Attributing Equipment: Difference between revisions
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[[Image:Mysterysolvs.png|right]] El Shards can be found in all maps as a rare drop. It appears as a black crystal on the floor, and it is actually the Mystery El Shard. You can either collect them to get a random element enchanted or refine them by right clicking on them with an ''El Shard Mystery Solver'' (displayed on the right) in your inventory. It can be bought from Helen or any Alchemist NPC located in any town for 2000 ED. | [[Image:Mysterysolvs.png|right]] El Shards can be found in all maps as a rare drop. It appears as a black crystal on the floor, and it is actually the Mystery El Shard. You can either collect them to get a random element enchanted or refine them by right clicking on them with an ''El Shard Mystery Solver'' (displayed on the right) in your inventory. It can be bought from Helen or any Alchemist NPC located in any town for 2000 ED. | ||
*Mystery Shards can also be crafted together with orbs bought from the town's alchemist into orb pouches, which have an element assigned at random. Orbs are consumables that can also be found randomly in dungeons and are thrown when used, dealing massive damage/status ailments | *Mystery Shards can also be crafted together with orbs bought from the town's alchemist into orb pouches, which have an element assigned at random. Orbs are consumables that can also be found randomly in dungeons and are thrown when used, dealing massive damage/status ailments. | ||
*Apparently, the casting of orbs can be used to cancel skill afterdelay, such as that of [[Junk Break]]. | *Apparently, the casting of orbs can be used to cancel skill afterdelay, such as that of [[Junk Break]]. | ||
Revision as of 17:47, 29 November 2012
Enchantment Overview
Elsword, like many other MMOs has a unique Elemental Enchanting System. In Elsword, elemental stones are known as Elshards, and there are seven types of them: Fire, Water, Nature, Wind, Light, Dark, and Mystery.
El Shards can be found in all maps as a rare drop. It appears as a black crystal on the floor, and it is actually the Mystery El Shard. You can either collect them to get a random element enchanted or refine them by right clicking on them with an El Shard Mystery Solver (displayed on the right) in your inventory. It can be bought from Helen or any Alchemist NPC located in any town for 2000 ED.
- Mystery Shards can also be crafted together with orbs bought from the town's alchemist into orb pouches, which have an element assigned at random. Orbs are consumables that can also be found randomly in dungeons and are thrown when used, dealing massive damage/status ailments.
- Apparently, the casting of orbs can be used to cancel skill afterdelay, such as that of Junk Break.
Enchanting weapons grants the ability to deal status inflictions and gives the weapon a corresponding glow, while Enchanting Armor adds resistance to the element type. It is possible to hybrid certain elements, which will be explained later on.
The amount of possible enchants relies on the weapon's rarity. Typically it is two, but once weapons are level 40+, 3 elements become available.
Having element resistance decreases the chance of the element activating when you are hit by a matching elemental attack, and it also decreases the effects of said element on you(i.e. fire does less damage, dark drains less HP and MP, etc). The first armor enchantment grants 75 corresponding resistance, while the second bumps it to 110.
How to Enchant
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.
The number of Elshards required depend on the level of the equipment. Armor enchanting is rather low in comparison with weapons.
The first enchantment on a weapon requires as many Elshards as half the weapon's level. The second enchantment on a weapon requires as many Elshards as 1.5 times the weapon's level. The third enchantment on a weapon requires as many Elshards as 3 times the weapon's level. Weapons of unique rarity add 1 level to the formula.
For example if you were to enchant a Lv40 weapon with Fire for the first time, you would require 20 Fire Elshards. If it was a unique Lv40 it would require 21 Elshards instead. For a second Enchantment, you would require 60 more Elshards.
If you ever wish to remove an element, you can do so by opening the attribute window via an alchemist by having one Elshard of any type in your inventory, select attribute equipment, and click remove attribute. Note: no Elshards will be regained through the process.
Weapon Formula
1st enchantment [Level of equipment / 2]
2nd enchantment [Level of equipment * 1.5]
3rd enchantment [Level of equipment * 3]
Armor Formula
1st enchantment [Level of equipment / 8]
2nd enchantment [Level of equipment * (3/8)]
Element Abilities
Here is a full list of the effects of each element. There are two groups of elements; stacking and instant effect. When dual enchanting a weapon, you can only hybrid one element from each group. For example, you can mix Fire and Light, but mixing Water and Nature is impossible.
Stacking Elemental Effects
These elements' effects can be stacked up to three times each, hence the name of their group. The afflicted will have a tiny exclamation marks on top of the status effect bubble which indicate how many successful inflictions have been inflicted; for example if a weapon has 3 fire slots and inflicts thrice successfully within each infliction's timeframe, there will be 3 tiny exclamation marks on the bubble and the burn deals 180% of the weapon's attack power over 10 seconds.
Weapon Attack = Magic Attack + Physical Attack (Does not include upgrades)
Fire (Burning)
Fire drastically deals DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect, and the potency of damage it deals. Fire is the perfect damage addition when up against enemies with massive amounts of health. Although deadly in PvP, most players enchant their armor with Fire for resistance against it. Fire works especially well with fast attacking characters and high base attack power, like Elsword and Dark Magicians. Ever since the Element Revamp, Fire can now kill.
Blaze (Lv1) 5% Chance of Effect
Stacked 1 Time: Deals 30% of the weapon's attack power over 10 seconds.
Stacked 2 Times: Deals 45% of the weapon's attack power over 10 seconds.
Stacked 3 Times: Deals 60% of the weapon's attack power over 10 seconds.
Master Blaze (Lv2) 8% Chance of Effect
Stacked 1 Time: Deals 60% of the weapon's attack power over 10 seconds.
Stacked 2 Times: Deals 90% of the weapon's attack power over 10 seconds.
