Weapon and Gear stat bonus's and other effects
This page is for information concerning Armor ,Extra attachments ,and Weapons. For "legendary weapons " go to quest page
*YOU CAN NO LONGER MAKE WEAPONS WITH THIS SYSTEM, GO TO 2017 WEAPONS PAGE.
you can only use a weapon that is your level or lower, same for all gear.
The max stats of a weapon for level 1 players /level 1 common weapons is
30
They Add 5 with each level
Level 1-30 stats
Level 2- 35 stats
Level 3 - 40 stats
Each rarity has a higher starting point
A sword at level 4 adds 45 stats (30 + 4-1x5)
30atk
20spd
The math looks like
30+X-1 • 5
X= what level the gear is
30 is the base stat for most gear
so a level one would be
30+ 1-1x 5
1-1 = 0
0 x 5 = 0
0 +30 =30
a common level one weapon would have 30 stat points in total
That's the max stats /the best a weapon can be for that level
The weapon is at that max
if it adds two elements
= super rare weapon
a rare item would only add one element
Weapons can have a max of three elements btw ( but that's advanced)
Also you can take away stats And add more
The system values stats different
Here a list of highest to least valued stats
Hp
Mp
Atk/spd/def
Matk
Mspt
So it can be
+10 hp
- 20 Mspt
Or
-20 hp
+Matk 40
Or
+atk 20
+spd 20
- Matk 30
-Mspt - 30
Or
+def 50
-spd 50
So what if the you're confused About what level you can get that at
What if you're losing more stats then you're gaining
You would take away 20% of that number away from whatever is added
Ex.
+50 def
-50 spd
Spd is being taken away
20% of 50 is 10
50 def is being added
50-10 = 40
Its total stat count is 40
So it's a level 3 gear
level 1 - 30 stat points total
level 2 - 35 stat points total
level 3 - 40 stat points total
Most likely a shield , because of its def stats, that its adding
BTW your stats cannot go negative so you can never have -10 Mspt
If that ever happens by you putting on gear.
You cannot equip it
There is also a max of 70% of your total stat points you add can go to one stat,exceptdefense
Ex.
If you can add 100 stat points to a weapon only 70 will be able to go towards one stat
The rest will have to be evened out on others
Ex.
Can add 100 SP
Sp=stat points
+70 atk
+30 spd
-50 Matk
= total stats added 90
A level 12 weapon
You can only take away a max of 50 so it works
Also 70% or less of a single stat was added
Ex #2 same as last time
+80 spd
+20 atk
-100 hp
Total cost = 80
A level 10 weapon
This cannot work because you're adding more then 70% of a single stat
Also you're taking away too many stats then you're allowed
As for the elements
RNG
1-5 = 2 elements
1-30 = 1 element
The elements Are decided by how it was obtained
Ex. Undine territory swords - water element
Ex. A fire dungeon - fire sword - fire element
Ex. A church - light sword
Ex. A dark cave - dark sword
As for the elements
RNG
1-5 = 2 elements
1-30 = 1 element
The elements Are decided by how it was obtained
Ex. Undine territory swords - water element
Ex. A fire dungeon - fire sword - fire element
Ex. A church - light sword
Ex. A dark cave - dark sword
WEAPON BASE STATS AND RARITY DIFFERNCES
Also sword Stats and how they are at level one
common swords - max or less then max stats (lvl 1 = 30)
Rare - max stats (lvl 1 = 30) + an element
Super rare - max stats (lvl 1 = 30) + two elements
Mega rare - max stats ( lvl 1 = 60) + an element or two (optional ) + extra skill level one(optional )
Ultra rare - max stats (lvl 1= 130) + up to 3 elements (optional ) + two extra skills level 1-3(optional )
EXTRA SKILL LIST FOR WEAPONS
Breaker -
+ atk 5% ( only to weapon /armor / ring / pendant stats, not base stats : this goes for all ES)
( lvl 2 10%) ( lvl 3 20%)
Guardian -
+ def 5% ( lvl 2 10 % )( lvl 3 20%)
Oracle-
Any hp potion / spell heals 2x more ( lvl 2 4x) (lvl 3 heals to full)
Anima -
+15% hp( lvl 2 20%)(lvl 3 30%)
Lord -
All stats 2% up ( lvl 2 5% ) (lvl 3 7.5%)
Wizard -
level 1- 5% 2- 10% -3 20% Matk
Magister magi -
Max mp + 1% (lvl 2 20% )( lvl 3 30%)
Flash step -
Spd +5% (lvl 2 10%) ( lvl 3 20%)
Nindo - player can run at complete silence
Meditation - increases mp or hp over time much faster
Requip - while holding This weapon,can Change to another in an instant
Rune blade - can cast spells with this Sword
Hawk eye - allows the player to zoom in with sigh by a set amount
lvl 1- 2x
Lvl 2 - 4x
Lvl 3 - 8x
Lvl 4 - 15x
Lvl 5 - 20x
ARMOR BASE STATS AND RARITY DIFFENCES
Armor -(lvl 1)
