- Mar 19, 2020
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What?
From Wikipedia:
"ROYGBIV or Roy G. Biv is an initialism for the sequence of hues commonly described as making up a rainbow: Red, Orange, Yellow, Green, Blue, Indigo and Violet."
Why?
I've always been interested in the coloration of items in this game, and always thought it a fun way to stylize builds, so much so that I've built and run tournaments around it in the past. If anyone has any questions about how coloration works, that link should explain anything you need to know and more. I'm also more than happy to try and answer any questions you have in here, so ask away! Here is an extremely brief rundown (shamelessly stolen from that thread) on how it works:
How?
Rules for this sept are simple:
1. One class of each colour of the rainbow.
2. All gear (interim and final) must follow the character's determined colour. For all displayed gear (Helm, armour, weapon, shield) they must display the correct colour on the character. For all non-displayed gear, they must have the correct transform code for the character's colour (found in the game's .txt files). A bonus is if they display the correct colour in the inventory as well (though not always possible, especially with S/U items and jewelery having special graphics).
3. If there is no way to get a properly coloured equipment slot (or suitable replacement), that slot will remain blank.
4. I'm also going to try and stay with S/U gear wherever I can. This is partially to keep myself from endlessly shopping/gambling but also to make use of items I never would have otherwise. There will be times this does not work (ie. there are no S/U orange belts), and a valid non-S/U item will be used in it's place.
5. Skills will also follow the character's colour convention when possible. If no skill of the colour is available or is not feasible for a build, a "colourless" skill may be used (ie. Frenzy, Strafe etc).
6. Mercenary type and gear do not need to adhere to any rules.
Rules 3 and 4 are not set in stone as sometimes exceptions will need to be made due to the nature of how coloration works (and most notably between the two "blue" colours -Blue and Indigo- and I will detail any time I deviate from it in the character's writeups.
Who?
Here I will give a quick summary of each character, including build and planned (final) gear, subject to change and updating as I take them through their journeys. Interim gear will be detailed in their progress reports.
Where?
Character status, and where they are in the world of Sanctuary.
Red - lvl 81, Matriarch
Orange - lvl 84, Patriarch
Yellow - lvl 81, Matriarch
Green - lvl 81, Patriarch
Blue - lvl 84, Patriarch
Indigo - lvl 81, Matriarch
Violet - lvl 83, Patriarch
White - lvl 82, Matriarch
Black - lvl 77, Patriarch
Grey - lvl 80, Patriarch
Gold - lvl 82, Patriarch
ROYGBIV - lvl 83, Patriarch
When?
Right now, of course.
From Wikipedia:
"ROYGBIV or Roy G. Biv is an initialism for the sequence of hues commonly described as making up a rainbow: Red, Orange, Yellow, Green, Blue, Indigo and Violet."
Why?
I've always been interested in the coloration of items in this game, and always thought it a fun way to stylize builds, so much so that I've built and run tournaments around it in the past. If anyone has any questions about how coloration works, that link should explain anything you need to know and more. I'm also more than happy to try and answer any questions you have in here, so ask away! Here is an extremely brief rundown (shamelessly stolen from that thread) on how it works:
*Note-all .txt files referenced here can be found in ATMA's Config directory, just drop them into Excel for easy viewing! I will also attach an Excel file that has all relevant .txt files sorted by colour in Appendix B for those interested.*
Basics of Coloration
An item's colour is controlled by transform flags located in the data files. There are two ways in which these transform flags can be manipulated to produce an item with colour; Affixes and the socketing of gems. Not all affixes will change the colour of an item, but those which have a transform code (located in MagicPrefix.txt and MagicSuffix.txt data files) have the potential to change the colour of an item, assuming other conditions are met which I will get into later. Gems work similarly in that they have a transform number (found in Gems.txt) that will change the colour of an item if certain parameters are met (again, I'll explain later). The transform numbers and codes, and what they represent, are as follows:
One last thing to note about affixes is that they have a chain of priority which decides exactly which colour takes precedence. If there is only 1 Affix with a Transform Code, if will change the colour of the item (assuming of course the item is able to change colour), whereas if two conflicting affixes are on the same item, the Suffix will take precedence. For example:
Godly (Dark Gold) Archon Plate of Ages (no Transform code) will display as Dark Gold, whereas
Godly (Dark Gold) Archon Plate of Swords (Orange) will display as Orange.
