Attributing Equipment: Difference between revisions

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== Enchantment Overview ==
== Enchantment Overview ==
Elsword, like many other MMO's 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.
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.


[[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. For more details on orb effects, see [[Consumable]].
*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. For more details on orb effects, see [[Consumable]].
*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]].


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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.
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 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.
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 ====
==== Weapon Formula ====
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==== [[Image:IceELSTONE.png]]  Water (Freezing) ====
==== [[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 impossible for opponents to escape in PvP, making cutting through the heaviest of armors like paper possible. Water works especially well with characters that require trapping, like [[Sniping Ranger|Sniping Rangers]] and [[High Mage|High Magicians]].
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 Ranger|Sniping Rangers]] and [[High Mage|High Magicians]].




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==== [[Image:LightELSTONE.png]]  Light (Petrifying) ====
==== [[Image:LightELSTONE.png]]  Light (Petrifying) ====
Light petrifies enemies, stopping them mid animation and leaves 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 Ranger|Sniping Rangers]], [[High Mage|High Magicians]], and [[Code Exotic|Code Exotics]]. Also good for [[Lord Knight|Lord Knights]]. However, victims of petrification gain a 10% defense boost for the duration. (Both Physical and Magical Defense apply). There is also a chance of petrifying knocked down enemies, further penalising the damage dealt to knocked down enemies and delaying their recovery.
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 Ranger|Sniping Rangers]], [[High Mage|High Magicians]], and [[Code Exotic|Code Exotics]]. Also good for [[Lord Knight|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.




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