Attributing Equipment: Difference between revisions

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== Enchantment Overview ==
== Enchantment Overview ==
There are several enchantments, enchantments have two ways of doing it, either a full blown one element or a mix of two elements.
[[Image:Elstone Refiner.JPG|right]]


[[Image:Aww.jpg]]
Elsword, just like any other good MMORPG out there, has a unique elemental enchanting system. In Elsword, element stones are known as Elstones, and there are seven types of them: Fire, Ice, Poison, Wind, Light, Dark, and Random. Random Elstones drop, oddly enough, randomly from dungeons. You can either enchant your equipment with random Elstones, or refine them with an item bought at the alchemist, shown on the right. Enchanting armour adds resistance of that elemental type, while enchanting weapons allows you to utilize its effects. It is possible to hybrid certain elements, which will be explained later on. Second class equipment have one more element slot than first class equipment, allowing for Triple Elemental Mastery for weapons! The only other exceptions that allow Triple Mastery are special uniques, like the Alterasian weapons or Henrir set gear.




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== How to alchemize ==
== How to Enchant ==
To alchemize, all you ned to do is go to the alchemist, I believe it's the 2nd button, unless you have quests, then it's probably the 3rd.
[[Image:How To Enchant.JPG|right]]


You gain ingredients through breaking all the unneeded equipment, alchemy stuff is usually the way to get good equipment until after 40.
1) Go to any town alchemist and select "Enchant".


== How to enchant ==
2) Select the armour or weapon you wish to enchant.
The number of elemental stones you need depend on level of the weapon. Armor enchanting is rather low in comparison towards the weapon,


If the weapon is level 40, you'd need 20 stones.
3) Select the element you wish to enchant with.


2nd enchantment would be the original cost(which is 20 in this example)*3+3.
The number of Elstones required depend on the level of the equipment. Armour enchanting is rather low in comparison with weapons.


I'll explain enchantments here:
The first enchantment on a weapon requires as many Elstones as half the weapon's level.
The second enchantment on a weapon requires as many Elstones as 1.5 times the weapon's level.
The third enchantment on a weapon requires as many Elstones as 3 times the weapon's level.
Weapons of unique rarity add 2 levels to the formula.


== What does each element do ==
For example if you were to enchant a Lv40 weapon with Fire for the first time, you would require 20 Fire Elstones. If it was a unique Lv40 it would require 21 Elstones instead. For a second Enchantment, you would require 60 more Elstones.


Some elements don't combine, such as shadow and lightning/wind.


I'll list enchantments by the degree of usefulness in my opinion.


== Shadow ==
Shadow steals HP and MP from enemies, it has been nerfed because of some classes with too much multihitting, the amount stolen depends on which attack you used, as two strike attacks will steal much less, but most likely, steals twice. I believe the level of the weapon also matters.


== Lightning/Wind(the name varies between people) ==
== Element Abilities ==
Lightning/Wind deals 30% more damage when activated, it also nulls enemies' defense for that one activation, this also means it does full damage if the enemy is knocked down.


== Poison and Ice ==
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 Ice and Poison is impossible.
Poison and Ice both slow down the enemy. Ice is just for slowing down, it's also only usefil in pvp. Posion does some damage every moment, not that much though


== Fire ==
Fire does a set amount of damage per moment, but much higher than poison, it's pretty useful when you're against def mobs, or super armor mobs.


Petrification, I never found that useful unless


== Petrification ==
 
I never found this useful, well in theory, it's really useful, such as if you petrify Barud when he's going to use laser, or when Mutated elsword is going to use Arme Blade, but that's just wishful thinking.
=== Stacking Effect Elements ===
 
These elements' effects can be stacked up to three times each, hence the name of their group.
 
 
==== Fire ====
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, most players enchant their armour with Fire for resistance against it. Fire works especially well with fast attacking characters and high base attack power, like Elsword and Dark Magicians.
 
Fire (Lv1)5% Chance of Effect
Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds.
Stacked 2 Times: Deals ??% of the weapon's attack power over 10 seconds.
Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds.
 
Master Fire (Lv2)8% Chance of Effect
Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds.
Stacked 2 Times: Deals ??% of the weapon's attack power over 10 seconds.
Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds.
 
Triple Master Fire (Lv3)10% Chance of Effect
Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds.
Stacked 2 Times: Deals ??% of the weapon's attack power over 10 seconds.
Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds.
 
 
==== Ice ====
Ice 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. Ice makes it impossible for opponents to escape in PvP, making cutting through the heaviest of armours like paper possible. Ice works especially well with characters that require trapping, like Sniping Rangers and High Magicians.
 
