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 BASIC OPTION FOR ALL ITEM

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HotSh0T




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BASIC OPTION FOR ALL ITEM Empty
PostSubject: BASIC OPTION FOR ALL ITEM   BASIC OPTION FOR ALL ITEM EmptyTue Feb 02, 2010 10:59 pm

Table of Contents

Excellent Options Excellent Options
Normal Options Normal Options
Second Wing Special Options Second Wing Special Options
DL Cape Special Options DL Cape Special Options
On Elemental Rings and Pendants On Elemental Rings and Pendants


Excellent Options Excellent Options

1. Armor (the set you wear) and Rings 1. Armor (the set you wear) and Rings

- 40% zen : Zen drops you get from monsters you kill are increased by 40%. Stacks. Not a popular option. Good as additional option, but if it's the only option it's ****. - 40% zen: Zen drops you get from monsters you kill are increased by 40%. Stacks. Not a popular option. Good as additional option, but if it's the only option it's ****.

- 4% increased max hp : Your hp is increased by 4%. Good for dks and tanking characters with high hp as primary option. Good as additional option for all other classes. It does not stack like orig hp + (orig hp x 4%) + (orig hp x 4%) + etc. Calculation for stacking: - 4% increased max hp: Your hp is increased by 4%. Good for dks and tanking characters with high hp as primary option. Good as additional option for all other classes. It does not stack like orig hp + (orig hp x 4 %) + (orig hp x 4%) + etc. Calculation for stacking:

A=basic HP A = basic HP
A*4%=B A * 4% = B
final HP=A+B*(1.2.3.4.5...MAX TO Cool final HP = A + B * (1.2.3.4.5 ... MAX TO Cool

- 4% damage decreased : Damage done to you is decreased by 4%. Popular primary option for dws, ees, energy-mgs (chars with low def). Good as secondary option for other characters. It does not stack like orig damage - [(orig dmg x 4%) + (orig dmg x 4%) + etc.] It stacks by: if dmg is Y, it's Y - (Y x 0.04) = Z, then Z - (Z x 0.04) = A, etc. Basically you get less dmg decreased per stacking. - 4% damage decreased: Damage done to you is decreased by 4%. Popular primary option for dws, ees, energy-mgs (chars with low def). Good as secondary option for other characters. It does not stack like orig damage -- [(orig dmg x 4%) + (orig dmg x 4%) + etc.] It stacks by: if dmg is Y, it's Y - (Y x 0.04) = Z, then Z - (Z x 0.04) = A , etc. Basically you get less dmg decreased per stacking.

- 5% damage reflected : 5% of damage done to you is reflected back at the attacking person/ monster. Damage done on attacker is as is--not decreased by attacker's def or dmg dec opts on attacker's set. Additionally, the dk's combo damage will not be reflected. Useful only for chars with high hp (otherwise any damage done to you that would leave you alive would be reflecting corny damage anyway). Stacks like: 5% + 5% + 5%, etc. - 5% damage reflected: 5% of damage done to you is reflected back at the attacking person / monster. Damage done on attacker is as is - not decreased by attacker's def or dmg dec opts on attacker's set. Additionally, the dk's combo damage will not be reflected. Useful only for chars with high hp (otherwise any damage done to you that would leave you alive would be reflecting corny damage anyway). Stacks like: 5% + 5% + 5%, etc.

- 4% increased max mana : Your mana is increased by 4%. Not a very interesting option for most, but usable as a secondary option for all. Stacks same way as hp increase. (A ring with max mana as its only opt is virtually worthless, since cheap rings of magic can also have the same opt, although in varying percentages.) - 4% increased max mana: Your mana is increased by 4%. Not a very interesting option for most, but usable as a secondary option for all. Stacks same way as hp increase. (A ring with max mana as its only opt is virtually worthless, since cheap rings of magic can also have the same opt, although in varying percentages.)

