Item Random Options
We use the random option system but we have re-written the entire mechanics of it to make it more balanced and fair. To avoid loosing control of auto-generated random options on items when monsters drop them, we have created a NPC to handle them.
How can I get random options to an item?
The NPC Barkus the Enchanter
will help you to add them to any item in your equipment.
How does it work when adding enchant to items?
- You can add up to 1 random option per item.
- The pricing list can be found here:
Barkus the Enchanter
Is there a risk of my item breaking when adding random options?
This depends on the currency and the amount you are paying. Read more here: Barkus the Enchanter
Will my item loose cards / refinement when adding random options?
No, your item will remain as it is when adding random options.
How does it work when removing enchant to items?
- There is no risk of breaking the item.
- If the item has been refined, the refine amount will remain.
- If the item has any card, the cards will be lost during this process.
- The higher refine rate it has, the less Poring Coins the player will get back.
- The max amount of Poring Coins a player can receive is 500 coins.
- The amount of Poring Coins received is totally random and it is based on the following formula.
- The formula to calculate the payback of Poring Coins to player is:
MaxAmountPoringCoins = 500 - [Item Refine Rate] * 50
Payback = random(0,MaxAmountPoringCoins)
- If there is no refine on the item, the formula would be:
MaxAmountPoringCoins = 500
Payback = random(0,MaxAmountPoringCoins)
Accessories
Random Option Type | Min Value | Max Value | Probability |
---|---|---|---|
Str | 1 | 3 | +1 (60%) | +2 (30%) | +3 (10%) |
Agi | 1 | 3 | +1 (60%) | +2 (30%) | +3 (10%) |
Vit | 1 | 3 | +1 (60%) | +2 (30%) | +3 (10%) |
Int | 1 | 3 | +1 (60%) | +2 (30%) | +3 (10%) |
Dex | 1 | 3 | +1 (60%) | +2 (30%) | +3 (10%) |
Luk | 1 | 3 | +1 (60%) | +2 (30%) | +3 (10%) |
HP Regen % | 1 | 10 | 10% (any value) |
SP Regen % | 1 | 10 | 10% (any value) |
ATK % | 1 | 2 | +1 (70%) | +2 (30%) |
MATK % | 1 | 2 | +1 (70%) | +2 (30%) |
Shoes
Random Option Type | Min Value | Max Value |
---|---|---|
MaxHP | 20 | 200 |
MaxSP | 20 | 200 |
MaxHP % | 1 | 8 |
MaxSP % | 1 | 8 |
Garment
Random Option Type | Min Value | Max Value |
---|---|---|
Reduce Neutral Property damage % | 1 | 5 |
Reduce Water Property damage % | 1 | 5 |
Reduce Earth Property damage % | 1 | 5 |
Reduce Fire Property damage % | 1 | 5 |
Reduce Wind Property damage % | 1 | 5 |
Reduce Poison Property damage % | 1 | 5 |
Reduce Holy Property damage % | 1 | 5 |
Reduce Shadow Property damage % | 1 | 5 |
Reduce Ghost Property damage % | 1 | 5 |
Reduce Undead Property damage % | 1 | 5 |
Armor
Random Option Type |
---|
Armor Element Water |
Armor Element Earth |
Armor Element Fire |
Armor Element Wind |
Armor Element Poison |
Armor Element Shadow |
Armor Element Undead |
Weapon
Weapons behave a bit more special. Your random options depend on the class that you are playing. There is also specific random options added to specific classes.
Example: A mage class will get MATK and a swordsman will get ATK.
This avoids having unwanted random options on your weapon. It does not make sense to increase ATK% on a magician weapon or vice versa.
What classes are considered a Mage Class?
Mage, High Mage, Wizard, High Wizard, Sage, Professor, Acolyte
Non Mage Classes
Random Option Type | Min Value | Max Value |
---|---|---|
ATK % against Formless Monster | 1 | 15 |
ATK % against Undead Monster | 1 | 15 |
ATK % against Brute Monster | 1 | 15 |
ATK % against Plant Monster | 1 | 15 |
ATK % against Fish Monster | 1 | 15 |
ATK % against Demon Monster | 1 | 15 |
ATK % against DemiHuman Monster | 1 | 15 |
ATK % against Angel Monster | 1 | 15 |
ATK % against Dragon Monster | 1 | 15 |
ATK % against Element Water type | 1 | 15 |
ATK % against Element Earth type | 1 | 15 |
ATK % against Element Fire type | 1 | 15 |
ATK % against Element Wind type | 1 | 15 |
ATK % against Element Poison type | 1 | 15 |
ATK % against Element Shadow type | 1 | 15 |
ATK % against Element Undead type | 1 | 15 |
Mage Classes
Random Option Type | Min Value | Max Value |
---|---|---|
MATK % against Formless Monster | 1 | 15 |
MATK % against Undead Monster | 1 | 15 |
MATK % against Brute Monster | 1 | 15 |
MATK % against Plant Monster | 1 | 15 |
MATK % against Fish Monster | 1 | 15 |
MATK % against Demon Monster | 1 | 15 |
MATK % against DemiHuman Monster | 1 | 15 |
MATK % against Angel Monster | 1 | 15 |
MATK % against Dragon Monster | 1 | 15 |
MATK % against Element Water type | 1 | 15 |
MATK % against Element Earth type | 1 | 15 |
MATK % against Element Fire type | 1 | 15 |
MATK % against Element Wind type | 1 | 15 |
MATK % against Element Poison type | 1 | 15 |
MATK % against Element Shadow type | 1 | 15 |
MATK % against Element Undead type | 1 | 15 |
Priest and High Priest
Random Option Type | Min Value | Max Value |
---|---|---|
Increase Healing effect % | 1 | 12 |
Shield
Random Option Type | Min Value | Max Value |
---|---|---|
Formless Monster Resistance % | 1 | 15 |
Undead Monster Resistance % | 1 | 15 |
Brute Monster Resistance % | 1 | 15 |
Plant Monster Resistance % | 1 | 15 |
Fish Monster Resistance % | 1 | 15 |
Demon Monster Resistance % | 1 | 15 |
DemiHuman Monster Resistance % | 1 | 8 |
Angel Monster Resistance % | 1 | 15 |
Dragon Monster Resistance % | 1 | 15 |
Balances to avoid abuse
- Armor Enchant NPC has been removed since it is already possible to obtain +1, +2 or +3 on any stat by getting random options on accessories.