Attributes

From Medivia Online Wiki

The Basics

Attributes are unique features of most stronger weapons or equipment generated rarely when the item is dropped by a creature or when painite crystals are successfully used on the item to enchant it.
They provide offensive, defensive and other kinds of bonuses.
They are not the same as Properties, which are inherent to items that have them (e.g. every Demonbone Armor naturally has 2% poison resistance, 5 dexterity and 5 intelligence).

For example, a Fire Sword dropped by a Dragon Lord has a chance to already have or to be enchanted with attributes providing bonuses such as:

  • Extra attack value
  • Extra Strength
  • Parry ability (a chance to fully block a physical attack towards you)
  • Flame Strike ability (a chance to deal additional fire damage on hit)

Items are not limited to only one attribute. However, each kind of item (e.g. Demon Shield) has a predetermined set of attributes and cannot have any other ones.

Painite Crystals

Painite crystals can be purchased from weapon salesmen in almost every major city:

Image Name Price
Painite Crystal Shard.gif Painite Crystal Shard 3,000 gp
Small Painite Crystal.gif Small Painite Crystal 10,000 gp
Large Painite Crystal.gif Large Painite Crystal 150,000 gp

Painite crystals can be used to enchant most stronger weapons and equipment, this can be done by right-clicking the crystal and left-clicking the item while on the floor or in your backpack. Once you use it, an enchanting window will pop up displaying possible attributes for that item and the chances of success with the size of crystal you used.
The different-sized crystals differ in success chance, but the strength of the attributes is the same regardless of which crystal you use.
Large Painite Crystals have the highest success chance, Small Painite Crystals have exactly 1/15 of that and Painite Crystal Shards 1/75 of the success chance of large crystals (values shown in the enchanting module in-game are rounded to 2 decimal places).

When enchanting an item with multiple available attributes, one of them is selected at random and then their success chance is rolled on. For example if an item has 4 possible attributes missing, there is a 25% chance for any of them to be selected, and then the specific success chance for that attribute is rolled.
You can see enchanting chances for specific items on their item pages by hovering your mouse over this icon: EnchantingChance.png

Details and Notes

  • When enchanting an item with multiple available attributes, one of them is selected at random and then their success chance is rolled on.
    • For example if an item has 4 possible attributes missing, there is a 25% chance for any of them to be selected, and then the specific success chance for that attribute is rolled.
  • Keep in mind that each kind of item has a predetermined set of attributes and cannot have any others outside of that (i.e. every Demon Shield will have the exact same attributes when enchanted, although not necessarily in the same order).
  • More common items have a very low chance of being looted with an attribute, while particularly rare items have a good chance to have an attribute when dropped. Items can even drop with more than 1 attribute, but this is even more rare.
  • Some attributes on some items are linked, meaning that they come together when looting or enchanting an item (e.g. 'Intelligence' and 'Intellect' on a Blue Robe always come together).
  • Skill increase attributes will display a number in brackets to show the skill increase (e.g. Dexterity (2) = +2 distance fighting).
  • Attributes based on chance and damage reduction will display a percentage in brackets to show the amount of damage reduction (e.g. Resistance (Fire, 5%) = reduces fire damage taken by 5%) or the chance for a special effect to be triggered (e.g. Gouge (10%) = 10% chance for the attribute's effect to be triggered on hit).
  • Some attributes can only be used by certain vocations, such as the 'Intelligence' attribute for mages which increases magic level.
  • Some other attributes' effect varies depending on your vocation. Namely the 'Vitality' attribute which increases your total health pool, it only adds 100% of the indicated number of health points to knights, while only 75% to archers and 50% to mages (for example an Ancient Helmet with Vitality (40) will give 40 extra HP to knights, 30 to archers and 20 HP to mages). The 'Intellect' attribute increases your mana pool and works the other way around (100% for mages, 75% for archers, 50% for knights).
  • Some attributes are specific to one class of item (such as 'Parry' for swords), while others can be found on various item classes (such as 'Dexterity' which can be found on distance weapons as well as equipment pieces). Certain other attributes are restricted to only one kind of weapon, shield or body equipment piece (such as 'Lightning Rod' on Tempest Shields).
  • Most attributes can be used by any vocation, but many are targeted at a specific vocation. The list below will be separated to reflect that.

Attributes

Neutral Attributes - Useful for any vocation

These attributes can be useful for any vocation, they are mostly defensive attributes (shield attributes, resistance etc.) so they may be most useful for knights in general.

