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== Enchantment Overview ==
{{Languages|Attributing Equipment}}{{Development}}__FORCETOC__
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 below. 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.
== Attribute Enchantment Overview ==
The Elemental Attributing System allows you to apply powerful attributes to your weapons to make them stronger, as well as add resistances to your armor. Attributing is done by using El Shards, which come in seven types: Fire, Water, Nature, Wind, Light, Dark, and Mystery. In dungeons, certain enemies can also be enchanted with elemental attributes.  


[[Image:Elstone Refiner.JPG]]
Attributing weapons grants the ability to inflict status effects while attributing armor adds resistance to the element type.  


== How to Enchant ==
The amount of possible enchants relies on the weapon's level. Typically it is two, once weapons are level 40+ or 70+, 3 or 4 elements become available.
[[Image:How To Enchant.JPG]]


1) Go to any town alchemist and select "Enchant".
Elemental resistances decreases the chance of receiving the corresponding element's effect as well as reducing its effectiveness. The first armor enchantment grants 75 corresponding resistance, while the second bumps it up to 110, the third bumps it up to 135. The maximum resistance to a certain element is 500, where the element will only have a 20% effect on you.<br>


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


3) Select the element you wish to enchant with.
[[File:Elshardupda.png|1000px]]


The number of Elstones required depend on the level of the equipment. Armour enchanting is rather low in comparison with weapons.
<br>
=== Guide ===
#Go to any town alchemist and select ''Attributes''.
#Select the armor or weapon you wish to enchant.
#Select the element you wish to enchant with.  
<br>


The first enchantment on a weapon requires as many Elstones as half the weapon's level.
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.
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.
When removing enchantments for different attributes, be sure to remove ALL at once if re-attributing to III enchantment. Failing to do so will result in the use of excessive El Shards.


== Element Abilities ==
<br>
=== El Shard Requirements ===
[[File:HQ Shop Item 130047.png|thumb|El Shard (Mystery)]]
To add attributes to equipment, you must have a certain number of El Shards of a particular element in your inventory. El Shards can be found in various methods, such as trading with other players, event rewards, [[Ice Burners]], or identified from Mystery El Shards.


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.
Mystery El Shards can be used to apply a random element to your equipment, or you can refine them into elemental El Shards at random by right-clicking on them for a cost of 2000 ED each. All elements have an equal chance of being identified from a Mystery El Shard.


The number of El Shards required depends on the equipment's level, type, rarity, and number of existing attributes.
{| cellpadding="5" border="1" style="border-collapse: collapse;"
|-
! Attribute !! Weapon !! Armor !! Variable List
|-
|-
! 1st Attribute
| (EL + ER) × 0.5
| (EL + ER) × 0.125
| rowspan=4 |
*''EL'' = Equipment's Level Requirement
*''ER'' = Equipment's Rarity
**{{ItemName|Normal|Normal}} = -4
**{{ItemName|Rare|Rare}} = -2
**{{ItemName|Elite|Elite}} = 0
**{{ItemName|Unique|Unique}} = 2
**{{ItemName|Legend|Legend}} = 4
|-
! 2nd Attribute
| (EL + ER) × 1.5
| (EL + ER) × 0.375
|-
! 3rd Attribute
| (EL + ER) × 3
| (EL + ER) × 0.75
|-
! 4th Attribute
| (EL + ER) × 6
| N/A
<!--
|-
| colspan=4 | During the calculation, the result should be rounded (down/up?) to the nearest whole number.
-->
|}


== 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 attributing equipment, you can only combine one element from each group. For example, you can mix Fire and Light, but mixing Water and Nature is impossible.


=== Stacking Elemental Effects ===
These elements' effects can be stacked up to three times each, hence the name of their group. This is indicated by the number over the debuff icon.


=== Stacking Effect Elements ===
When a weapon is enchanted with a stackable attribute, the weapon will be enveloped in a small cloud of the element's color. When the attribute reaches level III or IV, the weapon outline of your character's commands will change to that same color. This will not affect [[Lu/Ciel|Lu]], [[Rose]], [[Ain]], or [[Laby]]. For Rena, [[Rena#Arrows_Graphical_Effects|the color of her arrows will change]] instead of her weapon outline.
 
