Items Attributes: Difference between revisions

From Treasura wiki
No edit summary
No edit summary
 
(9 intermediate revisions by the same user not shown)
Line 1: Line 1:
== Basics ==
== Basics ==
Items have classifications from 0 to 5. Each classification level means the amount of attributes that can have the item.  
Items have classifications from '''0 to 5'''. The classification level determines how many attributes an item can have.  


Example: Boots of Haste are class 2 so they can have 2 attributes.
Example: '''Boots of Haste''' are '''Class 2''', which means they can have up to '''2 attributes'''.


Items with attributes have colored frames, every color define the amount of attributes on it:
Items with attributes have colored frames. Each color shows the number of attributes on the item:


[[File:Attribute_colors.png|frameless]]  Gray: 1 attribute | Green: 2 attributes | Blue: 3 attributes | Purple: 4 attributes | Yellow: 5 attributes
[[File:Attribute colors rc.png|frameless]]  '''Gray:''' 1 attribute | '''Green:''' 2 attributes | '''Blue:''' 3 attributes | '''Purple:''' 4 attributes | '''Yellow:''' 5 attributes


Monsters can drop items with attributes or they can be enchanted with '''Enchanting system.'''
Monsters can drop items with attributes, or you can add them through the '''Enchanting System'''.


Attributes can be lost on '''death''' or removed via '''Disenchanting system'''.
Attributes can be lost on death or removed through the '''Disenchanting System'''.


You can protect your attributes with '''Attribute Ward blessing'''.
You can protect your attributes with the '''Attribute Ward''' blessing.
 
All available attributes and your currently active ones can be checked in the in-game '''Attributes Panel'''.


== Enchanting ==
== Enchanting ==
On enchant, items have a specific chance to receive an attribute then every type of attribute has got it is own chances depending of the attribute but also depending on the attribute value.
When enchanting an item, there is a specific chance for it to receive an attribute. Each attribute also has its own chance, depending on both the attribute type and its value.


Example: chances to enchant item with Max Mana +20 are higher then Spell Damage +2%
Example: enchanting an item with '''Max Mana +20''' has a higher chance than getting '''Spell Damage +2%'''.


To enchant items you can use:
To enchant items, you can use:


[[File:Enchanting rune.png|frameless]]'''Enchanting Rune'''
[[File:Enchanting rune.png|frameless]]'''Enchanting Rune'''


* '''Cost:''' 5000 gold coins[[File:Gold Coin.png|frameless]]
* '''Cost:''' 5000 gold coins[[File:Gold Coin.png|frameless]]
* '''Enchant:''' Basic chances
* '''Effect:''' Basic enchantment chances


[[File:Elite Enchanting rune.png|frameless]]'''Elite Enchanting Rune'''
[[File:Elite Enchanting rune.png|frameless]]'''Elite Enchanting Rune'''


* '''Cost:''' 12000 gold coins[[File:Gold Coin.png|frameless]]
* '''Cost:''' 12000 gold coins[[File:Gold Coin.png|frameless]]
* '''Enchant:''' +50% chances
* '''Effect:''' +50% to basic enchantment chances (it doesn't means that the chance is equal to 50%)


Both enchanting runes can be bought via '''NPC Alexander''' in Edron or via '''NPC Lee'Delle''' in Rookgaard (Minimum 10 level required).
Both enchanting runes can be bought via '''NPC Alexander''' in Edron or via '''NPC Lee'Delle''' in Rookgaard (Minimum 10 level required).


You can drop this Enchanting Runes from [[Elite Creatures|'''Elite Creatures''']] in their extra loot.
You can also drop these runes from [[Elite Creatures|'''Elite Creatures''']] as part of their extra loot.


Check different attributes and their values on our wikipedia in equipment pages.
Check the available attributes and their values on our Wikipedia, in the equipment pages.


== Disenchanting ==
== Disenchanting ==
Line 43: Line 45:


* '''Cost:''' 2000 gold coins[[File:Gold Coin.png|frameless]]+ 5 Elite Souls[[File:Elite soul.png|frameless]]
* '''Cost:''' 2000 gold coins[[File:Gold Coin.png|frameless]]+ 5 Elite Souls[[File:Elite soul.png|frameless]]
* '''Disenchant:''' 100% chances
* '''Disenchant:''' 100% chances of removing all attributes


Cleanse Runes can be bought via '''NPC Alexander''' in Edron or via '''NPC Lee'Delle''' in Rookgaard (Minimum 10 level required).
Cleanse Runes can be bought via '''NPC Alexander''' in Edron or via '''NPC Lee'Delle''' in Rookgaard (Minimum 10 level required).
Line 50: Line 52:


Elite Souls can be also extracted from [[Elite Creatures|'''Elite Creatures''']] corpses using '''Soul Knife''' (read Elite Creatures page for more informations).
Elite Souls can be also extracted from [[Elite Creatures|'''Elite Creatures''']] corpses using '''Soul Knife''' (read Elite Creatures page for more informations).
== Attribute Ward Blessing ==
Attributes can be destroyed by a random chance on death.
To protect your item attributes, you should obtain the '''"Attribute Ward"''' blessing, available from '''NPC Norf''' in Thais or from '''NPC Cipfried''' in Rookaard (Min 10 lvl).
The price is '''200 gold coins[[File:Gold Coin.png|frameless]] x your level'''.
This blessing protects the entire set of attributes on your items for a limited time: '''10 days'''. However, this time only decreases while your character is in combat.
For each equipped item with attributes, the protection time decreases '''10% faster'''.
Each equipped item that has attributes has a chance to lose them after death. The chance is '''20% for each equipped item'''.
You can see your actual Attribute Ward Blessing time left in the '''Attribute Panel''' in-game.
[[File:Attribute Ward.png|frameless]]
== Attributes Panel ==
You can check your attributes in game via the '''Attributes Panel.'''
It will show your activated attributes with '''green color''' and wrong vocation attributes with '''red color.'''
[[File:Attributes Panel Large.png|frameless]]
== Attributes List ==
Few attributes are only working on some vocations, it is specified in the table below.
{| class="wikitable"
|+
!Attribute
!Description
|-
|Attack
|Increase item attack
|-
|Defense
|Increase item defense
|-
|Armor
|Increase item armor
|-
|Sword Fighting
|Increase sword fighting skill
|-
|Axe Fighting
|Increase axe fighting skill
|-
|Club Fighting
|Increase club fighting skill
|-
|Distance Fighting
|Increase distance fighting skill
|-
|Shielding
|Increase shielding skill
|-
|Mag Level
''*Mages only''
|Increase magic level
|-
|Max Health
''/1 for knights, /2 for paladins, /3 for mages''
|Increase character max health
|-
|Max Mana
''/1 for mages, /2 for paladins, /3 for knights''
|Increase character max mana
|-
|Healing
|Increase character healing by spells and runes
|-
|Absorb Health
|Convert some of damage taken as health with certain chance
|-
|Absorb Mana
|Convert some of elemental damage taken as mana with certain chance
|-
|Speed
|Increase item speed
|-
|Protect Physical
|Increase character physical protection
|-
|Protect Fire
|Increase character fire protection
|-
|Protect Energy
|Increase character energy protection
|-
|Protect Poison
|Increase character poison protection
|-
|Protect Mana Drain
|Increase character mana drain protection
|-
|Protect Life Drain
|Increase character life drain protection
|-
|Protect Elements
|Increase character fire, energy and poison protection
|-
|Reflect Fire
|Reflect some of fire damage taken with certain chance
|-
|Reflect Energy
|Reflect some of energy damage taken with certain chance
|-
|Reflect Poison
|Reflect some of poison damage taken with certain chance
|-
|Reflect Elements
|Reflect some of fire, energy or poison damage taken with certain chance
|-
|Critical Hit
|Apply more amount of damage on physical hits with certain chance
|-
|Critical Spell
|Apply more amount of damage on spells with certain chance
|-
|Attack Interval
|Decrease item attack interval
|-
|Life Leech
|Convert some amount of damage applied as health with certain chance
|-
|Mana Leech
|Convert some amount of damage applied as mana with certain chance
|-
|Hitchance
|Increase item hitchance
|-
|Burning
|Apply burning status with certain chance on hit (inflict fire damage per turn for 10 turns)
|-
|Poison
|Apply poison status with certain chance on hit (inflict poison damage per turn for 10 turns)
|-
|Electrify
|Apply electrify status with certain chance on hit (inflict energy damage per turn for 10 turns)
|-
|Bleeding
|Apply bleeding status with certain chance on hit (inflict physical damage per turn for 10 turns)
|-
|Double Hit
|Chance to attack twice in one turn, with the second attack dealing certain % of damage.
|-
|Vibrancy
|Chance to resist to paralyze from monsters
|-
|Weight
|Decrease item weight
|-
|Range
|Increase distance weapon range
|-
|Capacity
|Increase capacity
|-
|Spell Damage
''*Mages only''
|Increase damage from spells
|-
|Rune Damage
''*Mages only''
|Increase damage from runes
|-
|Critical Rune Hit
''*Mages only''
|Increase damage from runes
|-
|Potion Efficiency
|Increase potions efficiency on use with certain chance
|}

Latest revision as of 16:40, 4 May 2026

Basics

Items have classifications from 0 to 5. The classification level determines how many attributes an item can have.

Example: Boots of Haste are Class 2, which means they can have up to 2 attributes.

Items with attributes have colored frames. Each color shows the number of attributes on the item:

Gray: 1 attribute | Green: 2 attributes | Blue: 3 attributes | Purple: 4 attributes | Yellow: 5 attributes

Monsters can drop items with attributes, or you can add them through the Enchanting System.

Attributes can be lost on death or removed through the Disenchanting System.

You can protect your attributes with the Attribute Ward blessing.

All available attributes and your currently active ones can be checked in the in-game Attributes Panel.

Enchanting

When enchanting an item, there is a specific chance for it to receive an attribute. Each attribute also has its own chance, depending on both the attribute type and its value.

Example: enchanting an item with Max Mana +20 has a higher chance than getting Spell Damage +2%.

To enchant items, you can use:

Enchanting Rune

  • Cost: 5000 gold coins
  • Effect: Basic enchantment chances

Elite Enchanting Rune

  • Cost: 12000 gold coins
  • Effect: +50% to basic enchantment chances (it doesn't means that the chance is equal to 50%)

Both enchanting runes can be bought via NPC Alexander in Edron or via NPC Lee'Delle in Rookgaard (Minimum 10 level required).

You can also drop these runes from Elite Creatures as part of their extra loot.

Check the available attributes and their values on our Wikipedia, in the equipment pages.

Disenchanting

To disenchant all attributes you can use:

Cleanse Rune

  • Cost: 2000 gold coins+ 5 Elite Souls
  • Disenchant: 100% chances of removing all attributes

Cleanse Runes can be bought via NPC Alexander in Edron or via NPC Lee'Delle in Rookgaard (Minimum 10 level required).

You can drop this Cleanse Rune & Elite Souls from Elite Creatures in their extra loot.

Elite Souls can be also extracted from Elite Creatures corpses using Soul Knife (read Elite Creatures page for more informations).

Attribute Ward Blessing

Attributes can be destroyed by a random chance on death.

To protect your item attributes, you should obtain the "Attribute Ward" blessing, available from NPC Norf in Thais or from NPC Cipfried in Rookaard (Min 10 lvl).

The price is 200 gold coins x your level.

This blessing protects the entire set of attributes on your items for a limited time: 10 days. However, this time only decreases while your character is in combat.

For each equipped item with attributes, the protection time decreases 10% faster.

Each equipped item that has attributes has a chance to lose them after death. The chance is 20% for each equipped item.

You can see your actual Attribute Ward Blessing time left in the Attribute Panel in-game.

Attributes Panel

You can check your attributes in game via the Attributes Panel.

It will show your activated attributes with green color and wrong vocation attributes with red color.

Attributes List

Few attributes are only working on some vocations, it is specified in the table below.

Attribute Description
Attack Increase item attack
Defense Increase item defense
Armor Increase item armor
Sword Fighting Increase sword fighting skill
Axe Fighting Increase axe fighting skill
Club Fighting Increase club fighting skill
Distance Fighting Increase distance fighting skill
Shielding Increase shielding skill
Mag Level

*Mages only

Increase magic level
Max Health

/1 for knights, /2 for paladins, /3 for mages

Increase character max health
Max Mana

/1 for mages, /2 for paladins, /3 for knights

Increase character max mana
Healing Increase character healing by spells and runes
Absorb Health Convert some of damage taken as health with certain chance
Absorb Mana Convert some of elemental damage taken as mana with certain chance
Speed Increase item speed
Protect Physical Increase character physical protection
Protect Fire Increase character fire protection
Protect Energy Increase character energy protection
Protect Poison Increase character poison protection
Protect Mana Drain Increase character mana drain protection
Protect Life Drain Increase character life drain protection
Protect Elements Increase character fire, energy and poison protection
Reflect Fire Reflect some of fire damage taken with certain chance
Reflect Energy Reflect some of energy damage taken with certain chance
Reflect Poison Reflect some of poison damage taken with certain chance
Reflect Elements Reflect some of fire, energy or poison damage taken with certain chance
Critical Hit Apply more amount of damage on physical hits with certain chance
Critical Spell Apply more amount of damage on spells with certain chance
Attack Interval Decrease item attack interval
Life Leech Convert some amount of damage applied as health with certain chance
Mana Leech Convert some amount of damage applied as mana with certain chance
Hitchance Increase item hitchance
Burning Apply burning status with certain chance on hit (inflict fire damage per turn for 10 turns)
Poison Apply poison status with certain chance on hit (inflict poison damage per turn for 10 turns)
Electrify Apply electrify status with certain chance on hit (inflict energy damage per turn for 10 turns)
Bleeding Apply bleeding status with certain chance on hit (inflict physical damage per turn for 10 turns)
Double Hit Chance to attack twice in one turn, with the second attack dealing certain % of damage.
Vibrancy Chance to resist to paralyze from monsters
Weight Decrease item weight
Range Increase distance weapon range
Capacity Increase capacity
Spell Damage

*Mages only

Increase damage from spells
Rune Damage

*Mages only

Increase damage from runes
Critical Rune Hit

*Mages only

Increase damage from runes
Potion Efficiency Increase potions efficiency on use with certain chance