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The attribute system is designed to provide an additional ability to deal damage in PvP and PvE, through normal attacks, or attacks with skills. There are 6 attributes - 4 elements of nature and 2 which are called "balancing" attributes.

The attributes are linked together in mutually exclusive opposites, as follows:

Fire Attribute Water Attribute
Earth Attribute Wind Attribute
Dark Attribute Holy Attribute

Attributes can affect both attack and defense of a character. The attribute damage of the attacking character to the defending character is equivalent to the difference in the attacker's attributes and the defender's attribute defense (which is equal to the total value of the defensive attributes). More on this below.

Application of attributes. Attribute elements.

In addition to improvements from "built-in" attributes, attributes obtained through enchanting skills and attributes from buffs, you can also add attributes to your weapons and armor (excluding shields, shirts, belts, capes, accessories, headgear, etc.) . Only S-Grade and higher grade items can have attributes applied to them.

To do this, you need to use attribute elements. There are two types - attribute stones, and attribute crystals. When applying an element to an item is successful, you gain an upgrade to the item's attack or defense. Attributes applied to weapons increase your attack with that attribute's element, while attributes applied to armor increase defense against the selected element.

fire stone water stone Earth Stone wind stone dark stone Divine Stone
Fire Crystal water crystal Earth Crystal wind crystal Dark Crystal Divine Crystal

To apply an attribute element, simply double-click on it in your inventory. You can also put it on your skill bar and use it like other items like health potions, soul charges, etc.

Changes to the attribute system in the Freya update.

Before Freya, you could only use one attribute element per piece (armor, weapon). In Freya and High Five, you can use 3 different attributes in each part, but there are some restrictions, such as:

  • You can only apply one attribute type once per item. For example, you can cast Fire on one of the 3 attribute slots that are available in each part.
  • You cannot use opposite attributes in every thing. For example, you will not be able to insert Fire and Water into the same part/weapon.

Other changes to Freya are to reduce the attack bonus that the attribute gives. See charts below for more information.

Attribute levels and values.

The maximum value of attributes in a weapon is 300, and 120 for each item/armor piece.

The attribute value is also calculated by levels, depending on the number of installed attributes. Attribute Stones increase level to 3rd, and Attribute Crystals increase from 3rd to 6th.

The amount increase for each successful use of a stone/crystal attribute is 6 attribute points for weapons and 5 for armor. The only exception to this is the initial application of an attribute to a weapon that does not have the attribute. In this case, the first successful use of the stone attribute on the weapon increases its attribute by 20.

Attribution levels, with attribute element values ​​required to reach the next level:

screenshot Weapon Attribute Level Attribute Value Range Attribute item type
1 0 – 25 2 Attribute Stone
2 25 – 75 10 Attribute Stone
3 75 – 150 15 Attribute Stone
4 150 – 175 5 Attribute Crystal
5 175 – 225 10 Attribute Crystal
6 225 – 300 15 Attribute Crystal

Here is a screenshot of the weapon with the maximum attribute level:

And a table of armor piece attribute levels:

screenshot Armor Piece Attribute Level Attribute Value Range Number of attribute items needed to reach the next level Attribute Item Type
1 0 – 12 2 Attribute Stone
2 12 – 30 3 Attribute Stone
3 30-60 5 Attribute Stone
4 60 – 72 2 Attribute Crystal
5 72 – 90 3 Attribute Crystal
6 90 – 120 5 Attribute Crystal

Here is a screenshot of the piece of armor with the attribute's maximum protection level:

The total value of the attack and defense attributes given by weapons, armor pieces and jewelry (because RB decorations), potions and skills are displayed in the Player Status window (opened by pressing the Alt + T key combination):

Important note: Applying an attribute to armor pieces grants protection from the opposite attribute. This means that if you use the element of Fire, then you will receive protection from Water when you put the thing on yourself.

Attribute enchant chance

The chance of enchanting using a stone or crystal is not 100%. According to my observations, it is somewhere between 40% and 60%. I can only suggest one thing - stock up on stones / crystals well before you start sharpening your weapons / armor.

I don't know if there is some probability theory or just a way, but if you only use a few stones/crystals at the same time (say 2-3) you have a slightly better chance of success. If you use a decent amount of stones/crystals, say 15-20, without a break, the maximum chance of success will be lower. The same goes for any action that has a chance result of success or failure.

In any case, failing to enchant an attribute will not result in the loss of an existing attribute enchant and will not destroy your item.

