Attributing Equipment

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Revision as of 14:00, 26 February 2013 by TruShot (talk | contribs) (Added Magmanta.)

Enchantment Overview

Elsword, like many other MMOs, has a unique Elemental Enchanting System. In Elsword, elemental stones are known as El Shards, and there are seven types: Fire, Water, Nature, Wind, Light, Dark, and Mystery.

El Shards can be found in all maps as a rare drop. It appears as a black crystal on the floor, and it is actually the Mystery El Shard. You can either collect them to get a random element enchanted or refine them by right clicking on them with an El Shard Mystery Solver (displayed on the right) in your inventory. Helen and all Alchemist NPCs located in any town sell these for 2000 ED.

  • Mystery Shards can also be crafted together with orbs bought from the town's alchemist into orb pouches, which have an element assigned at random. Orbs are consumables that can also be found randomly in dungeons and are thrown when used, dealing massive damage/status ailments.
  • Apparently, the casting of orbs can be used to cancel skill after-delay, such as that of Junk Break.

Enchanting weapons grants the ability to inflict status effects and gives the weapon a corresponding glow, while enchanting Armor adds resistance to the element type. It is possible to hybrid certain elements, explained later on.
The amount of possible enchants relies on the weapon's rarity. Typically it is two, but once weapons are level 40+, 3 elements become available.

Having element resistance decreases the chance of the element activating when you are hit by a matching elemental attack, and it also decreases the effects of said element on you(i.e. fire does less damage, dark drains less HP and MP, etc). The first armor enchantment grants 75 corresponding resistance, while the second bumps it up to 110. The maximum resistance to a certain element is 500. With a resistance of 500, the element will have no effect on you whatsoever.

How to Enchant


Guide

  1. Go to any town alchemist and select Attributes.
  2. Select the armor or weapon you wish to enchant.
  3. Select the element you wish to enchant with.


The number of El Shards required depend on the level of the equipment. Armor enchanting is rather low in comparison to weapons.

The first enchantment on a weapon requires as many El Shards as half the weapon's level. The second enchantment on a weapon requires as many El Shards as 1.5 times the weapon's level. The third enchantment on a weapon requires as many El Shards as 3 times the weapon's level. Weapons of unique rarity add 2 levels to the formula.

For example if you were to enchant a Lv40 weapon with Fire for the first time, then it would require 20 Fire El Shards. If it was a unique Lv40 it would require 21 El Shards instead. For a second Enchantment, it would require 60 more El Shards.

If you ever wish to remove an element, you can do so by opening the attribute window via an alchemist by having one El Shard of any type in your inventory, select attribute equipment, and click Remove Attribute. Note: no El Shards will be regained through the process.


Weapon Formula

1st enchantment [Level of equipment / 2]

2nd enchantment [Level of equipment * 1.5]

3rd enchantment [Level of equipment * 3]


Armor Formula

1st enchantment [Level of equipment / 8]

2nd enchantment [Level of equipment * (3/8)]


NOTE!

When removing enchantments for different attributes, be sure to remove ALL at once if reattributing to III enchantment. Failing to do so will result in the use of excessive El Shards

Arena Set Weapons

The El Shards required for the new Arena Sets are treated as lv20, so they maintain consistent values as your character levels.
Here are the values for a sample weapon.


Element Abilities

Here is a full list of the effects of each element. There are two groups of elements; stacking and instant effect. When dual enchanting a weapon, you can only hybrid one element from each group. For example, you can mix Fire and Light, but mixing Water and Nature is impossible.

  • Mobs can randomly spawn with 1 or 2 elemental enchants and they have a much higher chance of activating it. They can also gain magical or physical defenses.
    • On harder difficulties they spawn more frequently.


Stacking Elemental Effects

These elements' effects can be stacked up to three times each, hence the name of their group. The afflicted will have a tiny exclamation marks on top of the status effect bubble which indicate how strong the infliction; for example, if a weapon has 3 fire slots and inflicts thrice successfully within each infliction's time-frame, there will be 3 tiny exclamation marks on the bubble and the burn deals 180% of the weapon's attack power over 10 seconds.

Weapon Attack = Magic Attack + Physical Attack (Does not include upgrades)


Fire (Burning)

Fire drastically deals DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect and the potency of damage it deals. Fire is the perfect damage addition when up against enemies with massive amounts of health. Although deadly in PvP, this element has had a drastic increase in people who stack up against it since Veteran Commander was released. Fire works especially well with fast attacking characters and high base attack power, like Elsword, Veteran Commanders, and Void Princesses. Ever since the Element Revamp, Fire can now kill.


Blaze (Lv1) 5% Chance of Effect

Stacked 1 Time: Deals 30% of the weapon's attack power over 10 seconds.

Stacked 2 Times: Deals 45% of the weapon's attack power over 10 seconds.

Stacked 3 Times: Deals 60% of the weapon's attack power over 10 seconds.


Master Blaze (Lv2) 8% Chance of Effect

Stacked 1 Time: Deals 60% of the weapon's attack power over 10 seconds.

