Attributing Equipment: Difference between revisions

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== Enchantment Overview ==
{{Languages|Attributing Equipment}}{{Development}}__FORCETOC__
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.
== Attribute Enchantment Overview ==
The Elemental Attributing System allows you to apply powerful attributes to your weapons to make them stronger, as well as add resistances to your armor. Attributing is done by using El Shards, which come in seven types: Fire, Water, Nature, Wind, Light, Dark, and Mystery. In dungeons, certain enemies can also be enchanted with elemental attributes.  


[[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.
Attributing weapons grants the ability to inflict [[Status Effects]] while attributing armor adds resistance to the element type.  


*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.
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.
*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.<br/>
Elemental resistances decreases the chance of receiving the corresponding element's effect as well as reducing its effectiveness. 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, where the element will only have a 20% effect in PvP and no effect in PvE.
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 Attribute  ==


== How to Enchant  ==
[[File:Elshardupda.png|1000px]]


[[Image:Elshardupda.png|1000px]]
<br>
<br>
<br>
=== Guide ===
==== Guide ====
#Go to any town alchemist and select ''Attributes''.  
#Go to any town alchemist and select ''Attributes''.  
#Select the armor or weapon you wish to enchant.  
#Select the armor or weapon you wish to enchant.  
#Select the element you wish to enchant with.  
#Select the element you wish to enchant with.  
<br>
<br>
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.  
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.


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.
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.


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]
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<br>
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=== El Shard Requirements ===
[[File:HQ Shop Item 130047.png|thumb|El Shard (Mystery)]]
To add attributes to equipment, you must have a certain number of El Shards of a particular element in your inventory. El Shards can be found in various methods, such as trading with other players, event rewards, [[Ice Burners]], or identified from Mystery El Shards.


==== Armor Formula ====
Mystery El Shards can be used to apply a random element to your equipment, or you can refine them into elemental El Shards at random by right-clicking on them for a cost of 2000 ED each. All elements have an equal chance of being identified from a Mystery El Shard.


1st enchantment [Level of equipment / 8]
The number of El Shards required depends on the equipment's level, type, rarity, and number of existing attributes.
 
{| cellpadding="5" border="1" style="border-collapse: collapse;"
2nd enchantment [Level of equipment * (3/8)]
|-
! Attribute !! Weapon !! Armor !! Variable List
|-
|-
! 1st Attribute
| (EL + ER) × 0.5
| (EL + ER) × 0.125
| rowspan=4 |
*''EL'' = Equipment's Level Requirement
*''ER'' = Equipment's Rarity
**{{ItemName|Old|Old}}/{{ItemName|Normal|Normal}} = -4
**{{ItemName|Rare|Rare}} = -2
**{{ItemName|Elite|Elite}} = 0
**{{ItemName|Unique|Unique}} = 2
**{{ItemName|Legend|Legend}} = 3
|-
! 2nd Attribute
| (EL + ER) × 1.5
| (EL + ER) × 0.375
|-
! 3rd Attribute
| (EL + ER) × 3
| (EL + ER) × 0.75
|-
! 4th Attribute
| (EL + ER) × 6
| N/A
<!--
|-
| colspan=4 | During the calculation, the result should be rounded (down/up?) to the nearest whole number.
-->
|}


== Element Abilities ==
== 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 equipment, you can only combine 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.


=== Stacking Elemental Effects ===
=== Stacking Elemental Effects ===
These elements' effects can be stacked up to three times each, hence the name of their group. This is indicated by the number over the debuff icon.


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.
When a weapon is enchanted with a stackable attribute, the weapon will be enveloped in a small cloud of the element's color. When the attribute reaches level III or IV, the weapon outline of your character's commands will change to that same color. This will not affect [[Lu/Ciel|Lu]], [[Rose]], [[Ain]], or [[Laby]]. For Rena, [[Rena#Arrows_Graphical_Effects|the color of her arrows will change]] instead of her weapon outline.
<br>


'''Weapon Attack = Magic Attack + Physical Attack (Does not include upgrades)'''
==== [[File:Fire Icon.png]] Fire (Burning) ====
[[File:FireELSTONE.png|thumb|El Shard (Fire)]]
Fire inflicts {{se|102|Burning||ed|icon=no}}, which drastically deals damage and MP burn over time. 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]], [[Nova Imperator]], and [[Oz Sorcerer]]. It is possible for the burn to kill enemies.