NPC Attribute Master - Attribute potions and gem/crystal exchange

The Attribute Wizard provides several services related to the Attribute System. There are two Attribute Masters - in Town of Aden (Aden), near Master Yin's forge, and in Rune Township (Rune) - Master Yan, directly north of the gatekeeper, around the corner of the building.

You can buy potions of any of the 6 attributes from these NPCs. These potions give you a 10-minute protection buff +30 from element attacks (this applies, by the way, not only to PvP with an enemy whose weapon is sharpened by an attribute from which you drank a potion, but also for pumping on mobs attacking with this element, but about this one below).

Also, you can exchange attribute stones for the same number of stones of the opposite element. Crystals cannot be exchanged.

In the High Five update, you can now exchange Attribute Stones for Attribute Crystals. The exchange is made at the rate of 5 stones + 3 million adena for 1 crystal of the same element.

Finally, the NPC offers you to remove an attribute from your weapon or piece of armor for a small reward. This feature will allow you to insert new attributes if you wish.

Obtaining Attribute Stones and Crystals

Attribute stones drop from mobs in high-level zones around the Aden mainland, such as the Isle of Prayer (Crystal Island) and Hellbound (Hell Island), as well as in the locations of Coral Garden, Crystal Caverns and others. In High Five, you can get stones in more locations.

And, of course, you can find stones and crystals in the city at the player's market. Due to the difficulty of mining stones, usually the most expensive stones are Earth / Air, and the cheapest are Fire / Water stones, but this is not always the case, and depends on your server.

Obtaining and crafting attribute crystals

Starting with the Freya update, attribute crystals drop in different high-level zones from mobs, but in earlier versions of the game they can only be crafted. Crafting recipes can be purchased from NPC Officer Tolonis at Keucereus Base located on the Gracia continent.

Each item recipe costs 600k Adena and 200 Extracted Red Starstones. The recipe is added to your Book of Common Recipes, so any class can craft them, not just dwarves. The cost to craft one crystal is 20 Energy Compression Stones (ECS).

ECS can be obtained from Seed of Destruction and Seed of Infinity, when they are open, from NPC Seed Energy. There are 6 types of them that appear randomly, and each corresponds to the element of attributes - Fire, Water, Earth, Wind, Darkness and Sanctity. They are easy to distinguish by their names, for example - "Seed Energy - Fire".

To get ECS from these NPCs you need a Collection Agathion (Collector Agathion), which can be bought from Officer Tolonis (this is a Shadow Collection Agathion that will disappear after a while), or obtained as a reward from the Hall of Suffering insta in the Seed of Infinity location is a regular Collection Agathion.

Calculation of the priority of Items, buffs and attribute skills. Inheritance of attributes by summons.

Although the calculation of the influence of attributes on defense occurs according to a very simple scheme, their influence on the attack occurs according to a more complex system and has some rules and restrictions.

Before we see attribute value per attack, let's look at the different types of attribute value per attack.

Attack Skill Attributes and Attribute Skill Sharpening

Some offensive skills have their own attribute, which is determined by the type of damage dealt to the enemy.

Example: skill Burning Fist Tyrant (Tyrant) has the attribute of Fire, therefore inflicts fire damage on the target.

Other skills do not have an attribute, so they deal normal damage. This can be changed by enchanting skills for various elemental attributes.

Example: skill Force Blaster Tyrant is a skill without an attribute, but if enchanted for Fire, it acquires the Fire attribute and thus deals fire damage.

The total attribute attack value that each skill grants is equal to its default value (or lack of it) and the skill's enchant level on the attribute.

Example: Burning Fist with its default attribute gives +20 fire attack, while Force Blaster with its lack of a "built-in" attribute, does not add any attack.

Sharpening a skill can increase a skill's attribute attack by up to 50 (at +30 skill enchant level). Approximately, you get 1-2 attribute increases in attack for each enchant level of the skill.

Example: let's assume that you have sharpened the skill Burning Fist on the attribute of Fire, and the level of sharpening +15. This increases attack by about 25 attribute points and these are added to the 20 attribute points of Fire that the skill has by default. . The total attack value of the Fire attribute will become 45.

In the example with skill Force Blaster and enchanting the skill to +15 Fire, you add 25 attribute points to the default attribute value, which is zero, and gain +25 fire attack.

In case you enchant a skill that has its own attribute on an attribute opposite to this value, the enchanting of the skill will be superimposed on the "built-in" value of the attribute.

