Difference between revisions of "Attributes"
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* 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. | * 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). | * 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. | * 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). | * 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 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 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 ' | * 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 Shield]]s). | ||
* 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. | * 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. | ||
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! '''Effect:''' | ! '''Effect:''' | ||
|- | |- | ||
| Increases your health regeneration by X amount per X regen ticks (regen tick length depends on vocation/promotion). | | Increases your health regeneration by X amount per X regen ticks (regen tick length depends on vocation/promotion).<br> | ||
The extra regeneration ticks every 6 seconds and is equal to sum of Fortitude of equipped gear limited to the amount to 1% of character's maximum health. | |||
|} | |} | ||
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Most of these attributes can be used by all vocations, but are either mostly useful for knights or are found on "knight-targeted" items. | 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''' === | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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! '''Effect:''' | ! '''Effect:''' | ||
|- | |- | ||
| Increases your damage by 10% against monsters with less than | | Increases your damage by 10% against monsters with less than 25% of max health. | ||
|} | |} | ||
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Most of these attributes can be used by all vocations, but are either mostly useful for archers or are found on "archer-targeted" items. | 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''' === | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! '''Effect:''' | ! '''Effect:''' | ||
|- | |- | ||
| Increases your | | Increases your [[Dexterity]]. | ||
|} | |} | ||
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! '''Effect:''' | ! '''Effect:''' | ||
|- | |- | ||
| style="width: 538px" | <small>Increases your mana regeneration by (x) amount per 16 mana regen turns | | style="width: 538px" | <small>Increases your mana regeneration by (x) amount per 16 mana regen turns/ticks. Each point of PoM is a 6,25% (100/16) increase to your base mana regeneration, however it also applies separately and simultaneously to mana regeneration from [[Rings|rings]] (Life Ring, RoH, RoP,...), [[Cooking|meals]] and potions (the % increase varies depending on the frequency of regen ticks and amount of mana regenerated per tick). Thus if you're using a ring of healing, lionfish meal and drinking mana potions, you will get 1 extra mana per point of PoM per 16 regular regeneration turns, 1 extra mana per 16 ring regeneration turns, 1 per 16 meal regeneration turns and 1 per 16 mana potions drunk. <br>Base mana [[Regeneration]] speed from regular food 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 per 16 turns, this brings it to extra (x) mana points every 32 (16x2) 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 (16x1) seconds).</small> | ||
|} | |} | ||
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| Gives an X? chance to fully block an elemental attack (fire, energy, poison and ice).<br>Can only be used by mages and druids. | | Gives an X? chance to fully block an elemental attack (fire, energy, poison and ice).<br>Can only be used by mages and druids. | ||
|} | |} | ||
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Latest revision as of 21:06, 20 May 2024
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 | 3,000 gp | |
Small Painite Crystal | 10,000 gp | |
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:
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
Flawless
Effect: |
---|
Increases the attack modifier of a weapon. |
Block
Effect: |
---|
Chance to block a physical attack towards you completely. |
Guardian
Effect: |
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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). The extra regeneration ticks every 6 seconds and is equal to sum of Fortitude of equipped gear limited to the amount to 1% of character's maximum health. |
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 25% 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/ticks. Each point of PoM is a 6,25% (100/16) increase to your base mana regeneration, however it also applies separately and simultaneously to mana regeneration from rings (Life Ring, RoH, RoP,...), meals and potions (the % increase varies depending on the frequency of regen ticks and amount of mana regenerated per tick). Thus if you're using a ring of healing, lionfish meal and drinking mana potions, you will get 1 extra mana per point of PoM per 16 regular regeneration turns, 1 extra mana per 16 ring regeneration turns, 1 per 16 meal regeneration turns and 1 per 16 mana potions drunk. Base mana Regeneration speed from regular food 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 per 16 turns, this brings it to extra (x) mana points every 32 (16x2) 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 (16x1) seconds). |
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. |