Stacked 2 Times: Deals 90% of the weapon's attack power over 10 seconds.

Stacked 3 Times: Deals 120% of the weapon's attack power over 10 seconds.


Triple Master Blaze (Lv3) 10% Chance of Effect

Stacked 1 Time: Deals 90% of the weapon's attack power over 10 seconds.

Stacked 2 Times: Deals 135% of the weapon's attack power over 10 seconds.

Stacked 3 Times: Deals 180% of the weapon's attack power over 10 seconds.


Water (Freezing)

Water drastically decreases movement speed and lowers the enemy's defense stats. Its effect can be stacked up to three times. Increasing its enchantment level highly raises its chance of effect, and the amount of time the effects lasts for. Water makes it very difficult for opponents to escape in PvP. People tend to stack up against this the most because of how crippling it can be to them. Water works especially well with characters that utilize trapping, such as Grand Archers, Night Watchers, and Elemental Masters. It is also particularly useful for Ruto Mode in Secret Dungeons, due to monsters having insanely high defense. It should also be noted that this element loses a bit of its purpose for the Lord Knight, because he already has a skill that lowers physical defense, Armor Break.


Frozen (Lv1) 6% Chance of Effect

Stacked 1 Time: Lowers movement speed by 30%, and lowers defense by 30% for 10 seconds.

Stacked 2 Times: Lowers movement speed by 45%, and lowers defense by 45% for 10 seconds.

Stacked 3 Times: Lowers movement speed by 60%, and lowers defense by 60% for 10 seconds.


Master Frozen (Lv2) 12% Chance of Effect

Stacked 1 Time: Lowers movement speed by 30%, and lowers defense by 30% for 13 seconds.

Stacked 2 Times: Lowers movement speed by 45%, and lowers defense by 45% for 13 seconds.

Stacked 3 Times: Lowers movement speed by 60%, and lowers defense by 60% for 13 seconds.


Triple Master Frozen (Lv3) 15% Chance of Effect

Stacked 1 Time: Lowers movement speed by 30%, and lowers defense by 30% for 17 seconds.

Stacked 2 Times: Lowers movement speed by 45%, and lowers defense by 45% for 17 seconds.

Stacked 3 Times: Lowers movement speed by 60%, and lowers defense by 60% for 17 seconds.


Nature (Poisoning)

Nature slightly decreases attack speed and deals slight DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect, and the potency of damage it deals. Although not as strong as Fire, the reduced attack speed makes it a good compromise for PvP. Many players have an absolute resistance to Nature because it nullifies the threat of getting poisoned after the time counter ends in the Transporting Tunnel: Contaminated Area and stops Magmanta's poison. It also affects Sniping Ranger's Entangle effect time, leading people to stack against it in PvP. Nature works especially well with fast attacking characters with high base attack power or characters that can lock combos, such as Lord Knights and Wind Sneakers. Night Watcher also benefits from this greatly, as it helps her low damage output while gaining an advantage over high speed opponents such as Blade Master and Infinity Sword. Like Fire, Nature can also kill.


Poison (Lv1) 5% Chance of Effect

Stacked 1 Time: Deals 20% of the weapon's attack power over 10 seconds. Lowers Attack speed by 8% for 10 seconds.

Stacked 2 Times: Deals 30% of the weapon's attack power over 10 seconds. Lowers Attack speed by 12% for 10 seconds.

Stacked 3 Times: Deals 40% of the weapon's attack power over 10 seconds. Lowers Attack speed by 16% for 10 seconds.


Master Poison (Lv2) 8% Chance of Effect

Stacked 1 Time: Deals 45% of the weapon's attack power over 10 seconds. Lowers Attack speed by 8% for 10 seconds.

Stacked 2 Times: Deals 67% of the weapon's attack power over 10 seconds. Lowers Attack speed by 12% for 10 seconds.

Stacked 3 Times: Deals 90% of the weapon's attack power over 10 seconds. Lowers Attack speed by 16% for 10 seconds.


Triple Master Poison (Lv3) 10% Chance of Effect

Stacked 1 Time: Deals 67% of the weapon's attack power over 10 seconds. Lowers Attack speed by 8% for 10 seconds.

Stacked 2 Times: Deals 101% of the weapon's attack power over 10 seconds. Lowers Attack speed by 12% for 10 seconds.

Stacked 3 Times: Deals 135% of the weapon's attack power over 10 seconds. Lowers Attack speed by 16% for 10 seconds.


Instant Effect Elements

These elements' effects only work once each time they occur and do not stack, hence the name of their group.


Wind (Piercing)

Wind ignores the enemy's defense and deals 40% more damage from the weapon's attack power. This also applies when an enemy is knocked down. When an attack activates Wind, the knockdown value for that attack becomes 0. Increasing the enchantment level raises the chance of effect. This is not stacked very much on most of the servers, although there are people who heavily stack against this due to player preference. This enchantment works well on characters with high damage multipliers like Lord Knights, Infinity Swords, Rena, and Raven. Combined with a high critical hit ratio, the raw power of Wind is a force to be reckoned with.