Ice (Lv1)6% Chance of Effect
Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 10 seconds.
Stacked 2 Times: Lowers movement speed by 60%, and lowers defense by 66% for 10 seconds.
Stacked 3 Times: Lowers movement speed by 80%, and lowers defense by 99% for 10 seconds.
 
Master Ice (Lv2)12% Chance of Effect
Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 13 seconds.
Stacked 2 Times: Lowers movement speed by 60%, and lowers defense by 66% for 13 seconds.
Stacked 3 Times: Lowers movement speed by 80%, and lowers defense by 99% for 13 seconds.
 
Triple Master Ice (Lv3)15% Chance of Effect
Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 17 seconds.
Stacked 2 Times: Lowers movement speed by 60%, and lowers defense by 66% for 17 seconds.
Stacked 3 Times: Lowers movement speed by 80%, and lowers defense by 99% for 17 seconds.
 
 
==== Poison ====
Poison slightly decreases movement 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, its hybrid with Ice makes it a good compromise for PvP. Unlike Fire, not all players have high resistance against Poison. Poison works especially well with fast attacking characters with high base attack power, like Elsword and Dark Magicians.
 
Poison (Lv1)5% Chance of Effect
Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 30% for 10 seconds.
Stacked 2 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 45% for 10 seconds.
Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 60% for 10 seconds.
 
Master Poison (Lv2)8% Chance of Effect
Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 30% for 10 seconds.
Stacked 2 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 45% for 10 seconds.
Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 60% for 10 seconds.
 
Triple Master Poison (Lv3)10% Chance of Effect
Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 30% for 10 seconds.
Stacked 2 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 45% for 10 seconds.
Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 60% for 10 seconds.
 
 
 
 
=== Instant Effect Elements ===
 
These elements' effects only work once each time they occur, hence the name of their group.
 
 
==== Wind ====
Wind deals ignores the enemy's defense, and deals 30% more damage. This also applies when an enemy is knocked down. Increasing its enchantment level highly raises its chance of effect. Wind works well on characters with high damage multipliers, like Elsword, Rena, and Raven.
 
Wind (Lv1) 6% Chance of Effect
Master Wind (Lv1) 12% Chance of Effect
Triple Master Wind (Lv1) 15% Chance of Effect
 
 
==== Light ====
Light petrifies enemies, making them vulnerable 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 dungeon, Light'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 Armour. When a critical hit or another elemental effect occurs, it will repeat until the effect wears off. Light works especially well with high one-hit attackers like Sniping Rangers, High Magicians, and Code Exotics.
 
Light (Lv1) 5% Chance of Effect, petrifies enemies for 2 seconds.
Master Light (Lv2) 8% Chance of Effect, petrifies enemies for 3 seconds.
Triple Master Light (Lv3) 10% Chance of Effect, petrifies enemies for 4 seconds.
 
 
==== Dark ====
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 especially well with characters that have multiple hit moves, like Magic Knights, Dark Magicians, and Code Architectures. Dark is also very useful for Sword Takers, as they need to maintain over 90% HP to dish out maximum damage.
 
Dark (Lv1) 5% Chance of Effect, drains ??% of HP and 10 MP.
Master Dark (Lv2) 8% Chance of Effect, drains ??% of HP and 20 MP.
Triple Master Dark (Lv3) 10% Chance of Effect, drains ??% of HP and 30 MP.

Revision as of 09:29, 2 February 2010

Enchantment Overview

File:Elstone Refiner.JPG

Elsword, just like any other good MMORPG out there, has a unique elemental enchanting system. In Elsword, element stones are known as Elstones, and there are seven types of them: Fire, Ice, Poison, Wind, Light, Dark, and Random. Random Elstones drop, oddly enough, randomly from dungeons. You can either enchant your equipment with random Elstones, or refine them with an item bought at the alchemist, shown on the right. Enchanting armour adds resistance of that elemental type, while enchanting weapons allows you to utilize its effects. It is possible to hybrid certain elements, which will be explained later on. Second class equipment have one more element slot than first class equipment, allowing for Triple Elemental Mastery for weapons! The only other exceptions that allow Triple Mastery are special uniques, like the Alterasian weapons or Henrir set gear.



How to Enchant

File:How To Enchant.JPG

1) Go to any town alchemist and select "Enchant".

2) Select the armour or weapon you wish to enchant.

3) Select the element you wish to enchant with.

