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{{Languages|Elements}}
== Información General ==
== Información General ==
Elsword, como muchos otros MMOs, tiene un sistema de hechizar objetos único. En Elsword, las piedras elementales son conocidas como Fragmentos de Éldrit, y hay siete tipos: Fuego, Agua, Naturaleza, Viento, Luz, Oscuridad y Sin Identificar.
Elsword, como muchos otros MMOs, tiene un sistema de hechizar objetos único. En Elsword, las piedras elementales son conocidas como Fragmentos de Éldrit, y hay siete tipos: Fuego, Agua, Naturaleza, Viento, Luz, Oscuridad y Sin Identificar.
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Teniendo resistencia a los elementos, se reduce la probabilidad de que el elemento de un enemigo se aplique sobre ti, y también reduce el efecto que tiene sobre ti en caso de que se active (por ejemplo: fuego hace menos daño, Oscuridad drena menos PV y PM, etc.). El primer hechizamiento de armadura te garantiza 75 de resistencia al elemento que hayas elegido, y el segundo hechizamiento te da 110. La máxima resistencia que se puede tener ante un elemento es de 500. Cuando alcanzas esos 500, eres invulnerable ante ese elemento.
Teniendo resistencia a los elementos, se reduce la probabilidad de que el elemento de un enemigo se aplique sobre ti, y también reduce el efecto que tiene sobre ti en caso de que se active (por ejemplo: fuego hace menos daño, Oscuridad drena menos PV y PM, etc.). El primer hechizamiento de armadura te garantiza 75 de resistencia al elemento que hayas elegido, y el segundo hechizamiento te da 110. La máxima resistencia que se puede tener ante un elemento es de 500. Cuando alcanzas esos 500, eres invulnerable ante ese elemento.


ARTÍCULO TODAVÍA INCOMPLETO
== Como encantar un atributo  ==
 
[[Image:Elshardupda.png|1000px]]
 
<br>
=== Guía ===
#Ve a cualquier alquimista y selecciona ''Atributos''.
#Selecciona una armadura o arma que desees encantar.
#Selecciona el elemento que quieres atribuir.
<br>
El número de cristal de Eldrit requeridos depende del nivel del equipamiento. Encantar armaduras usa menos cristales que las armas.
 
El primer encantamiento de un arma requiere tantos cristales de Eldrit como sea la mitad del nivel del arma. El segundo encantamiento de un arma requiere el nivel multiplicado por 1,5. El tercer encantamiento de un arma requiere el triple del nivel del arma. Armas de rareza "única" añaden dos puntos en el nivel del arma en la fórmula.
 
Por ejemplo, si encantas una arma de nivel 40 con el atributo Fuego por primera vez, requeriría 20 cristales de Eldrit. Si era una arma única de nivel 40, requerirá 21 cristales. Si quisieras encantarlo por primera vez, costaría 60 cristales mas.
 
Si quieres quitar un elemento, puedes hacerlo abriendo la ventana Atributos teniendo un cristal en el inventario, seleccionando la arma encantada y seleccionar Quitar atributo. Nota: No ganará cristales del Eldrit con este proceso.
 
<br>
=== Fórmula para armas ===
 
1er encantamiento [Nivel de objeto / 2.1]
 
2do encantamiento [Nivel de objeto * 1.55]
 
3er encantamiento [Novel de objeto * 3.1]
 
<br>
==== Fórmula para armaduras ====
 
1er encantamiento [Nivel de objeto / 8]
 
2go encantamiento [Nivel de objeto * (3/8)]
 
<br>
 
==== ¡IMPORTANTE! ====
 
Quitando elementos para tener diferentes atributos, asegúrate de quitarlos TODOS de una vez si vas a volver a encantar a por tercera vez. Fallando será una perdida excesiva de cristales.
 
== Armas del set JcJ ==
Los cristales del Eldrit requeridos para el nuevo set de JcJ es como si los niveles de objeto de cada pieza fuera nivel 20.<br>
[http://elwiki.net/w/Arena_Sets_%28S2%29#Elements_for_Arena_Set_Weapons'''''Aquí'''''] están los valores y las cuentas finales.
 
