Difference between revisions of "Attributes"
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* Flame Strike ability (a chance to deal additional fire damage on hit) | * Flame Strike ability (a chance to deal additional fire damage on hit) | ||
Items are not limited to only one attribute. If you are lucky you may loot a Fire Sword with all the mentioned attributes, but keep in mind that not all items can have any attribute (each item has a predetermined set of attributes). | Items are not limited to only one attribute. If you are lucky you may loot a Fire Sword with all the mentioned attributes, but keep in mind that not all items can have any attribute (each item type (e.g. [[Demon Shield]]) has a predetermined set of attributes). | ||
== '''Painite Crystals''' == | == '''Painite Crystals''' == | ||
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The best way to test if an item can be enchanted with attributes is to use the cheap [[Painite_Crystal_Shard|Painite Crystal Shards]] on the item:<br/> | The best way to test if an item can be enchanted with attributes is to use the cheap [[Painite_Crystal_Shard|Painite Crystal Shards]] on the item:<br/> | ||
if the shard is destroyed, it means the item can be enchanted; if the shard isn't destroyed, it means that this item cannot be enchanted.<br/> | if the shard is destroyed, it means the item can be enchanted; if the shard isn't destroyed, it means that this item cannot be enchanted.<br/> | ||
Normally, each stone will only give you 1 attribute when successful, but some attributes on some items are '''linked''', which means you will get both attributes from 1 successful try (e.g. Intelligence + Intellect on the [[Necromantic Bloodrobe]]). | Normally, each stone will only give you 1 attribute when successful, but '''some attributes on some items''' are '''linked''', which means you will get both attributes from 1 successful try (e.g. Intelligence + Intellect on the [[Necromantic Bloodrobe]]). | ||
Painite crystals can be bought from weapon salesmen in almost every major city or looted from [[Fleshbiter|Fleshbiters]] during raids. | Painite crystals can be bought from weapon salesmen in almost every major city or looted from [[Fleshbiter|Fleshbiters]] during raids. | ||
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<br/> | <br/> | ||
The difference between crystal sizes is in their chance of success and cost-efficiency. Different crystals will not give weaker or stronger stats. | The difference between crystal sizes is in their chance of success and cost-efficiency. Different crystals will not give weaker or stronger stats. | ||
The rarer the item, the '''lower the chance''' of successfully enchanting it.<br/> For example, a mid-high tier item like the [[Necromantic Bloodrobe]] may take around 4kk to fully enchant<br/> (most items in this range have a 10-15% chance to be successfully enchanted using a large crystal), items such as the Thunder Hammer or Pharaoh Robe will take more.<br/> | <u>The rarer the item, the '''lower the chance''' of successfully enchanting it.</u><br/> For example, a mid-high tier item like the [[Necromantic Bloodrobe]] may take around 3-4kk to fully enchant<br/> (most items in this range have a 10-15% chance to be successfully enchanted using a large crystal), items such as the [[Thunder Hammer]] or [[Pharaoh Robe]] will usually take more.<br/> | ||
<b>Note:</b> ''Keep in mind that regardless of average success chances when using large crystals, using only 10-40 stones is not enough to get near the average. So when enchanting an item with an average enchanting cost of 4kk it is not unlikely that you might spend anywhere between 1,5-9kk to fully enchant it (of course even less or more is possible).'' | <b>Note:</b> ''Keep in mind that regardless of average success chances when using large crystals, using only 10-40 stones is not enough to get near the average. So when enchanting an item with an average enchanting cost of 4kk it is not unlikely that you might spend anywhere between 1,5-9kk to fully enchant it (of course even less or more is possible).'' | ||