- 10% defense success rate : Your defense rate is increased by 10%. Good only if you have high def rate. This will not add a base number to your def rate, but will only add a small fraction of your own def rate. Popular option for aes, agi-dks, agi-mgs, and agi-dws (although debate is on-going about the effectiveness of def rate opts for agi dws). Note that defense rate means your chances to avoid being hit. It does not stack like orig def rate + (orig def rate x 10%) + (orig def rate x 10%) + etc. Calculated in this manner: - 10% defense success rate: Your defense rate is increased by 10%. Good only if you have high def rate. This will not add a base number to your def rate, but will only add a small fraction of your own def rate. Popular option for aes, agi-dks, agi-mgs, and agi-dws (although debate is on-going about the effectiveness of def rate opts for agi dws). Note that defense rate means your chances to avoid being hit. It does not stack like orig def rate + (orig def rate x 10%) + (orig def rate x 10%) + etc. Calculated in this manner:

Defrate = base def rate X (1.1)^#of exc items. Defrate = base def rate X (1.1) ^ # of exc items.

So a full set and rings will give 94.87% increase on your base instead of a straight up 70%. So a full set and rings will give 94.87% increase on your base instead of a straight up 70%.

(1.1*1.1*1.1*1.1*1.1*1.1*1.1 = 1.9487) (1.1 * 1.1 * 1.1 * 1.1 * 1.1 * 1.1 * 1.1 = 1.9487)


2. Weapons and Pendants 2. Weapons and Pendants

- +7 speed: Adds 7 to your attacking speed . Highly popular option for all classes, especially so for ees. Stacks like 7+7+7, etc. - +7 Speed: Adds 7 to your attacking speed. Highly popular option for all classes, especially so for ees. Stacks like 7 +7 +7, etc.

- dmg lvl/20: Your level/ 20 = damage added to your base damage. Good primary option for high levels, all classes. Applies only to physical damage. Stacks like x+x+x, with x = your lvl/20. - Dmg lvl/20: Your level / 20 = damage added to your base damage. Good primary option for high levels, all classes. Applies only to physical damage. Stacks like x + x + x, with x = your lvl/20.

- wizardry dmg lvl/20 : Same as dmg lvl/ 20, but it deals with spell damage, and not physical damage. Same stacking. - Wizardry dmg lvl/20: Same as dmg lvl / 20, but it deals with spell damage, and not physical damage. Same stacking.

- 10% exc damage : Gives you a 10% chance to do excellent damage (guide says exc dmg is 110% but actual experience seems to be 125%, not sure, though). Highly popular option for all classes. The 10% chance to do exc damage stacks like x+x+x = your total % chance to do exc damage. The exc damage you do does not stack; only the chance to do it. - 10% exc damage: Gives you a 10% chance to do excellent damage (guide says exc dmg is 110% but actual experience seems to be 125%, not sure, though). Highly popular option for all classes. The 10% chance to do exc damage stacks like x + x + x = your total% chance to do exc damage. The exc damage you do does not stack; only the chance to do it.

- 2% increased dmg : Increases your physical damage by 2%. Not a highly popular option, but workable for characters who do high enough damage that 2% will be considerable. Stacks like 2% + 2%, etc. - 2% increased dmg: Increases your physical damage by 2%. Not a highly popular option, but workable for characters who do high enough damage that 2% will be considerable. Stacks like 2% + 2%, etc.

- 2% increased wizardry dmg : Same as 2% inc dmg, only it deals with spell damage and not physical damage. Same stacking. - 2% increased wizardry dmg: Same as 2% inc dmg, only it deals with spell damage and not physical damage. Same stacking.

- mana after hunt/ 8 : You get x amount of mana back after killing a monster, with x being your mana/ 8. Good option for dws, aes, and high-level dks with low mana. Stacks like x+x, etc. - Mana after hunt / 8: You get x amount of mana back after killing a monster, with x being your mana / 8. Good option for dws, aes, and high-level dks with low mana. Stacks like x + x, etc .

- hp after hunt/ 8 : Same as mana after hunt/ 8. Good option for leveling without an ee if you get hit a lot. Same stacking. - Hp after hunt / 8: Same as mana after hunt / 8. Good option for leveling without an ee if you get hit a lot. Same stacking.

*Note that when I say kill the monster, I mean you deliver the final/ killing blow. * Note that when I say kill the monster, I mean you deliver the final / killing blow.

*There can only be up to two excellent options per exc item. Additional options might be additional def for sets, additional dmg for weapons, hp regen for jewelry. Exc items drop only at +0. (example: Exc pendant of wind+0+3hp regen+10% exc damage) Exc armor/ weapons can be blessed/ souled up, but jewelry cannot. * There can only be up to two excellent options per exc item. Additional options might be additional def for sets, additional dmg for weapons, hp regen for jewelry. Exc items drop only at +0. (Example: Exc pendant of wind +0 +3 hp regen +10% exc damage) Exc armor / weapons can be blessed / souled up, but jewelry cannot.

