Styles'''''
 
|
 
* [[Ferral]]
 
* [[Ingram]]
 
* [[Kazin]]
 
* [[Rimca]]
 
* [[Ladha]]
 
* [[Rhoda]]
 
|
 
* [[Leos]]
 
* [[Liavelt]]
 
* [[Glymiron]]
 
* [[Pazort]]
 
|
 
* [[Volkoff]]
 
* [[Gudbrand]]*
 
* [[Mullen]]
 
* [[Stellbart]]
 
* [[Hednorg]]
 
* [[Midborg]]
 
* [[Windam]]
 
|}
 
<nowiki>*</nowiki>Legendary
 
   
  +
===Event & Battle Pass Gear===
====[[Berserker]] Styles====
 
  +
[[File:Gear event.png|thumb|220x220px]]
{| class="article-table"
 
  +
During Events and in the Battle Pass, special visuals are accessible and cannot be obtained once the event or Battle Pass is over. Event visuals have a special crest to the right of their name; Battle Pass gear are simply noted as "Battle Pass" gear in their description. Just like Star Weapons, they do not grant any benefits over non-event visuals.
|
 
|<u>'''Common'''</u>
 
|<u>'''Rare'''</u>
 
|<u>'''Heroic'''</u>
 
|-
 
|'''''Armor Styles'''''
 
|
 
* [[Gunteric]]
 
* [[Shergar]]
 
* [[Mizar]]
 
|
 
* [[Procyon]]
 
* [[Benetram]]
 
* [[Acamar]]
 
|
 
* [[Lynea]]
 
* [[Hengels]]
 
* [[Velyris]]
 
|-
 
|'''''Weapon Styles'''''
 
|
 
* [[Dynthor]]
 
* [[Bjort]]
 
* [[Lusia]]
 
* [[Fylgia]]
 
* [[Karmarir]]
 
* [[Narkhild]]
 
|
 
* [[Liete]]
 
* [[Ranka]]
 
* [[Ariseis]]
 
* [[Aella]]
 
|
 
* [[Zaback]]
 
* [[Paet]]
 
* [[Alfarinn]]
 
* [[Abner]]
 
* [[Vanir]]
 
* [[Algedur]]
 
* [[Hafgrim]]*
 
|}
 
<nowiki>*</nowiki>Legendary Weapon
 
   
  +
Event visuals are able to be applied to all gear rarities, but are 300 Steel more expensive than the base cost. Meanwhile, Battle Pass visuals can be applied for free.
====[[Valkyrie]] Styles====
 
{| class="article-table"
 
|
 
|<u>'''Common'''</u>
 
|<u>'''Rare'''</u>
 
|<u>'''Heroic'''</u>
 
|-
 
|'''''Armor Styles'''''
 
|
 
* [[Arkadia]]
 
* [[Mava]]
 
* [[Phaeton]]
 
|
 
* [[Cybel]]
 
* [[Nebula]]
 
* [[Siren]]
 
|
 
* [[Lemia]]
 
* [[Spiriel]]
 
* [[Umber]]
 
|-
 
|'''''Weapon Styles'''''
 
|
 
* [[Ashimar]]
 
* [[Astenvik]]
 
* [[Giros]]
 
* [[Mjorsel]]
 
* [[Silesia]]
 
* [[Zereth]]
 
|
 
* [[Eerika]]
 
* [[Feona]]
 
* [[Hodrik]]
 
* [[Ukkain]]
 
* [[Odegan]]
 
|
 
* [[Amamyra]]
 
* [[Asger]]*
 
* [[Havardr]]
 
* [[Madnar]]
 
* [[Opokhur]]
 
* [[Zihark]]
 
|}
 
<nowiki>*</nowiki>Legendary Weapon
 
   
  +
==Lists of Visuals==
====[[Kensei]] Styles====
 
{| class="article-table"
 
|
 
|<u>'''Common'''</u>
 
|<u>'''Rare'''</u>
 
|<u>'''Heroic'''</u>
 
|-
 
|'''''Armor Styles'''''
 
|
 
* [[Fuuma]]
 
