Items and Equipment

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Items and Equipment - basics[edit | edit source]

Marketplace mini.jpg

Items:

  • Can be bought from NPCs
  • Can be crafted by Players
  • Can be found in random unlocked crates around the play area.
  • Can be found in locked crates in certain locations around the play area.
  • Will decay after some time, if placed on the ground.


Equipment: (->also see Weapons)

  • Have a durability stat and must be repaired when damaged.
  • Can be Enhanced at a Work Bench


General Items[edit | edit source]


Personal Equipment[edit | edit source]

Armor[edit | edit source]

There are 5 classes of armor in Shards which determine the level of protection granted by an item. Heavier armor reduces mana regeneration. Armor stats coming soon

Currently there are 3 Types of armor implemented

  • Cloth (Very Light)
  • Leather (Light)
  • Plate (Very Heavy)
Armor Class (Size) Absorption % Piercing Resistance Slashing Resistance Bashing Resistance Swing Restriction Stamina Cost Factor Evasion Restriction % Mana Barrier %
Very Light 5 0 0 1 0 0 1.5 0
Light 12 0 1 0 2.5 4 4 10
Medium 18 0 1 0 3.5 7 10 20
Heavy 24 1 0 0 5 10 20 25
Very Heavy 28 0 1 0 8 14 30 30


  * Chest Pieces are 2x the restrictions



  • Resistances and Absorption are individual to each piece of armor for calculating damage while weight restrictions are cumulative. (ie: armor only protects the body part it is worn on, but the weight/bulk affects the whole body)


  • Resistances are calculated AFTER absorption.

eg. Damage: 10 , Type: Piercing
Absorption: 20% , Piercing Resist: 1
= 10 - 2( 20% absorbed) - 1 (Damage Type Resisted)
= 8 - 1 = 7 damage.
(Resist provided 10% of total damage or 12.5% of final damage reduction)


eg. Damage: 50 , Type: Piercing
Absorption: 20% , Piercing Resist: 1
= 50 - 10( 20% absorbed) - 1 (Damage Type Resisted)
= 40 - 1 = 39 damage.
(Resist provided 2% of total damage or 2.5% of final damage reduction)


* Armor is only 50% effective against magic. (Absorption is halved) *

Armor mini.jpg

  • Cloth - Caster armor, your mana regenerates fastest when wearing cloth armor, but absorbs less damage
  • Leather - Mana regenerates slightly slower compared to Cloth, but the damage taken by some weapons is lowered significantly
  • (Chain)
  • (Scale)
  • Plate - Mana regeneration is almost negligible, but absorbs much more damage than leather in most cases. (note that even a single piece of plate significantly slows your mana regeneration)



Shield[edit | edit source]

There are 5 shield classes in shards:

Shield char mini.jpg

  • Buckler
  • Small
  • Medium
  • Large
  • Extra Large



The size of the shield determines:

  • the base chance to block with that shield,
  • the damage absorbed by blocking,
  • as well as how long the block can be held for.


Shield Class (Size) Block Chance % Absorption % Block Duration (secs) Block Timeout (secs) Bash Damage Swing % Evasion %
Buckler 3-15 30 0 0.8 4-8 0 -8
Small 6-20 45 1.2 1.3 6-9 -5 -15
Medium 10-27 60 2.25 2.7 8-11 -10 -35
Large 15-36 75 3.5 5 10-15 -18 -50
Extra Large 20-47 90 4.35 7.5 14-17 -30 -75



(Jewelry - not ingame yet)[edit | edit source]

  • (Bracelet)
  • (Collar)
  • (Necklace)
  • (Ring)




Weapons[edit | edit source]

Weapon classes in shards are determined through 2 designations or classifiers.

  • Range Class
  • Damage Class


There are 10 possible Range Classes for weapons in Shards. Individual weapons may have range variations applied to their base range class. This means you can have two weapons of the same type but variable length.

Class
Fist
Very Short
Short
Short-Mid
Mid Range
Mid-Long
Long
Ranged Melee (Polearms)
Ranged
Throwing

|Range (Units)
.5
.6
.7
.8
1
1.2
1.4
1.7
8
4

|Range (Inches)
18
21.6
25.2
28.8
36
43.2
50.4
61.2
288 (24 feet)
144 (12 feet)

Shards Units are at a scale of approximately 3' to 1 unit.

There are 3 damage types for weapons in shards

  • Bashing
  • Piercing
  • Slashing


Weapons In Shards

Name Base Range Type Main Attribute Damage Min-Max Crit Chance Parry Range Offset Penetration
Bare Fist Bashing STR 3-5 0 0 0 0
Dagger Vshort Piercing AGI 5-7 3 1 0 0
Saber Mid Slashing AGI 13-16 0 2 0 0
Rapier Short Piercing AGI 9-14 5 3 0.3 1
BattleAxe MidLong Slashing STR 17-21 1 1 0 0
Maul Mid Bashing STR 12-15 1 0 0 0
Long Sword Long Slashing STR/AGI 14-19 1 0
Glaive RangeMelee Slashing STR/AGI 16-21 0 2 0.9 0
GreatHammer RangeMelee Bashing STR 23-26 0 0 0 2
LongSpear RangeMelee Piercing AGI 19-24 5 1 0.2 0
WizardsStaff (Long/Ranged Special) Bashing NONE 10-13 0 -3 0


Property
Class
Damage Type
Primary Stat
SpeedOffset
Sub Class
Crit Chance
DamageMin
DamageMax
Parry
Penetration
Carry
RangeOffset

Description
Determines Range, and base Swing Speed of Weapon
Determines Base Damage Type Modifier for damage with this weapon type
Determines which stat most contributes to damage when using this weapon
Modifier to base swing speed for weapon.
Sub weapon classification for specialization options
% Crit Chance Bonus for weapon
Minimum Damage for this weapon
Maximum Damage for weapon
Bonus or Penalty to Parrying with this weapon
Bonus or Penalty to negating armor damage soak effect or damage type resistance
Maximum Ammunition Charges for weapon. Charges refresh at a slow rate, Carry indicates Max Charges
Bonus or Penalty to Base Class Range (Man Units)

Consumables[edit | edit source]

There are a number of consumable items in Shards Online that can be used during combat.

Bandage:

Bought from the merchant cart costing 5gp each. To use them double click on them then target what you are trying to heal.

You will get these messages: "Who do you wish to apply bandages to?" (Target cursor will come up) "You begin to apply bandages" (once target is selected) "You finish applying bandages"

The time it takes is 6 second and you gain around 40HP per bandage.