Difference between revisions of "Magical Enchantment"
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=== Looting === | === Looting === | ||
− | When killing any monster, most wearable | + | When killing any monster, most wearable loot has a chance to have been "magically enchanted" and have one of the above statistics. The chance of a looted item having a magical enchant depends on the [[Magic Find]] of the person who hit the monster last. Magic Find does '''not''' determine the ''rarity'' of the attribute applied to it. The rarity of the attribute is completely random. |
+ | |||
+ | Looted items can be converted to 2 [[Magical Dust]], so that you may convert "useless items" into an [[Orb of Enchantment]] eventually by collecting 100 Magical Dust. | ||
=== Enchanting === | === Enchanting === | ||
=== Re-enchanting === | === Re-enchanting === |
Revision as of 19:20, 28 July 2018
NoxiousOT has a special system of Magical Enchantment. Most wearable items (weapons, helmets, shields, armors, legs, ...) can be magically enchanted. A magical enchant gives additional attributes to the item, such as increased distance skill, increased hitpoints or a faster attack rate. You can either loot magical items, or enchant them yourself. An already enchanted item cannot be re-enchanted, nor can the enchant be removed. The only exception to this is the Kings Relic: while the enchant can not be removed, it can be given a different enchant for an unlimited amount of times.
While you're wearing an enchanted item, the attribute that it has is applied to your character stats until you take the item off again. For the attribute to be applied to your character, the item has to be worn in the correct slot. For example: wearing a helmet with +5 distance skill in your hand will not increase your distance skill by 5. It has to be placed in your helmet slot.
Possible Attributes
There are a couple attributes that you can have while wearing an enchanted item. For each of these attributes, the amount of permanent increase on the magical item depends on luck. Increases range from a "common" attribute to a "legendary" attribute. For each attribute, the minimum and maximum values vary.
An enchanted item has either 1 or 2 attributes (a "prefix" and a "suffix" in the item's name). In the case of having 2 attributes, the attributes can be the same or different ones and are not otherwise connected to each other. You can have a legendary and a common attribute on the same item.
This table explains the minimum and maximum values of enchantment with a certain attribute, linked to how rare the value is:
Common | Uncommon | Rare | Elite | Legendary | |
---|---|---|---|---|---|
Damage | 1 | 2-3 | 4 | 5-6 | 7-8 |
Armor | 1-2 | 3-4 | 5 | 6-7 | 8-10 |
Defense | 2-4 | 5-6 | 7-9 | 10-12 | 13-14 |
Shielding | 1 | 2 | 3 | 4 | 5-6 |
Skill | 1 | 2 | 3 | 4 | 5 |
Distance | 1 | 2 | 3 | 4 | 5 |
Magic | 1 | 2 | 3 | 4 | 5 |
Attack Speed | 5-10% | 10-15% | 15-18% | 18-27% | 27-40% |
Hit Chance | 1-2% | 3-4% | 5-6% | 7-8% | 9-10% |
Regeneration | 2-5 | 6-8 | 9-12 | 13-16 | 17-22 |
Speed | 4-8 | 9-14 | 15-20 | 21-30 | 31-50 |
Health | 10-20 | 21-25 | 26-40 | 41-60 | 61-80 |
Mana | 20-49 | 50-69 | 70-99 | 100-129 | 130-160 |
Looting
When killing any monster, most wearable loot has a chance to have been "magically enchanted" and have one of the above statistics. The chance of a looted item having a magical enchant depends on the Magic Find of the person who hit the monster last. Magic Find does not determine the rarity of the attribute applied to it. The rarity of the attribute is completely random.
Looted items can be converted to 2 Magical Dust, so that you may convert "useless items" into an Orb of Enchantment eventually by collecting 100 Magical Dust.