Resistance

Effect: Dmg Type: Available on:
Provides resistance against a certain type of damage.
(Note: "Elements" = Fire, Poison, Energy, Ice)
Physical: Agavan Armor (1%), Agavan Boots (1%), Agavan Helmet (1%), Agavan Legs (1%), Ancient Armor (1%), Ancient Helmet (1%), Ancient Legs (1%), Angelic Legs (2%), Armor of Suffering (2%), Armor of Torment (1%), Boots of Suffering (1%), Boots of Torment (1%), Chaos Shield (2%), Dwarven Armor (1%), Elite Knight Armor (1%), Elite Knight Helmet (1%), Elite Knight Legs (1%), Flaming Aegis (1%), Golden Boots (1%), Hellforged Armor (1%), Hellforged Helmet (1%), Helmet of the Fallen King (Soul Emerald) (1%), Helmet of Suffering (2%), Helmet of Torment (1%), Horned Helmet (3%), Icebound Armor (1%), Icebound Helmet (1%), Icebound Legs (1%), Knight Helmet (1%), Legs of Suffering (2%), Legs of Torment (1%), Mephitic Armor (1%), Nocturne Legs (3%), Patched Boots (1%), Royal Helmet (1%), Royal Plate Armor (1%), Solar Amulet (3%), Shield of Honour (1%), Umbral Boots (1%), Umbral Helmet (1%), Umbral Legs (1%), Umbral Platemail (3%), Virulent Armor (1%), Ward of Oblivion (2%), Warlord Helmet (1%), Webcrawler Boots (1%), Webcrawler Shield (1%)
Fire: Albino Scale Helmet (3%), Ashlord Shield (1%), Axe of the Primordial Fire (3%), Bow of the Primordial Fire (3%), Demon Armor (3%), Demon Helmet (3%), Demon Legs (4%), Demon Shield (3%), Dragon Scale Mail (2%), Dragon Shield (1%), Dreadweave Robe (3%), Emberwake Tunic (2%), Fiery Armor (2%), Fiery Helmet (1%), Flaming Aegis (4%), Hellforged Armor (5%), Hellforged Helmet (2%), Hellforged Legs (3%), Horned Helmet (3%), Isingoma Boots (1%), Isingoma Robe (2%), Isingoma Skirt (2%), Mace of the Primordial Fire (3%), Phoenix Backpack (1%), Phoenix Shield (4%), Red Heels (2%), Red Scale Armor (3%), Solar Amulet (3%), Staff of the Primordial Fire (3%), Sulphira's Scale Mail (3%), Sunfire Robe (3%), Sword of the Primordial Fire (3%), Vanadinite Armor (1%), Vanadinite Helmet (1%), Vanadinite Legs (1%), Ward of Oblivion (3%)
Poison: Demonbone Armor (2%), Demonbone Boots (1%), Demonbone Helmet (2%), Demonbone Legs (2%), Emerald Mask (4%), Ent Armor (1%), Ent Boots (1%), Ent Legs (1%), Ent Mask (1%), Huntsman Armor (2%), Hydra Scale Legs (2%), Jadeite Boots (2%), Mephitic Armor (2%), Mephitic Clawboots (1%), Mephitic Helmet (1%), Mephitic Legs (1%), Nether Shield (2%), Observer Helmet (2%), Observer Shield (3%), Plaguespreader Rod (1%), Scorpid Hood (2%), Soulstealer Armor (2%), Spider Chain Helmet (3%), Spider Chain Legs (3%), Spider Chain Mail (4%), Terra Mask (2%), Venom Crossbow (2%), Venom Greataxe (2%), Venom Greathammer (2%), Venom Greatsword (2%), Venom Wand (2%), Virulent Armor (2%), Virulent Clawboots (1%), Virulent Helmet (1%), Virulent Legs (1%), Watcher Helmet (2%), Watcher Shield (1%), Webcrawler Boots (1%), Webcrawler Shield (1%), Worm Maw Amulet (4%)
Energy: Demon Helmet (3%), Golden Armor (2%), Isingoma Boots (1%), Isingoma Robe (2%), Isingoma Skirt (2%), Pharaoh Armor (2%), Pharaoh Boots (1%), Pharaoh Helmet (1%), Shakirian Shield (2%), Tempest Shield (4%)
Ice: Archlight Wand (2%), Bunny Slippers (2%), Crystallized Shield (2%), Crystal Staff (2%), Icebound Armor (1%), Icebound Helmet (1%), Icebound Legs (1%), Mask of Dodruk (3%)
Death: Angelic Plate Armor (3%), Angelic Platemail (3%), Ashlord Shield (1%), Deepshadow Boots (1%), Deepshadow Legs (3%), Deepshadow Mask (2%), Deepshadow Robe (2%), Hellforged Armor (3%), Hellforged Legs (2%), Lightbringer Helmet (4%), Nocturne Boots (3%), Nocturne Helmet (4%), Nocturne Legs (4%), Nocturne Plate Armor (3%), Nocturne Platemail (6%), Nocturne Robe (2%), Pharaoh Armor (2%), Pharaoh Boots (1%), Pharaoh Robe (4%), Soulstealer Armor (2%), Unholy Plate Armor (3%), Watcher Armor (4%), Watcher Boots (2%), Watcher Legs (3%)
Holy: Angelic Legs (2%), Angelic Platemail (4%), Angelic Helmet (2%), Angelic Plate Armor (2%), Holy Scepter (1%), Mirror Shield (4%)
Elements: Ancient Tiara (2%), Armor of Suffering (2%), Armor of Torment (1%), Boots of Agony (1%), Boots of Suffering (1%), Boots of Torment (1%), Ceremonial Mask (2%), The Doomcaller (3%), Golden Boots (2%), Golden Legs (1%), Hat of the Mad (1%), Helmet of Agony (2%), Helmet of Suffering (2%), Helmet of Torment (1%), Kilt of Agony (2%), Legs of Suffering (2%), Legs of Torment (1%), Magic Cloak (2%), Magician Hat (2%), Mastermind Shield (1%), Magic Plate Armor (2%), Magic Plate Boots (1%), Magic Plate Legs (1%), Robe of Agony (2%), Shield of Unseen Forces (1%), The Ward of Sheol (2%), Wizard Hat (3%)
Curse: Nocturne Boots (3%), Nocturne Helmet (4%), Nocturne Legs (4%), Nocturne Plate Armor (3%), Nocturne Platemail (6%), Nocturne Robe (2%), Tome of Shadows (3%), Umbral Boots (1%), Umbral Helmet (2%), Umbral Legs (1%), Umbral Plate Armor (3%), Umbral Platemail (4%), Umbral Robe (2%)
Lifedrain: Agavan Armor (1%), Agavan Boots (1%), Agavan Helmet (1%), Agavan Legs (1%), Dream Staff (2%), Necromantic Bloodkilt (2%), Revenant Armor (1%), Revenant Boots (1%), Revenant Mask (1%), Revenant Legs (1%), Skeleton Armor (1%), Skeleton Boots (1%), Skeleton Legs (1%), Skeleton Mask (1%)