This gets slightly more complicated in rares and crafts when there are multiple prefixes and suffixes, but there remains a hierarchy there as well; suffix 1, suffix 2, suffix 3, prefix 1, prefix 2, prefix 3. Unique and Set items also have their own respective transform codes listed in the UniqueItems.txt and SetItems.txt data files.
--
Now that we know HOW they change colour, there is also the trouble of whether or not they CAN change colour. Basically in the Armor.txt and Weapons.txt data files, there are two columns which govern if it is possible for an item to change colour. These are the "Transform" column which dictates whether or not the colour will change on your character in-game, and "InvTrans" column which dictates whether or not the item will change colour in your inventory. If the "transform" column has a 0 in it, the item will never change colour on your character (though these items can still change colour in your inventory if the InvTrans column does not = 0). So you'll have to be careful that you do not waste a socketing opportunity on an item that won't display on your character, as that is what counts for this tournament. Items that do NOT change display colour (ie. Transform = 0) on your character, and are thus banned*, are as follows:
- Full Helm, Basinet, Giant Conch
- All Paladin Shields
- Circlet, Coronet, Tiara, Diadem (These do not have a graphical display at all on the character, so even though they have a non-zero Transform number, they are still banned)
*Obviously Gloves, Belts, Boots, and Jewelry are not included under this section, despite having a Transform value of 0, as none of them are actually displayed on your character
Now that we know what happens when an item has a Transform value of 0, you might ask what all the other values mean. Well, the rest of the Transform values (1,2,5,7,8) dictate which PART of the item actually changes colour. I don’t know what they all reference, but it seems that each one pertains to a different colour on the actual item (so, if an item has Transform = 1, all gray areas will change colour). The only reason I’m mentioning this is because there are certain items (Mask-type helms come to mind) that only small portions of the item change colour. Taking a Mask as an example, only the horns of the mask actually change colour, but the face does not (think Tal’s Helm). For our purposes in this tournament that will suffice, and I’ll leave it up to the individual participant whether or not they feel it is enough of an impact to warrant use.
One very last thing to note when you are looking for equipment is that you should pay attention to the affixes of the item in question, rather than simply if the colour looks blue/purple/whatever or not. There are items that do not transform colour in the inventory at all (InvTrans = 0), or do not transform in any really noticeable way, but DO still change the colour displayed on your character (Transform =/= 0). Some examples are Necro heads and Barb-specific helms (Invtrans = 0), and Large/Kite/Tower/Gothic type Shields and their exceptional/elite counterparts (InvTrans = 2). For example, a Savage Helmet of the Mammoth will look its normal gray in your inventory screen, but will give a nice blood-red appearance on your character.
Again, the only items that never change colour (Transform=0) are listed above in the banned section, so everything else is fair game as long as it has an applicable affix or gem socketed!
Basics of Coloration
An item's colour is controlled by transform flags located in the data files. There are two ways in which these transform flags can be manipulated to produce an item with colour; Affixes and the socketing of gems. Not all affixes will change the colour of an item, but those which have a transform code (located in MagicPrefix.txt and MagicSuffix.txt data files) have the potential to change the colour of an item, assuming other conditions are met which I will get into later. Gems work similarly in that they have a transform number (found in Gems.txt) that will change the colour of an item if certain parameters are met (again, I'll explain later). The transform numbers and codes, and what they represent, are as follows:
Code:
# - code - Colour - Gems(if applicable)
00 - whit - White - Perfect Diamond
01 - lgry - Light Gray - Chipped-Flawless Diamond
02 - dgry - Dark Gray - Chipped-Flawless Skull
03 - blac - Black - Perfect Skull
04 - lblu - Light Blue
05 - dblu - Dark Blue - Chipped-Flawless Sapphire
06 - cblu - Crystal Blue - Perfect Sapphire
07 - lred - Light Red
08 - dred - Dark Red - Chipped-Flawless Ruby
09 - cred - Crystal Red - Perfect Ruby
10 - lgrn - Light Green
11 - dgrn - Dark Green - Chipped-Flawless Emerald
12 - cgrn - Crystal Green - Perfect Emerald
13 - lyel - Light Yellow - Perfect Topaz
14 - dyel - Dark Yellow - Chipped-Flawless Topaz
15 - lgld - Light Gold
16 - dgld - Dark Gold
17 - lpur - Light Purple - Perfect Amethyst
18 - dpur - Dark Purple - Chipped-Flawless Amethyst
19 - oran - Orange
20 - bwht - Bright White
*One thing to note just for completeness’ sake is that runes have a
Transform Number of 18, although they do not actually transform
equipment to a purple colour*
One last thing to note about affixes is that they have a chain of priority which decides exactly which colour takes precedence. If there is only 1 Affix with a Transform Code, if will change the colour of the item (assuming of course the item is able to change colour), whereas if two conflicting affixes are on the same item, the Suffix will take precedence. For example:
Godly (Dark Gold) Archon Plate of Ages (no Transform code) will display as Dark Gold, whereas
Godly (Dark Gold) Archon Plate of Swords (Orange) will display as Orange.
