Attribute System: Difference between revisions

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All items on Malvera have an assigned Class between 0 and 5 (5 Being the best and rarest items, while class 0 cannot have attributes)
All items on Malvera have an assigned Class between 0 and 5 (5 Being the best and rarest items, while class 0 cannot have attributes)


Class level is directly responsible for limit of attributes on the item. (Class 3 item can have a max of 3 Attributes)
Class level is directly responsible for the limit of attributes on the item. (Class 3 item can have a max of 3 Attributes)


Items with attributes have a chance to drop from monsters or be enchanted via the '''Enchanting''' System.
Items with attributes have a chance to drop from monsters or be enchanted via the '''Enchanting''' System.


Once an item has attributes you can only take them off using '''Disenchanting Orbs''' and '''Cleansing Orbs''' . (!!!You will not lose attributes on death!!!!)
Once an item has attributes you can only take them off using '''Disenchanting Orbs''' and '''Cleansing Orbs'''. (!!!You will not lose attributes on death!!!!)


Items with attributes can be sold with original prices to NPC's.
Items with attributes can be sold with original prices to NPC's.


== '''Enchanting''' ==
== '''Enchanting''' ==
Items with Class 1+ can be enchanted using '''Enchanting Orbs''' or '''Prismatic Orbs'''. Both orbs consume '''Enchanting Dusts''' on use.
Items with Class 1+ can be enchanted using '''Enchanting Orbs''' or '''Prismatic Orbs'''.


To enchant an item simply use '''Enchanting Orbs''' or '''Prismatic Orbs''' on the item you want to enchant.(Item cannot be equipped)
To enchant an item simply use '''Enchanting Orbs''' or '''Prismatic Orbs''' on the item you want to enchant (item cannot be equipped)
Each attempt to enchant an item will consume 3x '''Enchanting Dusts'''.
each attempt to enchant an item will consume 3x '''Enchanting Dusts'''.


'''Prismatic Orbs''' Have double the chance for an attribute to be successfully applied.
'''Prismatic Orbs''' Have double the chance for an attribute to be successfully applied.


To obtain '''Enchanting Dusts''' you need to use '''Disenchanting Orbs''' on items with attributes. (All attributes will be removed)
To obtain '''Enchanting Dusts''' you need to use '''Cleansing Orbs''' on items with attributes. (All attributes will be removed)
{| class="wikitable" style="text-align:center; width:60%"
{| class="wikitable" style="text-align:center; width:60%"
! Attribute Count
! Attribute Count
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|}
|}


==='''Enchanting/Disenchanting Chances'''===
=='''Enchanting/Disenchanting Chances'''==
Using '''Enchanting Orbs''' the chance to enchant an item is the average chance of all available attributes for that item.


Using '''Prismatic Orbs''' the chance to enchant an item is double of '''Enchanting Orbs'''.
The chance to enchant an item using '''Enchanting Orbs''' is calculated individually for every item.
 
The chance to enchant an item using '''Prismatic Orbs''' is double of '''Enchanting Orbs'''.


Using '''Cleansing Orbs''' you have 100% chance to receive some dusts based on attribute count on the item and remove all attributes. (See table above)
Using '''Cleansing Orbs''' you have 100% chance to receive some dusts based on attribute count on the item and remove all attributes. (See table above)
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Using '''Disenchanting Orbs''' you have 100% chance to remove one '''RANDOM''' attribute from the item.
Using '''Disenchanting Orbs''' you have 100% chance to remove one '''RANDOM''' attribute from the item.


=== '''Enchanting Items''' ===
== '''Enchanting Items''' ==
{| class="wikitable" style="text-align:center; width:60%"
{| class="wikitable" style="text-align:center; width:60%"
! Orb
! Orb
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| Enchanting Dust
| Enchanting Dust
| N/A
| N/A
| Obtained via '''Disenchanting'''
| Obtained by using '''Cleansing Orbs''' and as loot from Elite Monsters
|}
|}


=== '''Creature Drops''' ===
== '''Creature Drops''' ==
When a creature is killed, all items which have a Class of 1 or higher will have a chance of being dropped with attributes. The limit for the attribute count is specified by the Class of the item. The chance for this to happen can be calculated using this formula.
When a creature is killed, all items which have a Class of 1 or higher will have a chance of being dropped with attributes. Items with lower drop chances have higher chances of dropping with attributes.


'''(ItemFactor / ItemDropChance) / 100000'''


== '''Attribute List''' ==
{| class="wikitable" style="text-align:center; width:60%"
{| class="wikitable" style="text-align:center; width:60%"
! Attribute Count
! Attribute
! '''Assigned Factor'''
! 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
 
|-
| Magic Level
| Increase magic level ''(Only for mages)''
 
|-
| Max Health
| 1x (knights), 0.5x (paladins), 0.33x(mages)
 
|-
| Max Mana
| 1x (mages), 0.5x (paladins), 0.33x (knights)
 
|-
| Health Regen
| Increase character health regeneration
 
|-
| Mana Regen
| Increase character mana regeneration
 
|-
| Healing
| Increase character healing from items and spells
 
|-
| Mana Heal
| Increase character mana healing amount from items
 
|-
| Absorb Health
| Convert some damage taken into health with a certain chance
 
|-
| Absorb Mana
| Convert some elemental damage taken into mana with a 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 Physical
| Reflect some physical damage taken with a certain chance
 
|-
| Reflect Fire
| Reflect some fire damage taken with a certain chance
 
|-
| Reflect Energy
| Reflect some energy damage taken with a certain chance
 
|-
| Reflect Poison
| Reflect some poison damage taken with a certain chance
 
|-
| Reflect Elements
| Reflect some fire, energy or poison damage taken with a certain chance
 
|-
| Critical Hit
| Deal increased damage on physical hits with a certain chance
 
|-
| Critical Spell
| Deal increased damage with spells and runes with a certain chance
 
|-
| Attack Speed
| Increase attack speed by a %
 
|-
| Life Leech
| Convert some weapon damage dealt into health with a certain chance
 
|-
| Mana Leech
| Convert some weapon damage dealt into mana with a certain chance
 
|-
| Hitchance
| Increase hit chance
 
|-
| Burning
| Apply burning status on hit with a certain chance (fire damage over time)
 
|-
| Poison
| Apply poison status on hit with a certain chance (poison damage over time)
 
|-
| Electrify
| Apply electrify status on hit with a certain chance (energy damage over time)
 
|-
| Bleeding
| Apply bleeding status on hit with a certain chance (physical damage over time)
 
|-
| Freeze
| Apply freeze status on hit with a certain chance (paralyzes target briefly)
 
|-
| Dodge
| Chance to completely dodge an attack
 
|-
| Arrow Guard
| Chance to apply defense on distance attacks from players
 
|-
| Perforation
| Chance to completely break target armor
 
|-
| Crushing Blow
| Chance to completely break target defense
 
|-
| Double Bash
| Chance to attack twice in one turn (second hit deals 50% damage)
 
|-
| Berserk
| Chance to gain +10% melee skill and +1% movement speed for 8 seconds
 
|-
| Mitigation
| Chance to reduce some amount of incoming damage
 
|-
| Vibrancy
| Chance to resist paralysis from monsters
 
|-
| Weight
| Decrease item weight
 
|-
| Fire Damage
| Increase fire damage
 
|-
| Physical Damage
| Increase physical damage
 
|-
| Poison Damage
| Increase poison damage
 
|-
| Energy Damage
| Increase energy damage
 
|-
|-
| 1
| Range
| 10
| Increase weapon range (Wands/Rods only)
 
|-
|-
| 2
| Extra Defense
| 8
| Defense added to the shield's value
 
|-
|-
| 3
| Double Shot
| 6
| Chance to fire a bow/crossbow twice
 
|-
|-
| 4
| Ammo Weigth
| 4
| Reduce weight of arrows and bolts by a percentage inside quiver
 
|-
|-
| 5
| Spell Leech
| 3
| Convert some spell damage dealt into mana with a certain chance.(Max 50 mana per Spell)
|}
|}

Latest revision as of 18:57, 5 September 2026

Attribution Overview

All items on Malvera have an assigned Class between 0 and 5 (5 Being the best and rarest items, while class 0 cannot have attributes)

Class level is directly responsible for the limit of attributes on the item. (Class 3 item can have a max of 3 Attributes)

Items with attributes have a chance to drop from monsters or be enchanted via the Enchanting System.

Once an item has attributes you can only take them off using Disenchanting Orbs and Cleansing Orbs. (!!!You will not lose attributes on death!!!!)

Items with attributes can be sold with original prices to NPC's.

Enchanting

Items with Class 1+ can be enchanted using Enchanting Orbs or Prismatic Orbs.

To enchant an item simply use Enchanting Orbs or Prismatic Orbs on the item you want to enchant (item cannot be equipped) each attempt to enchant an item will consume 3x Enchanting Dusts.

Prismatic Orbs Have double the chance for an attribute to be successfully applied.

To obtain Enchanting Dusts you need to use Cleansing Orbs on items with attributes. (All attributes will be removed)

Attribute Count Enchanting Dust Drop Count
1 1-3
2 2-6
3 3-9
4 4-12
5 5-15

Enchanting/Disenchanting Chances

The chance to enchant an item using Enchanting Orbs is calculated individually for every item.

The chance to enchant an item using Prismatic Orbs is double of Enchanting Orbs.

Using Cleansing Orbs you have 100% chance to receive some dusts based on attribute count on the item and remove all attributes. (See table above)

Using Disenchanting Orbs you have 100% chance to remove one RANDOM attribute from the item.

Enchanting Items

Orb Price Where to Buy
Enchanting Orb 2000 Gold Coins Zoltan
Disenchanting Orb 2000 Gold Coins Zoltan
Cleansing Orb 3000 Gold Coins Zoltan
Prismatic Orb 11000 Gold Coins Zoltan
Enchanting Dust N/A Obtained by using Cleansing Orbs and as loot from Elite Monsters

Creature Drops

When a creature is killed, all items which have a Class of 1 or higher will have a chance of being dropped with attributes. Items with lower drop chances have higher chances of dropping with attributes.


Attribute List

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
Magic Level Increase magic level (Only for mages)
Max Health 1x (knights), 0.5x (paladins), 0.33x(mages)
Max Mana 1x (mages), 0.5x (paladins), 0.33x (knights)
Health Regen Increase character health regeneration
Mana Regen Increase character mana regeneration
Healing Increase character healing from items and spells
Mana Heal Increase character mana healing amount from items
Absorb Health Convert some damage taken into health with a certain chance
Absorb Mana Convert some elemental damage taken into mana with a 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 Physical Reflect some physical damage taken with a certain chance
Reflect Fire Reflect some fire damage taken with a certain chance
Reflect Energy Reflect some energy damage taken with a certain chance
Reflect Poison Reflect some poison damage taken with a certain chance
Reflect Elements Reflect some fire, energy or poison damage taken with a certain chance
Critical Hit Deal increased damage on physical hits with a certain chance
Critical Spell Deal increased damage with spells and runes with a certain chance
Attack Speed Increase attack speed by a %
Life Leech Convert some weapon damage dealt into health with a certain chance
Mana Leech Convert some weapon damage dealt into mana with a certain chance
Hitchance Increase hit chance
Burning Apply burning status on hit with a certain chance (fire damage over time)
Poison Apply poison status on hit with a certain chance (poison damage over time)
Electrify Apply electrify status on hit with a certain chance (energy damage over time)
Bleeding Apply bleeding status on hit with a certain chance (physical damage over time)
Freeze Apply freeze status on hit with a certain chance (paralyzes target briefly)
Dodge Chance to completely dodge an attack
Arrow Guard Chance to apply defense on distance attacks from players
Perforation Chance to completely break target armor
Crushing Blow Chance to completely break target defense
Double Bash Chance to attack twice in one turn (second hit deals 50% damage)
Berserk Chance to gain +10% melee skill and +1% movement speed for 8 seconds
Mitigation Chance to reduce some amount of incoming damage
Vibrancy Chance to resist paralysis from monsters
Weight Decrease item weight
Fire Damage Increase fire damage
Physical Damage Increase physical damage
Poison Damage Increase poison damage
Energy Damage Increase energy damage
Range Increase weapon range (Wands/Rods only)
Extra Defense Defense added to the shield's value
Double Shot Chance to fire a bow/crossbow twice
Ammo Weigth Reduce weight of arrows and bolts by a percentage inside quiver
Spell Leech Convert some spell damage dealt into mana with a certain chance.(Max 50 mana per Spell)