* [[Himura]]
 
* [[Morioka]]
 
|
 
* [[Ginkei]]
 
* [[Ayukawa]]
 
* [[Konishi]]
 
|
 
* [[Airi]]
 
* [[Saginuma]]
 
* [[Sakazaki]]
 
|-
 
|'''''Weapon Styles'''''
 
|
 
* [[Hashimoto]]
 
* [[Kimura]]
 
* [[Kinoshita]]
 
* [[Kurume]]
 
* [[Shimizu]]
 
* [[Tsubame]]
 
|
 
* [[Aoki]]
 
* [[Fukuda]]
 
* [[Minoshima]]
 
* [[Takeshita]]
 
|
 
* [[Akiha]]
 
* [[Inagaki]]
 
* [[Kaneda]]
 
* [[Murasame]]*
 
* [[Sagiyama]]
 
* [[Sasaki]]
 
* [[Yoshioka]]
 
|}
 
 
<nowiki>*</nowiki>Legendary weapon
 
<nowiki>*</nowiki>Legendary weapon
   
====[[Shugoki]] Styles====
+
===Knight Visuals===
  +
<tabber>Warden = {{:Warden/Gear}}
{| class="article-table"
 
  +
|-|Conqueror = {{:Conqueror/Gear}}
|
 
  +
|-|Peacekeeper = {{:Peacekeeper/Gear}}
|<u>'''Common'''</u>
 
  +
|-|Lawbringer = {{:Lawbringer/Gear}}
|<u>'''Rare'''</u>
 
  +
|-|Centurion = {{:Centurion/Gear}}
|<u>'''Heroic'''</u>
 
  +
|-|Gladiator = {{:Gladiator/Gear}}
|-
 
  +
|-|Black Prior = {{:Black Prior/Gear}}
|'''''Armor Styles'''''
 
  +
</tabber>
|
 
* [[Aramaki]]
 
* [[Masamoto]]
 
* [[Matsutani]]
 
|
 
* [[Fujisawa]]
 
* [[Okuda]]
 
* [[Raijin]]
 
|
 
* [[Daira]]
 
* [[Minazuki]]
 
* [[Saotome]]
 
|-
 
|'''''Weapon Styles'''''
 
|
 
* [[Ariake]]
 
* [[Hinogami]]
 
* [[Kirishima]]
 
* [[Ryuzaki]]
 
* [[Shiranui]]
 
* [[Zaimoku]]
 
|
 
* [[Itsuki]]
 
* [[Nagayasu]]
 
* [[Takamura]]
 
* [[Umenokoji]]
 
|
 
* [[Hibachi]]
 
* [[Isogo]]
 
* [[Jigokumaru]]*
 
* [[Kanzaki]]
 
* [[Kurisu]]
 
* [[Sumiyoshi]]
 
* [[Takatori]]
 
|}
 
<nowiki>*</nowiki>Legendary weapon
 
   
====[[Orochi]] Styles====
+
===Viking Visuals===
{| class="article-table"
 
|
 
|<u>'''Common'''</u>
 
|<u>'''Rare'''</u>
 
|<u>'''Heroic'''</u>
 
|-
 
|'''''Armor Styles'''''
 
|
 
* [[Baiken]]
 
* [[Hagane]]
 
* [[Zengo]]
 
|
 
* [[Fujin]]
 
* [[Hirao]]
 
* [[Nunki]]
 
|
 
* [[Hakata]]
 
* [[Jubei]]
 
* [[Saito]]
 
|-
 
|'''''Weapon Styles'''''
 
|
 
* [[Akutami]]
 
* [[Ikeda]]
 
* [[Kikuchi]]
 
* [[Kudo]]
 
* [[Murata]]
 
* [[Umehara]]
 
|
 
* [[Hibaru]]
 
* [[Sakamoto]]
 
* [[Sakomizu]]
 
* [[Tamura]]
 
|
 
* [[Ikaruga]]
 
* [[Kusanagi]]*
 
* [[Matsuoka]]
 
* [[Mikasa]]
 
* [[Onojo]]
 
* [[Oshiro]]
 
