MRPG Enchanted Effects
This page contains a list of effects that can be placed on equip items. Damage effects can be placed on armor and other gear but will have no effect.
Each effect has Tiers. Each tier of each effect adds +1 to the minimum level, so an item with 2x Tier III effects would have it's base ML raised by 6.
Magical Weapon Damage
Weapons can have enchanted damage-effects to deal magical damage. Like Focus they have tiers, up to Tier III. The successive tiers increase the damage dealt by 1 dice(a Tier I Fire item deals 1d6, Tier II deals 2d6, etc).
There are not damage-effects for each magic-type. The damaging magic effects found on weapons are:
Astute observers might note that Life, Change, and Death do not have weapon-effects. The existing spate of effects cover all the necessary damage types adequately.
The follow effects deal 1d6 per-Tier:
These effects deal 1d8:
The dual-elemental effects deal 1d6 per type per tier:
So Ice II deals 2d6 wind and 2d6 water, the damage is calculated seperately and resistences applied accordingly. The key-point is this counts as a single "effect" in terms of enchanting, so a weapon that has two effect-slots could could have Magma and Ice and deal all 4 elemental types.
There is an individual focus for each type of magic, as well as path, charge, and genesis(focus for all types). Path and Charge focus effects very rare, and genesis almost unheard of(it may not even exist in the first launch of the game). All focus effects stack, so a Positive effect and a Life effect item will work together to aid in casting life-based magic.
Focus items effect Base Attack Value in casting. Focus Effects are sorted into tiers, with Tier I providing a 5%. Tier II is 10%, and so on up to Tier XX(20).
These are effects obtained through the use of alchemical enchanting. They are often more complex and wild than those added through normal enchanting.
These effects add 5% per tier to Lesser Path, Greater Path, or Genisis resistance.
These effects add 5% per tier to two different resistance types. The only types covered under dual-tyle resistance are Positive, Negative, Fire, Wind, and Water.
Dire is an effect which temporarily reduces damage reduction. The effect lasts for 3 seconds and 5% per tier. This means that Dire III reduces it by 15% for 9 seconds. The percentage effects do not stack with themselves, however each hit resets the timer. The percentage reduction from multiple instances of Dire do stack with each other, so a weapon with two instances of Dire III would cause 30%.
The Dire Effect cannot reduce a target's damage reduction past 0. This means at best you can only make something take full damage from a particular damage type, not make them take extra damage.
There are eight different bypass effects:
- Lesser Path
- Greater Path
There is a Dire I-III for each damage reduction type:
- Dire Fire I
- Dire Fire II
- Dire Fire III
- Dire Fire II