Flawless

Effect:
Increases the attack modifier of a weapon.

Block

Effect:
Chance to block a physical attack towards you completely.

Guardian

Effect:
Increases your blocking skill.

Vitality

Effect:
Increases your total health pool (will only give 100% of the HP to knights, 75% to archers and only 50% to mages - for example an Ancient Helmet with Vitality (40) will give 40 extra HP to knights, 30 to archers and 20 HP to mages).

Streamlined

Effect:
Increases or decreases your movement speed.

Fortified

Effect:
Increases the defense (Def) value of an item.

Reflect

Effect:
Chance to reflect exactly 40% of a physical attack back at the attacker (you take 60% of the dmg).

Superior

Effect:
Increases the armor of an item.

Fortitude

Effect:
Increases your health regeneration by X amount per X regen ticks (regen tick length depends on vocation/promotion).

Lean

Effect:
Decreases the weight of an item.

Dragon's Breath

Effect:
Casts a Fire Wave on use. (5 minute cooldown)
[area of effect]

Lightning Rod

Effect:
5% chance to completely nullify (block) an energy attack towards you.

Phoenix

Effect:
4?% chance to deal an additional 20-45? fire damage to a creature attacking you.

Venom Absorb

Effect:
Chance to completely block a poison attack.

Knight-Targeted Attributes:

Most of these attributes can be used by all vocations, but are either mostly useful for knights or are found on "knight-targeted" items.

Strength

Effect:
Increases your Strength stat.

Critical Hit

Effect:
Chance to deal 50% more damage on hit (can't hit less than 75% of your regular max dmg).

Parry

Effect:
[Knights only] Chance to completely block a physical attack towards you.

Perseverance

Effect:
[Knights only] Chance to increase your maximum health by 15% for 60 seconds, and your blocking skill (if one-handed weapon) OR club skill (if two-handed weapon) by 10% for 12 seconds.

Crushing Blow

Effect:
Chance to ignore target's defense and armor on attack (can't hit less than 35% of your regular max dmg).

Haste

Effect:
Increases the attack speed of a weapon (e.g. 2% = you attack at 1,96 sec intervals instead of 2 sec).