* [[Sugaruya]]
 
|}
 
<nowiki>*</nowiki>Legendary weapon
 
   
  +
<div class="tabbertab-borderless"><tabber>Raider = {{:Raider/Gear}}
====[[Nobushi]] Styles====
 
  +
|-|Warlord = {{:Warlord/Gear}}
{| class="article-table"
 
  +
|-|Berserker = {{:Berserker/Gear}}
|
 
  +
|-|Valkyrie = {{:Valkyrie/Gear}}
|<u>'''Common'''</u>
 
  +
|-|Highlander = {{:Highlander/Gear}}
|<u>'''Rare'''</u>
 
  +
|-|Shaman = {{:Shaman/Gear}}
|<u>'''Heroic'''</u>
 
  +
|-|Jormungandr = {{:Jormungandr/Gear}}
|-
 
  +
</tabber></div>
|'''''Armor Styles'''''
 
  +
|
 
  +
===Samurai Visuals===
* [[Amano]]
 
  +
* [[Izumi]]
 
  +
<div class="tabbertab-borderless"><tabber>Kensei = {{:Kensei/Gear}}
* [[Otohime]]
 
  +
|-|Shugoki = {{:Shugoki/Gear}}
|
 
  +
|-|Orochi = {{:Orochi/Gear}}
* [[Hazuki]]
 
  +
|-|Nobushi = {{:Nobushi/Gear}}
* [[Kasuga]]
 
  +
|-|Shinobi = {{:Shinobi/Gear}}
* [[Nishijin]]
 
  +
|-|Aramusha = {{:Aramusha/Gear}}
|
 
  +
|-|Hitokiri = {{:Hitokiri/Gear}}
* [[Komazawa]]
 
  +
</tabber></div>
* [[Tendo]]
 
  +
* [[Yoshizuka]]
 
  +
|-
 
  +
===Wu Lin Visuals===
|'''''Weapon Styles'''''
 
  +
|
 
  +
<div class="tabbertab-borderless"><tabber>Tiandi = {{:Tiandi/Gear}}
* [[Asakura]]
 
  +
|-|Jiang Jun = {{:Jiang Jun/Gear}}
* [[Fujisaki]]
 
  +
|-|Nuxia = {{:Nuxia/Gear}}
* [[Hisayama]]
 
  +
|-|Shaolin = {{:Shaolin/Gear}}
* [[Itoshima]]
 
  +
|-|Zhanhu = {{:Zhanhu/Gear}}
* [[Konana]]
 
  +
</tabber></div>
* [[Sasaguri]]
 
  +
|
 
  +
==Trivia==
* [[Kusanami]]
 
  +
*Star Weapons were unofficially called '''Legendary''' gear before the announcement of the legendary rarity.
* [[Matsuhige]]
 
* [[Otani]]
 
* [[Nagara]]
 
|
 
* [[Enokido]]
 
* [[Hatakawa]]
 
* [[Ikezawa]]
 
* [[Iwase]]
 
* [[Kuwata]]
 
* [[Momonari]]
 
* [[Sadamune]]*
 
|}
 
<nowiki>*</nowiki>Legendary weapon
 

Revision as of 18:21, 4 August 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 from two of three of the perk groups: offense, defense and assist. Which groups it takes from and its distribution determines the passive play style a Hero may go for. However, a Hero does not have access to all 7 perks from the start, as common rarity gear will only choose 3 perks to start with. With each rarity tier, a new perk becomes accessible. Perk combinations explained in the next tab.

Descriptions of gear perks can be seen in game: Game Menu → Customize → Perk Definitions, or below in the Perk List section.

Perk List

The following is a list of perks from each group. Perks 1 through 2 are Common perks; perks 3 and 4 can be either a Common or Rare perk; perk 5 will always be a Heroic; perks 6 and 7 can operate as either an Epic or Legendary perk. This affects perk combination, as Heroes cannot have certain perks from different groups together.

Take note that buffs such as damage bonuses and stamina reduction won't stack, instead only taking the highest value available.