<br>
 
== Habilidades de los atributos ==
Aquí hay una lista completa de los efectos de cada atributo. Hay dos grupos de atributos;  Here is a full list of the effects of each element. There are two groups of elements; apilación y efecto instantáneo. Cuando un arma tiene un encantamiento doble, puedes tener una mezcla un atributo de ambos grupos. Por ejemplo, puedes combinar Fuego y Luz, pero no Agua y Veneno.
*Los monstruos puede aparecer aleatoriamente con 1 o 2 atributos y tienen una probabilidad alta de usarlos. También pueden ganar defensa mágica y física.
** Cuanta mas dificultad tenga el escenario, mas frecuente aparecerán.
 
<br>
=== Apilando efectos elementales ===
Los efectos de estos elementos se pueden apilar tres veces cada uno, de ahí el nombre del grupo '''Atributos de apilación'''. El enemigo tendrá unas pequeñas marcas de exclamación encima de la burbuja que indica el efecto anómalo que tiene. Estas marcas indican cuan fuerte actua el efecto sobre él; por ejemplo, si una arma inflige el efecto de Fuego 3 veces, habrá 3 exclamaciones en el enemigo y las quemaduras harán 180% de daño con respecto al ataque del arma durante 10 segundos.
'''Ataque del arma = Ataque mágico + Ataque físico (No se incluyen las mejoras)'''
 
<br>
==== [[Image:FireELSTONE.png]]  Fuego (Quemadura) ====
El atributo Fuego causa DoT (''Damage over Time'' traducido como "Daño sobre tiempo" y es que inflige daño sin que tú lo ataques durante X tiempo). Su efecto se puede apilar hasta 3 veces. Aumentando el nivel del encantamiento incrementa su probabilidad de hacer Quemaduras y la potencia del daño. Fuego es la mejor adición de daño frente a enemigos con una cantidad masiva de salud. Aunque es mortal en JcJ, este elemento ha tenido un incremento drástico desde que añadieron al Comandante de las llamas. Fuego es un buen atributo con personajes que atacan rápido y con mucho nivel de ataque base, como [[Elsword/es|Elsword]], [[Veteran Commander/es|Comandante de las llamas]], y [[Void Princess/es|Princesa de las almas]]. A pesar de que actualizaron los elementos, el Fuego puede matar enemigos..
 
 
Llamas (Nv1) 5% Probabilidad de aplicar efecto
 
Apilado 1 vez: Causa 30% de ataque del arma por 10 segundos.
 
Apilado 2 veces: Causa 45% de ataque del arma por 10 segundos.
 
Apilado 3 veces: Causa 60% de ataque del arma por 10 segundos.
 
 
Señor de las llamas (Nv2) 8% Probabilidad de aplicar efecto
 
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.
 
<br>
 
==== [[Image:IceELSTONE.png]]  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 Archer|Grand Archers]], [[Night Watcher|Night Watchers]], and [[Elemental Master|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 ignore your opponent's defense by 30% for 10 seconds.
 
Stacked 2 Times: Lowers movement speed by 45%, and ignore your opponent's defense by 45% for 10 seconds.
 
Stacked 3 Times: Lowers movement speed by 60%, and ignore your opponent's defense by 60% for 10 seconds.
 
 
Master Frozen (Lv2) 12% Chance of Effect
 
Stacked 1 Time: Lowers movement speed by 30%, and ignore your opponent's defense by 30% for 13 seconds.
 
Stacked 2 Times: Lowers movement speed by 45%, and ignore your opponent's defense by 45% for 13 seconds.
 
Stacked 3 Times: Lowers movement speed by 60%, and ignore your opponent's defense by 60% for 13 seconds.
 
 
Triple Master Frozen (Lv3) 15% Chance of Effect
 
Stacked 1 Time: Lowers movement speed by 30%, and ignore your opponent's defense by 30% for 17 seconds.
 
Stacked 2 Times: Lowers movement speed by 45%, and ignore your opponent's defense by 45% for 17 seconds.
 
Stacked 3 Times: Lowers movement speed by 60%, and ignore your opponent's defense by 60% for 17 seconds.
 
<br>
 
==== [[Image:PoisonELSTONE.png]]  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 [[4-x|Transporting Tunnel: Contaminated Area]] and stops [[6-5|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 Knight|Lord Knights]] and [[Wind Sneaker|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.
 
<br>
 
=== Instant Effect Elements ===
These elements' effects only work once each time they occur and do not stack, hence the name of their group.
 
<br>
==== [[Image:WindELSTONE.png]]  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|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 Knight|Lord Knights]], [[Infinity Sword|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
 
<br>
 
==== [[Image:LightELSTONE.png]]  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 Master|Blade Masters]], [[Elemental Master|Elemental Masters]], and [[Code Nemesis|Code Nemeses]]. Also works well for [[Lord Knight|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.
 
