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Game Wiki » Attribution System

Attribution System


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 creatures 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:
Fórmula: (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.

Attributes Factor
1 1
2 0.6
3 0.2
4 0.1
5 0.05

For example, a "serpent sword" which has a 0.5% chance of being dropped from a dragon, will have this chances to be dropped with attributes:

1 Attribute:
Fórmula: (Factor (1) / ItemDropChance (0.5%)) / 100000 = 0.2% chance

2 Attributes:
Fórmula: (Factor (0.6) / ItemDropChance (0.5%)) / 100000 = 0.12% 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.

Enchantments


Mystic runes are required to enchant an item with attributes. These runes can be purchased from Alexander, in Edron.

With each server save, Alexander produces Mystic runes for 1000 gold, but as his resources are scarce, to each Mystic rune sold he will double the price. In the next server save, your stocks are renewed and the price will return to its initial value.


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.

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
Max Health Increase character max health
Max Mana Increase character max mana
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 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 by mana drain attacks or while using magic shield
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
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)
Attack Interval Decrease item attack interval
Dodge Dodge an attack completely with certain chance
Mitigation Mitigate some amount of damage with certain chance
Double Bash Chance to attack twice in one turn
Weight Decrease item weight
Arrow Guard Chance to apply defense on distance attacks
Perfuration Chance to completely break target armor
Crushing Blow Chance to completely break target defense
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