Gear

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Gear is simply a term for any item a character can or could potentially equip. Gear a character currently has equip can be seen at the top of your screen.

A little About Gear

Excluding the torch slot, there are 11 slots for equitable items that make up the gear on a character. (Ring 1, Weapon, Ring 2, Amulet, Helm/Hat, Cape, Chest/Vest, Belt, Sleeves/Bracers, Leggings/Pants, and Boots)

Gear can have stats on it which help add to the modifiers of your abilities, giving you higher overall stats. There is a limit to what you can get, this is called the max, or maxing a stat.


Gear is also limited by level, and as the power of your gear goes up, so does the minimum level to be able to wear it (See table below)

Gear Bonus Min Level Chart

Stat Bonus Min Level Stat Bonus Min Level
+1 1 +11 33 Arch
+2 3 +12 36 Arch
+3 5 +13 40 Arch
+4 10 +14 43 Arch
+5 15 +15 46 Arch
+6 17 +16 50 Arch
+7 20 +17 53 Arch
+8 23 +18 56 Arch
+9 26 +19 60 Arch
+10 30 Arch +20 63 Arch


How Gear Works

The Differences Between Classes:

Usable Gear:

Weapons for warriors/seyans include: Hand-to-hand, Dagger, Sword, Two-handed

Weapons for Mages instead includes: Hand-to-hand, Dagger, Staff.


Warriors and Seyans have "Armor Skill" as a skill, which lets them raise the skill and wear armor of increasing levels

Mages may only wear cloth armor

"Maxing" A Stat

Maxing a stat is the term for when the gear you have on can no longer add additional modifiers to your stat. In the simplest form, this is done via just a single stat. In reality, getting the most you can out of a single stat also includes the attributes which modify them and making sure they are also "maxed"


For Mages and Warriors, you can get an additional 50% of the base of a stat as a bonus through gear until it is maxed and you get no more. For Seyans you can get 72.5%. Both of these numbers round down to the nearest whole number


Worked example:

You have 100 base immunity.

For a Mage and a Warrior, you can get an addititonal +50 from gear until you are maxed

For a Seyan, you can get an additional 72 from gear until you are maxed.


After that point, you will need to raise your base until you can get more from gear.

*Note that this math on paper makes it look like Seyans are always going to be 22.5% better than Mages and Warriors. While they -are- better most of the time, Seyan skills cost more exp to level, and as such the gap is not quite that wide

Clan Warrior Specific

As of April 2022: Clan Warrior now provides double value of modifiers from gear, while in Spawns.

Example: a +5 HP item will provide +10 while in Spawns.

This will NOT push modifiers beyond what is normally possible.

Acquiring Gear

Gear and be acquired as a random drop from enemies. Enemies generally drop gear with one stat, but can drop gear with up to three stats on them, called dual's or tri's

-The stat on each drop is randomized, but limited to the selections on the tables at the bottom of the page.

-Dual stat and Tri stat gear drops are much less common than Single stat drops.

-Additionally, you can make your own custom stat gear through Welding and Orbs.

Aston Sewers:

When you first enter the sewers, a random ring or amulet appropriate for your class is spawned in a grate on the ground in an area appropriate for your level.

-For all classes, the amulet will be immunity

-Rings can be "offensive" or "defensive"

-For Mages, defensive rings are Magic Shield, offensive rings are either Lightning or Fire, whichever is higher on your character

-For Warriors and Seyans, defensive rings are Magic Shield, offensive rings are attack.

*Lf/fire Seyans can get lightning/fire rings, if their spell is higher than their attack

See: Aston Sewers for more info

Ruby:

Ruby has a number of small mini-quests around Astonia, completing any two of them will allow you to visit her in her home in Aston and get a two-stat weapon.

This weapon will always be for whichever weapon skill you have leveled the highest.

The bonus on the weapon will be decided by how many, and which, favors you do for her.

*After you obtain a weapon, all finished Ruby quests reset and you can repeat the process.

See: Ruby for more

Early Gear from Chests:

The following are available only once per character. These are considered quest items and can not be enhanced.