<br>
 
==== [[Image:DarkELSTONE.png]]  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|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.
 
<br>
 
==Dual Element Stones==
[[File:Refined_Freeze_Pierce.jpg|500px|thumb|right||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.
<br>To use them, right click on them, then select the weapon. <br><br>
'''All existing attributes will be wiped and replaced with that of the element stone.'''
<br><br>
Dual Element Stones are '''untradable'''.<br><br>
 
'''IMPORTANT:''' These take '''TWO''' elemental slots, NOT just one, so there are no special advantages in using these rather than regular elemental stones.
 
{| 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.
|}
'''ARTÍCULO TODAVÍA INCOMPLETO'''
<br>
{{Guides}}
 
<br>
<br>

Revision as of 12:25, 19 January 2014

Información General

Elsword, como muchos otros MMOs, tiene un sistema de hechizar objetos único. En Elsword, las piedras elementales son conocidas como Fragmentos de Éldrit, y hay siete tipos: Fuego, Agua, Naturaleza, Viento, Luz, Oscuridad y Sin Identificar.

Los Fragmentos de Éldrit pueden ser encontrados en todos los mapas como drops raros. Aparecen como un cristal negro en el suelo: eso es un fragmento Sin Identificar. Puedes hacer dos cosas: coleccionarlos para obtener un elemento al azar o darles click derecho para identificarlos con el item Identificador de Éldrits. Elena y todos los NPCs alquimistas localizados en cualquier ciudad te lo venderán por 2000 ED.

La probabilidad de obtener un Éldrit de cada tipo identificandolo es la siguiente:

Elemento Probabilidad
Fuego 22.07%
Agua 14.86%
Viento 22.00%
Naturaleza 14.71%
Oscuridad 13.11%
Luz 13.25%
  • Los Fragmentos sin Identificar pueden ser combinador con orbes (se pueden comprar en cualquier Alquimista) y crear Bolsa con Orbes, que tienen un elemento asignado al azar. Las orbes son consumibles, y también pueden ser encontradas en los escenarios. Cuando utilizas una orbe, el personaje la lanza y los mobs alcanzados sufren daño o estados alterados.
  • Aparentemente, las orbes pueden ser utilizadas para cancelar el delay al usar una habilidad, como Golpe Destructor.

El hechizamiento de armas otorga una habilidad para inijir efectos de estados y también otorga al arma un pequeño brillo según el elemento que uses. Usar Éldrits en la armadura otorga resistencia a un tipo de elemento.
La cantidad de veces que se puede hechizar el arma depende de cual sea su rareza. Normalmente deja dos veces, pero cuando el arma es mayor de nivel 40, se puede hechizar el arma tres veces.

Teniendo resistencia a los elementos, se reduce la probabilidad de que el elemento de un enemigo se aplique sobre ti, y también reduce el efecto que tiene sobre ti en caso de que se active (por ejemplo: fuego hace menos daño, Oscuridad drena menos PV y PM, etc.). El primer hechizamiento de armadura te garantiza 75 de resistencia al elemento que hayas elegido, y el segundo hechizamiento te da 110. La máxima resistencia que se puede tener ante un elemento es de 500. Cuando alcanzas esos 500, eres invulnerable ante ese elemento.

Como encantar un atributo


Guía

  1. Ve a cualquier alquimista y selecciona Atributos.
  2. Selecciona una armadura o arma que desees encantar.
  3. Selecciona el elemento que quieres atribuir.


El número de cristal de Eldrit requeridos depende del nivel del equipamiento. Encantar armaduras usa menos cristales que las armas.

El primer encantamiento de un arma requiere tantos cristales de Eldrit como sea la mitad del nivel del arma. El segundo encantamiento de un arma requiere el nivel multiplicado por 1,5. El tercer encantamiento de un arma requiere el triple del nivel del arma. Armas de rareza "única" añaden dos puntos en el nivel del arma en la fórmula.

Por ejemplo, si encantas una arma de nivel 40 con el atributo Fuego por primera vez, requeriría 20 cristales de Eldrit. Si era una arma única de nivel 40, requerirá 21 cristales. Si quisieras encantarlo por primera vez, costaría 60 cristales mas.

Si quieres quitar un elemento, puedes hacerlo abriendo la ventana Atributos teniendo un cristal en el inventario, seleccionando la arma encantada y seleccionar Quitar atributo. Nota: No ganará cristales del Eldrit con este proceso.


