- Chest armor.
- 1 Armor characteristics
- 2 Class weapons and armor
- 3 Racial weapons and armor
- 4 Appearance
- 5 Gear sets
- 6 Legendary items
- 7 See also
- 8 References
- Stat values will be predominately the same but may be able to be adjusted by crafters who are capable with that type of armor.
- The stat values on armor can include both damage dealing and damage mitigation stats.
- Certain armor types are going to have certain type of predominant stat values. So there's going to be certain waterfall stats and/or certain primary attributes that are available on certain armor types; and then if you want to have the one that's not more prominently available- those will be rare to get- you'll have to elicit the services of a crafter who's very capable within that particular type of armor in order to get the non-traditional stats and/or waterfalls available. So there's still the ability to get whatever on these but they're going to be more predetermined for certain types of stats and waterfalls. – Steven Sharif
- Set bonuses are granted to wearers of exclusively one type of armor, for example: all cloth, or all plate.
- There'll be certain types of set bonuses granted across specific full sets or partial sets of armor types. There will be a similar function in how damage is mitigated based on the type of armor you're wearing and how that relates to physical or magical incoming damage. So that's something to keep in mind. It's going to be situational what type of adversarial foe am I facing and what armor is the best against that to mitigate damage. – Steven Sharif
- The "type" of armor (cloth, leather, plate) a character is predominantly wearing is visible in their nameplate.
- You're going to have certain strengths and weaknesses of armor sets and those can be specced into by your opponents. For example, I might place some type of elemental enhancements on my weapon that horizontally changes my outgoing damage and that's going to reflect based on the opponent on my target opponent and what type of armor they have available to them to counter that. – Steven Sharif
- Itemization choice may potentially play into universal skill sets such as Dodge, Parry, and Active blocking.
- We're playing a little bit with the idea of these universal skill sets, such as dodge, parry, block, active blocking, stuff like that; and progression within those areas. There is something to be said I think for incorporating itemization choice as part of that system as well; and how it might affect that system. That's something that I think is going to be coming up in the pitch phase here shortly from design as we implement those universal skills. So you can look out in the future for more information on that. – Steven Sharif
- Light armor is more mobile than heavier armor.
- Light armor is geared towards magical damage mitigation.
- May provide some benefits from light armor or heavy armor.
- May also include benefits that aren't purely related to damage mitigation, such as improved critical chance.
- Heavy armor typically has more HP than lighter armor.
- Heavy armor is geared towards physical damage mitigation.
Class weapons and armor
Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items. – Steven Sharif
Racial weapons and armor
- The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races. – Steven Sharif
- Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks. – Steven Sharif
- When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that you know Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to kind of tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race. – Steven Sharif
- There will not be "oversized" weapons.
- Armor will not be overly sexual in appearance.
- I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a kind of an immersive issue. – Steven Sharif
- Some armor and costumes will be more revealing than others, but there will not be nudity in the game.
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo. – Steven Sharif
- Cosmetics can be used by all races but there may be slight variations to make them work with the body builds of each race.
- There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.
- Cosmetic slots can be toggled on or off by the player.
- A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.
- Different tiers of gear are accessible based on a character's level.
- Players gain bonuses depending on the number of pieces of the set they have equipped.
- There are passive abilities that can be chosen to become more adept with certain set types.
- There will be viable non-set builds.
- Racial appearance of gear sets is tied to the character model of that race.
- It may be possible to store and swap gear sets with a single button press when out of combat.
List of gear sets
|This section contains information from Alpha-1 testing. It will be updated when new information is made available.|
- Dark Fortunes
- Dragon's Protection
- Lava Forged
- Crafted items will be on par with best-in-slot (BiS) items (from drops).
- What is considered best-in-slot is based on a character's role and the type of monster they are facing.
- Instanced content will contain scripted and difficult boss fights that drop gear, but the gear drops will not be best-in-slot. These can only be found in the open world.