This gets slightly more complicated in rares and crafts when there are multiple prefixes and suffixes, but there remains a hierarchy there as well; suffix 1, suffix 2, suffix 3, prefix 1, prefix 2, prefix 3. Unique and Set items also have their own respective transform codes listed in the UniqueItems.txt and SetItems.txt data files.
--
Now that we know HOW they change colour, there is also the trouble of whether or not they CAN change colour. Basically in the Armor.txt and Weapons.txt data files, there are two columns which govern if it is possible for an item to change colour. These are the "Transform" column which dictates whether or not the colour will change on your character in-game, and "InvTrans" column which dictates whether or not the item will change colour in your inventory. If the "transform" column has a 0 in it, the item will never change colour on your character (though these items can still change colour in your inventory if the InvTrans column does not = 0). So you'll have to be careful that you do not waste a socketing opportunity on an item that won't display on your character, as that is what counts for this tournament. Items that do NOT change display colour (ie. Transform = 0) on your character, and are thus banned*, are as follows:
- Full Helm, Basinet, Giant Conch
- All Paladin Shields
- Circlet, Coronet, Tiara, Diadem (These do not have a graphical display at all on the character, so even though they have a non-zero Transform number, they are still banned)
*Obviously Gloves, Belts, Boots, and Jewelry are not included under this section, despite having a Transform value of 0, as none of them are actually displayed on your character
Now that we know what happens when an item has a Transform value of 0, you might ask what all the other values mean. Well, the rest of the Transform values (1,2,5,7,8) dictate which PART of the item actually changes colour. I don’t know what they all reference, but it seems that each one pertains to a different colour on the actual item (so, if an item has Transform = 1, all gray areas will change colour). The only reason I’m mentioning this is because there are certain items (Mask-type helms come to mind) that only small portions of the item change colour. Taking a Mask as an example, only the horns of the mask actually change colour, but the face does not (think Tal’s Helm). For our purposes in this tournament that will suffice, and I’ll leave it up to the individual participant whether or not they feel it is enough of an impact to warrant use.
One very last thing to note when you are looking for equipment is that you should pay attention to the affixes of the item in question, rather than simply if the colour looks blue/purple/whatever or not. There are items that do not transform colour in the inventory at all (InvTrans = 0), or do not transform in any really noticeable way, but DO still change the colour displayed on your character (Transform =/= 0). Some examples are Necro heads and Barb-specific helms (Invtrans = 0), and Large/Kite/Tower/Gothic type Shields and their exceptional/elite counterparts (InvTrans = 2). For example, a Savage Helmet of the Mammoth will look its normal gray in your inventory screen, but will give a nice blood-red appearance on your character.
Again, the only items that never change colour (Transform=0) are listed above in the banned section, so everything else is fair game as long as it has an applicable affix or gem socketed!
How?
Rules for this sept are simple:
1. One class of each colour of the rainbow.
2. All gear (interim and final) must follow the character's determined colour. For all displayed gear (Helm, armour, weapon, shield) they must display the correct colour on the character. For all non-displayed gear, they must have the correct transform code for the character's colour (found in the game's .txt files). A bonus is if they display the correct colour in the inventory as well (though not always possible, especially with S/U items and jewelery having special graphics).
