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 Armory and Weaponry Stats/Effects

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Magn0S[GM]
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Number of posts: 148
Registration date: 2008-01-29

PostSubject: Armory and Weaponry Stats/Effects   Tue Jul 26, 2011 6:58 am

New Armor types effects

Heavy Armor: Armaduras que oferecem força.

Mystic Armor: Armaduras que oferecem magick.

Light Armor: Armaduras que oferecem HP.

Bubble Effect : Double HP (New aura? or just a magic effect?)

---------------------------------------------------------------------------------------------------------------------------------------------------

Basic Guide to Equipment Prefix stats
_____________________
Strong = Item has increased Endurance.
[Weapon / Armor / Shields].
_____________________

Agile = Weapon requires 13 less STR to attain 'full swing speed'
[Weapon].
_____________________

Righteous = Increased damage with Higher Reputation.
[Weapon]
_____________________

Sharp = Weapons damage dice increases by (Not yet confirmed)
[Weapon]
_____________________

Ancient = Weapons Damage dice increases by (Not yet confirmed)
[Weapon]
_____________________

Vampiric = Weapon will give you some HP on each hit.
[Weapon]
_____________________

Light = Weight of the item is decreased by the percentage shown. Meaning lower strength can equip
[Weapon / Armor / Shields].
_____________________

Critical increase = This increases the chance of Critical Recovery when you take damage (base % is 10)
[Armor / Shields].
_____________________

Mana Converting = This gives you MP when you receive magical damage based on the % (base % is 0)
[Armor / Shields].
_____________________

Critical = This adds to the weapons damage on critical attacks (after all bonuses).
[Weapon]
_____________________

Magic Casting Probability = Increases the probability of successful magic casting.
[Staff]
_____________________

Poison = This weapon can poison targets and they will take damage over time.
[Weapon]
_____________________


Suffix Stats
_____________________

Poison Resistance = This increases your chance to resist and recover from being poisoned.
[Armor / Shields].

_____________________

Hitting Probability = This increases your base chance to strike your target with magic or physical.
[Weapon / staff].

_____________________

Consecutive Attack Damage = Increases the damage when you strike your target multiple times in a row.
[Weapon / staff].

_____________________

Defense Ratio = Increases your overall defense ratio used to avoid being hit by physical attacks. This means you are less likely to be hit both by monsters and players.
[Armor / Shields]

_____________________

Magic Resistance = Increases your overall Defense VS Magic. Does not reduce damage, but makes you less likely to be hit by magical attacks
both from monsters and players.
[Armor / Shields].

_____________________

Hit Point Recovery = This improves the amount of health you regenerate as a percentage based on your VIT.
[Armor / Shields].

_____________________

Health+ = This improves your maximum health by the amount shown.
[Armor / Shields].

_____________________

Mana Point Recovery = This Improves the maximum (not minimum) amount of MP you regenerate as a percentage based on your MAG.
[Armor / Shields].

_____________________

Stamina Point Recovery = This improves the amount of Stamina you regenerate as a percentage based on VIT.
[Armor / Shields].

_____________________

Physical Absorbtion = This adds to the inherent base absorb of the armor. Unlike other armors this does not work as a set where normally multiple pieces add up for increased effect. PA armor reduces the amount of damage, by adding to the base absorb on the individual iece.
Maximum reduction is 80%.
[Armor / Shields].

_____________________

Magical Absorbtion = This reduces the amount of damage taken by magic to the certain element.
[Armor / Shields].

_____________________

Gold+ = This increased the amount of Gold dropped by monsters.
[Weapon / staff].

_____________________

Exp+ = This increases the amount
of Experience earned when you
kill monsters. [Weapon / staff].

_____________________
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