Example: you sharpen Burning Fist(which adds +20 fire attack by default) to +15 wind attack. The attribute skill attack bonus will become +25 wind, and the fire attribute will be completely ignored.

Remember: all skills with their own, native, attribute, give +20 to attack with this element.

Buffs and skills for attacks with an attribute.

The effect of buffs and items (including potions) that increase an attribute's attack play a large role in calculating the result of an attribute's effect on attack. As an example - skill Tyrant (Tyrant) -a Dark Form, which adds +20 fire attack, and increases fire defense by 10.

Priorities and attack attribute calculation.

So, how do offensive skills, buffs, and weapons affect the calculation of the attribute elemental attack you get? The answer lies in the priorities each one has over the other:

  • Offensive skills ALWAYS deal attribute damage, regardless of whether it's a native attribute or the effect of enchanting a skill on an attribute. When their default attribute and skill enchant effect match, they are added to each other. When they do not match, only the effect of sharpening the skill is used.
  • When the attribute of your weapon matches the attribute of your skill, they are added to each other. For example, weapons Demon Splinter with +150 fire and skill Burning Fist, with his +20 native fire attribute, together will give the effect of an attribute attack of +170.
  • If your weapon's attribute does not match your skill's attribute, the weapon's attribute will be ignored. Using the previous example, fire attack would only be +20.
  • Attacking with your weapon's attribute will always take precedence during a normal attack, regardless of the buff. For example, buff dark form with its +20 fire attack, will not give any buff if you use Demon Splinter, enchanted by +150 Holy, during normal attacks (i.e. without the use of skills).
  • If the attribute of your offensive skill matches the attribute from the buff, they are added to each other, regardless of the attribute of your weapon. For example, dark form gives +20 fire attack, Burning Fist gives you +20 more fire attack, and your +150 holy attacks are ignored, resulting in +40 fire attack to you.
  • If the attribute of your weapon, buff and skill are the same, they are added to each other.

Here is an example table to show all possible options, using the Fire and Holy attributes as an example:

Weapon Attribute Attack Attack attribute from buff Attack attribute from skill The result of an attribute attack during a normal attack The result of an attack with an attribute with a skill
Fire +150 fire +20 fire +20 Weapon + Buff = 170 Fire Weapon + Buff + Skill = 190 Fire
Fire +150 Holy +20 fire +20 Weapon only = 150 Fire (ignores Buff attribute) Weapon + Skill = 170 Fire (ignores Buff attribute)
Holy +150 fire +20 fire +20 Weapon only = 150 Holy (ignores Buff attribute) Buff + Skill = 40 Fire (ignores Weapon attribute)
Holy +150 Holy +20 fire +20 Weapon + Buff = 170 Holy Skill only = 20 Fire (ignores Weapon and Buff attributes)
Fire +150 fire +20 Non-Attribute Weapon + Buff = 170 Fire Skill only = Non-attribute (ignores Weapon and Buff attributes)

Although the main calculation of an attribute's attack is made from the calculation of the attacker's attribute - the defender's attribute, the ratio is not quite linear, and there is a certain point after which an increase in attack does not lead to an increase in damage. See next section.

Inheritance of attributes by summons

If you're interested, here are some interesting articles and discussions about the new attribute scoring system:

http://www.pirateninjas.net/articles/lineage-2/elemental-attribute-attack-test/

http://www.pirateninjas.net/articles/lineage-2/elemental-attribute-defence-test/

http://www.l2guru.com/forum/showthread.php?t=122599

http://www.l2guru.com/forum/showthread.php?t=122605

PvE and monster attributes

The increase or decrease in damage from attributes in PvE was different from PvP before and after the Freya update. Before the update, it was possible to almost completely protect against the attributes of mobs, but after the update, this ability has limits.

I don't have enough information to confirm this with 100% certainty, but you won't be able to defend more than 20% against their attack, at least against new high level mobs.

Most mobs and NPCs in Lineage 2 have different "native" attributes (between 20 and 160 as far as I'm aware) and they count in the same way as between players.

Many of the mobs are vulnerable to certain attribute elements, but vice versa - they are immune to their opposite elements. The table below will show the relationship by mob types and attributes, but this is not always the case. Some types of mobs are not related to any attributes, so they were skipped in the table: Magic Creatures, Animals, Beasts, Giants, Humanoids and Dragons.

