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{{Languages|Elements}}
{{Languages|Attributing Equipment}}
{{DISPLAYTITLE: Éléments}}
{{DISPLAYTITLE: Éléments}}
== Système d'enchantement ==
== Système d'enchantement ==
Elsword, et comme beaucoup d'autres MMO, possède un système d'enchantement élémentaire. Des pierres d'élément seront requises, ce sont des '''eldrits'''. Il en existe 7 types : Feu, eau, poison, vent, sombre et lumière.
Elsword, et comme beaucoup d'autres MMO, possède un système d'enchantement élémentaire. Des pierres d'élément seront requises, ce sont des '''eldrits'''. Il en existe 7 types : Feu, eau, poison, vent, sombre et lumière.


[[Image:MysterysolvsFR.png|249 × 53px|right|thumb|Un analyseur d'eldrit]] Les eldrits peuvent être trouvés dans en donjon avec une probabilité rare, ils apparaissent sous forme d'un cristal noir, ce sont des '''eldrits inconnus'''. Il est possible de déterminer leur nature à l'aide d'un analyseur d'eldrit en vente chez n'importe quel alchimiste.
[[File:MysterysolvsFR.png|300px|right|thumb|Un analyseur d'eldrit]] Les eldrits peuvent être trouvés dans en donjon avec une probabilité rare, ils apparaissent sous forme d'un cristal noir, ce sont des '''eldrits inconnus'''. Il est possible de déterminer leur nature à l'aide d'un analyseur d'eldrit en vente chez n'importe quel alchimiste.


Voici les estimations de probabilité lors d'une analyse :
Voici les estimations de probabilité lors d'une analyse :
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*Les eldrits inconnus peuvent également être utilisés pour fabriquer des orbes auprès d'un alchimiste. Ils seront assignés à un élément aléatoire, et pourront être lancés en plein donjon. Suivant l'élément assigné, l'orbe aura un effet différent sur les ennemis (à l'exception de la lumière qui régénère les PV alliés). A noter que les orbes peuvent aussi être ramassés en donjon.
*Les eldrits inconnus peuvent également être utilisés pour fabriquer des orbes auprès d'un alchimiste. Ils seront assignés à un élément aléatoire, et pourront être lancés en plein donjon. Suivant l'élément assigné, l'orbe aura un effet différent sur les ennemis (à l'exception de la lumière qui régénère les PV alliés). A noter que les orbes peuvent aussi être ramassés en donjon.


Enchanter une arme lui donnera la capacité d'infliger des effets à l'adversaire en plus d'une aura colorée. Enchanter une armure lui donnera des résistances en fonction de l'élément utilisé. Il est possible d'effectuer un enchantement double (voir plus bas).<br/>
Enchanter une arme lui donnera la capacité d'infliger des effets à l'adversaire en plus d'une aura colorée. Enchanter une armure lui donnera des résistances en fonction de l'élément utilisé. Il est aussi possible d'effectuer un enchantement double.<br/>
Le nombre d'enchantement possible dépendra de la rareté de l'arme (''normal'' et ''rare''). Mais pour les armes de niveau 40 et plus, trois emplacement d'enchantement sont disponibles (''élitaire'' et ''unique'').
Le nombre d'enchantement possible dépendra de la rareté de l'arme (''normal'' et ''rare''). Mais pour les armes de niveau 40 et plus, trois emplacement d'enchantement sont disponibles (''élitaire'' et ''unique'').


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== Comment enchanter  ==
== Comment enchanter  ==


[[Image:ElshardupaFR.png|1000px]]  
[[File:ElshardupaFR.png|center]]  


<br>
<br>
=== Guide ===
=== Guide ===
#Go to any town alchemist and select ''Attributes''.  
#Parlez à n'importe quel alchimiste et sélectionnez ''Attributs magiques'' puis ''enchanter objet''.
#Select the armor or weapon you wish to enchant.  
#Sélectionnez l'armure ou l'arme à enchanter.
#Select the element you wish to enchant with.  
#Sélectionnez l'élément pour enchanter.
<br>
<br>
The number of El Shards required depend on the level of the equipment. Armor enchanting is rather low in comparison to weapons.  
Le nombre de fragment d'eldrit demandé dépend du niveau de l'équipement. Enchanter une armure demande largement moins de matériaux que enchanter pour une arme.


