Equipment

## General

Hero Equipment is a special type of item that can be equipped to decks just like cards. Equipment has varying effects usually amounting to a buff of the Hero's powers; for example a piece of Equipment might grant the Hero a few more life points, or it might grant him an extra attack once every few turns. Two pieces of Equipment can be used in each deck.

Like cards, Equipment has five levels of rarity, getting more powerful as the rarity increases. These levels are just like cards: Common, Uncommon, Rare, Epic and Legendary. Heroes can use any piece of Equipment of any rarity, without limitation by faction or Hero level.

### Where to get?

Absolutely all Equipment is found in Equipment Boxes. The Equipment Boxes themselves are standard Treasures which will appear in the Treasures tab of the Treasures screen (see above). The four types of Equipment Boxes are **Wooden**, **Silver**, **Gold** and **Epic**. Each Box contains exactly one Equipment of the corresponding rarity (Wooden = Common, Silver = Uncommon, etc).

> ***PRO TIP:*** About 10% of the time an Equipment Box will contain a piece of Equipment that is one level of rarity \*higher\* than the Box type. This is how a player can obtain Legendary Equipment from Epic Box even though there is no Legendary Equipment Box.
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There are *three* places where you can get Equipment Boxes:

* Equipment Boxes can appear as random prizes in all **chests**.
* Equipment Boxes are the standard reward for placing well in **Tournaments**.
* Equipment Boxes can be bought directly from the game **Shop**.

### How to equip?

Equipment is attached or detached from a deck exactly the same way that cards are added or subtracted. Go to the Army screen and look for the two Equipment slots beside your Hero's portrait at the top-right. Click one of these to attach or detach a piece of Equipment in the slot. Keep in mind that you can't use the same piece of Equipment simultaneously in more than one deck.

> ***PRO TIP:*** Like cards, opponents will not be able to see which Equipment items are attached to a deck when matching up against it. Therefore Equipment is sometimes used by advanced players to provide unexpected combinations with their chosen Hero. For example a typical slow Hero can be enhanced with speed-increasing Equipment, making it harder for opponents to outrush their deck.
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### What if I have too much?

Equipment is a bit harder to come by than cards, but the good news is that if you get extras you don't want, *all equipment, even Commons, can be sold for Gems!* To sell an Equipment, simply navigate to the ***Equipment*** tab on the ***Treasures*** screen, click on the Equipment in question, and press the Sell button.

* Common sell for **1 Gem** each
* Uncommon sell for **2 Gems** each
* Rares sell for **4 Gems** each
* Epic sell for **8 Gems** each
* Legendary sell for **20 Gems** each

New Equipment items are added into the game quite regularly, so keep your eyes peeled!

### Other resources

* *Storm Wars Official FAQ*, "Equipment" chapter.
* *Storm Wars Analytic Guide* *(SWAG)*, "Equipment" sheet.
* *Interactive map of Storm Wars Equipment on Genial.ly*

## Changes

Storm Wars update on the 31st Jan 2017 (v2.52) had a major balance update regarding equipment. These are some old descriptions. Most every turn equipment got turned to every other turn, some third turn equipment got changed to every fourth turn, for example.

### Common

* **Fancy Pendant**: +1 health, *+2 Deck* **=>** +1 health, *+4 Deck*
* **Leather Gloves**: *+2 health* **=>** *+3 health*
* **Leather Boots**: *+3 health* **=>** *+4 health*
* **Short Sword**: Deals 1 damage to closest enemy unit *each turn* **=>** *every other turn*

### Uncommon

* **Storm Orb**: Gives the hero the *Boltproof* special, which prevents all damage from electrical attacks. **=>** *Shockproof*
* **Acid Flask**: Deals *1-3 ranged* damage and corrodes a random enemy unit every other turn. **=>** *1 poison* damage
* **Bolt Tightener**: Summons 2 random traps on the first turn of combat. *Uncommon* **=>** *Rare equipment*
* **Grounding Rod**: Gives the *Boltproof* special buff to a random ally *every other turn*. *Boltproof* units take no damage from electrical attacks. **=>** *Shockproof, every third turn*
* **Small Healing Crystal:** Heals the most damaged friendly unit for 1 health *each turn*. **=>** *every other turn*.
* **Fire Petal:** Gives the Fireproof special buff to a random ally *every other turn*. Fireproof units take no damage from fire attacks. **=>** *every third turn, immune to Burn debuff.*
* **Raw Meat**: Summons a Timber Wolf on the hero's *third turn of combat*. **=>** ***Ram Meat***, *starting hand.*
* **Unlucky Rabbit's Foot**: Summons a Dire Rabbit on the *third turn of combat*. **=>** *starting hand.*
* **Aether Orb**: Gives the hero the magic shield special, reducing damage from magic attacks by 1-2. **=>** *Rare equipment*
* **Tar Bomb**: destroy a wall *every third turn*. **=>** *Common equipment, every 4th turn.*
* **Taskforce Hammer**: summons an Engineer on first turn. **=>** *Common equipment*
* **Rune of Rage**: Gives Rage to a random unit every other turn. **=>** *Rare equipment*
* **Potion of Cleansing**: Cure random debuffed allied unit, *every turn. **=>** every other turn.*

