Difference between revisions of "Enchanting"

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== Enchanting ==
 
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== Disenchanting ==
 
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== Improving Enchantments ==
 
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<br>
 
== Enchanters Stats ==
 
{| class="wikitable"
 
|-
 
! Level !! Slots !! Power !! Price !! W. Ele % !! A. Ele %
 
|-
 
| Novice || 2 || 25% || 50% || 0.12% || 0.45%
 
|-
 
| Apprentice || 3 || 45% || 100% || 0.95% || 3.64%
 
|-
 
| Adept || 4 || 65% || 150% || 3.21% || 12.27%
 
|-
 
| Master || 5 || 85% || 300% || 7.62% || 29.09%
 
|}
 
<br>
 
{| class="wikitable"
 
|-
 
! Level !! 1st Fail !! 2nd Fail !! 3rd Fail !! 4th Fail !! 5th Fail
 
|-
 
| Novice || 0% || 11.11% || N/A || N/A || N/A
 
|-
 
| Apprentice || 0% || 7.14% || 7.69% || N/A || N/A
 
|-
 
| Adept || 0% || 4.76% || 5.00% || 5.26% || N/A
 
|-
 
| Master || 0% || 3.33% || 3.45% || 3.57% || 3.70%
 
|}
 
<br>
 
  
== Enchantment List ==
 
 
'''<big>Ornament of Ruin</big>'''
 
 
Ornament of Ruin is the enchantable jewel that focuses on damage enhancing enchantments. It goes on the "right hand" costume slot on your character's equipment window.
 
 
{| class="wikitable sortable"
 
! scope="col" style="width: 15%;" | Enchantment
 
! scope="col" style="width: 60%;" | Description
 
! scope="col" style="width: 5%;" | Max Power
 
! scope="col" style="width: 5%;" | Increase
 
! scope="col" style="width: 5%;" | Base Cost
 
|-
 
| Pseudo Fire Element || Increasing damage to Earth by 40% but decreasing damage to Fire by 20% and Water by 10% || N/A || N/A  || N/A
 
|-
 
| Pseudo Water Element || Increasing damage to Fire by 40% but decreasing damage to Water by 20% and Wind by 10% || N/A || N/A  || N/A
 
|-
 
| Pseudo Earth Element || Increasing damage to Wind by 40% but decreasing damage to Earth by 20% and Fire by 10% || N/A || N/A  || N/A
 
|-
 
| Pseudo Wind Element || Increasing damage to Water by 40% but decreasing damage to Wind by 20% and Earth by 10% || N/A || N/A  || N/A
 
|-
 
| Ignore Size Penalty || Causes your attacks to always deal 100% of its damage, without any penalty due to weapon vs. target size. || N/A || N/A  || N/A
 
|-
 
| ATK || Increases base attack, the same way a weapon would do. || 25 || 3  || 500.000z
 
|-
 
| % ATK || Increases your final damage done with physical melee or ranged attacks by a percentage. Similar to the increase from cards. || 15 || 1  || 750.000z
 
|-
 
| MATK || Increases your magic attack by a fixed number, the same way increasing INT does. || 25 || 5  || 500.000z
 
|-
 
| % MATK || Increases your final damage when using spells by a percentage. Similar to the increase from wands and rods. || 15 || 1  || 750.000z
 
|-
 
| % ASPD || Increases the speed of your attacks by reducing the time interval in between each hit by a percentage. || 10 || 1  || 50.000z
 
|-
 
| HIT || Increases your HIT attribute, making it easier to land physical attacks. || 15 || 3  || 100.000z
 
|-
 
| CRIT || Increases your dealing critical hits with basic attacks and a few skills. Critical basic attacks deal 40% increased damage and ignore the target`s DEF and FLEE. || 10 || 1  || 750.000z
 
|-
 
| Crit Damage % || Increases your critical damage by a percentage. Its relative to the basic critical damage, so a 10% critical damage increase means you will deal 154% of your normal base attack damage. || 15 || 1  || 500.000z
 
|-
 
| Bonus damage vs. Element || Increases your damage against targets of a certain elemental property by a percentage. Relative to other bonuses. || 15 || 1  || 350.000z
 
|-
 
| Bonus damage vs. Race || Increases your damage against targets of a certain race by a percentage. Relative to other bonuses. || 15 || 1  || 350.000z
 
|-
 
| Bonus damage vs. Size || Increases your damage against targets of a certain size by a percentage. Relative to other bonuses. || 15 || 1  || 500.000z
 
|-
 
| Bonus damage vs. Race || Increases your damage against targets of a certain race by a percentage. Relative to other bonuses. || 15 || 1  || 350.000z
 
|-
 
| Bonus CRIT vs. Race || Increases your chance of dealing critical hits against a specific race of monsters. || 15 || 1  || 500.000z
 
|-
 
| Pierce DEF vs. Race || Bypasses the defense of targets of a certain race by a percentage. || 10 || 1  || 500.000z
 
|-
 
| Pierce MDEF vs. Race || Bypasses the magical defense of targets of a certain race by a percentage. || 10 || 1  || 500.000z
 
