Embers & Rare Item Drops & Staves
Posted: Sun Nov 13, 2016 6:37 pm
Embers have been released into the world.
Embers are dropped on most monsters (bar lvl 1-3 monsters). The more stronger the enemy, the better chance of drops occuring. Better embers will also drop from higher monsters levels too (1-3% divinity embers).
Divinity Embers come in 5 formats, Extinguished, Dim, Regular, Glowing, and Radiant. They scale from 1% to 5%. The first three are on monsters around the world. Glowing will be on level 25 OADs, and Radiant is reserved for special quests. Glowing/Radiant have not been released yet.
You equip them on weapons, shields, and body armor depending on what you want. If you equip it on weapons, it give you a divinity bonus on whatever divinity you add. If you add it to a shield or body armor, it gives you a divinity resistance to whatever divinity you add. For example, if I equip a Dim Fire Ember on a staff, I will gain 2% Fire Divinity bonus with said item. If I equip it on armor, I will gain 2% Night Divinity Resistance (Because Fire trumps Night!). If you equip it on a staff for a magic caster, it will actually boost the damage against a specific divinity! Neato!
Remember, only one ember is allowed per item. If you add another, it will overwrite the old one regardless. YOU HAVE BEEN WARNED!
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Rare Item Drops are a thing, but I wanted to bring this up. There is a LOW chance (5% by default) of a rare weapon or armor drop from NPCs. This means that if a NPC drops a Crystal Mail, there's a 5% chance of a rare Crystal Mail dropping. Rare items will display a extra line in their description, and will also be a different rarity color, typically one rarity higher. Rare items can be better then just +1 though as well. You need to figure this out on your own. They will have different descriptions for different levels of rarity.
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One final thing I'd like to point out is that a staff on a character will increase penetration rate (at OAD level items about 6%) and also duration. So it IS useful to have a better staff.
Enjoy.
Embers are dropped on most monsters (bar lvl 1-3 monsters). The more stronger the enemy, the better chance of drops occuring. Better embers will also drop from higher monsters levels too (1-3% divinity embers).
Divinity Embers come in 5 formats, Extinguished, Dim, Regular, Glowing, and Radiant. They scale from 1% to 5%. The first three are on monsters around the world. Glowing will be on level 25 OADs, and Radiant is reserved for special quests. Glowing/Radiant have not been released yet.
You equip them on weapons, shields, and body armor depending on what you want. If you equip it on weapons, it give you a divinity bonus on whatever divinity you add. If you add it to a shield or body armor, it gives you a divinity resistance to whatever divinity you add. For example, if I equip a Dim Fire Ember on a staff, I will gain 2% Fire Divinity bonus with said item. If I equip it on armor, I will gain 2% Night Divinity Resistance (Because Fire trumps Night!). If you equip it on a staff for a magic caster, it will actually boost the damage against a specific divinity! Neato!
Remember, only one ember is allowed per item. If you add another, it will overwrite the old one regardless. YOU HAVE BEEN WARNED!
---
Rare Item Drops are a thing, but I wanted to bring this up. There is a LOW chance (5% by default) of a rare weapon or armor drop from NPCs. This means that if a NPC drops a Crystal Mail, there's a 5% chance of a rare Crystal Mail dropping. Rare items will display a extra line in their description, and will also be a different rarity color, typically one rarity higher. Rare items can be better then just +1 though as well. You need to figure this out on your own. They will have different descriptions for different levels of rarity.
---
One final thing I'd like to point out is that a staff on a character will increase penetration rate (at OAD level items about 6%) and also duration. So it IS useful to have a better staff.
Enjoy.