Powers of Rare Gear?

What kind of powers are you seeing? I have Glowing Opal Rings that’ll generate 1 red each turn, Royal signet ring that +3 to all mana colors when fighting elites.

Rare powers so far listed below. Presumably the Epic and Legendary versions have the same powers with bigger bonuses.

  • Dwarven Hammer (Red Weapon)
    • Fire Magic +2
    • Solid 2 (2% less damage from a blocked melee or missile attack)
    • Dwarven Hammer: {+30%} chance to stun enemy for 1 turn when matching size V+ Fire Gem.
  • Savior’s Helmet (Green Helmet)
    • Poison Magic +2
    • Solid 2 (2% less damage from a blocked melee or missile attack)
    • Poison Golden Helm: Create 2 Big V gems at the start of the battle
  • Warlord’s Mantle (Red Shoulders)
    • Fire Magic +2
    • Rich 2 (2% extra gold earned from battles)
    • Spiked Shoulders: Reflect back {10%} delee damage
  • Guard’s Armor (Yellow Chestplate)
    • Light Magic +2
    • Brave 2 (2% less damage from elites)
    • Studded Leather Armor: Gain 10 Armor when matching 5 or more gems
  • Serpentine Pants (Green Leggings)
    • Poison Magic +2
    • Cover 2 (2% less damage from missile attacks)
    • Serpentine Pants: Gain {5} Armor when you cast a green spell
  • Royal Boots (Green Boots)
    • Poison Magic +2
    • Cleave 2 (20% critical damage)
    • Winged Boots: Add 5% Speed when matching a Big Gem
  • Esgaard Shield (Red Shield)
    • Fire Magic +2
    • Parry 2 (2% less damage from melee attacks)
    • Knight’s Shield: Increase block chance by 2% when an enemy is defeated
  • Savior’s Locket (Red Necklace)
    • Fire Magic +2
    • Solid 2 (2% less damage from a blocked melee or missile attack)
    • Fire Golden Locket: Gain {+2} Healing Boost when casting a spell
  • Jeweled Pendant (Red Necklace)
    • Fire Magic +2
    • Life 2 (+4 Vitality)
    • Triangular Pendant: Add {1%} to Healing Boost per Yellow Gem on the board
  • Guard’s Belt (Green Belt)
    • Poison Magic +2
    • Guard 2 (2% extra block chance)
    • Ornate Leather Belt - Gain {+20%} gold if you win in less than 15 turns

Hey, if anyone sees this thread, please post what the names, colors, and powers of the gear pieces you get are. I’m looking for more data on what exactly is possible before I try to implement gear into the compendium.

Here’s my gear (I’ve wrapped the Blue number from the description in curly braces, this indicates the value increases with evolution or higher base rarity):

  • Dwarven Hammer (Green Weapon)
    • Poison Magic +2
    • Solid 2 (2% less damage from a blocked melee or missile attack)
    • Dwarven Hammer: {+30%} chance to stun enemy for 1 turn when matching size V+ Poison Gem.
    • NOTE: From what I can tell the color of the weapon is random, which means there’s a low chance to get a purple or yellow variant of this, which would be absurdly powerful on Assassin or Paladin respectively.
  • Warlord’s Mantle (Purple Shoulders)
    • Dark Magic +2
    • Cleave 2 (20% increased Critical Damage)
    • Spiked Shoulders: Reflect back {10%} delee damage
  • Bloodfang Breastplate (Red Chestplate)
    • Fire Magic +2
    • Cover 2 (2% missile resistance)
    • Evil Spiked Breastplate: Create {2} Blue Gems when hit with melee damage
  • Royal Armor (Red Chestplate)
    • Fire Magic +2
    • Cleave 2 (20% increased Critical Damage)
    • Plate Armor: Gain {+1%} Eltie protection when matching a Big Gem
  • Serpentine Pants (Blue Leggings)
    • Ice Magic +2
    • Life 2 (+4 Vitality)
    • Serpentine Pants: Gain {5} Armor when you cast a green spell
  • Runic Boots (Red Boots)
    • Fire Magic +2
    • Strong 2 (+4 Power)
    • Runic Boots: Gain {1%} speed when I cast a spell
  • Jeweled Tower (Green Shield)
    • Poison Magic +2
    • Cover 2 (2% missile resistance)
    • Tower Shield: Create {2} yellow gems when I block
  • Savior’s Locket (Green Necklace)
    • Poison Magic +2
    • Solid 2 (2% less damage from a blocked melee or missile attack)
    • Poison Golden Locket: Gain {+2} Healing Boost when casting a spell