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== '''Attributes''' == | == '''Attributes''' == | ||
There are currently more than | There are currently more than 40 different attributes available in-game; some of them, such as the "Intelligence" attribute, which boosts your magic level, can be used only by certain vocations (mages), while the "Vitality" attribute for example will only give 100% of the indicated extra health points to knights, 75% to rangers and only 50% of the indicated extra health point amount to mages (''other way around for the Intellect attribute'') (for example an [[Ancient Helmet]] with Vitality (40) will give 40 extra HP to knights, 30 to rangers and 20 HP to mages). | ||
Low-tier items such as [[Halberd]], [[Plate Armor]] or [[Double Axe]] '''can not be enchanted'''. | Low-tier items such as [[Halberd]], [[Plate Armor]] or [[Double Axe]] '''can not be enchanted'''. | ||
More common items have a much lower chance of being looted with an attribute:<br/> | More common items have a much lower chance of being looted with an attribute:<br/> | ||
a [[Fire Sword]] would be difficult to loot with an attribute, while a [[Chaos Shield]] would be much more likely to be looted with attributes. | a [[Fire Sword]] would be difficult to loot with an attribute, while a [[Chaos Shield]] would be much more likely to be looted with attributes (this is to compensate for rarer items' lower drop chance). | ||
Each item can only have a certain set of attributes added to it, although '''not all items have attributes'''.<br/> | Each item can only have a certain set of attributes added to it, although '''not all items have attributes'''.<br/> | ||
For example, the [[Ceremonial Mask]] will always end up with the "Presence of Mind" and "Intelligence" attributes and will never have any distance or melee skill boost attributes. | For example, the [[Ceremonial Mask]] will always end up with the "Presence of Mind" and "Intelligence" attributes and will never have any distance or melee skill boost attributes. | ||
Every item of the same type (e.g. [[Demon Shield]]) in-game '''will end up with every | Every item of the same type (e.g. [[Demon Shield]]) in-game '''will end up with every attribute that item CAN have''' when fully enchanted, although not necessarily in the same order (every Demon Shield will end up with the Resistance (Fire), Guardian, Block and Fortified attributes and '''will not be able''' to have any more).<br/> | ||
Items can have 1 to 6 attributes, for example the [[Angelic Plate Armor]] only has 3 attributes while the [[Executioner's Sword]] has 6 | Items can have 1 to 6 attributes, for example the [[Angelic Plate Armor]] only has 3 attributes while the [[Executioner's Sword]] has 6. | ||
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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). | 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). | ||
Not all attributes are specific to one | Not all attributes are specific to one class of item (sword, club, armor etc.), for example the "Precise" attribute can appear on both distance weapons and some body equipment pieces. Certain other attributes are restricted to a weapon class, while some are even unique to one weapon, shield or body equipment piece type (e.g. Lightning Rod on [[Tempest Shield]]). | ||
The following is a list of all currently known attributes and their effects: | The following is a list of all currently known attributes and their effects: | ||
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|- | |- | ||
| '''Intellect''' | | '''Intellect''' | ||
| style="width: 538px" | Increases your total mana pool (will only give 100% of the Mana to mages, 75% to rangers and only 50% to knights - for example [[Demon Legs]] with Intellect (60) will give 60 extra Mana to mages, 45 to rangers and | | style="width: 538px" | Increases your total mana pool (will only give 100% of the Mana to mages, 75% to rangers and only 50% to knights - for example [[Demon Legs]] with Intellect (60) will give 60 extra Mana to mages, 45 to rangers and 30 Mana to knights). | ||
