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 %. |
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Magic Attack Increase % |
Multiplies your overall MC. |
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Soul Attack Increase % |
Multiplies your overall SC by the %. |
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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. |
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