There are also mobs that have a vulnerability to certain elements, but no protection from their opposite, as well as mobs that cannot use their protection.

To be sure, always check a mob's vulnerability/defense by opening its status as shown above.

Category Bugs
Type
Vulnerability to Holy Fire Dark Opposite Element
Defence from Dark Holy Wind Same Element

Typical attribute attack elements in PvP for all classes

Here are the default attribute elements that are used on most servers, but I can't guarantee anything. Unfortunately.

While some classes are limited to the attribute element they can use, other classes are completely free to choose an attribute.

People

Dark elves

Orcs

Gnomes

Kamael

Translation notes - on

Given the introduction of Attribute Crystals in Gracia Final, the maximum attribute level values ​​for weapons and armor have been changed.

For weapons, the maximum attribution became - 300, for armor - 60.

At the same time, the maximum attribute value that can be achieved with ordinary stones has not changed, 150 for weapons, 60 for armor.

Attribute Crystals can be crafted using items obtained from Gathering Ingredients.

So, let's begin.

The first thing you need to do is approach Gracia's Survivor, found in all cities:

Then, you need to get to the Keucerus Alliance Base by flying to it on a ship:

After you arrive, you need to go down to the very bottom and find the dwarf Lekon there:

Talk to Engineer Lekon at the Keucerus Alliance Base, select the transformation you want to take the quest in, Owl is a mage, Falcon is a melee warrior:

Have you chosen? then let's continue.

In the sky of Gracia, kill monsters - Vulture Rider, Elite Rider, until you collect Dragon Collar - 5 pcs.

After you collect all the collars, return to Lekon for a reward.

After completing the quest, we take the next quest - "Collecting Star Stones".

Talk to Lekon, get Star Stone Extraction Scroll - 8 pcs.

Transform into a flying creature and fly to the northeast of the Alliance Base, in the location marked on the map, you will see flying blue stones, blue crystals are mined from them. The same stones of different colors are scattered at different heights throughout the Gracia location. You need to collect 8 stones of one of these varieties: Red Starstone Piece, Blue Starstone Piece, Green Starstone Piece.

Use the Scroll of Star Stone Extraction to extract parts from the flying Star Stones. To do this, you need to fly close to the stone and use a scroll on it - by double-clicking from the inventory, or by clicking from the panel.

After collecting 8 shards, return to Lekon and receive a reward.

After completing the quest, they will give a book to learn the skill to collect the stones that we collected during the quest. The level of this skill can be increased by the NPC next to Lekon, Tolonis, for money (max 3 lvl).

We will also need to buy an agathion from Tolonis, with the help of which the ingredients are collected for attribute crystals.

To collect the ingredients of attribute crystals, it is necessary for someone to kill Tiat 10 times (on your server, the number of required kills may differ, for this information, contact the server administration).

Then, in transformation, we fly into the Seed of Destruction:

Did you fly? let's continue

In the Seed of Destruction you will find an NPC, from which you will get inside. . .

Inside, you will appear in a small room (when teleporting, the game usually crits, it's okay), leaving which, along a single corridor, you will find yourself in the main hall, which branches into 5 tunnels. You are in any of them (usually all the tunnels are occupied by the TOP clans, try to get into the most "unprotected").

In the tunnels, wait for the appearance fantanchikov, from which, with the help of an already pre-purchased agathion, using the skill (skill) that has appeared in your collection of dust, you assign yourself a part of the attribute crystal, in a random amount from 1 to 10.

Fire can be changed to Water and vice versa for NPCs. The NPC is located in Aden near the forge, and in Rune. From the same NPC you can buy banks for resistance to all elements (add +30). You can also change between Earth-Wind and Divine-Dark.

Attribute stones can be inserted into weapons and armor S grade and S80. When inserted, there is a chance that the stone will collapse and the attribute will not be added. As a rule, the chance to insert a stone is about 50%. On failure, an already existing attribute is not reset to zero. There is also no risk of losing weapons.

A maximum of 150 attributes can be inserted into a weapon and 240 attributes into an armor set (60 attributes into each item. Thus, in a dragon set, a major arcana set, you can get 240 attributes, in IR - 300. 150 attribute in a weapon adds + ~ 70% dmg to PvE and in PvP, provided that the mob or character does not have the appropriate resistance.

The first gem that is successfully inserted into a weapon adds 20 attributes. All subsequent five. Thus, to make 150 attribute you will need, depending on luck, ~60 stones. When a stone is inserted into armor, 6 attributes are added.