Piercing (Lv1) 6% Chance of Effect

Master Piercing (Lv2) 12% Chance of Effect

Triple Master Piercing (Lv3) 15% Chance of Effect


Light (Petrifying)

Light petrifies enemies, stopping them mid animation leaving them open to attacks for a short period of time. Increasing its level of enchantment raises its chance of effect, and the amount of time enemies are petrified. In dungeons, Shock's effect will reset monsters' hit counter after it wears off, allowing for longer combos before knocking them down. Being petrified is similar to having Super Armor. Light works especially well with high one-hit attackers or fast multi-hit attackers such as like Blade Masters, Elemental Masters, and Code Nemeses. Also works well for Lord Knights. However, victims of petrification gain a 10% defense boost for the duration. (Both Physical and Magical Defense apply). This element can be disruptive and can cause early knockdowns in PvP due to resistance against it. Unfortunately, it does not take a high amount of light resistance to cause this defect.


Shock (Lv1) 5% Chance of Effect, petrifies enemies for 2 seconds. Petrified enemies gain 10% defense.

Master Shock (Lv2) 8% Chance of Effect, petrifies enemies for 2.5 seconds. Petrified enemies gain 10% defense.

Triple Master Shock (Lv3) 10% Chance of Effect, petrifies enemies for 3 seconds. Petrified enemies gain 10% defense.


Dark (Plagued)

Dark drains a certain amount of HP and MP from enemies. Increasing its level of enchantment raises its chance of effect and the amount of HP and MP it drains. Dark works well with all characters, but works especially well with characters that have multiple-hit moves (Blade Master, Infinity Sword etc.) or have long-ranged attacks that hit multiple enemies (moves such as Armageddon Blade, passives such as Enhanced Bowstring (except in KR) and Vibration Shot, etc.).

Usually, resistance against this element is not invested by players for PvE, however it is still a very common thing to stack up against it for PvP. Gaining the exact Snatch amount (x HP, 30 MP in Triple Master Snatch intensity) is nearly impossible since most players and monsters have resistance towards all elements, although gaining even a small amount of its maximum value might make a huge difference for both PvP and PvE. It is often considered to be the best and most useful element for most cases for all characters, and therefore tends to be more expensive in the Free Market than all the other stones.


Snatch (Lv1) 5% Chance of Effect, drains 20% of the weapon's attack power as HP and 10 MP.

Master Snatch (Lv2) 8% Chance of Effect, drains 40% of the weapon's attack power as HP and 20 MP.

Triple Master Snatch (Lv3) 10% Chance of Effect, drains 60% of the weapon's attack power as HP and 30 MP.


Dual Element Stones

Ingame description

Rare Element Stones that give various types of double enchantment on weapons per use. These are obtainable from events and potentially Ice Burners.
To use them, right click on them, then select the weapon. All existing attributes will be wiped and replaced with that of the element stone. Dual Element Stones are untradable.

IMPORTANT: These take TWO elemental slots, NOT just one, so there are no special advantages in using these rather than regular elemental stones.

Image Name Enchantment
File:DoubleFireES.png Refined El Shard (Burning Master) Gives a weapon Double "Burning" effect enchantment.
File:DoubleIceES.png Refined El Shard (Freezing Master) Gives a weapon Double "Freezing" effect enchantment.
File:DoublePoisonES.png Refined El Shard (Poison Master) Gives a weapon Double "Poisoning" effect enchantment.
File:DoubleWindES.png Refined El Shard (Piercing Master) Gives a weapon Double "Piercing" effect enchantment.
File:DoubleLightES.png Refined El Shard (Petrifying Master) Gives a weapon Double "Petrifying" effect enchantment.
File:DoubleDarkES.png Refined El Shard (Plague Master) Gives a weapon Double "Plagued" effect enchantment.
File:DoubleWindFireES.png Refined El Shard (Burning Piercing) Gives a weapon "Piercing" and "Burning" effect enchantment.
File:DoubleLightFireES.png Refined El Shard (Burning Petrifying) Gives a weapon "Petrifying" and "Burning" effect enchantment.
File:DoubleDarkFireES.png Refined El Shard (Burning Plague) Gives a weapon "Plagued" and "Burning" effect enchantment.
File:DoubleWindIceES.png Refined El Shard (Freezing Piercing) Gives a weapon "Piercing" and "Freezing" effect enchantment.
File:DoubleLightIceES.png Refined El Shard (Freezing Petrifying) Gives a weapon "Petrifying" and "Freezing" effect enchantment.
File:DoubleDarkIceES.png Refined El Shard (Freezing Plague) Gives a weapon "Plagued" and "Freezing" effect enchantment.
File:DoubleWindPoisonES.png Refined El Shard (Poison Piercing) Gives a weapon "Piercing" and "Poisoning" effect enchantment.
File:DoubleLightPoisonES.png Refined El Shard (Poison Petrifying) Gives a weapon "Petrifying" and "Poisoning" effect enchantment.
File:DoubleDarkPoisonES.png Refined El Shard (Poison Plague) Gives a weapon "Plagued" and "Poisoning" effect enchantment.


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