Quote:
Originally Posted by Desda
Also, xplain epic/rare/whatever other pot there is.
Also, 40M for 3 line pot, clean rose earrings. :/ Deal or no deal? D:
Still need helm and gloves...
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Okay. So I assume you know what potential items are. If not basically they give extra stats (potentials) to your items. Its how you get % gear and stuff like that.
You can find potential items, or you can use potential scrolls to add a potential to it. 70% and 90% scrolls. You can get
2-3 lines of potential as well, 3 lines being the best.
So...potential items are classified as either
rare,epic or unique. And the effects of each category are determined by your
item level. So...
unique>epic>rare. So having a unique item label is better than rare and epic.
Now the effects of each one are determined by which level range your item is in and what the potential type is.
Heres a chart:
Lvl 1 to 30: Rare = 1%, Epic = 2%, Unique = 3%
Lvl 31 to 70: Rare = 2%, Epic = 4%, Unique = 6%
Lvl 71 to 120: Rare = 3%, Epic = 6%, Unique = 9%
Level 121 or higher: Rare = 4%, Epic = 8%, Unique = 12%
Yeah. Thats the chart. So for example, if your level 84. You fall within the 71-120 range. Say your item label is epic, that correspeonds to the 6%. Basically that means you can get like a 6% luk stat or someing along those lines. If its not clear, i'll add more later if necessary.
Um heres a list of possible potentials you can get:
Hats - Stat %, Self-Mystic Door(the skill), Chance of showing an Emotion when hit, Stats(static numerical stats), Accuracy, Avoidability, W.DEF, M.DEF %, Chance of recovering HP/MP), Ignore monster's attack/damage.
Face accessory - Stat %, Accuracy, Avoidability, W.DEF, M.DEF %, Recover HP/MP per second, Max HP/MP
Eye accessory - Stat %, Accuracy, Avoidability, W.DEF, M.DEF %, Max HP/MP
Tops/Bottoms/Overalls - Stat %, Self-Hyper Body(the skill, but for any class onyl on pants), Chance of Invincibility when hit, +1 ~2 of a skill, Chance of recovering HP/MP, W.DEF, M.DEF, Avoidablility, Accuracy %, Chance of Autosteal (No idea what this is though), +% of a potion, Reduction of a curse's duration (Seal, slow, etc.), Max HP/MP
Shoes - Stat %, Self-Haste(the skill, but for all classes), W.DEF, M.DEF, Avoidability, Accuracy %, Chance of avoiding an attack, Max HP/MP
Gloves - Stat %, Self-Sharp Eyes(the skill, but for all classes only on reverse gloves), W.DEF, M.DEF, Avoidability, Accuracy %, Chance of recovering HP/MP when attacking, +% of a potion, Max HP/MP, Chance of Autosteal
Cape - Stat %, W.DEF, M. DEF, Chance of avoiding an attack, Max HP/MP, +1~2 of all skills
Earrings - Stat %, W.DEF, M.DEF, Avoidability, Accuracy %, Max HP/MP
Belt and Rings - Stat %, W.DEF, M.DEF, Avoidability, Accuracy %, Max HP/MP
Weapons - Stat %, W.ATT, M.ATT, Total W.ATT %, Total damage %, M.ATT %, Ignore monster's W.DEF/M.DEF at a certain percentage, 20%~30% bonus damage when attacking a boss monster, Chance to recover HP/MP, All skills +1~2, Max HP/MP, Critical damage, Chance to freeze/poison/seal/slow/blind monster
THese are the skill level and effects that you can get:
NOTE: ITEMS HAVE TO BE UNIQUE TO GET SKILLS
Haste (Shoes) -
Needs unique lvl 70+ shoes
Level 1 - MP -50, For 200 seconds, Speed +20, Jump +10
Mystic Door (Hat) Needs unique lvl 70+ hat
Level 1 - MP -120, Consume 2 magic rocks, magic door lasts 120 seconds
Sharp Eyes (Gloves) Needs unique reverse glove
Level 1 - MP -80, For 240 seconds, Critical Chance +10%, Damage +25%
Hyper Body (Bottom) Needs unique lvl 70+ pants
Level 1 - MP -80, For 240 seconds, Increase Max MP +40%, Increase max HP +40%
Also, you can reset item potentials with miracle cubes. You can get your item from rare>epic>unique using cubes as well. Items can only get a better label and not worse. So...your item can go from epic to unique but not from epic to rare.
Yeah...I think that covers most of it.