Equipment Enhancement: Difference between revisions
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== Apprentice Craftsman == | == Apprentice Craftsman == | ||
[[File:Thiefclothes.png|thumb|Thief Clothes[1] [LUK +2]Enchanted with Crystal of Fortune (Lv.2)|405x405px]] | [[File:Thiefclothes.png|thumb|Thief Clothes[1] [LUK +2]Enchanted with Crystal of Fortune (Lv.2)|405x405px]] | ||
You | You have the option to choose from five different powers to enchant your armor and top headgear. Each power has a chance to randomly add one of three bonuses. Higher grade enchantments have a lower success rate but a lower chance of failure, while lower grade enchantments have a higher success rate but a higher chance of breaking. Only low grade (Lv. 1) enchantments can be applied to headgear. Note that previous enchantments and existing refine levels on the armor and cards will be removed. You will need to pay a fee for each attempt. If a high grade enchantment attempt fails, it may result in a lower grade enchantment being applied instead of the item breaking. | ||
=== Bonus List === | === Bonus List === | ||
Check below every possible enchant. | Check below every possible enchant. | ||
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== Enhancement Master == | == Enhancement Master == | ||
Every weapon and shield can be enhanced | Every weapon and shield can be enhanced, and there is no chance of failure. It is also possible to add enhancements on top of previous enhancements. However, there is a 5,000 zeny fee and you will need a certain amount of materials for each enhancement. If all of the equipment slots on the weapon or shield are already full, you will need to provide 50% more materials to add a new enhancement on top of the previous ones. | ||
{| class="wikitable" | {| class="wikitable" | ||
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=== Weapon Bonus List === | === Weapon Bonus List === | ||
[[File:Claymorebonus.png|thumb|320x320px|Claymore[2] enhanced with 2 options]]The number of times a weapon can be enchanted is | [[File:Claymorebonus.png|thumb|320x320px|Claymore[2] enhanced with 2 options]]The number of times a weapon can be enchanted is determined by the number of card slots it has. For example, if a weapon has 3 card slots, it can only be enhanced once. However, if a weapon has 1 card slot, it can be enhanced up to 3 times. In general, the fewer card slots a weapon has, the more times it can be enhanced. | ||
''Examples:'' | ''Examples:'' |
Revision as of 12:00, 15 December 2022
Enchantments or upgrades are ways to improve your equipment in Maroll Kingdom. These enhancements are separated into two types, and they are applied by different workers in the game.
- Armors and top headgears can be enchanted by Apprentice Craftsman using orbs, crystals, or gemstones. These enchantments provide bonuses to basic stats and substats, such as vitality, defense, maximum hit points, and dexterity. Only one enchantment can be applied to a piece of equipment in this way, and there is a chance that the gear may break when the enchantment is attempted. However, for top headgears, only orbs can be used for enchantments (Enchantment Level 1).
- Weapons and shields, on the other hand, can be improved by Enhancement Master. In this case, there is no chance of the equipment breaking, and any refinements or cards that are already applied to the gear will be preserved. The number of times a weapon can be enchanted is inversely proportional to the number of card slots it has, while the number of enchantments that can be applied to a shield depends on its class. Bravery Badges are consumed to enhance weapons, and Monster Coins are consumed to enhance shields. Overall, enchantments and upgrades provide a powerful way for players to improve their equipment and become more powerful in Maroll Kingdom.
Apprentice Craftsman
You have the option to choose from five different powers to enchant your armor and top headgear. Each power has a chance to randomly add one of three bonuses. Higher grade enchantments have a lower success rate but a lower chance of failure, while lower grade enchantments have a higher success rate but a higher chance of breaking. Only low grade (Lv. 1) enchantments can be applied to headgear. Note that previous enchantments and existing refine levels on the armor and cards will be removed. You will need to pay a fee for each attempt. If a high grade enchantment attempt fails, it may result in a lower grade enchantment being applied instead of the item breaking.
Bonus List
Check below every possible enchant.
Orbs (Lv. 1)
- Apply: Armor and Top Headgear
- Cost 1.000 zeny
Crystal (Lv. 2)
- Apply: Armor
- Cost 5.000 zeny
Gemstone (Lv. 3)
- Apply: Armor
- Cost 25.000 zeny
Enhancement Master
Every weapon and shield can be enhanced, and there is no chance of failure. It is also possible to add enhancements on top of previous enhancements. However, there is a 5,000 zeny fee and you will need a certain amount of materials for each enhancement. If all of the equipment slots on the weapon or shield are already full, you will need to provide 50% more materials to add a new enhancement on top of the previous ones.