The first enchantment on a weapon requires as many El Shards as half the weapon's level. The second enchantment on a weapon requires as many El Shards as 1.5 times the weapon's level. The third enchantment on a weapon requires as many El Shards as 3 times the weapon's level. Weapons of unique rarity add 2 levels to the formula.  
Le premier enchantement d'une arme demande autant de fragment d'eldrit que le '''niveau de l'arme divisé par 2'''. Le deuxième enchantement demande '''1,5x le niveau de l'arme'''. Le troisième enchantement demande '''3x le niveau de l'arme'''. Pour les armes de qualité unique, il faut ajouter ''2 niveaux'' à la formule.


For example if you were to enchant a Lv40 weapon with Fire for the first time, then it would require 20 Fire El Shards. If it was a unique Lv40 it would require 21 El Shards instead. For a second Enchantment, it would require 60 more El Shards.
Par exemple, si l'on veut enchanter une arme de niv. 40 avec Flamme pour la première fois, il faudra utiliser 20 fragment d'eldrit. Si c'était une arme unique, il faudrait 21 fragments. Pour un second enchantement, il faudra 60 fragments d'eldrit.


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.
Si vous voulez enlever un élément, vous pouvez le faire en ouvrant la fenêtre d'attributs, en choisissant votre équipement et en cliquant sur "Supprimer attribut". '''Note:''' Aucun fragment d'eldrit ne sera rendu.


<br>
<br>
=== Weapon Formula ===
=== Formule pour les armes & les armures===


Depends on the grade of equip: Normal, Rare, Elite, or Unique.
Cela dépend de la qualité de l'équipement: Normal, Rare, Élite, ou Unique.
*If Normal subtract 4 from Level of equipment
*Si c'est ''Normal'', retirez 4 niveaux à l'équipement.
*If Rare subtract 2 from Level of equipment
*Si c'est ''Rare'', retirez 2 niveaux à l'équipement.
*If Elite use written Level of equipment
*Si c'est ''Élite'', utilisez le niveau de l'équipement.
*If Unique add 2 to Level of equipment
*Si c'est ''Unique'', ajoutez 2 niveaux à l'équipement.


<br>1st enchantment [Level of equipment / 2]
==== Armes ====
* 1er enchantement [Niveau de l'équipement / 2]
* 2ème enchantement [Niveau de l'équipement x1.5]
* 3ème enchantement [Niveau de l'équipement x3]


2nd enchantment [Level of equipment * 1.5]
==== Armures ====
 
3rd enchantment [Level of equipment * 3]


* 1er enchantement [Niveau de l'équipement / 8]
* 2ème enchantement [Niveau de l'équipement x(3/8)]
<br>
<br>
==== Armor Formula ====
==== ATTENTION ====
Lorsque vous retirez des enchantements pour différents attributs, soyez sûr de TOUT supprimer si vous remettez un triple enchantement. Se tromper risquerait d'utiliser trop de fragments d'eldrit.


1st enchantment [Level of equipment / 8]
== Équipement JcJ ==
Ces équipements sont définis comme des équipements de niv. 20, donc les eldrits nécessaires ne changent pas avec le niveau du personnage.<br>
[[Arena_Sets_(S3)#Elements_for_Arena_Set_Weapons|'''''Exemple ici''''']] .


2nd enchantment [Level of equipment * (3/8)]
== Capacité des éléments ==
 
<br>
 
==== NOTE! ====
 
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
 
== Arena Set Weapons ==
The El Shards required for the new Arena Sets are treated as lv20, so they maintain consistent values as your character levels.<br>
[[Arena_Sets_(S3)#Elements_for_Arena_Set_Weapons|'''''Here''''']] are the values for a sample weapon.
 