Fórmula para armas

1er encantamiento [Nivel de objeto / 2.1]

2do encantamiento [Nivel de objeto * 1.55]

3er encantamiento [Novel de objeto * 3.1]


Fórmula para armaduras

1er encantamiento [Nivel de objeto / 8]

2go encantamiento [Nivel de objeto * (3/8)]


¡IMPORTANTE!

Quitando elementos para tener diferentes atributos, asegúrate de quitarlos TODOS de una vez si vas a volver a encantar a por tercera vez. Fallando será una perdida excesiva de cristales.

Armas del set JcJ

Los cristales del Eldrit requeridos para el nuevo set de JcJ es como si los niveles de objeto de cada pieza fuera nivel 20.
Aquí están los valores y las cuentas finales.


Habilidades de los atributos

Aquí hay una lista completa de los efectos de cada atributo. Hay dos grupos de atributos; Here is a full list of the effects of each element. There are two groups of elements; apilación y efecto instantáneo. Cuando un arma tiene un encantamiento doble, puedes tener una mezcla un atributo de ambos grupos. Por ejemplo, puedes combinar Fuego y Luz, pero no Agua y Veneno.

  • Los monstruos puede aparecer aleatoriamente con 1 o 2 atributos y tienen una probabilidad alta de usarlos. También pueden ganar defensa mágica y física.
    • Cuanta mas dificultad tenga el escenario, mas frecuente aparecerán.


Apilando efectos elementales

Los efectos de estos elementos se pueden apilar tres veces cada uno, de ahí el nombre del grupo Atributos de apilación. El enemigo tendrá unas pequeñas marcas de exclamación encima de la burbuja que indica el efecto anómalo que tiene. Estas marcas indican cuan fuerte actua el efecto sobre él; por ejemplo, si una arma inflige el efecto de Fuego 3 veces, habrá 3 exclamaciones en el enemigo y las quemaduras harán 180% de daño con respecto al ataque del arma durante 10 segundos. Ataque del arma = Ataque mágico + Ataque físico (No se incluyen las mejoras)


Fuego (Quemadura)

El atributo Fuego causa DoT (Damage over Time traducido como "Daño sobre tiempo" y es que inflige daño sin que tú lo ataques durante X tiempo). Su efecto se puede apilar hasta 3 veces. Aumentando el nivel del encantamiento incrementa su probabilidad de hacer Quemaduras y la potencia del daño. Fuego es la mejor adición de daño frente a enemigos con una cantidad masiva de salud. Aunque es mortal en JcJ, este elemento ha tenido un incremento drástico desde que añadieron al Comandante de las llamas. Fuego es un buen atributo con personajes que atacan rápido y con mucho nivel de ataque base, como Elsword, Comandante de las llamas, y Princesa de las almas. A pesar de que actualizaron los elementos, el Fuego puede matar enemigos..


Llamas (Nv1) 5% Probabilidad de aplicar efecto

Apilado 1 vez: Causa 30% de ataque del arma por 10 segundos.

Apilado 2 veces: Causa 45% de ataque del arma por 10 segundos.

Apilado 3 veces: Causa 60% de ataque del arma por 10 segundos.


Señor de las llamas (Nv2) 8% Probabilidad de aplicar efecto

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 ignore your opponent's defense by 30% for 10 seconds.

Stacked 2 Times: Lowers movement speed by 45%, and ignore your opponent's defense by 45% for 10 seconds.

Stacked 3 Times: Lowers movement speed by 60%, and ignore your opponent's defense by 60% for 10 seconds.


Master Frozen (Lv2) 12% Chance of Effect

Stacked 1 Time: Lowers movement speed by 30%, and ignore your opponent's defense by 30% for 13 seconds.

Stacked 2 Times: Lowers movement speed by 45%, and ignore your opponent's defense by 45% for 13 seconds.

Stacked 3 Times: Lowers movement speed by 60%, and ignore your opponent's defense by 60% for 13 seconds.


Triple Master Frozen (Lv3) 15% Chance of Effect

Stacked 1 Time: Lowers movement speed by 30%, and ignore your opponent's defense by 30% for 17 seconds.

Stacked 2 Times: Lowers movement speed by 45%, and ignore your opponent's defense by 45% for 17 seconds.

Stacked 3 Times: Lowers movement speed by 60%, and ignore your opponent's 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
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.

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