Attributing Equipment: Difference between revisions

no edit summary
No edit summary
Line 1: Line 1:
{{Languages|Attributing Equipment}}
{{Languages|Attributing Equipment}}{{Development}}__FORCETOC__
== Attribute Enchantment Overview ==
== Attribute Enchantment Overview ==
[[File:HQ Shop Item 130047.png|thumb|El Shard (Mystery)]]
[[File:HQ Shop Item 130047.png|thumb|El Shard (Mystery)]]
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.
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.


Mystery El Shards can be found in all maps as a rare drop, and appears as a black crystal on the floor. 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.
Mystery El Shards can be found in most dungeons as a rare drop and appears as a black crystal on the floor. 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.
 
The estimated probability of yielding a certain el shard from solving an el shard (mystery) is:
 
{| class="wikitable"
|-
! Shard Element !! Probability of shard
|-
| [[File:Fire Icon.png]] Fire || 16.67%
|-
| [[File:Water Icon.png]] Water || 16.67%
|-
| [[File:Wind Icon.png]] Wind || 16.67%
|-
| [[File:Nature Icon.png]] Nature || 16.67%
|-
| [[File:Dark Icon.png]] Dark || 16.67%
|-
| [[File:Light Icon.png]] Light || 16.67%
|}
<br>


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.<br/>
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.<br/>
Line 41: Line 21:
#Select the element you wish to enchant with.  
#Select the element you wish to enchant with.  
<br>
<br>
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.  
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, 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.
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 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.


<br>
<br>
=== Formula ===
=== El Shard Requirements ===
Depends on the grade of equip: Normal, Rare, Elite, or Unique.
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;"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|-  
|-  
! Rarity !! Level Modifier
! Attribute !! Weapon !! Armor !! Variable List
|-
|-
! 1st Attribute
| (EL + ER) × 0.5
| (EL + ER) × 0.125
| rowspan=5 |
*''EL'' = Equipment's Level Requirement
*''ER'' = Equipment's Rarity
**{{ItemName|Normal|Normal}} = -4
**{{ItemName|Rare|Rare}} = -2
**{{ItemName|Elite|Elite}} = 0
**{{ItemName|Unique|Unique}} = 2
**{{ItemName|Legend|Legend}} = 4
|-
|-
| style="color:{{ColorSel|ItemRarity|Normal}}" class="textfloat" | '''Common''' || [Equipment Level] -4
! 2nd Attribute
| (EL + ER) × 1.5
| (EL + ER) × 0.375
|-
|-
| style="color:{{ColorSel|ItemRarity|Rare}}" class="textfloat" | '''Rare''' || [Equipment Level] -2
! 3rd Attribute
| (EL + ER) × 3
| (EL + ER) × 0.75
|-
|-
| style="color:{{ColorSel|ItemRarity|Elite}}" class="textfloat" | '''Elite''' || [Equipment Level] +0
! 4th Attribute
| (EL + ER) × 6
| N/A
|-
|-
| style="color:{{ColorSel|ItemRarity|Unique}}" class="textfloat" | '''Unique''' || [Equipment Level] +2
! Total
| (EL + ER) × 11
| (EL + ER) × 1.25
<!--
|-
|-
| style="color:{{ColorSel|ItemRarity|Legend}}" class="textfloat" | '''Legend''' || [Equipment Level] +4
| colspan=4 | During the calculation, the result should be rounded (down/up?) to the nearest whole number.
-->
|}
|}
<br>
==== Weapon ====
1st enchantment [Level Modifier ÷ 2]
2nd enchantment [Level Modifier × 1.5]
3rd enchantment [Level Modifier × 3]
4th enchantment [Level Modifier × 6]
<br>
==== Armor ====
1st enchantment [Level Modifier ÷ 8]
2nd enchantment [Level Modifier × (3/8)]
3rd enchantment [Level Modifier × (3/4)]
<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.
<br>


== Element Abilities ==
== Element Abilities ==
Line 310: Line 281:
[[File:Refined_Freeze_Pierce.jpg|500px|thumb|right||Ingame description]]
[[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.  
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.  
== Special visual effect ==
If you are using a weapon with a level 3 or 4 burn, freeze, or poison attribute, your physical attacks will receive a new visual effect. This feature doesn't affect [[Lu/Ciel|Lu]], [[Rose]], [[Ain]] and [[Laby]]. [[Rena]]'s level 3 or 4 attributes [[Rena#Arrows_Graphical_Effects|affect her arrows]].
<gallery widths=150px heights=150px>
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
</gallery>


These items are obtainable from events and are not tradable between players.  
These items are obtainable from events and are not tradable between players.  
Line 397: Line 359:
File:LightElement.png|A weapon with Petrifying IV
File:LightElement.png|A weapon with Petrifying IV
File:DarkElement.png|A weapon with Plagued 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
</gallery>
</gallery>
<br>
<br>


== Tips & Details ==
== Tips and Details ==
*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.
*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.
*Fire resistance can be useful for dungeons like [[Dragon Nest: Abyss]], that have a lot of fire-based obstacles and attacks.
<br>
<br>


== Trivia ==
*When equipped with a weapon with level III or IV Burning, Freezing, or Poisoning, the weapon outline of your character's commands will become red, blue, or green, respectively. This will not affect [[Lu/Ciel|Lu]], [[Rose]], [[Ain]], or [[Laby]].
**For Rena, [[Rena#Arrows_Graphical_Effects|the color of her arrows will change color]].
<br>
== General Updates ==
== General Updates ==
*??/??/20?? KR
*??/??/20?? KR
ElEditors, Administrators
55,097

edits