Common - (30) or low stats
Rare - (30) max elemental resist +20 max
Super Rare - (40 elemental resist +30 max + physical /magical resist +20 max
Mega rare - (100) elemental resist +50 + physical/magical resist +50 + extra skill
ultra rare - (150) elemental resist +100 + physical/magical resist +80 +extra skill
ARMOR EXTRA SKILLS
Knight + def +10 % max
Element resist -
-50% DMG from any one element (will be labeled )
Physical / magical resist
-20% DMG from one
Light armor
+10% speed (only applies to armor spd not base )
Angelic blessing-
Hp stops at 1 before taking Another hit and dying
Rough armor -
Any hits to you will deal 50 DMG to them
Nindo - can walk in complete silence
Cloak - can move while invisible (can be caught by senses other then sight )
EXTRA ATTACHMENT(ES) BASE STAT AND RARITY DIFFERENCES
Common - 30 max
Rare - 30 + extra skill
Super rare -50+ extra skill +element resistance +30 max
Mega rare - 100 +element +extra skill + element resistance -50 max
Ultra rare - 200 +element resistance (100max) and element + extra skill
LIST OF EA ES
Elemental master-
(Resistance to specific element +100 max)
Elemental alchemist- status ailments for that sword go up by 50%
Master of blade - dmg with swords go up by 5%
Master of magics -
DMG with wands/staffs
+5%
Master of life -
Out of battle Skills go up by one level (ex. fishing )
Cloak - is invisible while moving
Meditation - increases mp and hp recovery hugely while focusing And not moving
Weapon requirements -
a weapon may have specific requirements for you to use it
such as level, a weapon cannot be equipped if it's level exceeds your own
it can however be used if you and the weapon are the same level
a weapon cannot be used if it brings your any of your stats below 0
these are the basics of knowing if you can use a weapon
now stat requirements are the next step to figuring out if you can use a weapon r not.
some weapons don't have stat requirements but usually the higher the level and rarity of the weapon
the more chances it has of having stat requirements
weight-
weapons might have weight to them, which means your atk/strength stat will need to be high enough
to lift the weapon and use it if the weight is higher then your atk stat then you can still use it
but for every point of weight above your atk is taken away from your spd
so if you try to lift a 100 weight weapon with 90 atk your spd will be down 10
also if you wanted to use a two handed weapon with one hand , your atk stat will need to be 1.75 times larger
then the weight of the weapon , now when a weapon has weight it doesn't gain anything special its just to restrict
it so that the better weapons can't be used by those with the low stats and levels
magic lock -
this is simple if a weapon has a magic lock then the user wont be able to use the weapon unless they have the needed amount of matk
unlike weight if you do not have the right amount of matk to bypasss the lock then you cannot use the weapon at all
durability -
weapons as well as armor have durability
durability is how hard a weapon is to break
the lower the durability ,the faster the weapon breaks
durability is decided by the level of the gear as well as the rarity
durability is taken off ,for a weapon, as much dmg you deal(you deal 100 dmg it takes off 100 durability,this goes for magic weapons as well)
and for armor durability is taken off one point for each health point you lose while wearing the armor
durability varies from the lowest 1,000 to infinity
a level one weapon starts from 1,000 to 5,000 durability and each level after that adds 1,000 durability
so a level 4 weapon can have 4,000 to 8,000 durability
the rarities also play an important part in this as they are multipliers
Common gear - 1x multiplier in durability
Rare gear - 1.5 times
Super rare gear - 2 times
Mega rare gear - 3.5 times
Ultra rare gear - 6 times
steel element - 4 times multiplier (stacks with rarity)(also durability goes down 2 times slower)
so an Ultra rare level one sword could have 30,000 durability or 6,000
depending on the weapon of course, bulkier weapons typically have higher durability
npc blacksmiths charge 1 yuld for each 100 durability point they mend
player blacksmiths however are free to choose how much they charge
*YOU CAN NO LONGER MAKE WEAPONS WITH THIS SYSTEM, GO TO 2017 WEAPONS PAGE.
you can only use a weapon that is your level or lower, same for all gear.