Equipment | Material | First Attempt | Overlay Bonus |
---|---|---|---|
Shield | Monster Coin | 200 x | 300 x |
Weapon | Bravery Badge | 375 x | 562 x |
Weapon Bonus List
The number of times a weapon can be enchanted is determined by the number of card slots it has. For example, if a weapon has 3 card slots, it can only be enhanced once. However, if a weapon has 1 card slot, it can be enhanced up to 3 times. In general, the fewer card slots a weapon has, the more times it can be enhanced.
Examples:
- Claymore [2] - Have 2 enhancement slots
- Gladius [3] - Have 1 enhancement slot
- Main Gauche [4] - Can't be enhanced
Basic Stats
Stat | Minimum | Maximum |
---|---|---|
STR | 1 | 2 |
AGI | 1 | 2 |
VIT | 1 | 2 |
LUK | 1 | 2 |
INT | 1 | 2 |
DEX | 1 | 1 |
Substats
Stat | Minimum | Maximum |
---|---|---|
Aspd | 2% | 5% |
Atk | 10 | 25 |
Matk | 15 | 30 |
Hit | 5 | 15 |
Critical | 3 | 5 |
Status Effect
Effect | Minimum | Maximum |
---|---|---|
Blind | 1% | 4% |
Confusion | 1% | 4% |
Curse | 1% | 4% |
Freeze | 1% | 4% |
Poison | 1% | 4% |
Silence | 1% | 4% |
Sleep | 1% | 4% |
Stone Curse | 1% | 4% |
Stun | 1% | 4% |
Physical Damage
Race | Minimum | Maximum |
---|---|---|
Formless | 5% | 15% |
Undead | 5% | 15% |
Brute | 5% | 15% |
Plant | 5% | 15% |
Insect | 5% | 15% |
Fish | 5% | 15% |
Demon | 5% | 15% |
DemiHuman | 5% | 15% |
Angel | 5% | 15% |
Dragon | 5% | 15% |
Magical Damage
Race | Minimum | Maximum |
---|---|---|
Formless | 2% | 6% |
Undead | 2% | 6% |
Brute | 2% | 6% |
Plant | 2% | 6% |
Insect | 2% | 6% |
Fish | 2% | 6% |
Demon | 2% | 6% |
DemiHuman | 2% | 6% |
Angel | 2% | 6% |
Dragon | 2% | 6% |
Weapon Miscellaneous
Bonus | Minimum | Maximum |
---|---|---|
Unbreakable | 100% | 100% |
Healing Power | 3% | 6% |
Sp Consumption | -5% | -10% |
Shield Bonus List
The number of time a shield can be enhanced depend on it class.
- Class A - Can't be enhanced
- Class B - 1 slot
- Class C - 2 slots
Substats
Stat | Minimum | Maximum |
---|---|---|
Aspd | 2% | 5% |
MaxHp | 2% | 5% |
MaxSp | 1% | 3% |
Def | 1 | 2 |
Mdef | 1 | 3 |
Flee | 5 | 10 |
Dodge | 1 | 2 |
Element Resistance
Element | Minimum | Maximum |
---|---|---|
Water | 5% | 10% |
Earth | 5% | 10% |
Fire | 5% | 10% |
Wind | 5% | 10% |
Poison | 5% | 10% |
Holy | 5% | 10% |
Dark | 5% | 10% |
Ghost | 5% | 10% |
Undead | 5% | 10% |
Miscellaneous
Bonus | Minimum | Maximum |
---|---|---|
Sp Consumption | -5% | -10% |
Cast Rate | -2% | -5% |
Healing Power | 5% | 10% |
Substats
Shield Class List
The number of time a shield can be enhanced depend on it class.
- Class A - Can't be enhanced
- Class B - 1 slot
- Class C - 2 slots
Class A
- Can't be enhanced
Sprite | Shield |
---|---|
Valkyrja's Shield [1] |
Class B
- Can have only one enhancement
Sprite | Shield |
---|---|
Thorny Buckler [1] | |
Orleans's Server [1] | |
Bradium Shield [1] |
Class C
- Can have two enhancements
Sprite | Shield |
---|---|
Apprentice Guard | |
Guard [1] | |
Buckler [1] | |
Shield [1] | |
Mirror Shield [1] | |
Arm Guard [1] | |
Advanced Arm Guard [1] | |
Platinum Shield |