<br>
 
== 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.
Here is a full list of the effects of each element. There are two groups of elements; stacking and instant effect. When dual enchanting a weapon, you can only hybrid one element from each group. For example, you can mix Fire and Light, but mixing Water and Nature is impossible.
*Mobs can randomly spawn with 1 or 2 elemental enchants and they have a much higher chance of activating it. They can also gain magical or physical defenses.
*Mobs can randomly spawn with 1 or 2 elemental enchants and they have a much higher chance of activating it. They can also gain magical or physical defenses.
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<br>
<br>
=== Stacking Elemental Effects ===
=== Cumuler les éléments ===
These elements' effects can be stacked up to three times each, hence the name of their group. The afflicted will have a tiny exclamation marks on top of the status effect bubble which indicate how strong the infliction; for example, if a weapon has 3 fire slots and inflicts thrice successfully within each infliction's time-frame, there will be 3 tiny exclamation marks on the bubble and the burn deals 180% of the weapon's attack power over 10 seconds.
These elements' effects can be stacked up to three times each, hence the name of their group. The afflicted will have a tiny exclamation marks on top of the status effect bubble which indicate how strong the infliction; for example, if a weapon has 3 fire slots and inflicts thrice successfully within each infliction's time-frame, there will be 3 tiny exclamation marks on the bubble and the burn deals 180% of the weapon's attack power over 10 seconds.


'''Weapon Attack = Magic Attack + Physical Attack (Does not include upgrades)'''
'''Attaque de l'arme = Attaque Magique + Attaque Physique (Sans améliorations)'''


Each element upgrade will change it looks.  
Each element upgrade will change it looks.  
*For '''Wind, Light''' and '''Dark''' attributes, their forms from a little light(Lv1), then to a brighter light(Lv2) and lastly a orb of swirling energy around the hand(Lv3).
*For '''Vent, Lumière''' and '''Sombre''' attributes, their forms from a little light(Lv1), then to a brighter light(Lv2) and lastly a orb of swirling energy around the hand(Lv3).
*For '''Fire, Water''' and '''Poison''' attributes, a small flame of the attributes' color will form and envelop the weapon(Lv1), then to a bigger flame(Lv2) and lastly same as Lv2 but will change attack outline of each characters(Lv3).
*For '''Feu, Eau''' and '''Poison''' attributes, a small flame of the attributes' color will form and envelop the weapon(Lv1), then to a bigger flame(Lv2) and lastly same as Lv2 but will change attack outline of each characters(Lv3).
 
<br>
<br>
==== [[Image:FireELSTONE.png]]   Fire (Burning) ====
{| cellspacing="2" cellpadding="5" rules="all" style="margin:0.5em 0.5em 0.5em 0.5em; empty-cells:show;"
Fire drastically deals DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect and the potency of damage it deals. Fire is the perfect damage addition when up against enemies with massive amounts of health. Although deadly in PvP, this element has had a drastic increase in people who stack up against it since Veteran Commander was released. Fire works especially well with fast attacking characters and high base attack power, like [[Elsword|Elsword]], [[Veteran Commander|Veteran Commanders]], and [[Void Princess|Void Princesses]]. Ever since the Element Revamp, Fire can now kill.
|-
|valign="top" width="100%" align="center" style="border:1px solid; border-color:#000000; background: #dc3900; color:#FFFFFF;"  colspan="12"|
[[File:FireELSTONE.png]]
==== Feu (Flamme) ====
Fire drastically deals DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect and the potency of damage it deals. Fire is the perfect damage addition when up against enemies with massive amounts of health. Although deadly in PvP, this element has had a drastic increase in people who stack up against it since Veteran Commander was released. Fire works especially well with fast attacking characters and high base attack power, like '''Elsword''', '''Veteran Commanders''', and '''Void Princess'''. Ever since the Element Revamp, Fire can now kill.




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Stacked 3 Times: Deals 180% of the weapon's attack power over 10 seconds.
Stacked 3 Times: Deals 180% of the weapon's attack power over 10 seconds.
 
|}
<br>
<br>
 
{| cellspacing="2" cellpadding="5" rules="all" style="margin:0.5em 0.5em 0.5em 0.5em; empty-cells:show;"
==== [[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 Luto Mode in Secret Dungeons, due to monsters having insanely high defense.
|valign="top" width="100%" align="center" style="border:1px solid; border-color:#000000; background: #087dff; color:#FFFFFF;"  colspan="12"|
[[File:IceELSTONE.png]]
==== Eau (Glace) ====
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 Luto Mode in Secret Dungeons, due to monsters having insanely high defense.