Verra will be filled with many sets of armor, each set uniquely carved into the history of the world. Mana-forged sets are distinctly vibrant with luminescent magic, pulsating across the body of its hero. We hope you enjoy them, and look forward to many more glimpses into the armors of Verra, waiting for their champions! – Margaret Krohn
Regalia of the Iron Lion
The Iron Lion is a fairly new order, one formed out of a desire to control the unknowable. With the rediscovery of the old world, many Kaelar wondered what lay beyond, considering the incredible power the divine gateways represented. To this end, the Iron Lion focuses not only on martial combat, but also on the art of dampening magic. Without such knowledge, establishing a foothold may be all but impossible - rampant magic is an unpredictable, and many times lethal, complication in any sortie. Due to this, the Iron Lion puts forth significant effort in studying and learning about the magics they come across, hoping to minimize the dangers they pose.
There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.
- Legendary equipment is only dropped by Legendary world bosses.
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted. – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.
- Processors must have high tier processing buildings on their freehold to produce rare materials.
- Crafters must also satisfy certain prerequisites to craft legendary equipment.
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed. – Steven Sharif
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon. – Steven Sharif
Legendary items are not intended to be temporary.
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary. – Steven Sharif
- Steven Sharif Twitter.
- Livestream, 28 January 2022 (56:12).
- Livestream, 9 February 2018 (7:31).
- Livestream, 9 February 2018 (15:01).
- Livestream, 28 July 2017 (31:30).
- Livestream, 31 March 2022 (1:17:32).
- Podcast, 29 September 2021 (52:58).
- Interview, 18 July 2020 (1:02:08).
- Livestream, 25 July 2020 (53:08).
- Livestream, 28 August 2020 (2:00:09).
- Interview, 28 July 2020 (49:35).
- Livestream, 18 July 2017 (32:10).
- Livestream, 26 May 2017 (53:10).
- Interview, 18 July 2020 (1:02:44).
- Livestream, 8 April 2018 (AM) (32:15).
- Livestream, 16 October 2017 (15:11).
- Livestream, 30 July 2021 (1:07:03).
- Livestream, 9 February 2018 (47:05).
- Livestream, 4 May 2018 (45:37).
- Video, 30 September 2020 (2:44).
- Livestream, 30 September 2020 (47:47).
- Livestream, 26 July 2019 (54:06).
- Livestream, 31 March 2022 (4:57).
- Livestream, 26 May 2017 (44:11).
- Livestream, 26 May 2017 (20:46).
- Podcast, 4 August 2018 (53:43).
- Podcast, 4 August 2018 (55:17).
- Livestream, 29 May 2020 (50:20).
- Livestream, 26 May 2017 (19:51).
- Reddit Q&A, 8 January 2019.
- Livestream, 23 December 2021 (1:34:07).
- Livestream, 24 September 2021 (1:25:27).
- Livestream, 18 July 2017 (54:56).
- Livestream, 28 July 2017 (9:47).
- Livestream, 30 October 2020 (1:13:22).
- Livestream, 3 September 2017 (48:56).
- Livestream, 30 November 2020 (1:05:22).
- Livestream, 24 May 2017 (24:19).
- Interview, 24 August 2018 (5:28).
- Livestream, 17 November 2017 (22:33).
- Livestream, 30 November 2020 (57:50).
- Livestream, 9 February 2018 (50:29).
- Livestream, 25 July 2020 (54:10).
- Livestream, November 22 2019 (1:08:05).
- Livestream, 30 November 2020 (49:25).
- Livestream, 30 November 2020 (54:29).
- Livestream, 30 November 2020 (49:35).
- Livestream, 17 November 2017 (56:07).
- Livestream, 19 November 2021 (40:53).
- Livestream, 30 April 2021 (41:18).
- Livestream, 5 May 2017 (14:45).
- Livestream, 29 May 2020 (1:33:11).
- Livestream, 31 March 2022 (1:19:41).
- Blog: 2019-02-28 State of the Game Live-stream and Mana-forged Armor
- Regalia of the Iron Lion.
- Interview, 18 July 2020 (1:00:15).
- Interview, 19 July 2020 (8:43).
- Interview, 20 July 2020 (21:57).
- Livestream, 8 April 2018 (PM) (55:49).
- Livestream, 25 July 2020 (46:08).
- Livestream, 26 March 2021 (1:02:06).
- Livestream, 31 March 2022 (1:15:02).
- Livestream, 15 May 2017 (38:08).
- Livestream, 9 July 2018 (25:34).
- Livestream, 8 April 2018 (PM) (51:49).
- Livestream, 19 May 2017 (44:18).