<br>
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.
==== [[File:Fire Icon.png]] Fire (Burning) ====
[[File:FireELSTONE.png|thumb|El Shard (Fire)]]
Fire drastically deals damage and MP burn over time. 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 Commander]]s, and [[Void Princess]]es. It is possible for the burn to kill enemies.  
<br>


{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Fire}}"
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's average attack power) !! rowspan=2 | MP Burn Per Second !! rowspan=2 | Duration
|- style="background:{{ColorSel|Element|Fire}}"
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
|-
| Burning I || 5% || 15% || 25% || 35% || 60% || 90% || 120% || -3 MP || rowspan=4 | 5 Seconds
|-
| Burning II || 8% || 24% || 40% || 56% || 120% || 180% || 240% || -4 MP
|-
| Burning III || 10% || 30% || 50% || 70% || 180% || 240% || 360% || -5 MP
|-
| Burning IV || 12% || 36% || 60% || 84% || 240% || 360% || 480% || -6 MP
|}


Master Ice (Lv2) 12% Chance of Effect
===== Updates =====
*11/03/2016 KR
**MP Burn effect added.
**Duration decreased.
**Damage increased.
**Based on weapon's attack power.
**Activation Chance Increase when stacking effect added.
*12/01/2016 KR
**Based on the weapon attack as if it was +0 in Free Channel.
*08/24/2017 (KR) / 09/13/2017 (NA)
**Damage decreased.
<br>


Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 13 seconds.
==== [[File:Water Icon.png]] Water (Freezing) ====
[[File:IceELSTONE.png|thumb|El Shard (Water)]]
Water drastically decreases Attack Speed and lowers the enemy's defense stats. This will also reduce the knockback distance that enemies will travel. Increasing its enchantment level highly will raise its chance of effect. Water makes it a good compromise for PvP. Water works especially well with characters that utilize trapping, such as [[Grand Archer]]s, [[Night Watcher]]s, and [[Elemental Master]]s. It is also particularly useful for dungeons where enemies have high defenses.
<br>


Stacked 2 Times: Lowers movement speed by 60%, and lowers defense by 66% for 13 seconds.
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Water}}"
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Attack Speed Reduction !! colspan=3 | Defense Reduction !! rowspan=2 | Duration
|- style="background:{{ColorSel|Element|Water}}"
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
|-
| Freezing I || 6% || 12% || 18% || 24% || rowspan=4 | 20% || rowspan=4 | 30% || rowspan=4 | 40% || rowspan=4 | 10% || rowspan=4 | 20% || rowspan=4 | 30% || rowspan=4 | 10 Seconds
|-
| Freezing II || 12% || 24% || 36% || 48%
|-
| Freezing III || 15% || 30% || 45% || 60%
|-
| Freezing IV || 18% || 36% || 54% || 72%
|}


Stacked 3 Times: Lowers movement speed by 80%, and lowers defense by 99% for 13 seconds.
*Defense Reduction is not affected by Water Resistance.


===== Updates =====
*11/03/2016 KR
**Changed from Movement Speed Decrease to Attack Speed Decrease.
**Activation Chance Increase when stacking effect added.
*12/01/2016 KR
**Fixed issue where Defense Reduction amount is not affected by Water Resistant.
**Defense Reduction decreased.
*04/27/2017 KR
**Duration fixed at 10 seconds.
**Defense Reduction decreased.
<br>


Triple Master Ice (Lv3) 15% Chance of Effect
==== [[File:Nature Icon.png]] Nature (Poisoning) ====
 
[[File:PoisonELSTONE.png|thumb|El Shard (Nature)]]
Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 17 seconds.
Nature slightly decreases Movement/Jump Speed and deals slight damage over time. Increasing its enchantment level raises its chance of effect and the potency of damage it deals. Although not as strong as Fire, Nature makes it very difficult for opponents to run away in PvP. People tend to stack up against this the most because of this movement crippling effect. Nature works especially well with fast attacking characters with high base attack power or characters that can lock combos, such as [[Lord Knight]]s and [[Wind Sneaker]]s. [[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.
 
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.