Stacked 3 Times: Deals 120% of the weapon's attack power over 10 seconds.
Triple Master Blaze (Lv3) 10% Chance of Effect
Stacked 1 Time: Deals 90% of the weapon's attack power over 10 seconds.
Stacked 2 Times: Deals 135% of the weapon's attack power over 10 seconds.
Stacked 3 Times: Deals 180% of the weapon's attack power over 10 seconds.
Water (Freezing)
Water drastically decreases movement speed, and lowers the enemy's defense stats. Its effect can be stacked up to three times. Increasing its enchantment level highly raises its chance of effect, and the amount of time the effects lasts for. Water makes it impossible for opponents to escape in PvP, and makes cutting through the heaviest of armors like paper possible. Water works especially well with characters that require trapping, like Sniping Rangers and High Magicians.
Frozen (Lv1) 6% Chance of Effect
Stacked 1 Time: Lowers movement speed by 30%, and lowers defense by 30% for 10 seconds.
Stacked 2 Times: Lowers movement speed by 45%, and lowers defense by 45% for 10 seconds.
Stacked 3 Times: Lowers movement speed by 60%, and lowers defense by 60% for 10 seconds.
Master Frozen (Lv2) 12% Chance of Effect
Stacked 1 Time: Lowers movement speed by 30%, and lowers defense by 30% for 13 seconds.
Stacked 2 Times: Lowers movement speed by 45%, and lowers defense by 45% for 13 seconds.
Stacked 3 Times: Lowers movement speed by 60%, and lowers defense by 60% for 13 seconds.
Triple Master Frozen (Lv3) 15% Chance of Effect
Stacked 1 Time: Lowers movement speed by 30%, and lowers defense by 30% for 17 seconds.
Stacked 2 Times: Lowers movement speed by 45%, and lowers defense by 45% for 17 seconds.
Stacked 3 Times: Lowers movement speed by 60%, and lowers defense by 60% for 17 seconds.
Nature (Poisoning)
Nature slightly decreases attack speed, and deals slight DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect, and the potency of damage it deals. Although not as strong as Fire, the reduced attack speed makes it a good compromise for PvP. Yet many players have an absolute resistance to Nature by now, because it nullifies the threat of getting poisoned, after the time counter ends in the "Contaminated Areas Tunnels". Nature works especially well with fast attacking characters with high base attack power, like Elsword and Dark Magicians. 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. 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 enchantment works well on characters with high damage multipliers like Elsword, 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 like Sniping Rangers, High Magicians, and Code Exotics. Also good for Lord Knights. However, victims of petrification gain a 10% defense boost for the duration. (Both Physical and Magical Defense apply). There is also the possibility of petrifying knocked down enemies, aggravating the situation by prolonging the damage penalty to knocked down enemies.
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 especially well with characters that have multiple hit moves, like Magic Knights, Dark Magicians, and Code Architectures.
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.
Element Stones
Rare Element Stones that give various degrees of double enchantment per use. These are obtainable from events and potentially Ice Burners.
Image | Name | Enchantment |
---|---|---|
File:DoubleFireES.png | Refined El Shard (Burning Master) - Fire Enchantment Stone | Gives a weapon Double "Burning" effect enchantment. |
File:DoubleIceES.png | Refined El Shard (Freezing Master) - Water Enchantment Stone | Gives a weapon Double "Freezing" effect enchantment. |
File:DoublePoisonES.png | Refined El Shard (Poison Master) - Nature Enchantment Stone | Gives a weapon Double "Poisoning" effect enchantment. |
File:DoubleWindES.png | Refined El Shard (Piercing Master) - Wind Enchantment Stone | Gives a weapon Double "Piercing" effect enchantment. |
File:DoubleLightES.png | Refined El Shard (Petrifying Master) - Light Enchantment Stone | Gives a weapon Double "Petrifying" effect enchantment. |
File:DoubleDarkES.png | Refined El Shard (Plague Master) - Dark Enchantment Stone | Gives a weapon Double "Plagued" effect enchantment. |
File:DoubleWindFireES.png | Refined El Shard (Burning Piercing) - Wind-Fire Enchantment Stone | Gives a weapon "Piercing" and "Burning" effect enchantment. |
File:DoubleLightFireES.png | Refined El Shard (Burning Petrifying) - Light-Fire Enchantment Stone | Gives a weapon "Petrifying" and "Burning" effect enchantment. |
File:DoubleDarkFireES.png | Refined El Shard (Burning Plague) - Dark-Fire Enchantment Stone | Gives a weapon "Plagued" and "Burning" effect enchantment. |
File:DoubleWindIceES.png | Refined El Shard (Freezing Piercing) - Wind-Water Enchantment Stone | Gives a weapon "Piercing" and "Freezing" effect enchantment. |
File:DoubleLightIceES.png | Refined El Shard (Freezing Petrifying) -Light-Water Enchantment Stone | Gives a weapon "Petrifying" and "Freezing" effect enchantment. |
File:DoubleDarkIceES.png | Refined El Shard (Freezing Plague) - Dark-Water Enchantment Stone | Gives a weapon "Plagued" and "Freezing" effect enchantment. |
File:DoubleWindPoisonES.png | Refined El Shard (Poison Piercing) - Wind-Nature Enchantment Stone | Gives a weapon "Piercing" and "Poisoning" effect enchantment. |
File:DoubleLightPoisonES.png | Refined El Shard (Poison Petrifying) - Light-Nature Enchantment Stone | Gives a weapon "Petrifying" and "Poisoning" effect enchantment. |
File:DoubleDarkPoisonES.png | Refined El Shard (Poison Plague) - Dark-Nature Enchantment Stone | Gives a weapon "Plagued" and "Poisoning" effect enchantment. |