Items: Difference between revisions
From Portals of Phereon Wiki
Content added Content deleted
(add order by id) |
mNo edit summary |
||
(21 intermediate revisions by 3 users not shown) | |||
Line 1:
{{Ambox|type=content|image = [[File:
{{Verbox|small=yes|version=0.20.0.0}}
{{#css:
.table-image-col tr td:first-child {
max-width:64px;
padding:2px;
}
.table-image-col tr td:first-child a img {
width:64px;
}
table.article-table {
width:100%;
}
}}
Update 0.25.0.0 introduced an item upgrade mechanic, it allows players to combine two of any identical item together in exchange for an improved version ie. Sword + Sword = Sword +1. It also brought with it an update to portal rarity mechanics, allowing players to find improved items in chests and as loot from battles.
Typically this translates to every 100% increase in portal wealth adding +1 to the items you find, starting from 100%, ie. 100% wealth = base items, 600% wealth = +5 items. Percentages greater than 0 but less than 100% increase the chance for a found item to be at the next level ie. 270% wealth = all items +1 with a 70% chance for +2.
Notes:
* Negative stat values do not change
* Common items increase at a rate of 25% of base value per upgrade (Not 20% listed on the tooltip)
* Rare = 30%
* Legendary = 40%
* Special = 50%
* Mythical = 50%
* The formula for item stats appears to be <u>Base Stat + (Base Stat x Stat Upgrade Value x Upgrade level) = Final Value</u>
* This is rounded down unless the result is more than halfway to the next number ie. 2.5 rounds to 2 but 2.51 rounds to 3
* <u>'''Exception:'''</u> Any positive value equal to 1 increases to 2 at item level +1 and will only increase further when the total upgrade percentage is equal to 200%, ie. special/mythical item +4, legendary item +5, rare item +7 common item +8, it should then upgrade normally
* As an example: Spiked Armor - +10 Health +3 Armor +2 Strength -2 Lust Damage +5 Lust Resistance -1 Speed
* Spiked Armor +1 - +15 Health +4 Armor +3 Strength -2 Lust Damage +7 Lust Resistance -1 Speed
* Spiked Armor +2 - +20 Health +6 Armor +4 Strength -2 Lust Damage +10 Lust Resistance -1 Speed
* Spiked Armor +3 - +25 Health +7 Armor +5 Strength -2 Lust Damage +12 Lust Resistance -1 Speed
* Spiked Armor is obtained through an event introduced in version 0.25.0.0 at the market, speak to the downed fighter and choose armor, a few days later they will show up at your house with a free set and a crafting recipe - 5 Iron + 2 Leather + 5 Minutes + 2 Stamina
* Skills on items, ie. the Heal staff, do not get buffed, but the number of uses per battle and <u>use range</u> do (Heal staff +6 has 7 range and 7 uses on it's heal skill), this appears to be at a rate consistent with the stat increases
==Equipment==
==='''Weapons'''===
{| class="article-table sortable table-image-col"
! class="unsortable" | Image
! data-sort-type="text" | Name
! data-sort-type="text" | Rarity
! data-sort-type="number" | Value
! data-sort-type="text" | Weapon Attack
! data-sort-type="text" | Damage
! class="unsortable" | Modifiers
! class="unsortable" | Skill
! class="unsortable" | Passive effect
{{#invoke:Items|items
|items<!--
-->|text/name/rarity/text/atkType/damageType/mod/aSkill/text<!--
-->|[[icon='1',<!--
-->name='2',<!--
-->rarity='3',<!--
-->value='4',<!--
-->atkType='5',<!--
-->damageType='6',<!--
-->CONCAT(hp,'/',mana,'/',speed,'/',strength,'/',armor,'/',lDmg,'/',lRes,'/',magicStrength)='7',<!--
-->CONCAT(activeSkill,'/',itemRange,'/',manaCost,'/',apCost,'/',uses,'/',description)='8',<!--
-->passiveEffect='9']]<!--
-->|[[where\=itemType=1,orderBy\=name]]
}}
|}
==='''Armor'''===
{| class="article-table sortable table-image-col"
! class="unsortable" | Image
! data-sort-type="text" | Name
! data-sort-type="text" | Rarity
! data-sort-type="number" | Value
! class="unsortable" | Modifiers
! class="unsortable" | Skill