Additionally, Nature Resistance will also increase the player's resistance towards Slow.
<br>


{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Nature}}"
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's average attack power) !! colspan=3 | Movement Speed Reduction !! rowspan=2 | Duration
|- style="background:{{ColorSel|Element|Nature}}"
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
|-
| Poisoning I || 5% || 10% || 15% || 20% || 30% || 45% || 60% || rowspan=4 | 20% || rowspan=4 | 30% || rowspan=4 | 40% || rowspan=4 | 15 Seconds
|-
| Poisoning II || 8% || 16% || 24% || 32% || 60% || 90% || 120%
|-
| Poisoning III || 10% || 20% || 30% || 40% || 90% || 135% || 180%
|-
| Poisoning IV || 12% || 24% || 36% || 48% || 120% || 180% || 240%
|}


===== Updates =====
*06/30/2016 KR
**Nature Resistance will also increase player's resistance towards Slow.
*11/03/2016 KR
**Changed from Attack Speed Decrease to Movement/Jump Speed Decrease.
**Duration increased. Damage increased.
**Based on weapon's attack power.
**Activation Chance Increase when stacking effect added.
*12/01/2016 KR
**Based on the weapon attack as if it was +0 in Free Channel.
*04/27/2017 KR
**Jump Speed Reduction removed.
**Movement Speed Reduction decreased.
*08/24/2017 (KR) / 09/13/2017 (NA)
**Damage decreased.
<br>


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


These elements' effects only work once each time they occur, hence the name of their group.
When a weapon is enchanted with an attribute with an instant effect, a light will appear on your character's hand. As the level of enchantment increases, the light will increase in size until it forms an orb.  
 
<br>
 


==== Wind ====
==== [[File:Wind Icon.png]] Wind (Piercing) ====
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.
[[File:WindELSTONE.png|thumb|El Shard (Wind)]]
Wind ignores the enemy's defense and guard and adds 40% more damage from the weapon's attack power. When an attack activates Wind, the attack reduces [[Knockdown|knockdown]] by -10 (will take the lower value if the attack reduces [[Knockdown|knockdown]] as well). 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 Knight]]s, [[Rena]], and [[Raven]] as well as multi-hitter specialists like [[Infinity Sword]]s, [[Code: Nemesis]], and [[Crimson Avenger]]. Combined with a high critical hit ratio, the raw power of Wind is a force to be reckoned with.


Additionally, Wind Resistance will also increase the player's resistance towards [[Status Effects/Bleed|Bleed]].
<br>


Wind (Lv1) 6% Chance of Effect
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Wind}}"
! Level !! Activation Chance !! Damage<br>(Based on weapon's average attack power)
|-
| Piercing I || 6% || rowspan=4 | 40%
|-
| Piercing II || 12%
|-
| Piercing III || 15%
|-
| Piercing IV || 18%
|}


Master Wind (Lv1) 12% Chance of Effect
===== Updates =====
*04/21/2016 KR
**Wind Resistance will also increase player's resistance towards Bleed.
*11/03/2016 KR
**Based on weapon's attack power.
**Fixed issue where damage becomes 2x.
*12/01/2016 KR
**Based on the weapon attack as if it was +0 in Free Channel.
<br>


Triple Master Wind (Lv1) 15% Chance of Effect
==== [[File:Light Icon.png]] Light (Petrifying) ====
[[File:LightELSTONE.png|thumb|El Shard (Light)]]
Light petrifies enemies, stopping them mid-animation and leaving them open to attacks for a short period of time. Increasing its level of enchantment raises its chance of effect and the petrification duration. In dungeons, Petrifying'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 strong one-hit attackers or fast multi-hit attackers such as like [[Blade Master|Blade Masters]], [[Elemental Master|Elemental Masters]], and [[Add]]. However, this element can be disruptive and can cause early knockdowns in PvP due to bad timing, lag, or resistance. Unfortunately, it does not take a high amount of light resistance to cause this effect. Light Element has most use in dungeons, where it can completely stop an enemy or boss from moving.