| style="width: 153px" | [[Ancient Tiara]] (30), [[Beholder Helmet]] (15), [[Blue Robe]] (10), [[Bunny Slippers]] (30), [[Corrupted Staff]] (30), [[Demon Helmet]] (25), [[Demon Legs]] (60), [[Green Robe]] (50), [[Hat of the Mad]] (15), [[Magician Hat]] (30), [[Magician's Staff]] (50), [[Mask of Dodruk]] (30), [[Mastermind Shield]] (25), [[Mystic Turban]] (15), [[Necromantic Bloodrobe]] (30), [[Pharaoh Armor]] (25), [[Pharaoh Helmet]] (15), [[Plaguespreader Robe]] (10), [[Red Robe]] (10), [[Ring of the Sky]] (15), [[Watcher Armor]] (30), [[Watcher Boots]] (50), [[Watcher Legs]] (30), [[Wizard Hat]] (50), [[Yellow Robe]] (10) | | style="width: 153px" | [[Ancient Tiara]] (30), [[Beholder Helmet]] (15), [[Blue Robe]] (10), [[Bunny Slippers]] (30), [[Corrupted Staff]] (30), [[Demon Helmet]] (25), [[Demon Legs]] (60), [[Green Robe]] (50), [[Hat of the Mad]] (15), [[Magician Hat]] (30), [[Magician's Staff]] (50), [[Mask of Dodruk]] (30), [[Mastermind Shield]] (25), [[Mystic Turban]] (15), [[Necromantic Bloodrobe]] (30), [[Pharaoh Armor]] (25), [[Pharaoh Helmet]] (15), [[Plaguespreader Robe]] (10), [[Red Robe]] (10), [[Ring of the Sky]] (15), [[Watcher Armor]] (30), [[Watcher Boots]] (50), [[Watcher Legs]] (30), [[Wizard Hat]] (50), [[Yellow Robe]] (10) | ||
|- | |- | ||
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| '''Fortified''' | | '''Fortified''' | ||
| Increases the defense of a shield. | | Increases the defense of a shield. | ||
| [[Amazon Shield]] (2), [[Bone Shield]] (1), [[Chaos Shield]] (1), [[Crown Shield]] (1), [[Demon Shield]] (1), [[Dragon Shield]] (1), [[Frozen Shield]] (1), [[Guardian Shield]] (1), [[Hellforged Shield]] (1), [[Mastermind Shield]] (1), [[Nether Shield]] (?), [[Shakirian Shield]] (1), [[Shield of the Ancients]] (1), [[Shield of the Heroes]] (1), [[Tempest Shield]] (1), [[Thaian Soldier Shield]] (1), [[Tower Shield]] (1), [[Vampire Shield]] (1) | | [[Amazon Shield]] (2), [[Bone Shield]] (1), [[Castle Shield]] (1), [[Chaos Shield]] (1), [[Crown Shield]] (1), [[Demon Shield]] (1), [[Dragon Shield]] (1), [[Frozen Shield]] (1), [[Guardian Shield]] (1), [[Hellforged Shield]] (1), [[Mastermind Shield]] (1), [[Nether Shield]] (?), [[Shakirian Shield]] (1), [[Shield of the Ancients]] (1), [[Shield of the Heroes]] (1), [[Tempest Shield]] (1), [[Thaian Soldier Shield]] (1), [[Tower Shield]] (1), [[Vampire Shield]] (1) | ||
|- | |- | ||
| '''Fast Hand''' | | '''Fast Hand''' | ||
| Chance to attack twice in one turn with a distance weapon. | | Chance to attack twice in one turn with a distance weapon. | ||
| [[Ancient Crossbow]] (3%), [[Blazing Crossbow]] (2% | | [[Ancient Crossbow]] (3%), [[Blazing Crossbow]] (2%), [[Enhanced Crossbow]] (2%), [[Envenomed Crossbow]] (2%), [[Crystallized Crossbow]] (1%), [[Fiery Bow]] (5%), [[Flaming Bow]] (4%), [[Ignited Bow]] (4%), [[Poisoned Bow]] (4%), [[Shakirian Bow]] (4%), [[Triangle Star Bow]] (5%) | ||
|- | |- | ||
| '''Swift Striker''' | | '''Swift Striker''' | ||
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|- | |- | ||
| '''Berserk''' | | '''Berserk''' | ||
| Chance to gain a | | Chance to gain a +10% boost to your total melee skill and +18~% to your base movement speed for 12 seconds. | ||
| [[Arcane Staff]] (3%), [[Demonic Axe]] (5%), [[Dragon Lance]] (4%), [[Executioner's Sword]] (2%), [[Fire Axe]] (2%), [[Great Axe]] (5%), [[Guardian Halberd]] (3%), [[Heavy Halberd]] (2%), [[Knight Axe]] (2%), [[Ravager's Axe]] (4%), [[Soul Reaper]] (4%), [[Stonecutter Axe]] (3%), [[Unholy Halberd]] (3%), [[Vanquisher]] (3%), [[War Axe]] (3%) | | [[Arcane Staff]] (3%), [[Demonic Axe]] (5%), [[Dragon Lance]] (4%), [[Executioner's Sword]] (2%), [[Fire Axe]] (2%), [[Great Axe]] (5%), [[Guardian Halberd]] (3%), [[Heavy Halberd]] (2%), [[Knight Axe]] (2%), [[Ravager's Axe]] (4%), [[Soul Reaper]] (4%), [[Stonecutter Axe]] (3%), [[Unholy Halberd]] (3%), [[Vanquisher]] (3%), [[War Axe]] (3%) | ||
