Attributing Equipment

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Attribute Enchantment Overview

El Shard (Mystery)

Elsword, like many other MMOs, has a unique Elemental Attributing System. In Elsword, elemental stones are known as El Shards, and there are seven types: Fire, Water, Nature, Wind, Light, Dark, and Mystery.

El Shard Mystery Solver

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. Helen and all Alchemist NPCs located in any town sell these for 2000 ED.

The estimated probability of yielding a certain el shard from solving an el shard (mystery) is:

Shard Element Probability of shard
Fire 16.67%
Water 16.67%
Wind 16.67%
Nature 16.67%
Dark 16.67%
Light 16.67%


Attributing weapons grants the ability to inflict status effects and gives the weapon a corresponding glow, while attributing Armor adds resistance to the element type. It is possible to hybrid certain elements, explained later on.
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.

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 up to 110, the third bumps it up to 135. The maximum resistance to a certain element is 500. With a resistance of 500, the element will have no effect on you whatsoever. Poison full resistance can be useful for a dungeon like 4-X in case the timer is at 0, in which case the player will be able to avoid the auto-poisoning from the time limit.

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.


The number of El Shards required depend on the level of the equipment. Armor attributing is rather low in comparison to weapons.

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.

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.

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.


Formula

Depends on the grade of equip: Normal, Rare, Elite, or Unique.

Rarity Level Modifier
Common [Equipment Level] -4
Rare [Equipment Level] -2
Elite [Equipment Level] +0
Unique [Equipment Level] +2
Legend [Equipment Level] +4


Weapon

1st enchantment [Level Modifier ÷ 2]

2nd enchantment [Level Modifier × 1.5]

3rd enchantment [Level Modifier × 3]

4th enchantment [Level Modifier × 6]


Armor

1st enchantment [Level Modifier ÷ 8]

2nd enchantment [Level Modifier × (3/8)]

3rd enchantment [Level Modifier × (3/4)]


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.

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 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 (Up to Hard Mode and any Secret Dungeon modes except Luto Mode where a few mob appear with 1 elemental enchants) or 2 (Very Hard or in Secret Dungeon : Luto Mode) elemental enchants and they have a much higher chance of activating it. They can also gain magical or physical defenses.
    • On harder difficulties, depends of number of party members, they spawn more frequently.

Weapon Attack = (Magic Attack + Physical Attack) ÷ 2

  • This includes enhancements, so Burning will do much more damage with a +9 weapon than a +4 weapon. The only element that takes the +0 weapon value is Dark.

Each element upgrade will change it looks.

  • 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 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).


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 strong the infliction; for example, if a weapon has 4 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 960% of the weapon's attack power over 5 seconds.

Fire (Burning)

Fire drastically deals DoT (damage over time) and burns MP. 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 Princesses. Ever since the Element Revamp, Fire can now kill.

Level Activation Chance Damage
(Based on weapon's 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% 120% 180% 240% -3 MP 5 Seconds
Burning II 8% 24% 40% 56% 240% 360% 480% -4 MP
Burning III 10% 30% 50% 70% 360% 480% 720% -5 MP
Burning IV 12% 36% 60% 84% 480% 720% 960% -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.


Water (Freezing)

Water drastically decreases attack speed and lowers the enemy's defense stats. This will also reduce the knockback distance that enemies will travel. Its effect can be stacked up to three times. 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 Luto Mode in Secret Dungeons, due to monsters having extremely 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% 20% 30% 45% 10 Seconds
Freezing II 12% 24% 36% 48% 13 Seconds
Freezing III 15% 30% 45% 60% 17 Seconds
Freezing IV 18% 36% 54% 72% 20 Seconds

KR

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%
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)

Nature slightly decreases movement/jump 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, 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. 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. 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 player's resistance towards Slow.

Level Activation Chance Damage
(Based on weapon's attack power)
Movement/Jump 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% 50% 75% 100% 30% 45% 60% 15 Seconds
Poisoning II 8% 16% 24% 32% 100% 150% 200%
Poisoning III 10% 20% 30% 40% 150% 225% 300%
Poisoning IV 12% 24% 36% 48% 200% 300% 400%

KR

Level Activation Chance Damage
(Based on weapon's 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% 50% 75% 100% 20% 30% 40% 15 Seconds
Poisoning II 8% 16% 24% 32% 100% 150% 200%
Poisoning III 10% 20% 30% 40% 150% 225% 300%
Poisoning IV 12% 24% 36% 48% 200% 300% 400%
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.


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 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 player's resistance towards Bleeding.

Level Activation Chance Damage
(Based on weapon's 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)

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 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 player's resistance towards Stun, and Blind in 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)

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, Optimus etc.) or have long-ranged attacks that hit multiple enemies (moves such as Armageddon Blade, passives such as 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, 18 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.
Additionally, Dark Resistance will also increase player's resistance towards Senile and Curse.

Level Activation Chance HP Drain
(Based on weapon's +0 attack power)
MP Drain
Plagued I 5% 40% 6 MP
Plagued II 8% 80% 12 MP
Plagued III 10% 120% 18 MP
Plagued IV 12% 160% 24 MP

KR

Level Activation Chance HP Drain
(Based on weapon's +0 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 tradeable between players.

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.


Gallery


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.


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