Attribute System |
The attribute system is designed to provide an additional way to affect the damage output of each character in both PvP and PvE, through the use of regular and skill attacks. There are 6 attributes in total – 4 to represent the elements of nature and 2 which are called alignment attributes.
Attributes are coupled together in mutual exclusive opposites, as follows:
Fire Attribute | Water Attribute | |
---|---|---|
Earth Attribute | Wind Attribute | |
Dark Attribute | Holy Attribute | |
Applying Attributes. Attribute Items
Apart from skills with a built-in attribute, buffs providing an increase in attack or defense attributes, and attributes received through skill enchant, you can also add attributes to your weapons and armor set pieces (excluding shields, shirts, belts, cloaks, accessories, headgears and so on). Only A-Grade and S-Grade can have attribute effects applied to them.To do that, you need to use attribute items. There are currently two types of those items – attribute stones and attribute crystals. When you apply attribute items successfully, you increase either the attack or defense attribute value of an item. Attributes applied to weapons add to your attack attribute value and those applied to armor pieces count towards your attribute resistance values in your stats window.
Fire Stone | Water Stone | Earth Stone | Wind Stone | Dark Stone | Divine Stone |
---|---|---|---|---|---|
Rough Ore of Fire | Rough Ore of Water | Rough Ore of Earth | Rough Ore of Wind | Rough Ore of Darkness | Rough Ore of Divinity |
---|---|---|---|---|---|
Fire Crystal | Water Crystal | Earth Crystal | Wind Crystal | Dark Crystal | Divine Crystal |
---|---|---|---|---|---|
You can apply 3 different attributes to each armor piece, but there are some limits to this, as follows:
* You can apply one type of attribute only once per armor piece. For instance, you can only apply Fire to one of the 3 attribute slots that are available on each armor piece.
* You cannot apply opposite element/alignement attributes to a single armor piece. For instance, you cannot put both Fire and Water on one armor piece.
Attribute values and levels
The maximum attribute value for a weapon is currently 150 and the maximum value of a single attribute on armor pieces is 60.Attribute values are also categorized in levels, depending on the current attribute value on a weapon or armor piece. Attribute stones can increase the attribute values of weapons and armors up to level 3. Attribute crystals can increase the attribute above level 3 and up to level 6, Attribute Rough Ore can increase the attribute above level 3.
The increase amount for each successful use of attribute stones/crystals is 6 attribute points for weapons and 5 for armor pieces. The only exception to this is the initial attribute application to weapons that have no attribute. In that case, the first successful use of attribute stones on a weapon increases its attribute by 20.
Weapon attribute levels go as follows, with the values for each level and the number of attribute items needed to reach the next level:
Screenshot | Weapon Attribute Level | Attribute Value Range | Number of attribute items needed to reach the next level | Attribute item type |
---|---|---|---|---|
1 | 0 - 25 | 2 | Attribute Stone | |
2 | 25 - 75 | 10 | Attribute Stone | |
3 | 75 - 150 | 15 | Rough Ore, Attribute Crystal | |
4 | 150 - 175 | 5 | Rough Ore, Attribute Crystal | |
5 | 175 - 225 | 10 | Rough Ore, Attribute Crystal | |
6 | 225 - 300 | 15 | Rough Ore, Attribute Crystal |
Here's a screenshot of a maxed out weapon's attack attribute value:
And now for the 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 | Rough Ore, Attribute Crystal | |
4 | 60 - 72 | 2 | Rough Ore, Attribute Crystal | |
5 | 72 - 90 | 3 | Rough Ore, Attribute Crystal | |
6 | 90 - 120 | 5 | Rough Ore, Attribute Crystal |
And here's a screenshot of an armor piece with maximum resistance to a an attribute:
The total amount of attack attribute and attribute resistance given by weapons, armor pieces, accessories (i.e. RB jewelry), potions and skills can be seen in the Character Status Window (accessed by Alt+T).
Important note: Applying attribute items to armor pieces increases resistance to the opposite element. E.g. if you use a Fire attribute stone on your Draconic Gloves, it will increase the amount of Water defense they provide while you're wearing them.
Attribute Enchant Chance
The chance to successfully use an attribute item:
Attribute Stone = 50%Attribute Crystal and Rough Ore = 30%
Failing to enchant your items would not result in loss of attribute level or the destruction of your item.
Attribute Master NPC - Attribute Potions and Attribute Stones/Crystals Exchange
The Attribute Master NPC provides a couple of services in relation to the attribute system. There are currently two Attribute Master NPCs - in Aden outside the Blacksmith Shop and in Rune Castle Town just north of the Gatekeeper.
You can buy attribute potions for any of the 6 attribute elements from those NPCs. These potions give you a 10 minutes buff which increases the attribute resistance for the element of your choice by 30.