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Stacked 3 Times: Lowers movement speed by 60%, and reduce opponent's defense by 60% for 17 seconds.
Stacked 3 Times: Lowers movement speed by 60%, and reduce opponent's defense by 60% for 17 seconds.
 
|}
<br>
<br>
 
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==== [[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.
|valign="top" width="100%" align="center" style="border:1px solid; border-color:#000000; background: #15bc0d; color:#FFFFFF;"  colspan="12"|
[[File:PoisonELSTONE.png]]
==== Nature (Poison) ====
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''' poison. It also affects '''Sniping Ranger''' '''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.




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Stacked 3 Times: Deals 135% of the weapon's attack power over 10 seconds. Lowers Attack speed by 16% 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>
<br>
 
=== Éléments à effets instantanés ===
=== 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 and do not stack, hence the name of their group.
<br>
<br>
==== [[Image:WindELSTONE.png]]   Wind (Piercing) ====
{| cellspacing="2" cellpadding="5" rules="all" style="margin:0.5em 0.5em 0.5em 0.5em; empty-cells:show;"
Wind ignores the enemy's defense and state reduce damage and deals 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|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.
|-
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[[File:WindELSTONE.png]]
==== Vent (Pénétration) ====
Wind ignores the enemy's defense and state reduce damage and deals 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''', '''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
Piercing (Lv1) 6% Chance of Effect
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Triple Master Piercing (Lv3) 15% Chance of Effect
Triple Master Piercing (Lv3) 15% Chance of Effect
 
|}
<br>
<br>
 
{| cellspacing="2" cellpadding="5" rules="all" style="margin:0.5em 0.5em 0.5em 0.5em; empty-cells:show;"
==== [[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]]. Also works well for [[Lord Knight|Lord Knights]]. 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.
|valign="top" width="100%" align="center" style="border:1px solid; border-color:#000000; background: #f7cb00; color:#FFFFFF;"  colspan="12"|
[[File:LightELSTONE.png]]
==== Lumière (Pétrification) ====
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 Nemesis'''. Also works well for '''Lord Knights'''. 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.




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Triple Master Shock (Lv3) 10% Chance of Effect, petrifies enemies for 3 seconds.
Triple Master Shock (Lv3) 10% Chance of Effect, petrifies enemies for 3 seconds.
 
|}
<br>
<br>
 
{| cellspacing="2" cellpadding="5" rules="all" style="margin:0.5em 0.5em 0.5em 0.5em; empty-cells:show;"
==== [[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 [[Arrow Mastery|Enhanced Bowstring (except in KR)]] and [[Vibe Shot]], etc.).
|valign="top" width="100%" align="center" style="border:1px solid; border-color:#000000; background: #553181; color:#FFFFFF;"  colspan="12"|
[[File:DarkELSTONE.png]]
==== Sombre (Voracité) ====
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 '''Vibe 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.
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.
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Triple Master Snatch (Lv3) 10% Chance of Effect, drains 60% of the weapon's attack power as HP and 30 MP.
Triple Master Snatch (Lv3) 10% Chance of Effect, drains 60% of the weapon's attack power as HP and 30 MP.
 
|}
<br>
<br>


==Dual Element Stones==
==Fragments d'Eldrit travaillés==
[[File:Refined_Freeze_Pierce.jpg|500px|thumb|right||Ingame description]]
[[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.  
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>
<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.'''
'''Tout les attributs existants seront supprimés et remplacés par ceux du fragment d'Eldrit.'''
<br><br>
<br><br>
Dual Element Stones are '''untradable'''.<br><br>
Dual Element Stones are '''non commercialisables'''.<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.
'''IMPORTANT :''' These take '''DEUX''' elemental slots, NOT just one, so there are no special advantages in using these rather than regular elemental stones.


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