The number of Elstones required depend on the level of the equipment. Armour enchanting is rather low in comparison with weapons.

The first enchantment on a weapon requires as many Elstones as half the weapon's level. The second enchantment on a weapon requires as many Elstones as 1.5 times the weapon's level. The third enchantment on a weapon requires as many Elstones 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, you would require 20 Fire Elstones. If it was a unique Lv40 it would require 21 Elstones instead. For a second Enchantment, you would require 60 more Elstones.



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 Ice and Poison is impossible.



Stacking Effect Elements

These elements' effects can be stacked up to three times each, hence the name of their group.


Fire

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, most players enchant their armour with Fire for resistance against it. Fire works especially well with fast attacking characters and high base attack power, like Elsword and Dark Magicians.

Fire (Lv1)5% Chance of Effect Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds. Stacked 2 Times: Deals ??% of the weapon's attack power over 10 seconds. Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds.

Master Fire (Lv2)8% Chance of Effect Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds. Stacked 2 Times: Deals ??% of the weapon's attack power over 10 seconds. Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds.

Triple Master Fire (Lv3)10% Chance of Effect Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds. Stacked 2 Times: Deals ??% of the weapon's attack power over 10 seconds. Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds.


Ice

Ice 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. Ice makes it impossible for opponents to escape in PvP, making cutting through the heaviest of armours like paper possible. Ice works especially well with characters that require trapping, like Sniping Rangers and High Magicians.

Ice (Lv1)6% Chance of Effect Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 10 seconds. Stacked 2 Times: Lowers movement speed by 60%, and lowers defense by 66% for 10 seconds. Stacked 3 Times: Lowers movement speed by 80%, and lowers defense by 99% for 10 seconds.

Master Ice (Lv2)12% Chance of Effect Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 13 seconds. Stacked 2 Times: Lowers movement speed by 60%, and lowers defense by 66% for 13 seconds. Stacked 3 Times: Lowers movement speed by 80%, and lowers defense by 99% for 13 seconds.

Triple Master Ice (Lv3)15% Chance of Effect Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 17 seconds. Stacked 2 Times: Lowers movement speed by 60%, and lowers defense by 66% for 17 seconds. Stacked 3 Times: Lowers movement speed by 80%, and lowers defense by 99% for 17 seconds.


Poison

Poison slightly decreases movement 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, its hybrid with Ice makes it a good compromise for PvP. Unlike Fire, not all players have high resistance against Poison. Poison works especially well with fast attacking characters with high base attack power, like Elsword and Dark Magicians.

Poison (Lv1)5% Chance of Effect Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 30% for 10 seconds. Stacked 2 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 45% for 10 seconds. Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 60% for 10 seconds.

Master Poison (Lv2)8% Chance of Effect Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 30% for 10 seconds. Stacked 2 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 45% for 10 seconds. Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 60% for 10 seconds.

Triple Master Poison (Lv3)10% Chance of Effect Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 30% for 10 seconds. Stacked 2 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 45% for 10 seconds. Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 60% for 10 seconds.



Instant Effect Elements

These elements' effects only work once each time they occur, hence the name of their group.


Wind

Wind deals ignores the enemy's defense, and deals 30% more damage. This also applies when an enemy is knocked down. Increasing its enchantment level highly raises its chance of effect. Wind works well on characters with high damage multipliers, like Elsword, Rena, and Raven.

Wind (Lv1) 6% Chance of Effect Master Wind (Lv1) 12% Chance of Effect Triple Master Wind (Lv1) 15% Chance of Effect


Light

Light petrifies enemies, making them vulnerable 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 dungeon, Light'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 Armour. When a critical hit or another elemental effect occurs, it will repeat until the effect wears off. Light works especially well with high one-hit attackers like Sniping Rangers, High Magicians, and Code Exotics.

Light (Lv1) 5% Chance of Effect, petrifies enemies for 2 seconds. Master Light (Lv2) 8% Chance of Effect, petrifies enemies for 3 seconds. Triple Master Light (Lv3) 10% Chance of Effect, petrifies enemies for 4 seconds.


Dark

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 especially well with characters that have multiple hit moves, like Magic Knights, Dark Magicians, and Code Architectures. Dark is also very useful for Sword Takers, as they need to maintain over 90% HP to dish out maximum damage.

Dark (Lv1) 5% Chance of Effect, drains ??% of HP and 10 MP. Master Dark (Lv2) 8% Chance of Effect, drains ??% of HP and 20 MP. Triple Master Dark (Lv3) 10% Chance of Effect, drains ??% of HP and 30 MP.