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    [Guide] Item Attributes

    Item Attributes
    The Legend of Mir


    Now, for those of you who are already familiar with The Legend of Mir's item stats, you may be aware of the generic item stats that have been there since the very beginning. Such stats you may already be aware of are; DC / SC / MC / AC / AMC etc etc. Since the evolution of The Legend of Mir, there have since been greater modification to your equipment that have been made available which may greatly improve (or massively impede) your hunting and boss slaying experiences.

    Detailed below are the many different equipment modifications which can be found throughout your adventures - from the generic stats, to the newly improved elemental bonus stats.


    Generic Stats

    As mentioned above, the generic stats have been present since the beginning of Mir and will be found on nearly every single item you discover.
    Listed below are the original stats that can be found throughout the game:

    • AC - Armour Class - The primary attribute for reducing incoming melee attack damage. Should your AC attribute surpass the melee attack damage and accuracy of your attacker, there is a great chance that this damage will be completely ignored.
    • AMC/MAC - Magic Armour Class - The primary attribute for reducing incoming magic based attack damage. Should your AMC attribute surpass the magic attack damage of magical opponents (such as the Wizard and Taoist class), there is a great chance that this damage will be completely ignored.
    • DC - Destructive Class - The main attribute which controls the damage output of melee-based attacks. This is the primary stat for the Warrior class, and for those who prefer a close-quarters approach should focus their efforts into acquiring high DC based gear.
    • MC - Magic Class - The main attribute which controls the damage output of magic-based attacks. This is the primary stat for the Wizard class, and for those seeking a ranged approach with the ability to command natural forces should consider investing time in building up MC based gear.
    • SC - Soul Class - The main attribute which controls the damage output of soul-based attacks. This is the primary stat for the Taoist class, and for those seeking a ranged/supportive approach with a command of the supernatural forces should consider focusing their efforts into obtaining SC/DC based gear. The DC attribute in this instance will control the damage output of summoned forced, whereas the SC attribute will factor into the damage output of soul-based spells and buffs, as well as improving the health and resistances of summoned forces.
    • Durability - This controls the integrity of the item. The durability will decrease the more an item is worn in battle and must be repaired in order to maintain it's effectiveness. If an item reaches 0 durability, all associated stats with the item will lose their effects.
    • Agil - Agility - Working alongside the AC stat mostly, this attribute controls the chance to avoid incoming melee-based damage and is used to counter the Accuracy stat from melee-based attackers.
    • Acc - Accuracy - Working alongside the DC stat, this attribute controls the chance to successfully bypass heightened AC resistances from your targets. As above, this attribute can be countered with Agility.
    • Attack Speed - Controls the attack speed of your melee-based attacks. This does not affect the casting speed of ranged skills or specialist abilities.
    • Slow - Reduce your targets movement and attack speed by increasing your Slow attribute. This stat when added to your equipment shall affect both melee and magic based attacks which have a chance to slow targets. Increasing the number will increase the chance of which a target is slowed.
    • Health + - Increase your maximum Health Points (HP).
    • Mana + - Increase your maximum Mana Points (MP).
    • Critical Hit %+/- - Critical Hit determines your chance to inflict maximum damage (both melee and ranged) on your opponents and also determines your chance to cast optimised buffs.
    • Mana Regeneration % - Increases your overall recovery rate when Mana Potions are consumed. The higher the %, the faster you will replenish Mana when consuming potions.
    • Health Regeneration % - Increases your overall recovery rate when Health Potions are consumed. The higher the %, the faster you will replenish Health when consuming potions or being healed by another player.
    • Undead Damage + - Improves the melee damage output against undead targets.



    Special Item Bonuses

    There are certain items you will come across which have special bonuses that cannot be randomly acquired on most of the other items you come across. Some of these bonuses can greatly increase your chance of survival in most situations. Displayed below is an example of a special item which offers the partial invisibility bonus.

    Untitled1.jpg

    Listed below are several bonus items which can be obtained and their specialist effects:

    • Grants the wearer a cloak of invisibility - Can be used to fool certain enemies, allowing the wearer to be completely ignored. This effect will not prevent the player from being seen by other players or by most elite enemies and bosses.
    • Converts 2MP to 1HP - When this item is equipped, they will receive damage to their Mana Points before taking damage to their Health Points.
    • Leech Life % - Determines the chance that when melee damage is dealt to a target, a % of health points will be given back to the attacker. The higher the damage output, the more health will be returned. Item effects of this special cannot be stacked.
    • Causes paralysis on attack - There is a small chance that your melee-based attacks will inflict a paralysis effect on your targets whilst this item is equipped. The paralysis effect will completely prevent your target from moving or attacking temporarily.
    • Revives player on death - Upon taking fatal damage, whilst wearing an item with this ability, you will avoid death and your Health Points will be completely restored. For each revive, your item will lose 1 point of Durability - don't forget to repair your items! Cooldown between each successful revive: 5 Minutes.