### Rare

* Charged Crystal: Deals 1-2 electric magic damage to a random enemy unit each turn.
* Cloak of Ruin: Whenever the hero is attacked by a basic attack the attacking enemy becomes corroded. Corroded units will lose non-magic abilities each turn.
* Cobra Fangs: 1 Ranged damage, random enemy, every turn, poison.
* Demon Stone: Deals 1 magic damage to all enemy units every third turn
* Elegant Crown: +2 Health, +4 Deck.
* Gladiator Spear: 1 damage closest enemy and wounds it.
* Greater Imp Charm: Summons Imp Loard on first turn.
* Hunter's Bow: Deals 1-2 ranged damage to a random enemy unit each turn.
* Large Healing Crystal: Heal 2 HP, most damaged friendly, every turn.
* Minstrel's Flute: Each turn, improve the maximum health of a random friendly unit by 1-2.
* Plate Gauntlets: +4 Health. Grenade: Deals 2 damage to a random enemy every other turn. Adjacent enemies take 1 splash damage. Explosive attack.
* Rune of Rage: Gives the Rage buff to a random ally every other turn. Units with rage gain 1 attack each time they are damaged.
* Seeking Axe: Deals 1 ranged damage to the enemy with the highest attack each turn. +1 damage for each 4 attack the target has
* Staff of Fire: Deals 1 magic fire damage to a random opponent and ignites them on fire! Burning enemies take 1 damage each turn.
* Staff of Suggestion: Causes a random enemy with a basic or ranged attack to deal its current attack value in physical damage to agjacent allies every other turn.
* Sticky Web: Deals 1 ranged damage and paralyzes a random enemy every ohter turn
* Wicked Dagger: 1 Melee Damage, each melee attacker, no limit.

### Epic

* Abyssal Crown: +4 Health, +6 Deck.
* Bard's Lute: +1 atk, random friendly, every turn.
* Crushing Stone: Deals 1-2 magic earth damage to a random enemy every other turn. Deals double damage to units with 5 or less timecost.
* Cube of Spirts: Returns one card that has been destroyed to your deck each turn.
* Dragon Banner: All allied dragon eggs, whelps, drgons,elder dragons +2 health.
* Empire Shield: Gives the hero the Shield ability which prevents one damage from any non magical attack.
* Eye Tyrant Staff: Deals 1 magic damage to a random enemy and reduces it's attack by 1.
* Flashfire Jewel: Deals 5 magic fire damage to the first 2 enemy units entering play.
* Imp Lord's Pendant: All ally imps gain +1 attack.
* Poison Phial: All units poisoned when entering play. Poisoned units take 1 poison damage each turn.
* Prism Stone: 1 magic damage & random debuff, random enemy, every turn.
* Rejuvenating Pendant: Hero will recover 1 health per turn.
* Repair Gizmo: Each turn, repairs the most damaged allied machine for 2 health and removed status effects.
* Rocker Orb: Resistance (can only be damaged 3 times/turn), hero
* Rune of Hastening: Removes 1-2 time from a friendly unit with the highest time every other turn.
* Rune of Slowing: Add 1 time to a random enemy unit in staging every other turn.
* Sniper's Bow: 1~2 ranged damage, weakest enemy, every turn
* Sorceror Staff: All allied mages +2 health.
* Sun King's Crown: +6 Health, +4 Deck. Rune of Slowing: Adds 1-2 time to a random enemy unit in staging every other turn.

### Legendary

* **Armadillo Ward**: *gives hero +7 health and grant Aegis for the first 7 turns*. While Aegis is active, hero is invulnerable. **=>** *grants Hero Aegis for the first 9 turns*
* **Decorated Platemail**: Gives the hero *+5 hp* and the armored special, reducing damage from any attack by 1. **=>** *+4 hp*
* **Lecherous Staff**: *Drains 1-2 health from a random enemy each turn. Magic attack.* **=>** *Deals 2-4 Magic damage to a random enemy unit every other turn, and heals the Hero for the amount of damage dealt.*
* **Magebane Staff**: Deals 1 magic damage to an enemy unit every other turn, and removes a random magic ability. If an ability is removed, the hero gains +1 health.
* **Magic mirror**: Summons a clone of a random friendly unit *every 7th turn*. **=>** *every 8th turn*
* **Raio Blaster**: *6 explosive damage*, random enemy, every 4 turns. **=>** *7 explosive damage*
* **Treant Root**: Summons a Treespeaker every 6th turn. **=>** *every 7th turn*

### Trivia

Items like Imp Charm and Elemental Tome previously had a bug where sometimes they would summon a second unit on the second turn of combat.