*Note also that with excellent weapons, if its normal counterpart can have skill, the exc version will always have skill. (Ex. Hand axe = can't have skill. So exc hand axe = no skill. Double blade = can have skill. So exc double blade = always has skill.) * Note also that with excellent weapons, if its normal counterpart can have skill, the exc version will always have skill. (Ex. Hand axe = can't have skill. So exc hand axe = no skill. Double blade = can have skill . So exc double blade = always has skill.)

Normal Options Normal Options

1. Armor 1. Armor

- additional defense : Gives additional +4, +8, +12, or +16 to defense of item. Note that when item defense says 20, for instance, with additional defense of 12 written in blue under the item, 20 does not yet include the additional defense. Total defense of the item would therefore be 20 + 12 = 32. Highest option that drops normally is 12. 16 option is obtained only by using a JoL (Jewel of Life). Note that the % sign after the opt (ex. +12% additional def) is a typo. It's +12 flat. - Additional defense: Gives additional +4, +8, +12, or +16 to defense of item. Note that when item defense says 20, for instance, with additional defense of 12 written in blue under the item, 20 does not yet include the additional defense. Total defense of the item would therefore be 20 + 12 = 32. Highest option that drops normally is 12. 16 option is obtained only by using a JoL (Jewel of Life). Note that the% sign after the opt (ex. +12% additional def) is a typo. It's +12 flat.

2. Weapons, DK Wings, DW Wings, MG Wings, DL Cape, some 2nd Elf Wings 2. Weapons, DK Wings, DW Wings, MG Wings, DL Cape, some 2nd Elf Wings

- additional damage : Gives additional +4, +8, +12, or +16 to damage of item. All same as additional defense. - Additional damage: Gives additional +4, +8, +12, or +16 to damage of item. All same as additional defense.

*Note that on DW staffs this does not add to wizardry rise, but to the wizardry damage done. * Note that on DW staffs this does not add to wizardry rise, but to the wizardry damage done.
Note also that on DW Wings all these options are wizardry damage, and physical damage on DK and DL. On MG wings it is a matter of chance as to whether wizardry or physical damage will come out, and once it comes out as one of them, if you JoL it down to 0 and try to JoL it up again, the nature of the damage will not change. Note also that on DW Wings all these options are wizardry damage, and physical damage on DK and DL. On MG wings it is a matter of chance as to whether wizardry or physical damage will come out, and once it comes out as one of them , if you JoL it down to 0 and try to JoL it up again, the nature of the damage will not change.

3. Pendants, Rings, Elf Wings (first wings and some second) 3. Pendants, Rings, Elf Wings (first wings and some second)

- automatic hp recovery : Regenerates hp of the wearer. Can be +1%, +2%, +3%, or +4%. Highest that naturally comes out is +3%; +4% can be obtained by successfully JoLing the wings (jewelry can't be JoLed). Stacks as 1%+1%, etc. - Automatic hp recovery: Regenerates hp of the wearer. Can be +1%, +2%, +3%, or +4%. Highest that naturally comes out is +3%; +4% can be obtained by successfully JoLing the wings (jewelry can't be JoLed). Stacks as 1% +1%, etc.

- increase max ag : Applies only to Pendants of Ability. Increases your max ag by a percentage. Ranges from 1%-3%. - Increase max ag: Applies only to Pendants of Ability. Increases your max ag by a percentage. Ranges from 1% -3%.

- increase max mana : Applies only to Rings of Magic. Increases your max mana by a percentage. Ranges from 1%-3%. Comes out on excellent rings as an extra opt (instead of hp regen). ex. ring of magic+10% dsr+2%max mana - Increase max mana: Applies only to Rings of Magic. Increases your max mana by a percentage. Ranges from 1% -3%. Comes out on excellent rings as an extra opt (instead of hp regen). Ex. Ring of magic + 10% dsr +2% max mana

*For more information on rings and pendants, see the last section of this guide: On Elemental Rings and Pendants. (just scroll down) * For more information on rings and pendants, see the last section of this guide: On Elemental Rings and Pendants. (Just scroll down)