Fighters don't care what attribute to put in the weapon. For archers, the main thing is to sharpen abilities for the attribute that is in the weapon. Normal shots from attributed weapons will also become stronger.

It's easy with mages. Sorku - fire, SpSu - water, SH - wind, Nekr - dark. For EEshka - holy, because she has a transformation into an inquisitor, which gives a holy nuke, while all the skills from HER are not available. CE has the same transformation, Bishop too.

With the introduction of the attribute system, the first vortex given to SpS and SH at level 76 becomes useless. Because you will beat them less than with a hydroblast and a khurik.

Surrenders are also useless, in principle. Unless the enemy has resistance from the corresponding attribute. For example, I am SpS, and an aqua resist hangs on the enemy, and when I throw a surrender, he will remove this resist. Otherwise, it gives a very small increase.

Now about the armor.

When inserting Fire stone into armor, we get resist water, when inserting water - resist fire. With the rest of the stones, the same opposite (see the plate).

Let's say we have 120 Resist fire and 120 Resist water in armor, and we have two opponents - sork and sps with weapons of 150 attributes.

It will turn out that damage will come to us, as if the enemy had 30 attributes, and we have 0 resistance.

If at the same time you buff aqua resist, fire resist (which give 20 attribute-resist each), then the damage will come in general negligible. (in a word, buffs can also raise the resist attribute). Another small correction about the seed of water/seed of fire / seed of wind buff. These skills are now used as self buffs for 10 minutes (cost 250mp), add 20 attributes.

Symphonies can now be used without charges, but their power is reduced, they consume a lot of MP, the cooldown is high. In principle, there are no vortexes yet, it will do, but in general, useless skills.

After 150 attribute in a weapon, the damage does not increase, so it makes sense in case of a catastrophic lack of money for mages to insert 130 attribute and always buff Seed. But still, it's better to bring it up to 150 and buff the seed anyway (if suddenly a resist hangs on the enemy, it compensates for it).

The same situation, for example, if an archer has a bow with 150 holi, you can ask for a holy viapon buff. Now the most painful question.

Drop stones

Fire stones drop on Isle of Prayer (in Russian translation - crystal island), located next to Heine. Get only by swimming.

The peculiarity of this place is that there can be no more than two people in the party. If we take a third party to the party, even if it is somewhere in the city, and start attaching a mob, then two cats (Witch Warder "s) immediately climb out of it, each with 21k hp. 1 hits with magic, the second physical attack In short, these two cats make 1 hit each and we have two corpses.

If someone decides to train you, then it is enough for him to take a third person to his party, run up to the mob that you beat, and use any skill (preferably weak), and the cats will automatically reaggress on the one who caused more damage to the mob ( i.e. on you). I usually use a surrender, it casts quickly and does no damage.

Stones drop quite rarely. 1-2 pieces per hour (this was how it was on my theon, although this island is overpopulated with bots there and it’s simply impossible to find a free spot, maybe that’s why the stones dropped so often, the kill rate of the mobs was high).

On this island, all mobs resist water, weakness fire.

Forty have two or three nukes per mob (if the weapon has no attribute), SpS has 5-6 (two nukes will be already at 100 attributes + emp + pov)

There are several mobs with resist bows.

Earth/Wind Stone are dropped from guarding dragons (Earth with Shade lvl 82, Wind with Water Dragon Detractor lvl 82) in Chromatics (top of IoP).

Initially, this is a Dark Water Dragon, an aggressive mob that has about 100k HP and a high PAtk. If this dragon is attacked, Shade spawns, fairly harmless aggro 1x mobs, demons.

After killing the Dark Water Dragon, another white flying dragon spawns in the place where it was standing, which does not attack, and its HP drops by itself. Simultaneously with his respawn, Water Dragon Detractor starts spawning, also aggro 1x demons. They stop spawning when the flying dragon dies. But it can be healed with the Spirit of The Lake items that drop from Detractor (i.e. Detractors will spawn longer).

Also, Wind Stone is dropped on Hellbound "e (location available for 78+ enchanters), from mobs Chimera of Earth lvl 84, Desert Scorpion lvl 84

On HB (location for 78+), Divine Stone also drops (from a large number of mobs).

There are very evil mobs, farming without an attribute is difficult there, especially with magicians. Fighters still somehow can. Mob on a full-buff mage damages 2-3k. In addition, debuffs are hung there, which devour hp at a frantic pace.

