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Item Attribution

Attributes are characteristics to most of the strongest weapons or equipment, but different from the natural properties of the items, They are generated rarely when the item is dropped by a creature or when mystic runes are successfully used to enchant them.

Each item has a set of pre-determined attributes, for example, the "burning" attribute can only be enchanted on fire-type weapons, such as "fire sword", "fire axe", etc. On the other hand, some attributes with mana leech, magic level, mana regen, are most often attributed to items considered magical, for example, "skull staff", "blue robe". Items also have a class, which means how many attributes it can support. It also indicates how powerful an item's attribute can be, for example:

A "bright sword" has class 3, this means that this sword can hold attribute values from class 1 to 3, while a "longsword" can be enchanted only with class 1 attributes. You can check all the attributes and their respective values in the items section. After an item is enchanted, it will be represented by a frame, which will indicate the number of enchanted attributes.



Rarity in creature drops

When a creature is defeated, all items in its loot that have a class will have a chance of being dropped with attributes. The number of attributes and their values dropped are based on some formulas that will be shown below. First, the number of attributes that the item will have is determined, using the formula:

Formula: (Factor / ItemDropChance) / 100000
Where factor is the rate of the number of enchantments that will be drawn, that is, for an item to come with more attributes, the rarer it will be.

Factor values:

  • 1 Attribute: 10
  • 2 Attributes: 8
  • 3 Attributes: 6
  • 4 Attributes: 4
  • 5 Attributes: 3

E.g: a "serpent sword" which has a 0.5% chance of being dropped from a dragon:
Fórmula: (Factor (10) / ItemDropChance (0.5%)) / 100000 = 2% chance

In addition to the system determining the number of attributes that an item will have when dropped, there are also another formula to determine which attribute and their values will be generated specifically, depending on the attribute enchant chance itself, where most strongest attributes will be the most rarity to drop.

Enchanting

Mystic runes are required to enchant an item with attributes. These runes could be acquired though mystic bags (dropped by high class elite monsters) or made by crafting with rune fragments. The chance to enchant an item is the average chance of all available attributes for that item. When enchantment is successful, based on your luck the rarest attribute will be enchanted.

Breaking Enchantments

There are two ways a enchantment could be breaked, by some chance on death or using fiery stones on the equipments.

To protect your items enchantments, you should use the relic "Blessed Rune". This relic could be bought on Humphrey (carlin) for (200gp x lv). This relic is marked with your soul so only the player who bought it will be able to use (When you look on blessed rune, it should show the marked player name). You will only be able to buy a next one if you die with the last one you bought. If you lose your relic somehow, you can buy another for 50,000 fee + (200gp x lv) gold.

All equipments that is attributed has a chance to break their enchantments on death. The chance is 20% for each attribute on the item.

Fiery stones could be used to break item enchantments as well in order to get pulverized ores. The more enchantments an item has, the more ores it can provide when breaking the enchantments.
Note: When using fiery stone on the item, all enchantments will be broken.

Attributes List

Name Effect
Attack Increase item attack
Defense Increase item defense
Armor Increase item armor
Sword Fighting Increase sword fighting skill
Axe Fighting Increase axe fighting skill
Club Fighting Increase club fighting skill
Distance Fighting Increase distance fighting skill
Shielding Increase shielding skill
Magic Level Increase magic level
*Only for mages.
Max Health Increase character max health
*/1 for knights, /2 for paladins, /3 for mages
Max Mana Increase character max mana
*/1 for mages, /2 for paladins, /3 for knights
Health Regen Increase character health regeneration
Mana Regen Increase character mana regeneration
Healing Increase character healing amount by items and spells
Mana Healing Increase character mana healing amount by items
Absorb Health Convert some of damage taken as health with certain chance
Absorb Mana Convert some of elemental damage taken as mana with certain chance
Speed Increase item speed
Protect Physical Increase character physical protection
Protect Fire Increase character fire protection
Protect Energy Increase character energy protection
Protect Poison Increase character poison protection
Protect Mana Drain Increase character mana drain protection
Protect Life Drain Increase character life drain protection
Protect Elements Increase character fire, energy and poison protection
Reflect Physical Reflect some of physical damage taken with certain chance
Reflect Fire Reflect some of fire damage taken with certain chance
Reflect Energy Reflect some of energy damage taken with certain chance
Reflect Poison Reflect some of poison damage taken with certain chance
Reflect Elements Reflect some of fire, energy or poison damage taken with certain chance
Critical Hit Apply more amount of damage on physical hits with certain chance
Critical Spell Apply more amount of damage on spells with certain chance
Attack Interval Decrease item attack interval
Life Leech Convert some amount of damage applied as health with certain chance
Mana Leech Convert some amount of damage applied as mana with certain chance
Hitchance Increase item hitchance
Burning Apply burning status with certain chance on hit (inflict fire damage per turn)
Poison Apply poison status with certain chance on hit (inflict poison damage per turn)
Electrify Apply electrify status with certain chance on hit (inflict energy damage per turn)
Bleeding Apply bleeding status with certain chance on hit (inflict physical damage per turn)
Freeze Apply freeze status with certain chance on hit (paralyze target for some time)
Dodge Dodge an attack completely with certain chance
Arrow Guard Chance to apply defense on distance attacks
Perfuration Chance to completely break target armor
Crushing Blow Chance to completely break target defense
Double Bash Chance to attack twice in one turn
Berserk Chance to gain a +10% boost to your total melee skill and +18% to your movement speed for 8 seconds
Momentum Chance to decrease your exhaust time by 1 second.
Mitigation Chance to reduce some amount of damage
Vibrancy Chance to resist to paralyze from monsters
Weight Decrease item weight