! class="unsortable" | Passive effect
{{#invoke:Items|items
|items<!--
-->|text/name/rarity/text/mod/aSkill/text<!--
-->|[[icon='1',<!--
-->name='2',<!--
-->rarity='3',<!--
-->value='4',<!--
-->CONCAT(hp,'/',mana,'/',speed,'/',strength,'/',armor,'/',lDmg,'/',lRes,'/',magicStrength)='5',<!--
-->CONCAT(activeSkill,'
-->passiveEffect=
-->|[[where\=itemType=2,orderBy\=name]]
}}
|}
==='''Miscellaneous'''===
{| class="article-table sortable table-image-col"
! class="unsortable" | Image
! data-sort-type="text" | Name
! data-sort-type="text" | Rarity
! data-sort-type="number" | Value
! class="unsortable" | Modifiers
! class="unsortable" | Skill
! class="unsortable" | Passive effect
{{#invoke:Items|items
|items<!--
-->|text/name/rarity/text/mod/aSkill/text<!--
-->|[[icon='1',<!--
-->name='2',<!--
-->rarity='3',<!--
-->value='4',<!--
-->CONCAT(hp,'/',mana,'/',speed,'/',strength,'/',armor,'/',lDmg,'/',lRes,'/',magicStrength)='5',<!--
-->CONCAT(activeSkill,'
-->passiveEffect=
-->|[[where\=itemType=3,orderBy\=name]]
}}
|}
==='''Consumables'''===
{| class="article-table sortable table-image-col"
! class="unsortable" | Image
! data-sort-type="text" | Name
! data-sort-type="text" | Rarity
! data-sort-type="number" | Value
! class="unsortable | Effect
! data-sort-type="text" | Can be used in
{{#invoke:Items|items
|items<!--
-->|text/name/rarity/text/aSkill/use<!--
-->|[[icon='1',<!--
-->name='2',<!--
-->rarity='3',<!--
-->value='4',<!--
-->CONCAT('','/',itemRange,'/',manaCost,'/',apCost,'/',uses,'/',description)='5',<!--
-->|[[where\=itemType=4,orderBy\=name]]
}}
|}
|
Latest revision as of 07:40, 28 December 2023
Update 0.25.0.0 introduced an item upgrade mechanic, it allows players to combine two of any identical item together in exchange for an improved version ie. Sword + Sword = Sword +1. It also brought with it an update to portal rarity mechanics, allowing players to find improved items in chests and as loot from battles.
Typically this translates to every 100% increase in portal wealth adding +1 to the items you find, starting from 100%, ie. 100% wealth = base items, 600% wealth = +5 items. Percentages greater than 0 but less than 100% increase the chance for a found item to be at the next level ie. 270% wealth = all items +1 with a 70% chance for +2.
Notes:
- Negative stat values do not change
- Common items increase at a rate of 25% of base value per upgrade (Not 20% listed on the tooltip)
- Rare = 30%
- Legendary = 40%
- Special = 50%
- Mythical = 50%
- The formula for item stats appears to be Base Stat + (Base Stat x Stat Upgrade Value x Upgrade level) = Final Value
- This is rounded down unless the result is more than halfway to the next number ie. 2.5 rounds to 2 but 2.51 rounds to 3
- Exception: Any positive value equal to 1 increases to 2 at item level +1 and will only increase further when the total upgrade percentage is equal to 200%, ie. special/mythical item +4, legendary item +5, rare item +7 common item +8, it should then upgrade normally
- As an example: Spiked Armor - +10 Health +3 Armor +2 Strength -2 Lust Damage +5 Lust Resistance -1 Speed
- Spiked Armor +1 - +15 Health +4 Armor +3 Strength -2 Lust Damage +7 Lust Resistance -1 Speed
- Spiked Armor +2 - +20 Health +6 Armor +4 Strength -2 Lust Damage +10 Lust Resistance -1 Speed
- Spiked Armor +3 - +25 Health +7 Armor +5 Strength -2 Lust Damage +12 Lust Resistance -1 Speed
- Spiked Armor is obtained through an event introduced in version 0.25.0.0 at the market, speak to the downed fighter and choose armor, a few days later they will show up at your house with a free set and a crafting recipe - 5 Iron + 2 Leather + 5 Minutes + 2 Stamina
- Skills on items, ie. the Heal staff, do not get buffed, but the number of uses per battle and use range do (Heal staff +6 has 7 range and 7 uses on it's heal skill), this appears to be at a rate consistent with the stat increases