  • Offense: The perk group that focuses on gaining bonuses on kills, stamina cost reduction and increased damage.
    • Galestorm: Upon Hero kill, gain a 20% movement speed buff for 10 seconds.
    • Devourer: Upon execution, heal an additional 15 health.
    • Early Reaper: Upon Spawn or Revive, your next attack deals 20% bonus damage (even on block).
    • Endurance: When gaining a Renown level, receive 3% Stamina cost reduction (up to 12% reduction).
    • Survival Instinct: When in critical health (under 25 health), gain a 15% Stamina cost reduction.
    • Crush Them: Upon Hero kill, your next attack deals 20% bonus damage (even on block).
    • Head Hunter: For each unique (player/bot) Hero executed, increase max Health by 4 (up to 16 bonus health).
  • Defense: The perk group that focuses on survival either through shields, health or damage resistance.
    • Aegis: All shields received are increased by 20%.
    • Shields Up: Upon Spawn or Revive, receive a 15 health shield.
    • Fresh Focus: When Exhausted, blocks and parries regenerate 20% Stamina.
    • Bastion: When in a zone or carrying a banner/offering, gain 10% damage resistance.
    • Vengeful Barrier: When exiting Revenge, gain a 25 health shield.
    • Last Stand: When in critical health (under 25 health), gain 20% damage resistance.
    • Bulk Up: When gaining a Renown level, increase maximum health by 4 (up to 16 bonus health).
  • Assist: The perk group that covers other areas of combat not covered by the two other groups, such as movement increase, revives and objective based strategy.
    • Radiant Rebound: Upon Spawn or Revive, gain a 20% movement speed buff for 10 seconds.
    • Remedy: Upon Hero kill, heal 10 health.
    • Feline Agility: When gaining a Renown level, gain 4% bonus movement speed for the first level, then 2% for subsequent levels (total of 10% bonus movement speed).
    • Supersonic: When in Revenge, gain a 15% movement speed buff and uninterruptible sprint, persisting for 10 seconds after Revenge ends.
    • Clever Tactics: Capture a zone and take banners/offerings 15% faster.
    • Rising Dawn: You Revive allies to 75% health instead of 50%.
    • Rapid Refresh: Upon takedown or when reviving an ally, Feats' active cooldowns are reduced by 5%.

Trivia

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

Rarity for a gear determines the possible maximum value that gear can have when fully leveled together with what combinations are available to them.

Gear Leveling

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 Combinations

Depending on the Gear's rarity, the Gear with two perks will have a certain combination of perks available to them together with how much points is allocated to each perk. As a result, there are a multitude of perk combinations that a Hero can go for, even reaching three total active perks. However, this also means there are a few perk combinations that are not available.

Perk value distribution will be represented with 1 Level being equal to a maxed perk (for example, 200 at common level). While some combinations will note itself as 3 Levels, this just means 3 maxed value will be distributed between the perks noted.

  • Common:
    • 2 Levels in Perks 1, 2 or 3
    • 1 Level in Perk 1; 1 Level in Perks 2 or 3
  • Rare:
    • 2 Levels between Perks 1, 2, 3 or 4.
  • Heroic:
    • 2 Levels between Perks 1, 2, 3 or 4.
    • 1 Level in Perks 1, 2 or 3; 1 Level in Perk 5
  • Epic:
    • 3 Levels between Perks 1, 2 or 3.
    • 2 Levels between Perks 1, 2, 3 or 4.
    • 1 Levels in Perks 1, 2, 3 or 4; 1 Level in Perks 5 or 6.
  • Legendary:
    • 3 Levels between Perks 1, 2, 3 or 4.
    • 2 Levels in Perks 1, 2, 3 or 4; 1 Level in Perks 5, 6 or 7
    • 2 Levels between Perks 6 or 7.

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 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 and will affect what perks you have access to.

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 & Battle Pass Gear

Gear event

During Events and in the Battle Pass, special visuals are accessible and cannot be obtained once the event or Battle Pass is over. Event visuals have a special crest to the right of their name; Battle Pass gear are simply noted as "Battle Pass" gear in their description. 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. Meanwhile, Battle Pass visuals can be applied for free.

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.