Let me explain armour again, as it has changed since the last time I posted a teardown on it.
There are three different types of armour: Body Armour, Weapons and Accessories. Each of the types has a primary stat which it is solely responsible for and four out of five secondary stats. I'll provide a little diagram again to explain better:
- Defence gains affect armour; though only physical, as magical armour is rarely featured on units at all. It determines how much damage a hero takes from an enemy attack.
- Attack gains will have an effect regardless of the attacks being melee, ranged or magic. This has the added bonus of giving ranged and magic heroes a boost to their weak melee attack stat.
- Hit Points affects the survivability of a hero, how long it lasts on the field when taking damage.
- Move(ment) Speed affects how fast a hero is able to move around the screen. It remains to be seen if this has any effect on teleporting heroes.
- D.P.S or Damage Per Second affects attack speed, rather than the attack stat itself. A hero will be able to perform attacks faster than they would normally, doing more damage over time. This will only affect their standard attacks, and not the cool-down of their abilities.
- Regeneration will increase the speed at which a hero regains HP.
- Range gains affect how far a ranged attack will reach, and the catchment area for a hero to notice an enemy and engage with it, or engage an ability. The latter allows heroes without a specific ranged attack to still take advantage of the attribute.
- EXP Gain will give a boost to how fast a hero gains EXP. Obviously once a hero reaches level 10, this attribute becomes useless, but it would provide a hell of a useful boost for a slow levelling hero.
Each item has a Primary gain, a secondary gain, and a secondary loss.
There is a Tertiary field, that accounts for Attributes. Such as immunities to poisoning, burn, stun, freeze, etc. lowered cool-downs on Hero Spells, added effects like causing poisoning or burns. Not all the attribute possibilities have been decided yet, and not all items will have them.
There are five Grades to the items. The lower the grade, the easier it is to obtain. Bronze, Silver, Gold, Diamond and Onyx. Onyx items are particularly special, as they are obtained through great overwhelming tasks and are so powerful they unbalance the game. Onyx items are basically 'a bit of fun'.
Three pieces of armour can come together to form a Set Piece. A full set can grant additional attributes, new skills or new attacks. They are spread across the grades, so a full set will not always be the best equipment, so you have to decide if you want an additional skill over better stats.
The last thing is how each item is obtained. They come in many forms. Some are unlocked with a new hero automatically, they can be found in levels by locating interactive portions, defeating a certain amount of enemies, defeating bosses, etc. A full list of how each item is obtained has yet to be made.
Now as always, this is far from complete. The fields have been left empty where information may be missing as I add it gradually as more levels, enemies, heroes, etc. are designed. Some are marked with "Unrevealed" as they are spoilers for things that are partially designed but not yet posted.