4. Armor, Weapons, Wings 4. Armor, Weapons, Wings

- Luck : - Luck:
a) Gives a 5% chance to do critical damage (100% damage) when attacking. Note that critical damage cannot be obtained without luck. Stacks as 5%+5%, etc. a) Gives a 5% chance to do critical damage (100% damage) when attacking. Note that critical damage cannot be obtained without luck. Stacks as 5% +5%, etc.
b) Raises chances of success in souling the item from 50% to 75%. Note that this applies only for souls, and not JoLs. b) Raises chances of success in souling the item from 50% to 75%. Note that this applies only for souls, and not JoLs.
*Luck does not raise the chances of you getting a jewel when killing monsters. It has no connection whatsoever to jewel drops. * Luck does not raise the chances of you getting a jewel when killing monsters. It has no connection whatsoever to jewel drops.

Second Wing Special Options Second Wing Special Options

- 3% ignore enemy def : Gives wearer 3% chance of ignoring enemy's defense when attacking. Meaning, when you attack and that 3% chance comes up, you can do full damage to the enemy without your damage being reduced by their def (two points of def take off 1 point from damage). Remains at 3% regardless of wing level. Very good option for dks and aes, and for dws with high def. - 3% ignore enemy def: Gives wearer 3% chance of ignoring enemy's defense when attacking. Meaning, when you attack and that 3% chance comes up, you can do full damage to the enemy without your damage being reduced by their def (two points of def take off 1 point from damage). Remains at 3% regardless of wing level. Very good option for dks and aes, and for dws with high def.

- +50 hp : Gives wearer +50hp when wing is +0, and additional 5 hp for every level of the wing. So +55hp from wing+1, 60hp from wing+2, etc. Very good option in general, since extra hp always comes in useful when you fight heavy-hitting enemies. A must for ees and some dws. - +50 Hp: Gives wearer +50 hp when wing is +0, and additional 5 hp for every level of the wing. So +55 hp from wing +1, 60hp from wing +2, etc. Very good option in general, since extra hp always comes in useful when you fight heavy-hitting enemies. A must for ees and some dws.

- +50 mana : Works the same as +50 hp option, only adding mana instead of hp. Not as popular, although a workable option for dks, aes, and dws. - +50 Mana: Works the same as +50 hp option, only adding mana instead of hp. Not as popular, although a workable option for dks, aes, and dws.

DL Cape Special Options DL Cape Special Options

- +10 command/ charisma : Adds 10 to command (****.a. charisma). Amount added goes up by 5 command per level of the cape. So +15 command from cape+1, +20 command from cape+2, etc. Good for command-based dls, of course. - +10 Command / charisma: Adds 10 to command (****. a. charisma). Amount added goes up by 5 command per level of the cape. So +15 command from cape +1, +20 command from cape + 2, etc. Good for command-based dls, of course.

- 3% ignore enemy def = Gives wearer 3% chance of ignoring enemy's defense when attacking. Meaning, when you attack and that 3% chance comes up, you can do full damage to the enemy without your damage being reduced by their def (two points of def take off 1 point from damage). Remains at 3% regardless of cape level. Very good for dls that want to do good damage attacking on their own (as opposed to just watching raven kill) - 3% ignore enemy def = Gives wearer 3% chance of ignoring enemy's defense when attacking. Meaning, when you attack and that 3% chance comes up, you can do full damage to the enemy without your damage being reduced by their def (two points of def take off 1 point from damage). Remains at 3% regardless of cape level. Very good for dls that want to do good damage attacking on their own (as opposed to just watching raven kill)

- +50 hp : Gives wearer +50hp when cape is +0, and additional 5 hp for every level of the cape. So +55hp from cape+1, 60hp from cape+2, etc. Very good option in general, since extra hp always comes in useful when you fight heavy-hitting enemies. - +50 Hp: Gives wearer +50 hp when cape is +0, and additional 5 hp for every level of the cape. So +55 hp from cape +1, 60hp from cape +2, etc. Very good option in general, since extra hp always comes in useful when you fight heavy-hitting enemies.

- +50 mana : Works the same as +50 hp option, only adding mana instead of hp. Not as popular, although a workable option. - +50 Mana: Works the same as +50 hp option, only adding mana instead of hp. Not as popular, although a workable option.