|- | |- | ||
| '''Sharpshooter''' | | '''Sharpshooter''' | ||
| Chance to gain 10% | | Chance to gain a +10% boost to your total distance skill for 6 seconds. | ||
| [[Ancient Crossbow]] (4%), [[Crystallized Crossbow]] (3%), [[Elven Bow]] (3%), [[Enhanced Crossbow]] (3%), [[Fiery Bow]] (4%), [[Flaming Bow]] (3%), [[Ignited Bow]] (3%), [[Poisoned Bow]] (3%), [[Shakirian Bow]] (3%), [[Triangle Star Bow]] (4%) | | [[Ancient Crossbow]] (4%), [[Crystallized Crossbow]] (3%), [[Elven Bow]] (3%), [[Enhanced Crossbow]] (3%), [[Fiery Bow]] (4%), [[Flaming Bow]] (3%), [[Ignited Bow]] (3%), [[Poisoned Bow]] (3%), [[Shakirian Bow]] (3%), [[Triangle Star Bow]] (4%) | ||
|- | |- | ||
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| '''Perseverance | | '''Perseverance | ||
[Knights only]''' | [Knights only]''' | ||
| Chance to increase your maximum health by 15% for 60 seconds, and your shielding skill ('''if one-handed weapon''')/club skill ('''if two-handed weapon''') by 10% for 12 seconds. | | Chance to increase your maximum health by 15% for 60 seconds, and your shielding skill ('''if one-handed weapon''') <u>OR</u> club skill ('''if two-handed weapon''') by 10% for 12 seconds. | ||
| [[Arcane Staff]] (5%), [[Blood Mace]] (2%), [[Crystal Mace]] (2%), [[Dragon Hammer]] (1%), [[Fire Hammer]] (3%), [[Golden Mace]] (3%), [[Golden Staff]] (3%), [[Mystic Hammer]] (4%), [[Rotwormace]] (1%), [[Silver Mace]] (2%), [[Skull Staff]] (1%), [[Star Mace]] (2%), [[Swinging Demolisher]] (2%), [[The Stinger]] (1%), [[Thunder Hammer]] (4%), [[Void Staff]] (2%), [[Wooden Maul]] (1%) | | [[Arcane Staff]] (5%), [[Blood Mace]] (2%), [[Crystal Mace]] (2%), [[Dragon Hammer]] (1%), [[Fire Hammer]] (3%), [[Golden Mace]] (3%), [[Golden Staff]] (3%), [[Mystic Hammer]] (4%), [[Rotwormace]] (1%), [[Silver Mace]] (2%), [[Skull Staff]] (1%), [[Star Mace]] (2%), [[Swinging Demolisher]] (2%), [[The Stinger]] (1%), [[Thunder Hammer]] (4%), [[Void Staff]] (2%), [[Wooden Maul]] (1%) | ||
|- | |||
| '''God's Wrath''' | |||
| Chance to trigger a club fighting skill increase of 15% for 30 seconds. | |||
| [[Mystic Hammer]] | |||
|- | |- | ||
| '''Cursed''' | | '''Cursed''' | ||
| Chance to deal 2-55 curse damage on a blood hit. | | Chance to deal an additional 2-55~ curse damage on a blood hit. | ||
| [[Skull Staff]] (15~%), [[Soul Dagger]], [[Void Staff]] | | [[Skull Staff]] (15~%), [[Soul Dagger]], [[Void Staff]] | ||
|- | |- | ||
| '''Electrified''' | | '''Electrified''' | ||
| Chance to deal 20-45 energy damage on hit. | | Chance to deal an additional 20?-45? energy damage on hit. | ||
| [[Shakirian Blade]] | | [[Shakirian Blade]] | ||
|- | |- | ||
| '''Flame Strike''' | | '''Flame Strike''' | ||
| Chance to deal an additional 20 | | Chance to deal an additional 20?-45? fire damage on hit. | ||
| [[Dragon Fang]], [[Fire Axe]], [[Fire Hammer]], [[Fire Sword]] | | [[Dragon Fang]], [[Fire Axe]], [[Fire Hammer]], [[Fire Sword]] | ||
|- | |- | ||
| '''Frost Strike''' | | '''Frost Strike''' | ||
| Chance to deal an additional 20 | | Chance to deal an additional 20?-45? ice damage on hit. | ||
| [[Crystal Mace]] | | [[Crystal Mace]] | ||
|- | |- | ||
| '''Vampirism''' | | '''Vampirism''' | ||
| Chance to deal an additional 20-45 life-drain damage on a blood-hit and heal yourself for the same amount. | | Chance to deal an additional 20?-45? life-drain damage on a blood-hit and heal yourself for the same amount. | ||
| [[Bright Sword]] (15~%), [[Magic Sword]] | | [[Bright Sword]] (15~%), [[Magic Sword]] | ||
|- | |- | ||
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| Deal 10% more damage towards demon type monsters. | | Deal 10% more damage towards demon type monsters. | ||
| [[Demonic Axe]] | | [[Demonic Axe]] | ||
|} | |} |
Revision as of 16:42, 14 August 2020
Attributes are unique properties of an item, generated when an item is dropped by a monster or when painite crystals are used on the item (if successful).