3. If there is no way to get a properly coloured equipment slot (or suitable replacement), that slot will remain blank.
4. I'm also going to try and stay with S/U gear wherever I can. This is partially to keep myself from endlessly shopping/gambling but also to make use of items I never would have otherwise. There will be times this does not work (ie. there are no S/U orange belts), and a valid non-S/U item will be used in it's place.
5. Skills will also follow the character's colour convention when possible. If no skill of the colour is available or is not feasible for a build, a "colourless" skill may be used (ie. Frenzy, Strafe etc).
6. Mercenary type and gear do not need to adhere to any rules.
Rules 3 and 4 are not set in stone as sometimes exceptions will need to be made due to the nature of how coloration works (and most notably between the two "blue" colours -Blue and Indigo- and I will detail any time I deviate from it in the character's writeups.
Who?
Here I will give a quick summary of each character, including build and planned (final) gear, subject to change and updating as I take them through their journeys. Interim gear will be detailed in their progress reports.
Gear:
Helm: Ocher (LR 14%) Bone Helm of the Mammoth (34 Life) - 'Um'
Armour: Jeweler's Chaos Armor of the Squid (67 life) - 'OrtOrtRalRal'
Gloves: Dracul's Grasp
Belt: String of Ears
Boots: upped Gore Rider
Amulet: Rainbow (11 all res) Amulet of the Mammoth (35 life)
Rings: Garnet (29% FR) Ring/Crimson (7% FR) Ring of the Wraith (5% mana steal)
Weapon: Fleshripper
Shield: Medusa's Gaze - 'PDiamond'
Switch: N/A
Helm: Ocher (LR 14%) Bone Helm of the Mammoth (34 Life) - 'Um'
Armour: Jeweler's Chaos Armor of the Squid (67 life) - 'OrtOrtRalRal'
Gloves: Dracul's Grasp
Belt: String of Ears
Boots: upped Gore Rider
Amulet: Rainbow (11 all res) Amulet of the Mammoth (35 life)
Rings: Garnet (29% FR) Ring/Crimson (7% FR) Ring of the Wraith (5% mana steal)
Weapon: Fleshripper
Shield: Medusa's Gaze - 'PDiamond'
Switch: N/A
Gear:
Aldurs Set
Mara's Kaleidoscope
2x Manald Heal
Shopped Belt of Spikes(or similar suffix)
Shopped Shield of Spikes (or similar suffix)
Aldurs Set
Mara's Kaleidoscope
2x Manald Heal
Shopped Belt of Spikes(or similar suffix)
Shopped Shield of Spikes (or similar suffix)
Gear:
Trang's Helm/Armour/Belt/Gloves
Windforce
Civerb's Amulet
Shopped Rings
Shopped Boots (Amber/Coral/Glowing, etc)
Trang's Helm/Armour/Belt/Gloves
Windforce
Civerb's Amulet
Shopped Rings
Shopped Boots (Amber/Coral/Glowing, etc)
Gear:
Vamp Gaze
Leviathan
Lenymo
Gerkes sanctuary/Socketed Monarch
Gravenspine
Venom Grip
Tearhaunch
Nature's Peace x 2
Atma's Scarab
Vamp Gaze
Leviathan
Lenymo
Gerkes sanctuary/Socketed Monarch
Gravenspine
Venom Grip
Tearhaunch
Nature's Peace x 2
Atma's Scarab
Gear:
Nightwings
Heavenly Garb
Frostwind
Stormchaser
Laying of Hands
Credendum/Goldwrap
Rite of Passage
Ravenfrost x 2
Telling of Beads/Crescent Moon
Nightwings
Heavenly Garb
Frostwind
Stormchaser
Laying of Hands
Credendum/Goldwrap
Rite of Passage
Ravenfrost x 2