==== [[Image:FireELSTONE.png]]  Fire (Burning) ====
Additionally, Fire Resistance will also increase the player's resistance towards {{se||Burn|tt=no}}.  
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 Mage|Dark Magicians]]. Ever since the Element Revamp, Fire can now kill.
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{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Fire}}"
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's average attack power) !! rowspan=2 | MP Burn Per Second !! rowspan=2 | Duration
|- style="background:{{ColorSel|Element|Fire}}"
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
|-
| Burning I || 5% || 15% || 25% || 35% || 60% || 90% || 120% || -3 MP || rowspan=4 | 5 Seconds
|-
| Burning II || 8% || 24% || 40% || 56% || 120% || 180% || 240% || -4 MP
|-
| Burning III || 10% || 30% || 50% || 70% || 180% || 240% || 360% || -5 MP
|-
| Burning IV || 12% || 36% || 60% || 84% || 240% || 360% || 480% || -6 MP
|}


Blaze (Lv1) 5% Chance of Effect
===== Updates =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Fire}}"
! colspan=2 | Date !! rowspan=2 | Changes
|- style="background:{{ColorSel|Element|Fire}}"
! KR !! NA
|-
| 11/03/2016 || 11/23/2016 || align="left" |
*{{buff|MP Burn effect added.}}
*{{buff|'''Damage''' increased.}}
*{{buff|Based on weapon's attack power.}}
*{{buff|Activation Chance Increase when stacking effect added.}}
*{{nerf|Duration decreased.}}
|-
| 12/01/2016 || 01/11/2017 || align="left" |
*Based on the weapon attack as if it was +0 in Free Channel.
|-
| 08/24/2017 || 09/13/2017 || align="left" |
*{{nerf|'''Damage''' decreased.}}
|-
| 02/29/2024 || 03/27/2024 || colspan=2 align="left" | 
*{{nerf|{{se|071|Fire Field||ed}} is not affected by target’s fire attribute resistance.}}
|}
<br>


Stacked 1 Time: Deals 30% of the weapon's attack power over 10 seconds.
==== [[File:Water Icon.png]] Water (Freezing) ====
[[File:IceELSTONE.png|thumb|El Shard (Water)]]
Water inflicts {{se|104|Freezing||ed|icon=no}}, which drastically decreases Action Speed and lowers the enemy's defense stats. This will also reduce the knockback distance that enemies will travel. 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 [[Daybreaker]], [[Twilight]], and [[Aether Sage]]. It is also particularly useful for dungeons where enemies have high defenses.


Stacked 2 Times: Deals 45% of the weapon's attack power over 10 seconds.
Additionally, Water Resistance will also increase the player's resistance towards {{se||Extreme Coldness|tt=no}}, {{se||Freeze|tt=no||label=no}}{{se|562|Freeze||ed|tt=no}}, {{se|097|Bubble Aura||ed|tt=no}}, and {{se|520|Weak Icerite||ed|tt=no}}.  
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Stacked 3 Times: Deals 60% of the weapon's attack power over 10 seconds.
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Water}}"
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Action Speed Reduction !! colspan=3 | Defense Pierce !! rowspan=2 | Duration
|- style="background:{{ColorSel|Element|Water}}"
! 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% || rowspan=4 | 20% || rowspan=4 | 30% || rowspan=4 | 40% || rowspan=4 | 10% || rowspan=4 | 20% || rowspan=4 | 30% || rowspan=4 | 10 Seconds
|-
| Freezing II || 12% || 24% || 36% || 48%
|-
| Freezing III || 15% || 30% || 45% || 60%
|-
| Freezing IV || 18% || 36% || 54% || 72%
|}