For example, a Fire Sword dropped by a Dragon Lord has a chance to already have or to be upgraded with extra attributes such as:
- Extra attack (35 + 1 or 2)
- Extra sword fighting skills
- Parry ability (a chance to parry 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. If you are lucky you may loot a Fire Sword with all the mentioned attributes, but keep in mind that not all items can have any attribute (each item type (e.g. Demon Shield) has a predetermined set of attributes).
Painite Crystals
Painite Crystals can be used to enchant your items, this can be done by simply using the crystal on the item.
They can only be used on items that are considered rare, very rare or extremely rare.
These magical stones are destroyed on every use, successful or not, unless the item can not have attributes.
The best way to test if an item can be enchanted with attributes is to use the cheap Painite Crystal Shards on the item:
if the shard is destroyed, it means the item can be enchanted; if the shard isn't destroyed, it means that this item cannot be enchanted.
Normally, each stone will only give you 1 attribute when successful, but some attributes on some items are linked, which means you will get both attributes from 1 successful try (e.g. Intelligence + Intellect on the Necromantic Bloodrobe).
Painite crystals can be bought from weapon salesmen in almost every major city or looted from Fleshbiters during raids.
Image | Name | Price |
---|---|---|
![]() |
Painite Crystal Shard | 3,000 gp |
File:Small Painite Crystal.png | Small Painite Crystal | 10,000 gp |
File:Large Painite Crystal.png | Large Painite Crystal | 150,000 gp |
The difference between crystal sizes is in their chance of success and cost-efficiency. Different crystals will not give weaker or stronger stats.
The rarer the item, the lower the chance of successfully enchanting it.
For example, a mid-high tier item like the Necromantic Bloodrobe may take around 3-4kk to fully enchant
(most items in this range have a 10-15% chance to be successfully enchanted using a large crystal), items such as the Thunder Hammer or Pharaoh Robe will usually take more.
Note: Keep in mind that regardless of average success chances when using large crystals, using only 10-40 stones is not enough to get near the average. So when enchanting an item with an average enchanting cost of 4kk it is not unlikely that you might spend anywhere between 1,5-9kk to fully enchant it (of course even less or more is possible).
One large painite crystal (150k) has the same average chance of success as 75 painite crystal shards (225k) or 19 small painite crystals (190k).
Attributes
There are currently more than 40 different attributes available in-game; some of them, such as the "Intelligence" attribute, which boosts your magic level, can be used only by certain vocations (mages), while the "Vitality" attribute for example will only give 100% of the indicated extra health points to knights, 75% to rangers and only 50% of the indicated extra health point amount to mages (other way around for the Intellect attribute) (for example an Ancient Helmet with Vitality (40) will give 40 extra HP to knights, 30 to rangers and 20 HP to mages).
Low-tier items such as Halberd, Plate Armor or Double Axe can not be enchanted.
More common items have a much lower chance of being looted with an attribute:
a Fire Sword would be difficult to loot with an attribute, while a Chaos Shield would be much more likely to be looted with attributes (this is to compensate for rarer items' lower drop chance).
Each item can only have a certain set of attributes added to it, although not all items have attributes.
For example, the Ceremonial Mask will always end up with the "Presence of Mind" and "Intelligence" attributes and will never have any distance or melee skill boost attributes.
Every item of the same type (e.g. Demon Shield) in-game will end up with every attribute that item CAN have when fully enchanted, although not necessarily in the same order (every Demon Shield will end up with the Resistance (Fire), Guardian, Block and Fortified attributes and will not be able to have any more).
Items can have 1 to 6 attributes, for example the Angelic Plate Armor only has 3 attributes while the Executioner's Sword has 6.
Skill boost attributes will display a number in brackets to show the skill increase (e.g. Precise (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).
Not all attributes are specific to one class of item (sword, club, armor etc.), for example the "Precise" attribute can appear on both distance weapons and some body equipment pieces. Certain other attributes are restricted to a weapon class, while some are even unique to one weapon, shield or body equipment piece type (e.g. Lightning Rod on Tempest Shield).
The following is a list of all currently known attributes and their effects: