Gear

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Overview

Gear allows players to become stronger and modifies their attributes, such as the health they have, along with the amount of damage dealt. A player can only wear gear that is their level or lower. As players level up, they can wear higher levels of gear and increasingly boost their attributes. To see your own gear GUI, do /gear. To see other players' gear sets, do /gear IGN.

While gear is not used in PvP, it is important in PvE settings, such as killing mobs or gauntlets. In PvE, gear will make the player stronger and is necessary to kill mobs that are higher-levelled. In PvP combat, found at the Duelling Halls and in classes and challenges, Loadouts are used to modify the player’s stats instead of gear.

There are four different rarities of gear. In order of rarity, they are Common, Rare, Epic, and Legendary. Each rarity has its own colour that is found on the title of the gear piece. Common gear pieces are grey, Rare gear pieces are blue, Epic gear pieces are pink, and Legendary gear pieces are orange. Gear that is a higher level and rarer often have increased modifiers. For a full list of gear pieces, please reference the Gear List.

Modifiers

Power changes how strong the different types of spells are. The five different categories of spells are Charm, Jinx, Curse, Transfiguration, and Healing. A higher power on a piece of gear only affects the category listed in the gear’s description.

Defence reduces the damage that the player takes for the specified category of damage. The player can increase their defence against four of the categories, which include Charm, Jinx, Curse, and Transfiguration. Defence can also boost health regeneration, allowing the player to heal faster.

Intelligence encompasses stats that have to do with cooldowns, or the amount of time until a spell is able to be cast again. The six stats included in the Intelligence category are Cast Time, Charm Cooldowns, Jinx Cooldowns, Curse Cooldowns, Transfiguration Cooldowns, and Defensive Cooldowns. All of the cooldown modifiers reduce the amount of time that spells of that type are on cooldown, while Cast Time reduces the amount of time it takes for spells to cast.

Potency deals with how powerful spells are. The stats included in this category are Range, Radius, Knockback, and Debuff Duration. Range increases how far a spell can reach and Radius increases how far around the player the spell encompasses. Knockback influences how far someone will be thrown back by a spell, while Debuff Duration adds to the length of time negative effects affect whoever the player casts on.

To view the modifiers for the gear they are currently wearing, players can do /gear and hover over the icons on the right side of the GUI.

Gathering Gear

Players obtain their first gear pieces in the introductory quest, A New Year At Hogsworth, when they visit Mym's Robe Shop. Later quests can also give gear, but they tend to be few and far between. There are six different types of gear pieces that players can obtain: Helmet, Hand, Body, Trinket, Leggings, and Boots.

The main way players obtain gear is through Gear Recipes. When these recipes are open, they give a random gear piece based upon the level of the recipe. Every Gear Recipe has its level in its description in a bright orange colour. 

Gear Recipes can be gained in few ways. One of the most common methods of gathering Gear Recipes is by killing mobs. The level of the mob directly affects the level of Gear Recipes they drop, and they cannot drop anything outside of their level range. The mob's level range is dependent on the level of the region they inhabit, to check this, use the /map command in-game. Another way of getting Gear Recipes is through hidden chests. Like mobs, the level of the location affects the level of the recipes, and hidden chests will not give recipes outside of their level range. Players can also trade unopened gear recipes and sell them in their shops.

Additionally, gear can also be directly sold and traded. There is a category named “Gear Items” found in the Marketplace that allows players to browse and buy gear based on the gear slots.

Equipping Gear

Gear, unlike robes, is not visible on players. To equip gear, the player can do /gear in-game or right-click while holding a piece of gear. There are six separate slots that gear can go in that coordinate with the type of gear piece: Helmet, Hand, Body, Trinket, Leggings, and Boots. A player can only have one gear piece in each slot at any given time.

In every gear piece’s description, the slot that it goes into is stated. It can be found near the bottom of the description, right above the level of the gear piece.

History

Gear was first brought up in the April 2019 Q&A when the Revelius update was discussed. Originally, gear was supposed to only give defensive stats and would not increase the damage the player would do. Gear would also not affect PvP but would be necessary to fight higher-tiered mobs. Gear sets were also planned and there would be sets that had the same ‘theme’. Wearing multiple items from the same set would give enchantments that would be protection-based, such as reducing fall damage. Players would also initially only be able to craft gear once they were level 41 and would have to level up the Tailor to craft higher-levelled gear.

Further information regarding gear was discussed in the Revelius Update Q&A. Information about how gear would affect the player’s stats and how players would obtain gear was revealed.

Once the Revelius Update happened, gear was officially implemented into Potterworld. This first iteration of gear differed in a few ways from the current system. To start, gear needed to be crafted at the Tailor and players needed to spend both Gold and have crafting materials. Gear Recipes gave a specific gear’s recipe that was necessary to be crafted. After the gear was crafted, it was bound to the player and could not be sold or traded thereafter. However, a gear recipe could be sold on the Marketplace. 

Gear also had durability and once the durability was zero, the gear would not affect the player’s stats. There was a 10% chance to lose one durability when the player took damage, but dying decreased a gear piece's durability by 10%. Durability was not lost at the Duelling Halls, in classes, or in challenges.

There was a major gear rebalance in the 1.3.0 gameplay update that changed how gear was used and obtained. Gear stats were calculated with a formula that took into account their level and rarity. Quite a few stats were removed from gear, including % Health Regen, % Damage, % Gravity, % Healing, % Type Damages, and Type Weaknesses. Negative effects and durability were removed from gear and gear was no longer bound to the player. This meant that gear could be traded or sold in player’s shops. Additionally, gear was no longer crafted, instead, gear recipes instantly gave the player a gear piece when opened.