Additionally, Light Resistance will also increase the player's resistance towards [[Status Effects/Faint|Stun]] and Blind from [[Photon Flare]].
<br>


{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Light}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! rowspan=2 | [[Status Effects|Petrified]] Duration !! colspan=2 | [[Status Effects|Stiff Body]]
|- style="background:{{ColorSel|Element|Light}}"
! Attack Decrease !! Duration
|-
| Petrifying I || 5% || 3 Seconds || rowspan=4 | 30% || rowspan=4 | 10 Seconds
|-
| Petrifying II || 8% || 3.5 Seconds
|-
| Petrifying III || 10% || 4 Seconds
|-
| Petrifying IV || 12% || 4.5 Seconds
|}


==== Light ====
===== Updates =====
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.
*??/??/201? KR
**Defense Increase effect removed.
*06/30/2016 KR
**Light Resistance will also increase player's resistance towards Stun.
*11/03/2016 KR
**Attack Decrease when [[Status Effects|Petrifying]] is ended effect added.
**Duration increased.
*12/15/2016 KR
**Fixed issue where Attack Decrease not work for monsters.
<br>


==== [[File:Dark Icon.png]] Dark (Plagued) ====
[[File:DarkELSTONE.png|thumb|El Shard (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 well with all characters but works especially well with characters that have multiple-hit moves, such as [[Blade Master]], [[Infinity Sword]], and [[Optimus]], or have long-ranged attacks that hit multiple enemies, such as [[Armageddon Blade]] or passives such as [[Vibe Shot]].


Light (Lv1) 5% Chance of Effect, petrifies enemies for 2 seconds.
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. Draining the exact amount of HP/MP 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.


Master Light (Lv2) 8% Chance of Effect, petrifies enemies for 3 seconds.
Additionally, Dark Resistance will also increase the player's resistance towards Senile and Curse.
<br>


Triple Master Light (Lv3) 10% Chance of Effect, petrifies enemies for 4 seconds.
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Dark}}"
! Level !! Activation Chance !! HP Drain<br>(Based on weapon's base average attack power) !! MP Drain
|-
| Plagued I || 5% || 40% || 4 MP
|-
| Plagued II || 8% || 80% || 6 MP
|-
| Plagued III || 10% || 120% || 8 MP
|-
| Plagued IV || 12% || 160% || 10 MP
|}


===== Updates =====
*11/03/2016 KR
**MP Drain decreased.
*04/27/2017 KR
**MP Drain decreased.
<br>


==Refined El Shards==
[[File:Refined_Freeze_Pierce.jpg|500px|thumb|right||Ingame description]]
Refined El Shards are special El Shards that can automatically enchant two attributes when used. Refined El Shards can only be used on weapons and will remove any pre-existing attributes that the weapon has before applying its effects.


==== Dark ====
These items are obtainable from events and are not tradable between players.
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.
{| width="100%" cellspacing="0" cellpadding="5" border="1" style="border-collapse: collapse;"
|-
! width="1"|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.
|}
<br>


==  Gallery ==
<gallery widths=150px heights=150px>
File:FireElement.png|A weapon with Burning IV
File:WaterElement.png|A weapon with Freezing IV
File:NatureElement.png|A weapon with Poisoning IV
File:WindElement.png|A weapon with Piercing IV
File:LightElement.png|A weapon with Petrifying IV
File:DarkElement.png|A weapon with Plagued IV
File:Ara's visual freezing.png|Ara's level 3 Freezing commands visual effect
File:Add's visual freezing.png|Add's level 3 Freezing commands visual effect
File:Elesis's visual freezing.png|Elesis's level 3 Freezing commands visual effect
</gallery>
<br>


Dark (Lv1) 5% Chance of Effect, drains ??% of HP and 10 MP.
== Tips and Details ==
*Poison resistance can be useful for a dungeon like [[Transporting Tunnel: Contaminated Area]], in which case the player will be able to avoid the auto-poisoning from the time limit running out.
*Fire resistance can be useful for dungeons like [[Dragon Nest: Abyss]], that have a lot of fire-based obstacles and attacks.
<br>


Master Dark (Lv2) 8% Chance of Effect, drains ??% of HP and 20 MP.
== General Updates ==
*??/??/20?? KR
**3 elements become available for weapons, 2 elements become available for armors.
*11/03/2016 KR
**4 elements become available for weapons, 3 elements become available for armors.
**The estimated probability of yielding a certain el shard from solving an el shard (mystery) changed to be same.
*08/24/2017 (KR) / 09/13/2017 (NA)
**Elemental Resistance effectiveness decreased. All resistance is 20% less effective.
<br>


Triple Master Dark (Lv3) 10% Chance of Effect, drains ??% of HP and 30 MP.
{{Guides}}

Revision as of 21:13, 14 May 2019

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Attribute Enchantment Overview

The Elemental Attributing System allows you to apply powerful attributes to your weapons to make them stronger, as well as add resistances to your armor. Attributing is done by using El Shards, which come in seven types: Fire, Water, Nature, Wind, Light, Dark, and Mystery. In dungeons, certain enemies can also be enchanted with elemental attributes.

