Your Character
1. Your Character
A. Stats:
Strength(Str): Gives higher physical damage and more health.
Intelligence(Int): Gives higher magic damage and more mana.
Each level you get you gain 5 stats. 2 are distributed automatically, 1 into str and 1 into int. The other 3 stats can be distributed manually.
B. There're five classes of weapons:
Swords: can equip shields, mental based, double attack
Daggers: can equip shields, physical based, double attack, lower critical
Spears: two-handed, highest mental power, higher critical
Big-swords: two-handed, highest physical power, Slow weapon
Bows: two-handed, long range, fast attack, relative low physical/mental power
C. There're three classes of body equipment:
Armor: high physical defense, low mental defense.
Garment: high mental defense, low physical defense.
protector: balance in physical and mental defense.
Armor set bonuses:
Full armor set: No bonus.
Full protector set: -10% mp usage, +10% moving speed.
Full garment set: -20% mp usage, +20% moving speed.
D. Set Item Mods:
Degree: Used to determine what degree lucky power to use for alchemy.
Phy. Damage: The Phy. damage range for the weapon.
Mag. Damage: The Mag. damage range for the weapon.
Parry: Causes the damage to be minimal from the base damage of the other player or monster. For example if a weapon has a damage range of 100-150 and you have high parry the damage will be closer to the 100 damage range then 150.
Attack Rating: Opposite of parry the higher your attack rating the better chance of hitting the maximum on your weapons damage range over the enemys parry ratio.
Block: The higher the better chance you have of blocking an attack.
Durability: Durability is how long your weapon/armor can last before breaking and needing to be repaired.
Critical: The chance of hitting a critical hit with your weapon.
Attack Distance: How close/far your character has be to attack the enemy.
Phy. Absorb: The percentage of how much physical damage you will absorb rather then take.
Mag. Absorb: The percentage of how much magical damage you will absorb rather then take.
Phy. Reinforce: The higher the percent of phy. reinforce the better the physical damage will increase after a successful alchemy/enchant
Mag. Reinforce: The higher the percent of mag. reinforce the better the magical damage will increase after a successful alchemy/enchant
Blue Item mods:
Str x Increase: adds +x amount to Strength.
Int x Increase: adds +x amount to Intelligence.
Reduce status: reduce the duration of a status by a percentage.
Immortal: If upgrade fails prevents equipments from breaking(losing the item).
Steady: If upgrade fails it prevents equipments from losing durability.
Lucky: Increase chance of successful upgrade.
Repair Invalid: Cannot be repaired, durability is much higher than normal.
Immortal, steady and lucky has a number of times use, and when the number reach zero the stat is gone. For Example: Steady(2Time/Times) it would last for 2 alchemy fails.
E. Status Effects:
Burn: You lose some hp every few seconds.
Darkness: Halfs the effect of mana potions for example if your mana pots usually give you 1000 mana back it will only give 500 with the darkness state.
Electric shock: Lowers parry rate, thus increasing the chance of doing higher damage.
Freezing: It renders you immobile. IS NOT THE SAME AS STUN.
Frostbite: Slows you down and decreases your attack speed.
Poison: Same as burn but damage taken is constant.
Stun: It renders you immobile and disables the use of items. Level 14 glaive skill has this.
Zombie: When any hp skills or potion is used, hp is decreased instead of healing you.
F. Elements:
Cold: Lowest damaging element yet most effective cold can cause frostbite and freezing.
Lightning: Medium damage it can increase the speed of attacks or your character.
Fire: Highest damaging element can cause burn which does some damage over time.
Force: Force is just healing and protection for you and others.
G. Skill Points and Experience:
Skill Point Experience: Every time the yellow bar above your experience bar fills you gain 1 skill point.
Experience: The green bar under your skill point experience bar when it reaches 100% you gain a level for your character.
H. Damage:
White Numbers: This is showing the amount of damage you are giving to the enemy.
Red Numbers: This is showing the amount of damage you are taking.
Orange Number: this is showing damage being taken by fire status.
Greenish Yellow Numbers: This is showing the damage being taken by poison status.
Block: This shows that the damage was totally negated. Only characters with shields can block.