You can also exchange attribute stones for the same number of attribute stones of the opposite type for free, i.e. water stones for fire stones. Crystals cannot be exchanged this way though.
You have the option to exchange attribute stones for attribute crystals. The rate of exchange is 5 single-type attribute stones plus 3 million Adena for 1 Crystal of the same attribute.
Lastly, the NPC gives you the option to remove an attribute from your weapon or armor piece for a small fee. This way you can apply new attribute to your items if you want to.
Getting Attribute Stones and Attribute Crystals
Attribute stones are acquired through hunting mobs in the higher level zones around the Aden continent such as Isle of Prayer and Hellbound, as well as inside instances like the Coral Garden, Crystal Caverns and other.
Of course you can also find both stones (and crystals) on sale by player shops in towns. Based on the difficulty in getting the different types of attribute stones, the most expensive ones tend to be Earth/Wind, followed by Divine/Dark and the cheapest are usually Fire/Water stones.
Items, Buffs and Skills Attribute Calculation Priority. Servitor Attack Attribute Inheritance
While attribute resistance is calculated in a pretty much straightforward way by simply accumulating all defense attribute values coming from items and skills, the attack attribute calculation is more involved and has some rules and restrictions.
Before we see how the final attack attribute is applied, let's look at the different sources of attack attribute values.
Attack Attribute Buffing Skills and Effects
Buff effects from skills and items (i.e. potions) which increase the attack attribute of a character play a role in the final calculation of attribute damage. An example of such a skill is the Tyrant's Dark Form which increases the Fire attack attribute by 20 and the resistance to Fire damage by 10.
Attack Attribute Priority and Calculation
OK, so how do attack skills, buffs and weapons work together to calculate the final attack attribute you have? The answer lies in the priority which each of them has to one another:
- Attack skills ALWAYS deal the type of attribute damage they have, whether it's default or from skill enchanting. When their natural/default attribute and skill enchant attribute matches, the two are combined. When they don't match, only the skill enchant attribute value is used.
- Your weapon's attribute always takes priority during regular attacks (aka normal hits), regardless of the attack attribute a buff effect increases. E.g., Dark Form which increases Fire attack attribute by 20 would not have any effect if you use a Demon Splinter fist weapon with 150 Holy attribute during regular attacks.
- If the attack attribute of your weapon, buff effect is the same, all 2 are added together for the final result.
Here's a simple table to showcase all possible scenarios, using Fire and Holy attributes as examples:
Weapon Attack Attribute | Attack Attribute Increase From a Buff | Final Attack Attribute During Regular Attack |
---|---|---|
Fire +150 | Fire +20 | Weapon + Buff = 170 Fire |
Fire +150 | Holy +20 | Weapon only = 150 Fire (ignores Buff attribute) |
Holy +150 | Fire +20 | Weapon only = 150 Holy (ignores Buff attribute) |
Holy +150 | Holy +20 | Weapon + Buff = 170 Holy |
Fire +150 | Fire +20 | Weapon + Buff = 170 Fire |
Although the basic calculation of attribute damage is the attacker's attack attribute minus the defender's attribute resistance, the relationship is not exactly linear and there are breakpoints where the damage increase is significant followed by plateaus without any increase in damage. See the next section for details.
Servitor Attack Attribute Inheritance
The 3 Summoner classes (Arcana Lord, Elemental Master and Spectral Master) share their weapon's attack attribute with their servitors. At any time when a servitor is being used, it gains 80% of it's master's weapon's attack attribute, while the master has the remaining 20% for him/herself.
Example: An Arcana Lord has a 300 Fire attribute weapon and has summoned Feline King. Feline King automatically gains 240 Fire attack attribute while the Arcana Lord has 60 remaining for his/her own attacks.
Servitor attack skills follow the same priority rules for attributes as player characters.
Servitors of other classes (Hell Knight, Maestro, etc.) do not gain any attributes from their masters' weapons.
Attribute Breakpoints
The increase in damage from attributes is dependent on the difference between the total attack attribute of the attacking character and the total defense attribute of the defending character. These totals are calculated by adding up all sources of attribute values: weapons, armor pieces, accessories, potion effects, buff effects, skills and so on.
To get the final attribute value you have to subtract the total of all defense attributes from the total of all attack attributes. The final attribute cannot go below zero.
Example 1: A regular attack with a 150 Fire attribute weapon + a buff that increases Fire attack attribute by 20 equals to 170 Fire attack attribute in total. The defender is a character that has 20 Fire resistance from a passive skill + 60 Fire resistance from an armor piece = 80 Fire resistance in total. The final attribute value is 170 - 80 = 90 Fire attribute which is then used to increase the damage dealt to the defender.