Attributing weapons grants the ability to inflict status effects while attributing armor adds resistance to the element type.

The amount of possible enchants relies on the weapon's level. Typically it is two, once weapons are level 40+ or 70+, 3 or 4 elements become available.

Elemental resistances decreases the chance of receiving the corresponding element's effect as well as reducing its effectiveness. The first armor enchantment grants 75 corresponding resistance, while the second bumps it up to 110, the third bumps it up to 135. The maximum resistance to a certain element is 500, where the element will only have a 20% effect on you.

How to Attribute


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.


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.

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


El Shard Requirements

El Shard (Mystery)

To add attributes to equipment, you must have a certain number of El Shards of a particular element in your inventory. El Shards can be found in various methods, such as trading with other players, event rewards, Ice Burners, or identified from Mystery El Shards.

Mystery El Shards can be used to apply a random element to your equipment, or you can refine them into elemental El Shards at random by right-clicking on them for a cost of 2000 ED each. All elements have an equal chance of being identified from a Mystery El Shard.

The number of El Shards required depends on the equipment's level, type, rarity, and number of existing attributes.

Attribute Weapon Armor Variable List
1st Attribute (EL + ER) × 0.5 (EL + ER) × 0.125
  • EL = Equipment's Level Requirement
  • ER = Equipment's Rarity
    • Normal = -4
    • Rare = -2
    • Elite = 0
    • Unique = 2
    • Legend = 4
2nd Attribute (EL + ER) × 1.5 (EL + ER) × 0.375
3rd Attribute (EL + ER) × 3 (EL + ER) × 0.75
4th Attribute (EL + ER) × 6 N/A

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 attributing equipment, you can only combine one element from each group. For example, you can mix Fire and Light, but mixing Water and Nature is impossible.

Stacking Elemental Effects

These elements' effects can be stacked up to three times each, hence the name of their group. This is indicated by the number over the debuff icon.

When a weapon is enchanted with a stackable attribute, the weapon will be enveloped in a small cloud of the element's color. When the attribute reaches level III or IV, the weapon outline of your character's commands will change to that same color. This will not affect Lu, Rose, Ain, or Laby. For Rena, the color of her arrows will change instead of her weapon outline.

Fire (Burning)

El Shard (Fire)

Fire drastically deals damage and MP burn over time. 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. It is possible for the burn to kill enemies.

Level Activation Chance Damage
(Based on weapon's average attack power)
MP Burn Per Second Duration
Base 1 Stack 2 Stacks 3 Stacks 1 Stack 2 Stacks 3 Stacks
Burning I 5% 15% 25% 35% 60% 90% 120% -3 MP 5 Seconds
Burning II 8% 24% 40% 56% 120% 180% 240% -4 MP
Burning III 10% 30% 50% 70% 180% 240% 360% -5 MP
Burning IV 12% 36% 60% 84% 240% 360% 480% -6 MP
Updates
  • 11/03/2016 KR
    • MP Burn effect added.
    • Duration decreased.
    • Damage increased.
    • Based on weapon's attack power.
    • Activation Chance Increase when stacking effect added.
  • 12/01/2016 KR
    • Based on the weapon attack as if it was +0 in Free Channel.
  • 08/24/2017 (KR) / 09/13/2017 (NA)
    • Damage decreased.


Water (Freezing)

El Shard (Water)

Water drastically decreases Attack Speed and lowers the enemy's defense stats. This will also reduce the knockback distance that enemies will travel. Increasing its enchantment level highly will raise its chance of effect. Water makes it a good compromise for PvP. Water works especially well with characters that utilize trapping, such as Grand Archers, Night Watchers, and Elemental Masters. It is also particularly useful for dungeons where enemies have high defenses.