Berserk

Effect:
Chance to gain a +10% boost to your total melee skill (counting item bonuses and rounding down) and +18~% to your base movement speed for 12 seconds.

Gouge

Effect:
Chance to apply a bleeding condition (starting from 25).

Demon Slayer

Effect:
Deal 10% more damage towards demon type monsters.

Dragon Slayer

Effect:
Deal 10% more damage towards dragon type monsters.

God's Wrath

Effect:
Active effect; right-click on weapon and use on yourself to gain a club fighting skill increase of 15% for 30 seconds (3 minute cooldown).

Swift Striker

Effect:
Chance to attack twice in one turn with a melee weapon (extra hits do not count towards skill).

Tomb Raider

Effect:
Deal 20% more damage towards monsters you can find in tombs.

Vampirism

Effect:
Chance to deal an additional 20?-45? life-drain damage on a blood-hit and heal yourself for the same amount.

Energy Swing

Effect:
Explosion (+) shaped energy damage attack, right-click the hammer and left-click the target to use (300-600? dmg; damage scaling unknown). (8 minute cooldown)

Executor

Effect:
Increases your damage by 10% against monsters with less than 10% of max health.

Blood Worm

Effect:
5% chance to plant a blood worm in the target, deals 6~ life-drain damage for 3 turns and then 30-55~ physical damage on the 4th turn..

Cursed

Effect:
15% chance on hit to deal additional death damage between 1 and 25% of your max hit calculated with the max melee damage formula.

Frost Strike

Effect:
15% chance on hit to deal additional ice damage between 1 and 25% of your max hit calculated with the max melee damage formula.

Electrified

Effect:
15% chance on hit to deal additional energy damage between 1 and 25% of your max hit calculated with the max melee damage formula.

Flame Strike

Effect:
15% chance on hit to deal additional fire damage between 1 and 25% of your max hit calculated with the max melee damage formula.

Archer-Targeted Attributes:

Most of these attributes can be used by all vocations, but are either mostly useful for archers or are found on "archer-targeted" items.

Dexterity

Effect:
Increases your Dexterity.

Fast Hand

Effect:
Chance to attack twice in one turn with a bow or crossbow.

Critical Agility

Effect:
Chance to attack twice in one turn with a bow or crossbow.

Sharpshooter

Effect:
Chance to gain a +10% boost to your total distance skill (counting item bonuses and rounding down) for 6 seconds.

Sixth Sense

Effect:
Chance to gain a +10% boost to your total distance skill (counting item bonuses and rounding down) for 6 seconds upon shooting an arrow or bolt.

Slowing Shot

Effect:
Chance to slow down a creature for a period of time on hit.

Mage-Targeted Attributes:

Most of these attributes can be used by all vocations, but are either mostly useful for mages or are found on "mage-targeted" items.

Intelligence

Effect:
Increases your Intelligence stat.

Presence of Mind

Effect:
Increases your mana regeneration by (x) amount per 16 mana regen turns (each point of PoM is a 6,25% increase comparing to your regular regeneration, not counting rings, meals etc.). Mana regeneration speed depends on your vocation, promotion status and the world you play on (e.g. a high mage on Legacy has a mana regeneration rate of 1 per 2 seconds meaning 1 mana regen turn is 2 seconds, and since Presence of Mind increases the regen by (x) mana points every 16th turn, this brings it to extra (x) mana points every 32 seconds (if the PoM value is 2, then it will be on the 16th and 32nd second, but 2 per 32 seconds nonetheless); taking as example a high mage on Progeny where the mana regeneration rate is double that of Legacy - 1 mana per 1 second - you get the (x) number of extra mana points every 16 seconds).
This effect applies separately to regular regeneration, regeneration gained from rings of healing, ring of purity, mana fluids, meals etc.; so every 16th mana fluid will also yield (x) extra mana, and every 16th regen turn of a meal or ring will as well.

Mana Absorb

Effect:
(x)% chance to absorb 5% of any magical (non-physical) attack and convert it into mana. (damage is reduced by 5%; e.g. 20 damage from a fire field will turn into 19 and you will get +1 mana).

Amplify Magic Shield

Effect:
Reduces manadrain from creature attacks, also reduces mana-damage taken while using Magic Shield.

Intellect

Effect:
Increases your total mana pool (will only give 100% of the Mana to mages, 75% to archers and only 50% to knights - for example Demon Legs with Intellect (60) will give 60 extra Mana to mages, 45 to archers and 30 Mana to knights).

Elemental Warding

Effect:
Gives an X? chance to fully block an elemental attack (fire, energy, poison and ice).
Can only be used by mages and druids.