Example 2: A skill attack with a 75 Dark attribute weapon + a buff that increases Dark attack attribute by 20 equals + a Dark attribute skill which adds another 20 equals to 115 Dark attack attribute in total. The defender is a character that has 20 Dark resistance from a passive skill + 120 Dark resistance from an armor piece + 30 Dark resistance from a potion making its its Dark resistance 170 in total. The final attribute value is 115 - 170 = 0 (can't go below zero) Dark attribute which has no effect in the calculation of damage dealt to the defender. In other words - total resistance to this particular Dark attack.
To make it easier to grasp, let's imagine the attacked in Example 1 is the defender in Example 2 and vice versa. Here's a table that shows the final attribute values if both characters attack each other simultaneously:
Weapon | Buff | Attack Skill | Passive Skill | Armor | Potion | Total Attack Attribute | Total Attribute Resistance | |
---|---|---|---|---|---|---|---|---|
Char 1 | 150 Fire | 20 Fire | N/A (Regular Attack) | 20 Dark | 120 Dark | 30 Dark | 170 Fire | 170 Dark |
Char 2 | 75 Dark | 20 Dark | 20 Dark | 20 Fire | 60 Fire | N/A | 115 Dark | 80 Fire |
End result: Char 1 attacks Char 2 with 170 Fire and Char 2 resists 80 Fire, which equals to 170 - 80 = 90 total Fire attack attribute. Similarly, Char 2 attacks Char 1 with 115 Dark and Char 2 resists 170 Dark, which equals to 115 - 170 = 0 total Dark attack attribute.
Once the final attack attribute is calculated, it is used to increase the damage dealt by a cerain percentage. That percentage is not linear as can be seen from various tests done by players. There are so called breakpoints and plateaus where the damage increase is either significant or non-existant.
Next we'll see some graphs which show how the damage is increased in relation to the final attribute value calculated after taking all attack and defense attributes into account.
Attribute System Breakpoints Graph
Now let's see how work Attribute System (click onto the image to see it in full size):
PvE and Monsters Attributes
The way damage is decresed or increased via attributes is different in PvE compared to PvP.
Most of the monsters and NPCs in Lineage 2 have different built-in attack and defense attributes (from 0 to 160), so these are taken into account during attribute calculation in the same way as between player characters.
Many of the different monster types are vulnerable to a certain attribute while resistant to its opposite. The table below shows some of those relations between monster types and attributes, but those do not always hold true. Some monster categories have no definite attributes connected to them, so they were omitted - Magic Creatures, Animals, Beasts, Giants, Humanoids and Dragons.
There are also monsters who may have vulnerability to one attribute, but not be resistant to its opposite, as well as monsters who may not comply to the attribute resistance and weakness typically assigned to their category.
If you want to make sure, always check the monster's actual attribute vulnerability/resistance by opening its status window.
Category | Undead | Demons | Plants | Bugs | Angels | Fairies | Spirits |
---|---|---|---|---|---|---|---|
Symbol | |||||||
Weak to | Holy | Fire | Dark | - | Opposite Element | ||
Resists | Dark | - | Holy | Wind | Same Element |
Typical PvP Attack Attributes for All Classes
These are just the typical attributes seen on most servers, but don't take them for granted. Besides.
Although some classes are limited to the attribute element they can use if they want to take advantage of a certain naturally attributed attack skill, some other classes are completely free to use whatever they want.
Human
Class | Attribute |
---|---|
Duelist | Fire/Water/Earth/Wind |
Dreadnought | Earth |
Phoenix Knight | Holy |
Hell Knight | Dark, but can also use Fire/Water/Earth/Wind if not relying on Judgement too much |
Adventurer | Fire/Water/Earth/Wind |
Sagittarius | Fire |
Archmage | Fire |
Soultaker | Dark |
Arcana lord | Fire |
Cardinal | Holy |
Hierophant | Holy |
Elf
Class | Attribute |
---|---|
Eva's Templar | Water |
Sword Muse | Holy |
Wind Rider | Fire/Water/Earth/Wind |
Moonlight Sentinel | Wind |
Mystic Muse | Water |
Elemental Master | Water |
Eva's Saint | Holy |
Dark Elf
Class | Attribute |
---|---|
Shillen Templar | Wind/Dark |
Spectral Dancer | Holy (PvE), Earth (PvP) |
Ghost Hunter | Fire/Water/Earth/Wind |
Ghost Sentinel | Fire/Water/Earth/Wind |
Storm Screamer | Wind/Dark |
Spectral Master | Wind/Dark |
Shillien Saint | Holy |
Orc
Class | Attribute |
---|---|
Titan | Fire |
Grand Khavatari | Fire |
Doomcryer | Fire |
Dominator | Fire |
Dwarf
Class | Attribute |
---|---|
Maestro | Earth |
Bounty Hunter | Earth |