Level Activation Chance Attack Speed Reduction Defense Reduction Duration
Base 1 Stack 2 Stacks 3 Stacks 1 Stack 2 Stacks 3 Stacks 1 Stack 2 Stacks 3 Stacks
Freezing I 6% 12% 18% 24% 20% 30% 40% 10% 20% 30% 10 Seconds
Freezing II 12% 24% 36% 48%
Freezing III 15% 30% 45% 60%
Freezing IV 18% 36% 54% 72%
  • Defense Reduction is not affected by Water Resistance.
Updates
  • 11/03/2016 KR
    • Changed from Movement Speed Decrease to Attack Speed Decrease.
    • Activation Chance Increase when stacking effect added.
  • 12/01/2016 KR
    • Fixed issue where Defense Reduction amount is not affected by Water Resistant.
    • Defense Reduction decreased.
  • 04/27/2017 KR
    • Duration fixed at 10 seconds.
    • Defense Reduction decreased.


Nature (Poisoning)

El Shard (Nature)

Nature slightly decreases Movement/Jump Speed and deals slight damage over time. Increasing its enchantment level raises its chance of effect and the potency of damage it deals. Although not as strong as Fire, Nature makes it very difficult for opponents to run away in PvP. People tend to stack up against this the most because of this movement crippling effect. 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.

Additionally, Nature Resistance will also increase the player's resistance towards Slow.

Level Activation Chance Damage
(Based on weapon's average attack power)
Movement Speed Reduction Duration
Base 1 Stack 2 Stacks 3 Stacks 1 Stack 2 Stacks 3 Stacks 1 Stack 2 Stacks 3 Stacks
Poisoning I 5% 10% 15% 20% 30% 45% 60% 20% 30% 40% 15 Seconds
Poisoning II 8% 16% 24% 32% 60% 90% 120%
Poisoning III 10% 20% 30% 40% 90% 135% 180%
Poisoning IV 12% 24% 36% 48% 120% 180% 240%
Updates
  • 06/30/2016 KR
    • Nature Resistance will also increase player's resistance towards Slow.
  • 11/03/2016 KR
    • Changed from Attack Speed Decrease to Movement/Jump Speed Decrease.
    • Duration increased. Damage increased.
    • Based on weapon's attack power.
    • Activation Chance Increase when stacking effect added.
  • 12/01/2016 KR
    • Based on the weapon attack as if it was +0 in Free Channel.
  • 04/27/2017 KR
    • Jump Speed Reduction removed.
    • Movement Speed Reduction decreased.
  • 08/24/2017 (KR) / 09/13/2017 (NA)
    • Damage decreased.


Instant Effect Elements

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

When a weapon is enchanted with an attribute with an instant effect, a light will appear on your character's hand. As the level of enchantment increases, the light will increase in size until it forms an orb.

Wind (Piercing)

El Shard (Wind)

Wind ignores the enemy's defense and guard and adds 40% more damage from the weapon's attack power. When an attack activates Wind, the attack reduces knockdown by -10 (will take the lower value if the attack reduces knockdown as well). 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, Rena, and Raven as well as multi-hitter specialists like Infinity Swords, Code: Nemesis, and Crimson Avenger. Combined with a high critical hit ratio, the raw power of Wind is a force to be reckoned with.

Additionally, Wind Resistance will also increase the player's resistance towards Bleed.

Level Activation Chance Damage
(Based on weapon's average attack power)
Piercing I 6% 40%
Piercing II 12%
Piercing III 15%
Piercing IV 18%
Updates
  • 04/21/2016 KR
    • Wind Resistance will also increase player's resistance towards Bleed.
  • 11/03/2016 KR
    • Based on weapon's attack power.
    • Fixed issue where damage becomes 2x.
  • 12/01/2016 KR
    • Based on the weapon attack as if it was +0 in Free Channel.


Light (Petrifying)

El Shard (Light)

Light petrifies enemies, stopping them mid-animation and leaving them open to attacks for a short period of time. Increasing its level of enchantment raises its chance of effect and the petrification duration. In dungeons, Petrifying'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 strong one-hit attackers or fast multi-hit attackers such as like Blade Masters, Elemental Masters, and Add. However, this element can be disruptive and can cause early knockdowns in PvP due to bad timing, lag, or resistance. Unfortunately, it does not take a high amount of light resistance to cause this effect. Light Element has most use in dungeons, where it can completely stop an enemy or boss from moving.