From what I’ve seen of the game data, I can confirm this.

2 Likes

Some more notes on gear.

From what I’ve seen so far, items with the same name have the same special ability. However, they can have different colors (which will affect the color of the ability if relevant) as well as randomized passive perks. Thus there are multiple layers of RNG inherent in getting a good weapon.

This “color is fully random” theory is backed up by the fact that in the assets, gear looks like this:

icon_evil spiked breastplate_00 icon_evil spiked breastplate_00_sub

In game it ends up looking like this. You can see that the second image is tinted to match the color that the gear piece dropped with, which is how it has a red glow.

From what I’ve seen, I can conclude that gear, even Legendary or Mythic gear, will not drop with just one specific color.

Edited my gear post above following your format. Interesting patterns emerge.

Here’s some more detail in above format. (How’d you not have space between the item name and attributes?)

  • Serpentine Shield (Red Shield)

    • Fire Magic +2
    • Life +2 (Gain a bonus to your Vitality, increasing your max life)
    • Fanged Shield: Gain {10%} block amount if there are 8+ Green Gems on the board.
  • Firewalker’s Belt (Purple Belt)

    • Dark Magic +2
    • Life +2 (Gain a bonus to your Vitality, increasing your max life)
    • Sun Belt: {1%} to Burn the enemy at the start of my turn for each Red Gem on the board.
  • Firewalker’s Ring (Purple Ring)

    • Dark Magic +2
    • Life +2 (Gain a bonus to your Vitality, increasing your max life)
    • Glowing Opal Ring: Create {1} Red Gems Every Turn
  • Firewalker’s Ring (Green Ring)

    • Poison Magic +2
    • Rich +2 (Gain a percentage bonus to coin earned from battles)
    • Glowing Opal Ring: Create {1} Red Gems Every Turn
  • Dragonguard Ring (Red Ring)

    • Fire Magic +2
    • Brave +2 (Takes less damage when fighting Boss and Mini-Boss monsters in Dungeons)
    • Dragon Ring: For each color match made in a turn {1%} chance to cleanse myself
  • Royal Signet Ring (Purple Ring)

    • Dark Magic +2
    • Cleave +2 (Increase the amount of damage you do from Critical Hits when attacking with your weapon)
    • Royal Signet Ring: Gain {+3} Mana of each color each turn when facing an elite.

so we can say, a gear will have:

Basic stats, one of following: attack damage, armor, resistance, block
Mastery bonus, every gear above rare will have a RANDOM colored mastery bonus
Affixes, every gear have up to 3 RANDOM affixes, depends on rarity.
Passive, every gear will have a FIXED passive, which appears at rare.

So the information we needed will be:
A list of affixes
A list of gear passive(sorted by item set or item type)

This is correct from what I’ve seen.

Also to note, I believe you are able to farm for specific gear pieces (and thus specific gear passives) from dungeons. Note the rewards tab to see that each one has different gear sets.

I am personally farming Dungeon 1 since it’s easiest for my alt hero, and using Dungeon Tickets on #4 in the hopes that I receive a purple variant of the Dwarven Hammer.

Does anyone else feel like some of these modifying percentages are way too low for Rare gear? In other games, 5-7% is usually the base modifier percentage, and goes up to 35-50%.

It definitely feels a bit low, but there are 3 rarities above rare. It would be at least 3 modifiers with 5% each for mythic gear, times 12 for every slot. That is around 60% for 3 different fields.