===== Updates =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Water}}"
! colspan=2 | Date !! rowspan=2 | Changes
|- style="background:{{ColorSel|Element|Water}}"
! KR !! NA
|-
| 11/03/2016 || 11/23/2016 || align="left" |
*{{buff|Activation Chance Increase when stacking effect added.}}
*Changed from Movement Speed Decrease to Action Speed Decrease.
|-
| 12/01/2016 || 01/11/2017 || align="left" |
*{{nerf|Defense Reduction decreased.}}
*Fixed issue where Defense Reduction amount is not affected by Water Resistant.
|-
| 08/24/2017 || 09/13/2017 || align="left" |
*{{nerf|Duration fixed at 10 seconds.}}
*{{nerf|Defense Reduction decreased.}}
|-
| ??/??/2023 || ??/??/2023 || colspan=2 align="left" | 
*{{nerf|{{se|355|Penetrating Will||ed}} is not affected by target’s water attribute resistance.}}
|}
<br>


Master Blaze (Lv2) 8% Chance of Effect
==== [[File:Nature Icon.png]] Nature (Poisoning) ====
[[File:PoisonELSTONE.png|thumb|El Shard (Nature)]]
Nature inflicts {{se|103|Poisoning||ed|icon=no}}, which slightly decreases Movement/Jump Speed and deals slight damage over time. 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. Nature works especially well with fast attacking characters with high base attack power or characters that can lock combos, such as [[Knight Emperor]] and [[Anemos]]. [[Twilight]] also benefits from this greatly, as it helps her low damage output while gaining an advantage over high-speed opponents such as [[Furious Blade]] and [[Immortal]]. Like Fire, Nature can also kill.


Stacked 1 Time: Deals 60% of the weapon's attack power over 10 seconds.
Additionally, Nature Resistance will also increase the player's resistance towards {{se||Poison|tt=no}}, {{se||Move Slowdown|tt=no|label=no}}{{se|352|Move Slowdown||ed|tt=no}}, {{se|096|Tied Down||ed|tt=no}}, {{se|107|Dryad's Fury||ed|tt=no}}, and {{se|115|Toxic||ed|tt=no}}.  
<br>


Stacked 2 Times: Deals 90% of the weapon's attack power over 10 seconds.
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Nature}}"
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's average attack power) !! colspan=3 | Movement Speed Reduction !! rowspan=2 | Duration
|- style="background:{{ColorSel|Element|Nature}}"
! 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% || 30% || 45% || 60% || rowspan=4 | 20% || rowspan=4 | 30% || rowspan=4 | 40% || rowspan=4 | 15 Seconds
|-
| Poisoning II || 8% || 16% || 24% || 32% || 60% || 90% || 120%
|-
| Poisoning III || 10% || 20% || 30% || 40% || 90% || 135% || 180%
|-
| Poisoning IV || 12% || 24% || 36% || 48% || 120% || 180% || 240%
|}


Stacked 3 Times: Deals 120% of the weapon's attack power over 10 seconds.
===== Updates =====
 
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
 
|- style="background:{{ColorSel|Element|Nature}}"
Triple Master Blaze (Lv3) 10% Chance of Effect
! colspan=2 | Date !! rowspan=2 | Changes
 
|- style="background:{{ColorSel|Element|Nature}}"
Stacked 1 Time: Deals 90% of the weapon's attack power over 10 seconds.
! KR !! NA
 
|-
Stacked 2 Times: Deals 135% of the weapon's attack power over 10 seconds.
| 06/30/2016 || 07/13/2016 || align="left" |  
 
*{{buff|Nature Resistance will also increase player's resistance towards {{se||Move Slowdown}}.}}
Stacked 3 Times: Deals 180% of the weapon's attack power over 10 seconds.
|-
 
| 11/03/2016 || 11/23/2016 || align="left" |
==== [[Image:IceELSTONE.png]]  Water (Freezing) ====
*{{buff|Duration increased.}}
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]].
*{{buff|'''Damage''' increased.}}
 
*{{buff|Based on weapon's attack power.}}
 
*{{buff|Activation Chance Increase when stacking effect added.}}
Frozen (Lv1) 6% Chance of Effect
*Changed from Action Speed Decrease to Movement/Jump Speed Decrease.
 
|-
Stacked 1 Time: Lowers movement speed by 30%, and lowers defense by 30% for 10 seconds.
| 12/01/2016 || 01/11/2017 || align="left" |
 