The drop of stones is not particularly pleasing ... In 3-4 hours, you can knock out ~ 1-2 pieces for the whole party.

You can also get 1 stone of each element from NPCs on Hellbound "e for free, they are given for raising the level of Helbound. (no trade / no drop). More specifically, by taking the Matras Curiosity quest (available at level 9 HB) from NPC Matras. Located he, by the lake, which is under the Iron Castle on the map.Another feature of these "stones" is that they are not exchanged for opposite elements.

Weapon and armor attributes were introduced in Lineage 2 Gracia, this article describes this system.

So there are 6 attributes:

Earth, water, fire, wind, holiness, darkness. Accordingly, each class uses its own type of attribute for weapons. For magicians, everything is quite simple: forty is fire, SH is wind, ATP is water, necro is darkness. Classes like HER bish or CE usually use the holy attribute since they have the Inquisitor skill that uses a holy attack. In cases where a character uses some kind of mage nuke, for example, from a Life stone in a weapon, there is an opinion that it is necessary to put an attribute corresponding to this nuke in it. Mages have skills such as hydroblast hurican promenance, etc. have a base attribute of 20 according to the mage class.

Fighter classes can use any element in , recommended

sharpen skills for this attribute, while the skill, sharpened at least by +1 to the attribute of the weapon, will use it, for example, if there is earth in the weapon, sharpen the skills to the ground. The maximum you can score is 150 units, 300 attribute units starting from the epilogue. Below is a table of the percentage increase in damage on a target that has an attribute numb in armor.

Attribute value

Damage increase in %

1) 0 attribute or attack with a skill without an attribute: base damage (*1)

2) 20 attribute or magic skill attack: damage with 8% bonus.

3) Linear increase in damage when an attribute increases from 20 to 90.

4) 90~149 attribute gives a constant increase of 40% base damage.

5) 150~299 attribute gives a permanent increase of 70% base damage.

6) 300 or more attributes give a constant increase of 100% base damage.

Attribute stones are also placed in armor of S grade and higher, 60 units in each part, which will give you additional resistance from attacks.

There are NPCs in Aden and Rune, from whom you can exchange stones for opposite ones, for example, fire for water, and you can also buy potions there that give attribute resistance.

Drop stones:

Fire -

Chimera of Fire (Hellbound), Cursed Guardian(The Giants Cave), Earthworm's Descendant(Mithril Mines), Contaminated Mucrokian(Field of Silence,

Field of Whispers), White Sand Mirage, Pythia, Castalia, Muddy Cora, Chrysocolla, Sonneratia, Sonneratia(Isle of Prayer).

Water -

Awakened Mucrokian(Field of Silence, Field of Whispers), Cursed Seer(The Giants Cave)

Wind-

Chimera of Earth, Sandstorm, Desert Scorpion, Sand Scorpion, Sand Devil(Hellbound), Exterminator(Field of Silence), Imagro(The Giants Cave), Water Dragon Detractor(Isle of Prayer), Ragna Orc Hero(Den of Evil).

Earth -

Chimera of Wind(Hellbound), Hirokai(The Giants Cave), Suppressor(Field of Silence), Ragna Orc Warrior(Den of Evil).

Dark -

Palit(The Giants Cave), Sentinel Waterspirit(Field of Whispers), Ragna Orc Commander(Den of Evil).

Light-

Arcane Watchman, Chimera of Darkness, Celtus, Arcane Scout, Junior Watchman, Junior Summoner, Arcane Guardian, Blind Huntsman, Blind Watchman , Darion's Enforcer , Darion's Executioner(Hellbound), Guardian Waterspirit(Field of Whispers), Hamlet(The Giants Cave) , Ragna Orc Healer(Den of Evil).

Attribute system in Freya: now you can simultaneously insert up to 3 different types of attributes into equipment, you cannot put two opposite attributes at the same time into one thing, for example, earth and wind. You can also override any desired attribute. The attribute damage-protection system has also been changed in relation to the epilogue, attack attributes have been reduced,

reduced the effect of the defensive attribute if the player's defense attribute is higher than the attacker's attribute. In practice, it looks like this: in a fairly normal set of 60 attribute points, a player with a weapon of 300 attribute points will deal damage to you corresponding to spell damage with 200+ resits on the epilogue.

Beginning with updates High-Five in the game there was a drop and spoil of attribute crystals, as well as several quests, read in detail .

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