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 |