Item Stat One Stat Two Stat Three Location
Cape of the newbie Intuition +2 Wisdom +2 Mana +2 The Third Skull quest
Cape of the newbie Intuition +2 Strength +2 Hit Points +2 The Third Skull quest
Trousers of the newbie Magic Shield +2 Immunity +2 4th Skeleton Ruins
Leggings of the newbie Parry +2 Immunity +2 4th Skeleton Ruins
Bracelet of the newbie Lightning +2 Fire +2 Pulse +2 Robbers Outpost
Sleeves of the newbie Attachk +2 Endurance +2 War Cry +2 Robbers Outpost
Gloves of the newbie Hand to Hand +2 Parry +2 Immunity +2 5th Skeleton Ruins
Gloves of the newbie Hand to Hand +2 Magic Shield +2 Immunity +2 5th Skeleton Ruins
Dagger of the newbie Dagger +2 Parry +2 Immunity +2 5th Skeleton Ruins
Dagger of the newbie Dagger +2 Magic Shield +2 Immunity +2 5th Skeleton Ruins
Staff of the newbie Staff +2 Magic Shield +2 Immunity +2 5th Skeleton Ruins
Two-Handed Sword of the newbie Two-Handed +2 Parry +2 Immunity +2 5th Skeleton Ruins
Sword of the newbie Sword +2 Parry +2 Immunity +2 5th Skeleton Ruins
Hat of the newbie Intuition +2 Wisdom +2 Mana +2 The Order of the Mages
Helmet of the newbie Intuition +2 Strength +2 Hit Points +2 The Order of the Mages
Armor of the newbie Two-Handed +2 Attack +2 Tactics +2 The Brotherhood of the Knights
Armor of the newbie Sword +2 Attack +2 Tactics +2 The Brotherhood of the Knights
Armor of the newbie Dagger +2 Attack +2 Tactics +2 The Brotherhood of the Knights
Vest of the Newbie Lightning +2 Fire +2 Bless +2 The Brotherhood of the Knights

You can get the following items from other quest areas. These items can be enhanced with SU and GU, orbed, welded and some can be traded.

These do respawn, with various respawn rates.

Item Stat One Stat Two Stat Three Location
Ring of Minor Defense Parry +2 The Order of the Mages
Ring of Minor Shield Magic Shield +2 The Order of the Mages
Ring of Minor Sword Fighting Sword +3 Zombies 1
Minor Ring of Fire Fire +3 Zombies 1
Minor Ring of Minor Offense Attack +3 Zombies 1
Minor Ring of Lightning Lightning +3 Zombies 2
A Blue Cape Two-Handed +1 Attack +1 Parry +1 Zombies 3
A Brown Cape Magic Shield +1 Lightning +1 Fire +1 Zombies 3
A Belt of Fairly Weak Immunity* Immunity +4 Creepers
Belt of the Hunter* Perception +15 Stealth +15 Speed Skill +15 Brannington Forest

*Can not be traded.


Gear Stat Combination Names

Singles

All single drops are simply named "Item... of Skill"

Where the item is the name of the item that dropped (examples: Vest of..., Pants of..., Sword of... )

And skill is simply the name of that skill in game.

*The exception is Speed Skill, items that drop with Speed Skill will simply be Item of Speed

Duals

Here is a list of all the duals that can be found in game.

Name Stat 1 Stat 2
Thief Stealth Endurance
Vision Perception Intuition
Wounded Heal Regenerate
Sorcery Mana Duration
Fighting Attack Parry
Magic Lightning Magic Shield
Berserk Attack Rage
One Handed Offence Attack Sword
One Handed Defense Parry Sword
Two Handed Offense Attack Two-Handed
Two Handed Defense Parry Two-Handed
Tactical Offense Attack Tactics
Tactical Defense Parry Tactics

Tri's

Here is a list of all the tri's that can be found in game.

Name Stat 1 Stat 2 Stat 3
Eccentric Body Control Bless Speed Skill
Magical Offense Lightning Fireball Pulse
Magical Defense Magic Shield Freeze Heal
Warrior Attack Parry Immunity
Mage Flash Magic Shield Immunity
Tactician Attack Parry Tactics
Seyan'Du Attack Parry Bless
Arch-Warrior Attack Parry Rage
Arch-Mage Flash Magic Shield Duration