Equipment - mahjerion/Craft-to-Exile-Dissonance GitHub Wiki
Craft to Exile [Dissonance] adds many different weapon types that have unique properties. Note that any weapon without the Mine and Slash attributes will do next to no damage. Please find an appropriate weapon before adventuring.
Furthermore, it is possible to enchant weapons and armour, but combat-based enchantments such as Power and Sharpness will not have any effect. A popular enchantment, however, is Unbreaking!
Brief explanation of different defense options: magic shield acts as an additional health pool but does not reduce damage. Armor reduces damage by a percentage based on your amount of armor, your level, and the enemy level. For example, at level 10 with 1000 armor against level 10 mobs, I might reduce 75% damage, but at level 20 with 1000 armor against level 20 mobs, I'll only reduce 40% damage. The same goes for dodge rating, but instead of reducing damage you have a chance to dodge the attack.
Equipment Types
Slot | Type | Description |
---|---|---|
Armour | Cloth | Typically for spell casters, these garments grant bonuses to magic shield. |
Armour | Leather | Defensive yet nimble, these grant bonuses to dodge. |
Armour | Plate | Heavy and sturdy, these grant bonuses to armour. |
Weapon | Sword | The sword is easy to use, provides a standard amount of damage, and provides life stealing properties. |
Weapon | Axe | The axe is slower and requires more energy, but tends to be more critical hit oriented. |
Weapon | Hammer | The hammer is heavy, deals a lot of damage, and hits with an area of effect. |
Weapon | Bow | The bow requires a lot of energy to be used, but is very powerful. |
Weapon | Crossbow | A ranged weapon that is energy efficient, but is outclassed by the bow in terms of raw damage. |
Weapon | Staff | Not suited for close combat, the slow-attacking staff (usually elemental) provides bonuses to spell power. |
Weapon | Wand | Unlike the staff, the wand is ideal for close combat and is purely physical. It also provides bonuses to heal power. |
Weapon | Dagger | This quick, but low damage weapon boasts the highest attack speed. It is a critical-based, elemental weapon ideal for melee/spell hybrids. |
Off-hand | Shield | The shield can be right clicked (held) to reduce damage taken. Upon a successful block, damage is reduced by 100%. On an "unsuccessful" block, damage is still reduced by 50%. |
Off-hand | Torch | Don't mistake these for vanilla torches. These provide stats when held in the off-hand. These torches are catered for stamina damage-oriented builds. |
Off-hand | Orb | These orbs can be held in the offhand to provide stats. Generally, these are meant for mages. |
Jewelry | Necklace | Necklaces provide flat bonuses to resource stats, such as health and mana. |
Jewelry | Ring | Rings provide resistances to the elements. Since you can wear two of them, their stats provided tend to be a bit lower. |
Jewelry | Bracelet | Bracelets provide bonuses to resource regeneration, such as energy regeneration. |
Jewelry | Charm | Charms are tiny adornments that can be worn to provide core stats (STR, DEX, WIS, etc.) |
Special Types
In Craft to Exile [Dissonance], there are three alternative types that gear can roll.
Set Items
Likely the first type of equipment you'll encounter, set gear will provide bonus stats when more than one piece of the same set is equipped at the same time.
Runewords
Runewords are powerful but require 3 things:
- A runed gear (gear with sockets).
- An awakened runeword (lists the required runes in a specific order).
- The correct runes (musn't be greater than the level of the gear). Using the runes on the gear at a modify station in the correct order will let you use the awakened runeword (also at the modify station) on that runed gear.
Uniques
Uniques are very powerful, and very rare. Stronger uniques are gated behind stronger dimensions, and in some cases, maps.