*Note that special options on wings/ capes cannot be obtained with JoL and can only come out upon wing creation. JoLing the wing will only produce additional damage/ additional defense / hp recovery options. * Note that special options on wings / capes cannot be obtained with JoL and can only come out upon wing creation. JoLing the wing will only produce additional damage / additional defense / hp recovery options.

*Note also that 1st wings and 2nd wings increase your damage by some percentage, and decrease damage done to you by some percentage. Capes (which serve as both 1st and 2nd wings for DLs) don't have this. (Capes just have a +20 to defensive skill opt on all of them.) Note that DW wings only increase wizardry damage, however, so non-spell-using MGs who need 1st wings should get satan wings. * Note also that 1st wings and 2nd wings increase your damage by some percentage, and decrease damage done to you by some percentage. Capes (which serve as both 1st and 2nd wings for DLs) don't have this. (Capes just have a +20 to defensive skill opt on all of them.) Note that DW wings only increase wizardry damage, however, so non-spell-using MGs who need 1st wings should get satan wings.

On Elemental Rings & Pendants On Elemental Rings & Pendants

How they work: Wearing a lightning pendant does not help you resist lightning, or make you immune. It simply raises the chances of lightning-based attacks missing you. How they work: Wearing a lightning pendant does not help you resist lightning, or make you immune. It simply raises the chances of lightning-based attacks missing you.

I believe the calculation for it is: I believe the calculation for it is:

lightning pendant+0 = 10% chance for lightning to miss you lightning pendant +0 = 10% chance for lightning to miss you
+1 = 20% +1 = 20%
+2 = 30% + 2 = 30%
+3 = 40% +3 = 40%
+4 = 50% +4 = 50% of the

The above calculation also applies to poison, fire, ice, water, wind, earth jewelry. The above calculation also applies to poison, fire, ice, water, wind, earth jewelry.

The + of the jewelry you have on does not stack, however, so if you wear an ice pendant+4 and an ice ring+4, your overall protection against ice will still only be +4 and not +8. Better, therefore, to wear jewelry of different elements. The + of the jewelry you have on does not stack, however, so if you wear an ice pendant +4 and an ice ring +4, your overall protection against ice will still only be +4 and not +8. Better, therefore, to wear jewelry of different elements.

Stated underneath will be the use for each elemental class of ring/ pendant: Stated underneath will be the use for each elemental class of ring / pendant:

1. Rings 1. Rings
- Fire: raises your chances to be missed by: - Fire: raises your chances to be missed by:
Traps in LT Traps in LT
Balrog (meteorite) Balrog (meteorite)
Tantalos (inferno) Tantalos (inferno)
Beam Knight (inferno) Beam Knight (inferno)
Zaikan Zaikan
Death Beam Knight Death Beam Knight
Alpha Crust (inferno) Alpha Crust (inferno)
Mega Crust (inferno) Mega Crust (inferno)
Blue Drakan Blue Drakan
Red Drakan Red Drakan
Elite Soldier (Blood Castle) Elite Soldier (Blood Castle)
Chaos Orcs (White Wizard) Chaos Orcs (White Wizard)
Fire Golem Fire Golem

PVP PVP
Fireburst (DL) Fireburst (DL)
Hellfire (DW) Hellfire (DW)
Inferno (DW) Inferno (DW)

- Ice: raises your chances of being missed by: - Ice: raises your chances of being missed by:
Ice Monster Ice Monster
Ice Queen Ice Queen
Silver Valkyrie Silver Valkyrie
Queen Rainer Queen Rainer

PVP PVP
Crystal Sword (DK) Crystal Sword (DK)
Ice (DW & MG) Ice (DW & MG)
Ice Storm (DW) Ice Storm (DW)
Ice Arrow (Elf) Ice Arrow (Elf)

*Note that the higher the +, the less time you spend frozen. * Note that the higher the +, the less time you spend frozen.

- Poison: raises your chances of being missed by: - Poison: raises your chances of being missed by:
Worm Worm
Poison Bull Poison Bull
Necron Necron
Poison Golem Poison Golem

PVP PVP
Poison (DW & MG) Poison (DW & MG)
Poison Rain (DW) Poison Rain (DW)
Fireslash (MG) Fireslash (MG)

*Note that the higher the +, the less time you spend poisoned. * Note that the higher the +, the less time you spend poisoned.

*Trivia: Poison takes off 3% of remaining hp (whether it's the player who's poisoned or the monster). * Trivia: Poison takes off 3% of remaining hp (whether it's the player who's poisoned or the monster).