*Based on the weapon attack as if it was +0 in Free Channel.
Stacked 2 Times: Lowers movement speed by 45%, and lowers defense by 45% for 10 seconds.
|-
 
| 04/27/2017 || 09/13/2017 || align="left" |
Stacked 3 Times: Lowers movement speed by 60%, and lowers defense by 60% for 10 seconds.
*{{nerf|Jump Speed Reduction removed.}}
 
*{{nerf|Movement Speed Reduction decreased.}}
 
|-
Master Frozen (Lv2) 12% Chance of Effect
| 08/24/2017 || 09/13/2017 || align="left" |
 
*{{nerf|'''Damage''' decreased.}}
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.
 
==== [[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. 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 Mage|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.
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=== Instant Effect Elements ===
=== 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.


==== [[Image:WindELSTONE.png]]  Wind (Piercing) ====
When a weapon is enchanted with an attribute with an instant effect, a light will appear on your character's hand. As the level of enchantment increases, the light will increase in size until it forms an orb.  
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|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.
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Piercing (Lv1) 6% Chance of Effect
==== [[File:Wind Icon.png]] Wind (Piercing) ====
[[File:WindELSTONE.png|thumb|El Shard (Wind)]]
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 [[Knight Emperor]],  [[Rena]], and [[Raven]] as well as multi-hitter specialists like [[Immortal]], [[Code: Ultimate]], and [[Bloody Queen]]. Combined with a high critical hit ratio, the raw power of Wind is a force to be reckoned with.


Master Piercing (Lv2) 12% Chance of Effect
Additionally, Wind Resistance will also increase the player's resistance towards {{se||Bleed|tt=no}}.
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Triple Master Piercing (Lv3) 15% Chance of Effect
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Wind}}"
! Level !! Activation Chance !! Damage<br>(Based on weapon's average attack power)
|-
| Piercing I || 6% || rowspan=4 | 40%
|-
| Piercing II || 12%
|-
| Piercing III || 15%
|-
| Piercing IV || 18%
|}


==== [[Image:LightELSTONE.png]]  Light (Petrifying) ====
===== Updates =====
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.
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Wind}}"
! colspan=2 | Date !! rowspan=2 | Changes
|- style="background:{{ColorSel|Element|Wind}}"
! KR !! NA
|-
| 04/21/2016 || 05/18/2016 || align="left" |
*{{buff|Wind Resistance will also increase player's resistance towards {{se||Bleed}}.}}
|-
| 11/03/2016 || 11/23/2016 || align="left" |
*{{buff|Based on weapon's attack power.}}
*Fixed issue where damage becomes 2x.
|-
| 12/01/2016 || 01/11/2017 || align="left" |  
*Based on the weapon attack as if it was +0 in Free Channel.
|-
| ??/??/2023 || ??/??/2023 || align="left" |
*{{buff|Wind Resistance will also increase player's resistance towards {{se|355|Penetrating Will||ed}}.}}
|-
| 01/18/2024 || 01/31/2024 || colspan=2 align="left" | 
*{{nerf|{{se|355|Penetrating Will||ed}} is not affected by target’s wind attribute resistance.}}
|}
<br>


==== [[File:Light Icon.png]] Light (Petrifying) ====
[[File:LightELSTONE.png|thumb|El Shard (Light)]]
Light inflicts {{se|105|Petrifying||ed|icon=no}}, which petrifies enemies, stopping them mid-animation and leaving them open to attacks for a short period of time. Increasing its level of enchantment raises its chance of effect and the petrification duration. In dungeons, Petrifying'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 [[Furious Blade]], [[Aether Sage]], 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.


