Difference between revisions of "Enchanting"

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== Enchanting ==
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This is flavor text.
  
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== Disenchanting ==
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This is flavor text.
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== Improving Enchantments ==
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This is flavor text.
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== Enchanter Stats ==
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{| class="wikitable"
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|-
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! Level !! Slots !! Power !! Price !! W. Ele % !! A. Ele %
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|-
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| Novice || 2 || 25% || 50% || 0.12% || 0.45%
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|-
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| Apprentice || 3 || 45% || 100% || 0.95% || 3.64%
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|-
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| Adept || 4 || 65% || 150% || 3.21% || 12.27%
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|-
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| Master || 5 || 85% || 300% || 7.62% || 29.09%
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|}
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{| class="wikitable"
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|-
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! Level !! 1st Fail !! 2nd Fail !! 3rd Fail !! 4th Fail !! 5th Fail
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|-
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| Novice || 0% || 11.11% || N/A || N/A || N/A
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|-
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| Apprentice || 0% || 7.14% || 7.69% || N/A || N/A
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|-
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| Adept || 0% || 4.76% || 5.00% || 5.26% || N/A
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|-
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| Master || 0% || 3.33% || 3.45% || 3.57% || 3.70%
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|}
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== Enchantment List ==
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This is flavor text.
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=== Ornament of Ruin ===
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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"
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! Enchantment !! Description !! Max Power !! Increase !! Base Cost
 +
|-
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| 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
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|-
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| 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
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|-
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| 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
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|-
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| 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
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|-
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| 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
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|-
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| ATK || Increases base attack, the same way a weapon would do. || 25 || 3  || 500.000z
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|-
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| % 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
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|-
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| MATK || Increases your magic attack by a fixed number, the same way increasing INT does. || 25 || 5  || 500.000z
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|-
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| % MATK || Increases your final damage when using spells by a percentage. Similar to the increase from wands and rods. || 15 || 1  || 750.000z
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|-
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| % ASPD || Increases the speed of your attacks by reducing the time interval in between each hit by a percentage. || 10 || 1  || 50.000z
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|-
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| HIT || Increases your HIT attribute, making it easier to land physical attacks. || 15 || 3  || 100.000z
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|-
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| 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
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|-
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| 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
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|-
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| 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
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|-
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| Bonus damage vs. Race || Increases your damage against targets of a certain race by a percentage. Relative to other bonuses. || 15 || 1  || 350.000z
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|-
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| Bonus damage vs. Size || Increases your damage against targets of a certain size by a percentage. Relative to other bonuses. || 15 || 1  || 500.000z
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|-
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| Bonus damage vs. Race || Increases your damage against targets of a certain race by a percentage. Relative to other bonuses. || 15 || 1  || 350.000z
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|-
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| Bonus CRIT vs. Race || Increases your chance of dealing critical hits against a specific race of monsters. || 15 || 1  || 500.000z
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|-
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| Pierce DEF vs. Race || Bypasses the defense of targets of a certain race by a percentage. || 10 || 1  || 500.000z
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|-
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| Pierce MDEF vs. Race || Bypasses the magical defense of targets of a certain race by a percentage. || 10 || 1  || 500.000z
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|-
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| Increase Ranged Damage || Increases your damage when using ranged physical attacks by a percentage. Relative to other bonuses. || 15 || 1  || 500.000z
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|-
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| HP on Kill || Heals some amount of health every time you kill a monster. || 20 || 1  || 50.000z
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|-
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| SP on Kill || Restore some amount of SP every time you kill a monster. || 10 || 1  || 100.000z
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|-
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| Heal Power || Increases the efficiency of your healing abilities by a percentage. || 50 || 5  || 25.000z
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|-
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| 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
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|-
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| 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
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|-
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| 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
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|-
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| 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
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|-
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| 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
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|-
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| 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
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|-
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| 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
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|-
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| 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
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|-
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|}
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=== Ornament of Stability ===
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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.
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 +
{| class="wikitable"
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! Enchantment !! Description !! Max Power !! Increase !! Base Cost
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|-
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| Resistance vs. Race || Reduces the damage received from attacks of enemies from a certain race by a percentage.  || 5 || 1  || 750.000z
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|-
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| 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
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|-
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| 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
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|-
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| Reflect Melee Damage || Deals a percentage of the damage received by melee attacks back to the enemy.  || 5 || 1  || 750.000z
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|-
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| Reflect Ranged Damage || Deals a percentage of the damage received by ranged attacks back to the enemy.  || 5 || 1  || 750.000z
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|-
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| 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
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|-
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|}
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=== Ornament of Aegis ===
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 +
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"
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! Enchantment !! Description !! Max Power !! Increase !! Base Cost
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|-
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| Armor Element || Changes your element to a different level 1 element. Players are naturally neutral level 1.  || N/A || N/A  || N/A
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|-
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| DEF || Increases your physical "hard" defense. Hard defense reduces all physical, non-critical, damage by 1% per point.  || 5 || 1  || 750.000z
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|-
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| MDEF || Increases your magical "hard" defense. Hard defense reduces all magical damage by 1% per point.  || 5 || 1  || 750.000z
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|-
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| Maximum HP || Increases the maximum amount of health points you can have.  || 1500 || 100  || 500z
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|-
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| Maximum SP || Increases the maximum amount of spiritual points you can have.  || 750 || 50  || 750z
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|-
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| 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
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|-
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| Melee Resistance || Reduces all melee damage dealt to you by a percentage.  || 5 || 1  || 1.250.000z
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|-
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| Ranged Resistance || Reduces all ranged damage dealt to you by a percentage.  || 5 || 1  || 1.250.000z
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|-
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| Magic Resistance || Reduces all magic damage dealt to you by a percentage.  || 5 || 1  || 1.250.000z
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|-
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| Steal Success Chance || Increases the chance that you will successfully steal an item whenever you attempt by a relative percentage  || 20 || 5  || 50.000z
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|-
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|}

Revision as of 20:54, 11 December 2018

Enchanting

This is flavor text.

Disenchanting

This is flavor text.

Improving Enchantments

This is flavor text.

Enchanter Stats

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%
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%

Enchantment List

This is flavor text.

Ornament of Ruin

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.

Enchantment Description Max Power Increase 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

Ornament of Stability

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.

Enchantment Description Max Power Increase 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

Ornament of Aegis

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.

Enchantment Description Max Power Increase 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