Additionally, Light Resistance will also increase the player's resistance towards Stun and Blind from Photon Flare.

Level Activation Chance Petrified Duration Stiff Body
Attack Decrease Duration
Petrifying I 5% 3 Seconds 30% 10 Seconds
Petrifying II 8% 3.5 Seconds
Petrifying III 10% 4 Seconds
Petrifying IV 12% 4.5 Seconds
Updates
  • ??/??/201? KR
    • Defense Increase effect removed.
  • 06/30/2016 KR
    • Light Resistance will also increase player's resistance towards Stun.
  • 11/03/2016 KR
    • Attack Decrease when Petrifying is ended effect added.
    • Duration increased.
  • 12/15/2016 KR
    • Fixed issue where Attack Decrease not work for monsters.


Dark (Plagued)

El Shard (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 well with all characters but works especially well with characters that have multiple-hit moves, such as Blade Master, Infinity Sword, and Optimus, or have long-ranged attacks that hit multiple enemies, such as Armageddon Blade or passives such as Vibe Shot.

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. Draining the exact amount of HP/MP 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.

Additionally, Dark Resistance will also increase the player's resistance towards Senile and Curse.

Level Activation Chance HP Drain
(Based on weapon's base average attack power)
MP Drain
Plagued I 5% 40% 4 MP
Plagued II 8% 80% 6 MP
Plagued III 10% 120% 8 MP
Plagued IV 12% 160% 10 MP
Updates
  • 11/03/2016 KR
    • MP Drain decreased.
  • 04/27/2017 KR
    • MP Drain decreased.


Refined El Shards

Ingame description

Refined El Shards are special El Shards that can automatically enchant two attributes when used. Refined El Shards can only be used on weapons and will remove any pre-existing attributes that the weapon has before applying its effects.

These items are obtainable from events and are not tradable between players.

Image Name Enchantment
Refined El Shard (Burning Master) Gives a weapon Double "Burning" effect enchantment.
Refined El Shard (Freezing Master) Gives a weapon Double "Freezing" effect enchantment.
Refined El Shard (Poison Master) Gives a weapon Double "Poisoning" effect enchantment.
Refined El Shard (Piercing Master) Gives a weapon Double "Piercing" effect enchantment.
Refined El Shard (Petrifying Master) Gives a weapon Double "Petrifying" effect enchantment.
Refined El Shard (Plague Master) Gives a weapon Double "Plagued" effect enchantment.
Refined El Shard (Burning Piercing) Gives a weapon "Piercing" and "Burning" effect enchantment.
Refined El Shard (Burning Petrifying) Gives a weapon "Petrifying" and "Burning" effect enchantment.
Refined El Shard (Burning Plague) Gives a weapon "Plagued" and "Burning" effect enchantment.
Refined El Shard (Freezing Piercing) Gives a weapon "Piercing" and "Freezing" effect enchantment.
Refined El Shard (Freezing Petrifying) Gives a weapon "Petrifying" and "Freezing" effect enchantment.
Refined El Shard (Freezing Plague) Gives a weapon "Plagued" and "Freezing" effect enchantment.
Refined El Shard (Poison Piercing) Gives a weapon "Piercing" and "Poisoning" effect enchantment.
Refined El Shard (Poison Petrifying) Gives a weapon "Petrifying" and "Poisoning" effect enchantment.
Refined El Shard (Poison Plague) Gives a weapon "Plagued" and "Poisoning" effect enchantment.


Gallery


Tips and Details

  • Poison resistance can be useful for a dungeon like Transporting Tunnel: Contaminated Area, in which case the player will be able to avoid the auto-poisoning from the time limit running out.
  • Fire resistance can be useful for dungeons like Dragon Nest: Abyss, that have a lot of fire-based obstacles and attacks.


General Updates

  • ??/??/20?? KR
    • 3 elements become available for weapons, 2 elements become available for armors.
  • 11/03/2016 KR
    • 4 elements become available for weapons, 3 elements become available for armors.
    • The estimated probability of yielding a certain el shard from solving an el shard (mystery) changed to be same.
  • 08/24/2017 (KR) / 09/13/2017 (NA)
    • Elemental Resistance effectiveness decreased. All resistance is 20% less effective.


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