Shock (Lv1) 5% Chance of Effect, petrifies enemies for 2 seconds. Petrified enemies gain 10% defense.
Additionally, Light Resistance will also increase the player's resistance towards {{se||Faint|tt=no}}, {{se|101|Blind||ed|icon=no|tt=no}} from [[Photon Flare]], and {{se|194|Electrocution||ed|tt=no}}.
<br>


Master Shock (Lv2) 8% Chance of Effect, petrifies enemies for 2.5 seconds. Petrified enemies gain 10% defense.
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Light}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! rowspan=2 | {{se|105|Petrifying||ed|icon=no}} Duration !! colspan=2 | {{se|342|Stiff Body||ed}}
|- style="background:{{ColorSel|Element|Light}}"
! Attack Decrease !! Duration
|-
| Petrifying I || 5% || 3 Seconds || rowspan=4 | 30% || rowspan=4 | 10 Seconds
|-
| Petrifying II || 8% || 3.5 Seconds
|-
| Petrifying III || 10% || 4 Seconds
|-
| Petrifying IV || 12% || 4.5 Seconds
|}


Triple Master Shock (Lv3) 10% Chance of Effect, petrifies enemies for 3 seconds. Petrified enemies gain 10% defense.
===== Updates =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Light}}"
! colspan=2 | Date !! rowspan=2 | Changes
|- style="background:{{ColorSel|Element|Light}}"
! KR !! NA
|-
| - || - || align="left" |
*{{buff|Defense Increase effect removed.}}
|-
| 06/30/2016 || 07/13/2016 || align="left" |
*{{buff|Light Resistance will also increase player's resistance towards Stun.}}
|-
| 11/03/2016 || 11/23/2016 || align="left" |
*{{buff|Attack Decrease when {{se|105|Petrifying||ed|icon=no}} is ended effect added.}}
*{{buff|Duration increased.}}
|-
| 12/15/2016 || - || align="left" |
*Fixed issue where Attack Decrease not work for monsters.
|}
<br>


==== [[Image:DarkELSTONE.png]]   Dark (Plagued) ====
==== [[File:Dark Icon.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 especially well with characters that have multiple hit moves, like [[Magic Knight|Magic Knights]], [[Dark Mage|Dark Magicians]], and [[Code Architecture|Code Architectures]].  
[[File:DarkELSTONE.png|thumb|El Shard (Dark)]]
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, such as [[Furious Blade]], [[Immortal]], and [[Prime Operator]], or have long-ranged attacks that hit multiple enemies, such as [[Armageddon Blade]] or passives such as [[Vibe Shot]].


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. Draining the exact amount of HP/MP 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.


Snatch (Lv1) 5% Chance of Effect, drains 20% of the weapon's attack power as HP and 10 MP.
Additionally, Dark Resistance will also increase the player's resistance towards {{se|078|Aging|tt=no}} and {{se||Curse|tt=no}}.
<br>


Master Snatch (Lv2) 8% Chance of Effect, drains 40% of the weapon's attack power as HP and 20 MP.
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Dark}}"
! Level !! Activation Chance !! HP Drain<br>(Based on weapon's base average 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
|}


Triple Master Snatch (Lv3) 10% Chance of Effect, drains 60% of the weapon's attack power as HP and 30 MP.
===== Updates =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Dark}}"
! colspan=2 | Date !! rowspan=2 | Changes
|- style="background:{{ColorSel|Element|Dark}}"
! KR !! NA
|-
| 11/03/2016 || 11/23/2016 || align="left" |
*{{nerf|MP Drain decreased.}}
|-
| 04/27/2017 || 05/10/2017 || align="left" |
*{{nerf|MP Drain decreased.}}
|}
<br>


<br/>
== How to calculate an elemental effect's value or duration ==
<math>E \times \left(1 - F\times \frac{ER - RD}{500}\right)</math>


==Element Stones==
* ''E'' - The value or the duration of the effect.
* ''F'' - Factor of effectiveness. 1 in Dungeons, 0.8 in PvP.
* ''ER'' - Elemental Resistance of the enemy. Set individually per monster, between 0 and 500.
* ''RD'' - Elemental Resistance Decrease from gear, skills, etc.
<br>