Telling of Beads/Crescent Moon
Gear:
Milabrega's Helm/Gemmed Great Helm
Silks of the Victor
Spectral Shard
Spirit Ward/The Ward
Gorefoot
hand of Broc
Credendum
Telling of Beads
Milabrega's Helm/Gemmed Great Helm
Silks of the Victor
Spectral Shard
Spirit Ward/The Ward
Gorefoot
hand of Broc
Credendum
Telling of Beads
Gear:
Gemmed Barb Helm (Amethysts)
2x Djinn Slayer
Tal Rasha's Armour
Tal Rasha's Belt
Sander's Gloves
Sander's Boots
2x Bul-Kathos' Wedding Band
Saracen's Chance
Gemmed Barb Helm (Amethysts)
2x Djinn Slayer
Tal Rasha's Armour
Tal Rasha's Belt
Sander's Gloves
Sander's Boots
2x Bul-Kathos' Wedding Band
Saracen's Chance
Gear:
Coif of Glory
Bloodthief
Mavin'as Armour
Mavina's Belt
Mavina's Gloves
Sigon's Boots
2x Stone of Jordan
Highlord's Wrath
Coif of Glory
Bloodthief
Mavin'as Armour
Mavina's Belt
Mavina's Gloves
Sigon's Boots
2x Stone of Jordan
Highlord's Wrath
Gear:
Guillaume's/Giant Skull/Veil of Steel
Spire of Honor
Guardian Angel
IK Belt
IK Gloves
IK Boots
Dwarf Star/Angelic Ring
Angelic Amulet
Switch: Coldsteel Eye/Tiamat's Rebuke
Guillaume's/Giant Skull/Veil of Steel
Spire of Honor
Guardian Angel
IK Belt
IK Gloves
IK Boots
Dwarf Star/Angelic Ring
Angelic Amulet
Switch: Coldsteel Eye/Tiamat's Rebuke
Gear:
Steel Shade
Corpsemourn
Blackhand key
Steelclash
Verdungo's
Vidala's Boots
Vidala's Amulet
Steel Shade
Corpsemourn
Blackhand key
Steelclash
Verdungo's
Vidala's Boots
Vidala's Amulet
Gear:
Head: Griswold's Valor 'Ort/Ral'
Weapon: The Grandfather
Shield: N/A
Body: Griswold's Heart 'Ort/Ort/Ral'
Belt: Arctic Binding
Gloves: Arctic Mitts
Boots: Tancred's Hobnails
Rings: N/A
Amulet: The Eye of Etlich
Switch: Crainte Vomir Legend Sword
Head: Griswold's Valor 'Ort/Ral'
Weapon: The Grandfather
Shield: N/A
Body: Griswold's Heart 'Ort/Ort/Ral'
Belt: Arctic Binding
Gloves: Arctic Mitts
Boots: Tancred's Hobnails
Rings: N/A
Amulet: The Eye of Etlich
Switch: Crainte Vomir Legend Sword
Gear:
Head: Trang-Oul's Guise 'Ral' - (Yellow)
Weapon: Gravenspine - (Green)
Shield: Chromatic Gothic Shield of Razors - (Orange)
Body: Heavenly Garb 'Ort' - (Blue)
Belt: String of Ears - (Red)
Gloves: Sander's Taboo - (Violet)
Boots: Gorefoot - (Indigo)
Rings: Dwarf Star (Grey)/The Stone of Jordan (White)
Amulet: Vidala's (Black)
Switch: N/A
Head: Trang-Oul's Guise 'Ral' - (Yellow)
Weapon: Gravenspine - (Green)
Shield: Chromatic Gothic Shield of Razors - (Orange)
Body: Heavenly Garb 'Ort' - (Blue)
Belt: String of Ears - (Red)
Gloves: Sander's Taboo - (Violet)
Boots: Gorefoot - (Indigo)
Rings: Dwarf Star (Grey)/The Stone of Jordan (White)
Amulet: Vidala's (Black)
Switch: N/A
Where?
Character status, and where they are in the world of Sanctuary.
Red - lvl 81, Matriarch
Orange - lvl 84, Patriarch
Yellow - lvl 81, Matriarch
Green - lvl 81, Patriarch
Blue - lvl 84, Patriarch
Indigo - lvl 81, Matriarch
Violet - lvl 83, Patriarch
White - lvl 82, Matriarch
Black - lvl 77, Patriarch
Grey - lvl 80, Patriarch
Gold - lvl 82, Patriarch
ROYGBIV - lvl 83, Patriarch
When?
Right now, of course.
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