The max stats of a weapon for level 1 players /level 1 common weapons is
30
They Add 5 with each level
Level 1-30 stats
Level 2- 35 stats
Level 3 - 40 stats
Each rarity has a higher starting point
A sword at level 4 adds 45 stats (30 + 4-1x5)
30atk
20spd
The math looks like
30+X-1 • 5
X= what level the gear is
30 is the base stat for most gear
so a level one would be
30+ 1-1x 5
1-1 = 0
0 x 5 = 0
0 +30 =30
a common level one weapon would have 30 stat points in total
That's the max stats /the best a weapon can be for that level
The weapon is at that max
if it adds two elements
= super rare weapon
a rare item would only add one element
Weapons can have a max of three elements btw ( but that's advanced)
Also you can take away stats And add more
The system values stats different
Here a list of highest to least valued stats
Hp
Mp
Atk/spd/def
Matk
Mspt
So it can be
+10 hp
- 20 Mspt
Or
-20 hp
+Matk 40
Or
+atk 20
+spd 20
- Matk 30
-Mspt - 30
Or
+def 50
-spd 50
So what if the you're confused About what level you can get that at
What if you're losing more stats then you're gaining
You would take away 20% of that number away from whatever is added
Ex.
+50 def
-50 spd
Spd is being taken away
20% of 50 is 10
50 def is being added
50-10 = 40
Its total stat count is 40
So it's a level 3 gear
level 1 - 30 stat points total
level 2 - 35 stat points total
level 3 - 40 stat points total
Most likely a shield , because of its def stats, that its adding
BTW your stats cannot go negative so you can never have -10 Mspt
If that ever happens by you putting on gear.
You cannot equip it
There is also a max of 70% of your total stat points you add can go to one stat,exceptdefense
Ex.
If you can add 100 stat points to a weapon only 70 will be able to go towards one stat
The rest will have to be evened out on others
Ex.
Can add 100 SP
Sp=stat points
+70 atk
+30 spd
-50 Matk
= total stats added 90
A level 12 weapon
You can only take away a max of 50 so it works
Also 70% or less of a single stat was added
Ex #2 same as last time
+80 spd
+20 atk
-100 hp
Total cost = 80
A level 10 weapon
This cannot work because you're adding more then 70% of a single stat
Also you're taking away too many stats then you're allowed
As for the elements
RNG
1-5 = 2 elements
1-30 = 1 element
The elements Are decided by how it was obtained
Ex. Undine territory swords - water element
Ex. A fire dungeon - fire sword - fire element
Ex. A church - light sword
Ex. A dark cave - dark sword
As for the elements
RNG
1-5 = 2 elements
1-30 = 1 element
The elements Are decided by how it was obtained
Ex. Undine territory swords - water element
Ex. A fire dungeon - fire sword - fire element
Ex. A church - light sword
Ex. A dark cave - dark sword
WEAPON BASE STATS AND RARITY DIFFERNCES
Also sword Stats and how they are at level one
common swords - max or less then max stats (lvl 1 = 30)
Rare - max stats (lvl 1 = 30) + an element
Super rare - max stats (lvl 1 = 30) + two elements
Mega rare - max stats ( lvl 1 = 60) + an element or two (optional ) + extra skill level one(optional )
Ultra rare - max stats (lvl 1= 130) + up to 3 elements (optional ) + two extra skills level 1-3(optional )
EXTRA SKILL LIST FOR WEAPONS
Breaker -
+ atk 5% ( only to weapon /armor / ring / pendant stats, not base stats : this goes for all ES)
( lvl 2 10%) ( lvl 3 20%)
Guardian -
+ def 5% ( lvl 2 10 % )( lvl 3 20%)
Oracle-
Any hp potion / spell heals 2x more ( lvl 2 4x) (lvl 3 heals to full)
Anima -
+15% hp( lvl 2 20%)(lvl 3 30%)
Lord -
All stats 2% up ( lvl 2 5% ) (lvl 3 7.5%)
Wizard -
level 1- 5% 2- 10% -3 20% Matk
Magister magi -
Max mp + 1% (lvl 2 20% )( lvl 3 30%)
Flash step -
Spd +5% (lvl 2 10%) ( lvl 3 20%)
Nindo - player can run at complete silence
Meditation - increases mp or hp over time much faster
Requip - while holding This weapon,can Change to another in an instant
Rune blade - can cast spells with this Sword
Hawk eye - allows the player to zoom in with sigh by a set amount
lvl 1- 2x
Lvl 2 - 4x
Lvl 3 - 8x
Lvl 4 - 15x
Lvl 5 - 20x
ARMOR BASE STATS AND RARITY DIFFENCES
Armor -(lvl 1)
Common - (30) or low stats
Rare - (30) max elemental resist +20 max