Rare Element Stones that give various degrees of double enchantment per use.
==Refined El Shards==
These are obtainable from events and potentially Ice Burners.
[[File:Refined_Freeze_Pierce.jpg|500px|thumb|right||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 tradable between players.
{| width="100%" cellspacing="0" cellpadding="5" border="1" style="border-collapse: collapse;"
{| width="100%" cellspacing="0" cellpadding="5" border="1" style="border-collapse: collapse;"
|-
|-
Line 195: Line 372:
|-
|-
| [[File:DoubleFireES.png]]
| [[File:DoubleFireES.png]]
| Refined El Shard (Burning Master) - Fire Enchantment Stone
| Refined El Shard (Burning Master)
| Gives a weapon Double "Burning" effect enchantment.
| Gives a weapon Double "Burning" effect enchantment.
|-
|-
| [[File:DoubleIceES.png]]
| [[File:DoubleIceES.png]]
| Refined El Shard (Freezing Master) - Water Enchantment Stone
| Refined El Shard (Freezing Master)
| Gives a weapon Double "Freezing" effect enchantment.
| Gives a weapon Double "Freezing" effect enchantment.
|-
|-
| [[File:DoublePoisonES.png]]
| [[File:DoublePoisonES.png]]
| Refined El Shard (Poison Master) - Nature Enchantment Stone
| Refined El Shard (Poison Master)
| Gives a weapon Double "Poisoning" effect enchantment.
| Gives a weapon Double "Poisoning" effect enchantment.
|-
|-
| [[File:DoubleWindES.png]]
| [[File:DoubleWindES.png]]
| Refined El Shard (Piercing Master) - Wind Enchantment Stone
| Refined El Shard (Piercing Master)
| Gives a weapon Double "Piercing" effect enchantment.
| Gives a weapon Double "Piercing" effect enchantment.
|-
|-
| [[File:DoubleLightES.png]]
| [[File:DoubleLightES.png]]
| Refined El Shard (Petrifying Master) - Light Enchantment Stone
| Refined El Shard (Petrifying Master)
| Gives a weapon Double "Petrifying" effect enchantment.
| Gives a weapon Double "Petrifying" effect enchantment.
|-
|-
| [[File:DoubleDarkES.png]]
| [[File:DoubleDarkES.png]]
| Refined El Shard (Plague Master) - Dark Enchantment Stone
| Refined El Shard (Plague Master)
| Gives a weapon Double "Plagued" effect enchantment.
| Gives a weapon Double "Plagued" effect enchantment.
|-
|-
| [[File:DoubleWindFireES.png]]
| [[File:DoubleWindFireES.png]]
| Refined El Shard (Burning Piercing) - Wind-Fire Enchantment Stone
| Refined El Shard (Burning Piercing)
| Gives a weapon "Piercing" and "Burning" effect enchantment.
| Gives a weapon "Piercing" and "Burning" effect enchantment.
|-
|-
| [[File:DoubleLightFireES.png]]
| [[File:DoubleLightFireES.png]]
| Refined El Shard (Burning Petrifying) - Light-Fire Enchantment Stone
| Refined El Shard (Burning Petrifying)
| Gives a weapon "Petrifying" and "Burning" effect enchantment.
| Gives a weapon "Petrifying" and "Burning" effect enchantment.
|-
|-
| [[File:DoubleDarkFireES.png]]
| [[File:DoubleDarkFireES.png]]
| Refined El Shard (Burning Plague) - Dark-Fire Enchantment Stone
| Refined El Shard (Burning Plague)
| Gives a weapon "Plagued" and "Burning" effect enchantment.
| Gives a weapon "Plagued" and "Burning" effect enchantment.
|-
|-
| [[File:DoubleWindIceES.png]]
| [[File:DoubleWindIceES.png]]
| Refined El Shard (Freezing Piercing) - Wind-Water Enchantment Stone
| Refined El Shard (Freezing Piercing)
| Gives a weapon "Piercing" and "Freezing" effect enchantment.
| Gives a weapon "Piercing" and "Freezing" effect enchantment.
|-
|-
| [[File:DoubleLightIceES.png]]
| [[File:DoubleLightIceES.png]]
| Refined El Shard (Freezing Petrifying) -Light-Water Enchantment Stone
| Refined El Shard (Freezing Petrifying)
| Gives a weapon "Petrifying" and "Freezing" effect enchantment.
| Gives a weapon "Petrifying" and "Freezing" effect enchantment.
|-
|-
| [[File:DoubleDarkIceES.png]]
| [[File:DoubleDarkIceES.png]]
| Refined El Shard (Freezing Plague) - Dark-Water Enchantment Stone
| Refined El Shard (Freezing Plague)
| Gives a weapon "Plagued" and "Freezing" effect enchantment.
| Gives a weapon "Plagued" and "Freezing" effect enchantment.
|-
|-
| [[File:DoubleWindPoisonES.png]]
| [[File:DoubleWindPoisonES.png]]
| Refined El Shard (Poison Piercing) - Wind-Nature Enchantment Stone
| Refined El Shard (Poison Piercing)
| Gives a weapon "Piercing" and "Poisoning" effect enchantment.
| Gives a weapon "Piercing" and "Poisoning" effect enchantment.
|-
|-
| [[File:DoubleLightPoisonES.png]]
| [[File:DoubleLightPoisonES.png]]
| Refined El Shard (Poison Petrifying) - Light-Nature Enchantment Stone
| Refined El Shard (Poison Petrifying)
| Gives a weapon "Petrifying" and "Poisoning" effect enchantment.
| Gives a weapon "Petrifying" and "Poisoning" effect enchantment.
|-
|-
| [[File:DoubleDarkPoisonES.png]]
| [[File:DoubleDarkPoisonES.png]]
| Refined El Shard (Poison Plague) - Dark-Nature Enchantment Stone
| Refined El Shard (Poison Plague)
| Gives a weapon "Plagued" and "Poisoning" effect enchantment.
| Gives a weapon "Plagued" and "Poisoning" effect enchantment.
|}
|}
<br>