|-
 
| Increase Ranged Damage || Increases your damage when using ranged physical attacks by a percentage. Relative to other bonuses. || 15 || 1  || 500.000z
 
|-
 
| HP on Kill || Heals some amount of health every time you kill a monster. || 20 || 1  || 50.000z
 
|-
 
| SP on Kill || Restore some amount of SP every time you kill a monster. || 10 || 1  || 100.000z
 
|-
 
| Heal Power || Increases the efficiency of your healing abilities by a percentage. || 50 || 5  || 25.000z
 
|-
 
| Damage vs. Non-Boss || Increases your physical damage against non boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). || 15 || 1  || 1.500.000z
 
|-
 
| Magic Damage vs. Non-Boss || Increases your magical damage against non boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). || 15 || 1  || 1.500.000z
 
|-
 
| Pierce DEF vs. Non-Boss || Bypasses the physical defense of non boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). || 10 || 1  || 1.500.000z
 
|-
 
| Pierce MDEF vs. Non-Boss || Bypasses the magical defense of non boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). || 10 || 1  || 1.500.000z
 
|-
 
| Damage vs. Boss || Increases your physical damage against boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). || 15 || 1  || 1.000.000z
 
|-
 
| Magic Damage vs. Boss || Increases your magical damage against boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). || 15 || 1  || 1.000.000z
 
|-
 
| Pierce DEF vs. Boss || Bypasses the physical defense of boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). || 10 || 1  || 1.000.000z
 
|-
 
| Pierce MDEF vs. Boss || Bypasses the magical defense of boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). || 10 || 1  || 1.000.000z
 
|-
 
|-}
 
 
'''<big>Ornament of Stability</big>'''
 
 
Ornament of Stability is the enchantable jewel that focuses on damage reducing enchantments. It goes on the "left hand" costume slot on your character's equipment window.
 
 
{| class="wikitable sortable"
 
! scope="col" style="width: 15%;" | Enchantment
 
! scope="col" style="width: 60%;" | Description
 
! scope="col" style="width: 5%;" | Max Power
 
! scope="col" style="width: 5%;" | Increase
 
! scope="col" style="width: 5%;" | Base Cost
 
|-
 
| Resistance vs. Race || Reduces the damage received from attacks of enemies from a certain race by a percentage.  || 5 || 1  || 750.000z
 
|-
 
| Resistance vs. Non-Boss || Reduces the damage received from attacks of enemies that are not boss protocol by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects).  || 5 || 1  || 5.000.000z
 
|-
 
| Resistance vs. Boss || Reduces the damage received from attacks of enemies that are boss protocol by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects).  || 5 || 1  || 1.000.000z
 
|-
 
| Reflect Melee Damage || Deals a percentage of the damage received by melee attacks back to the enemy.  || 5 || 1  || 750.000z
 
|-
 
| Reflect Ranged Damage || Deals a percentage of the damage received by ranged attacks back to the enemy.  || 5 || 1  || 750.000z
 
|-
 
| Reflect Magic Damage || Gives you a chance in percentage of completely ignoring the damage received by a spell, and causing the caster to be hit by it instead.  || 5 || 1  || 750.000z
 
|-
 
|-}
 
 
 
'''<big>Ornament of Aegis</big>'''
 
 
Ornament of Aegis is the enchantable jewel that focuses on survivability enchantments. It goes on the "armor" costume slot on your character's equipment window.
 
 
{| class="wikitable sortable"
 
! scope="col" style="width: 15%;" | Enchantment
 
! scope="col" style="width: 60%;" | Description
 
! scope="col" style="width: 5%;" | Max Power
 
! scope="col" style="width: 5%;" | Increase
 
! scope="col" style="width: 5%;" | Base Cost
 
|-
 
| Armor Element || Changes your element to a different level 1 element. Players are naturally neutral level 1.  || N/A || N/A  || N/A
 
|-
 
| DEF || Increases your physical "hard" defense. Hard defense reduces all physical, non-critical, damage by 1% per point.  || 5 || 1  || 750.000z
 
|-
 
| MDEF || Increases your magical "hard" defense. Hard defense reduces all magical damage by 1% per point.  || 5 || 1  || 750.000z
 
|-
 
| Maximum HP || Increases the maximum amount of health points you can have.  || 1500 || 100  || 500z
 
|-
 
| Maximum SP || Increases the maximum amount of spiritual points you can have.  || 750 || 50  || 750z
 
|-
 
| Critical Resistance || Reduces the chance that your enemies will critically strike you by reducing their CRIT stat when attacking you.  || 5 || 1  || 1.250.000z
 
|-
 
| Melee Resistance || Reduces all melee damage dealt to you by a percentage.  || 5 || 1  || 1.250.000z
 
|-
 
| Ranged Resistance || Reduces all ranged damage dealt to you by a percentage.  || 5 || 1  || 1.250.000z
 
|-
 
| Magic Resistance || Reduces all magic damage dealt to you by a percentage.  || 5 || 1  || 1.250.000z
 
|-
 
| Steal Success Chance || Increases the chance that you will successfully steal an item whenever you attempt by a relative percentage  || 20 || 5  || 50.000z
 
|-
 
|-}
 

Revision as of 20:47, 11 December 2018