- Wind: raises your chances of being missed by: - Wind: raises your chances of being missed by:
Aquamos Aquamos
Phantom Knight Phantom Knight

PVP PVP
Twisting Slash (DK) Twisting Slash (DK)
Deathstab (DK) Deathstab (DK)
Evil Spirits (DW) Evil Spirits (DW)
Penetration (Elf) Penetration (Elf)
Power Slash (MG) Power Slash (MG)
Force Wave (DL) (not sure on this) Force Wave (DL) (not sure on this)

- Earth: raises your chances of being missed by: - Earth: raises your chances of being missed by:
Mutant (not sure on this) Mutant (not sure on this)
Bloody Wolf (not sure on this) Bloody Wolf (not sure on this)
Iron Wheel (not sure on this) Iron Wheel (not sure on this)

PVP PVP
Rageful Blow (DK) Rageful Blow (DK)

- Magic: speeds up regeneration of mana (the higher the +, the faster the regeneration) - Magic: speeds up regeneration of mana (the higher the +, the faster the regeneration)
:can have +1%/ +2%/ +3% max mana option. (ex. ring of magic+4+3%max mana) Increases your mana by that % of your total mana. : can have +1% / +2% / +3% max mana option. (ex. ring of magic +4 +3% max mana) Increases your mana by that% of your total mana.

2. Pendants 2. Pendants

- Lightning: raises your chances of being missed by: - Lightning: raises your chances of being missed by:
Thunder Lich Thunder Lich
Cursed Wizard Cursed Wizard
Devil Devil
Lizard King Lizard King
Queen Bee Queen Bee
Phoenix Phoenix
White Wizard White Wizard
Skulls (Blood Castle) Skulls (Blood Castle)
Cursed King (DS+4) Cursed King (DS +4)

PVP PVP
Lightning (DW) Lightning (DW)
Earth-Shake (DL) Earth-Shake (DL)

On earth-shake: On earth-shake:
*Note that the higher the +, the less knockback you get from lightning. * Note that the higher the +, the less knockback you get from lightning.

- Water: raises your chances of being missed by: - Water: raises your chances of being missed by:
Vepar (not sure on this) Vepar (not sure on this)

PVP PVP
Aquabeam (DW) Aquabeam (DW)

- Fire: raises your chances to be missed by: - Fire: raises your chances to be missed by:
traps in LT traps in LT
Balrog (meteorite) Balrog (meteorite)
Tantalos (inferno) Tantalos (inferno)
Beam Knight (inferno) Beam Knight (inferno)
Zaikan Zaikan
Death Beam Knight Death Beam Knight
Alpha Crust (inferno) Alpha Crust (inferno)
Mega Crust (inferno) Mega Crust (inferno)
Red Drakkan Red Drakkan
Blue Drakkan Blue Drakkan
Elite Soldier (Blood Castle) Elite Soldier (Blood Castle)
Chaos Orcs (White Wizard) Chaos Orcs (White Wizard)
Fire Golem Fire Golem

PVP PVP
Fireburst (DL) Fireburst (DL)
Hellfire (DW) Hellfire (DW)
Inferno (DW) Inferno (DW)
Fireslash (MG) Fireslash (MG)

- Ice: raises your chances of being missed by: - Ice: raises your chances of being missed by:
Ice Monster Ice Monster
Ice Queen Ice Queen
Silver Valkyrie Silver Valkyrie
Queen Rainer Queen Rainer

PVP PVP
Crystal Sword (DK) Crystal Sword (DK)
Ice (DW & MG) Ice (DW & MG)
Ice Storm (DW) Ice Storm (DW)
Ice Arrow (Elf) Ice Arrow (Elf)

*Note that the higher the +, the less time you spend frozen. * Note that the higher the +, the less time you spend frozen.

- Ability: speeds up regeneration of ag (the higher the +, the faster the regeneration) - Ability: speeds up regeneration of ag (the higher the +, the faster the regeneration)
:can have +1%/ +2%/ +3% max ag option. (ex. pendant of ability+4+3%max ag) Increases your ag by that % of your total ag. : can have +1% / +2% / +3% max ag option. (ex. pendant of ability +4 +3% max ag) Increases your ag by that% of your total ag.

Hope this helps you all guys! Hope this helps you all guys!
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