    Conditional Items

    Some items you find will have special characteristics which often change the dynamic of item wielding, for good or for bad.

    Untitled3.jpg

    Listed below are several examples to refer to:

    • Stats dependent on class - There are certain items which are class-specific and thus, will alter their stats dependent on the wearer. An example would be; if a Wizard wears the item above, the item will receive an increase in AMC and MC to suit the primary stats of the wearer.
    • Cannot be special repaired/cannot be repaired - There are two different types of repair: standard and special. Standard repair has a chance to reduce the maximum durability of an item but costs less to do so. Special repair will never reduce the maximum durability of an item but will cost considerably more as a result. Some items cannot be special repaired and thus are susceptible to losing maximum durability through prolonged use, and thus players are expected to take more caution when using these items as they will be rendered useless after using said item for a lengthy period of time. Equally, cannot be repaired will mean you cannot use special or standard repair features, which you will of course need to take even more care when using such items.
    • Item breaks on death - If your character is killed in a hostile drop zone, the item will break on death and cannot be recovered. This will not happen if you are killed in a no-drop PvP area.
    • Light Radius - Items with Light Radius+ will receive a light aura which will illuminate dark areas and reveal all within the shadows whilst this item is worn.
    • Cannot be traded - Cannot be passed to other players, sold to shops or put into stalls for sale.
    • Cannot be dropped by hand - Cannot be manually thrown from your inventory.
    • Cannot drop on death - Cannot be dropped when killed in drop zones.
    • Item cannot be removed when worn - Once this item is equipped, it cannot be manually removed. This can only be dropped on death in drop zones.


    ... Continues on Page 2.

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    Re: [Guide] Item Attributes

    Bonus Item Attributes

    Generic item stats stated above will remain standard to most generic (white) items, however, you will find many new and improved elemental bonuses that are applied to certain items which can be modified using the Upgrade System to apply further bonuses.

    The new enhanced elemental stats allow players to adapt their abilities to suit their style of play by allowing a more dynamic approach to combat and defensive situations. Whether you prefer to focus your efforts to improving a specific element, to deal explosive damage using specific spells - or whether you prefer to balance out your defensive/combat capabilities, refer to the table below for detailed explanations of the various different bonus item attributes that you can apply to your gear.

    Untitled.jpg
    Reference Screenshot

    Some examples are listed below:


    Variable:
    Effect:
    Example of Affected Area(s):
    Dark Damage %
    Increases the damage output of Dark Damage related abilities and the overall effectiveness of defensive abilities. Will not increase base stats, but merely add more damage to the existing stats. DC/SC/MC will not be increased/decreased but will factor into damage output.
    TwinDrakeBlade, LowerResist, InnerSight
    Holy Damage %
    Increases the damage output of Holy Damage related abilities and the overall effectiveness of defensive abilities. Will not increase base stats, but merely add more damage to the existing stats. DC/SC/MC will not be increased/decreased but will factor into damage output.
    SoulFireBall, Grants, Enhancer, Damage/ProtectionField
    Ice Damage %
    Increases the damage output of Ice Damage related abilities and the overall effectiveness of defensive abilities. Will not increase base stats, but merely add more damage to the existing stats. DC/SC/MC will not be increased/decreased but will factor into damage output.
    ArcticBlast, ChillingSword, BorealTiger, LowerColdResist/ResistCold
    Fire Damage %
    Increases the damage output of Fire Damage related abilities and the overall effectiveness of defensive abilities. Will not increase base stats, but merely add more damage to the existing stats. DC/SC/MC will not be increased/decreased but will factor into damage output.
    Armageddon, BlazingSword, BlazingAmulet, Resist/LowerFireResist
    Lightning Damage %
    Increases the damage output of Lightning Damage related abilities. Will not increase base stats, but merely add more damage to the existing stats. DC/SC/MC will not be increased/decreased but will factor into damage output.
    DevilsVision, Firestorm, StormThrust
    Elemental Damage %
    Increases the damage output of all Elemental Damage affected abilities and overall effectiveness of defensive abilities. Will not increase base stats, but merely add more damage to the existing stats. DC/SC/MC will not be increased/decreased but will factor into damage output.
    All the above.
    Fire/Ice/Lightning/Dark/Holy Resistance %
    Decreases the incoming damage from elemental sources. A high Ice Resistance, for example, will merely decrease the damage of Ice abilities, but will not stop you from receiving damage as spells will still be affected by DC/SC/MC. Your AC/AMC stats will not be affected, but will factor into how much damage is received. If you encounter items with negative values, (Fire Resistance -10%) this wont cause you to take 10% more fire damage, it will lower your current Fire Resistance by 10% for example.
    Magic Defense Increase %
    Improves magical defense. This will multiply your current overall AMC stats by the %.
    Physical Defense Increase %
    Improves physical defense. This will multiply your current overall AC stats by the %.
    Magic Damage Reduction %
    Reduces the incoming damage from magic related attacks. Your AMC resistances will not be affected, but you will receive reduced damage from magic-based attacks. Damage will not be completely avoided.
    Physical Damage Reduction %
    Reduces melee attack damage. Your AC resistances will not be affected, but you will receive reduced melee damage.
    Reflect Damage %
    Has a small chance to reflect damage back at your attacker, both melee and ranged. The % does not affect the chance, it affects the damage output of the reflected blast. This does not imply that if you are hit with 1000 DC and you have 10% Resist, it wont necessarily reflect 100 DC's worth of damage back at the attacker - it will draw a number between, 0.1% for example, and however much reflect damage % you have and return a damage value relative to that (depending on the incoming attack damage stats).
    Poison Resistance %
    Increases your overall resistance to poison based attacks. This does not only apply to Taoist's poison - this also affects paralysis chance. A high level of Poison Resistance will mean you have a high chance to not be affected by Taoist red/green poison and paralysis from ParalysisRings. Some monsters/bosses have the ability to bypass your poison resistances and still affect you. Poison Resistance will not decrease the chance of being frozen by certain monster types.
    Magic Avoid +
    Increases your chance to completely avoid incoming single-cell targeted magic abilities. This does not increase your AMC or resistances and does not reduce the damage you receive, Magic Avoid affects the chance you will completely avoid taking single-cell-based targeted magic attacks. Such examples of single-cell attack spells are; FlameDisruptor, DragonBreak, SoulFireBall, Grants and many more. Targeted magic abilities refers to the spells that directly target you, not those which have an AoE (Area of Effect), such as Ice Storm. Be aware that, certain monsters/bosses may fire attacks which have an AoE damage type but are actually considered single-cell-targeted abilities - a good example is the RedDragon's FlameField ability. It may not be single-cell focused, but it is targeted.If you are targeted, if you have a high MA stat, you will most likely not be affected, but others around you will take damage. AoE spells can be blocked out by having high AMC defense values.
    Ignore Target Defense %
    Chance that your melee/damage attacks will bypass your target's AC/AMC. This will not affect other elemental resistances of your targets.
    Physical Attack Power +
    Increases all physical attack damage output (melee damage). Does not increase your DC, it will add damage to DC based attacks.
    Magic Attack Power +
    Increases all magic attack damage output (wizards). Does not increase MC, it will add damage to MC based attacks.
    Soul Attack Power +
    Increases all soul based attack damage output (taoists). Does not increase SC, it will add damage to SC based attacks.
    Physical Attack Increase %
    Multiplies your overall DC by the %. -
    Magic Attack Increase %
    Multiplies your overall MC. -
    Soul Attack Increase %
    Multiplies your overall SC by the %. -
    Health/Mana Recovery %
    Increases the speed at which health/mana is recovered. Affects the speed at which Health and Mana is recovered through potion consumption or spell effects. Does not affect the idle recovery rate as seen in previous versions of The Legend of Mir.
    Poison Recovery %
    Decreases the amount of time you spend affected by poison and paralysis. -


    Item Sockets

    You will notice in the screenshot above, there are two additional items added to the item description - those are Socket Items.

    Socket Items come with many different bonuses and can be rarely obtained from bosses or elite monsters which can be applied directly to your gear. In order for items to be successfully applied to your gear, you must first purchase an empty socket from the designated item NPCs.

    See the list below for the locations of the various NPCs who will socket your items, for a fee:

    • Jewellery - Snowbrook Province - 232:168
    • Armour - Phoenix Wall - 236:119
    • Weapon - Phoenix Oasis - 155:180


    Be aware; socket stones cannot be removed once they have been applied - take care when deciding on which socket upgrades to apply to your items, the transition cannot be undone.

    If you wish to make any amendments to the above information, please leave a comment down below.
    Good luck!

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    Re: [Guide] Item Attributes

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