Super Rare - (40 elemental resist +30 max + physical /magical resist +20 max
Mega rare - (100) elemental resist +50 + physical/magical resist +50 + extra skill
ultra rare - (150) elemental resist +100 + physical/magical resist +80 +extra skill
ARMOR EXTRA SKILLS
Knight + def +10 % max
Element resist -
-50% DMG from any one element (will be labeled )
Physical / magical resist
-20% DMG from one
Light armor
+10% speed (only applies to armor spd not base )
Angelic blessing-
Hp stops at 1 before taking Another hit and dying
Rough armor -
Any hits to you will deal 50 DMG to them
Nindo - can walk in complete silence
Cloak - can move while invisible (can be caught by senses other then sight )
EXTRA ATTACHMENT(ES) BASE STAT AND RARITY DIFFERENCES
Common - 30 max
Rare - 30 + extra skill
Super rare -50+ extra skill +element resistance +30 max
Mega rare - 100 +element +extra skill + element resistance -50 max
Ultra rare - 200 +element resistance (100max) and element + extra skill
LIST OF EA ES
Elemental master-
(Resistance to specific element +100 max)
Elemental alchemist- status ailments for that sword go up by 50%
Master of blade - dmg with swords go up by 5%
Master of magics -
DMG with wands/staffs
+5%
Master of life -
Out of battle Skills go up by one level (ex. fishing )
Cloak - is invisible while moving
Meditation - increases mp and hp recovery hugely while focusing And not moving
Weapon requirements -
a weapon may have specific requirements for you to use it
such as level, a weapon cannot be equipped if it's level exceeds your own
it can however be used if you and the weapon are the same level
a weapon cannot be used if it brings your any of your stats below 0
these are the basics of knowing if you can use a weapon
now stat requirements are the next step to figuring out if you can use a weapon r not.
some weapons don't have stat requirements but usually the higher the level and rarity of the weapon
the more chances it has of having stat requirements
weight-
weapons might have weight to them, which means your atk/strength stat will need to be high enough
to lift the weapon and use it if the weight is higher then your atk stat then you can still use it
but for every point of weight above your atk is taken away from your spd
so if you try to lift a 100 weight weapon with 90 atk your spd will be down 10
also if you wanted to use a two handed weapon with one hand , your atk stat will need to be 1.75 times larger
then the weight of the weapon , now when a weapon has weight it doesn't gain anything special its just to restrict
it so that the better weapons can't be used by those with the low stats and levels
magic lock -
this is simple if a weapon has a magic lock then the user wont be able to use the weapon unless they have the needed amount of matk
unlike weight if you do not have the right amount of matk to bypasss the lock then you cannot use the weapon at all
durability -
weapons as well as armor have durability
durability is how hard a weapon is to break
the lower the durability ,the faster the weapon breaks
durability is decided by the level of the gear as well as the rarity
durability is taken off ,for a weapon, as much dmg you deal(you deal 100 dmg it takes off 100 durability,this goes for magic weapons as well)
and for armor durability is taken off one point for each health point you lose while wearing the armor
durability varies from the lowest 1,000 to infinity
a level one weapon starts from 1,000 to 5,000 durability and each level after that adds 1,000 durability
so a level 4 weapon can have 4,000 to 8,000 durability
the rarities also play an important part in this as they are multipliers
Common gear - 1x multiplier in durability
Rare gear - 1.5 times
Super rare gear - 2 times
Mega rare gear - 3.5 times
Ultra rare gear - 6 times
steel element - 4 times multiplier (stacks with rarity)(also durability goes down 2 times slower)
so an Ultra rare level one sword could have 30,000 durability or 6,000
depending on the weapon of course, bulkier weapons typically have higher durability
npc blacksmiths charge 1 yuld for each 100 durability point they mend
player blacksmiths however are free to choose how much they charge