==  Gallery ==
<gallery widths="150px" heights="150px">
File:FireElement.png|A weapon with Burning IV
File:WaterElement.png|A weapon with Freezing IV
File:NatureElement.png|A weapon with Poisoning IV
File:WindElement.png|A weapon with Piercing IV
File:LightElement.png|A weapon with Petrifying IV
File:DarkElement.png|A weapon with Plagued IV
File:Ara's visual freezing.png|Ara's level 3 Freezing commands visual effect
File:Add's visual freezing.png|Add's level 3 Freezing commands visual effect
File:Elesis's visual freezing.png|Elesis's level 3 Freezing commands visual effect
File:Status 102.png|Unused '''Burn (Burning)''' debuff icon.
File:Status 104.png|Unused '''Freeze (Freezing)''' debuff icon.
File:Status 103.png|Unused '''Poison (Poisoning)''' debuff icon.
File:Status 105.png|Unused '''Conviction''' debuff icon.
</gallery>
<br>


== Tips and Details ==
*Beneficial effects coming from Attributes are affected by the enemy's Elemental Resistance stat. The lower resistance, the better the effect.
**The Elemental Resistance stat is not capped at 0, thus the effects will increase even beyond their maximum when it goes negative.
**Negative Water Attribute Resistance is able to extend the duration of {{se||Freeze}} from skills and items. It will also increase the Defense Pierce effect, making it extremely potent, provided that the enemy can be debuffed.
*Poison Resistance can be useful for a dungeon like [[Transporting Tunnel: Contaminated Area]], in which case the player will be able to avoid the auto-poisoning from the time limit running out.
*Fire Resistance can be useful for dungeons like [[Dragon Nest: Abyss]], that have a lot of fire-based obstacles and attacks.
*Water Resistance can be useful for a dungeon like [[Water Dragon's Compass]] against [[Denif]]'s '''Freeze''' debuff.
<br>


 
== General Updates ==
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background-color: {{ColorSel|Misc}}"
! colspan=2 | Date !! rowspan=2 | Changes
|- style="background-color: {{ColorSel|Misc}}"
! KR !! NA
|-
| - || - || align="left" |
*{{buff|3 elements become available for weapons, 2 elements become available for armors.}}
|-
| 11/03/2016 || 11/23/2016 || align="left" |
*{{buff|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.
|-
| 08/24/2017 || 09/13/2017 || align="left" |
*{{nerf|Elemental Resistance effectiveness decreased in PvP. All resistance is 20% less effective.}}
|-
| 06/04/2020 || 07/01/2020 || align="left" |
*Weapon Effect (Enhancement, Attribute) on/off function added.
|}
<br>


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