Difference between revisions of "Bonuses"
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* 10% Damage will be absorbed by SP | * 10% Damage will be absorbed by SP | ||
* 10% to take SP from enemy | * 10% to take SP from enemy | ||
− | * Max HP 500,1000,1500,2000 | + | * Max HP +500,+1000,+1500,+2000 |
* Max SP (+10) to (+200) | * Max SP (+10) to (+200) | ||
* HP Regeneration +30% | * HP Regeneration +30% |
Revision as of 20:43, 21 November 2009
Bracelets
Possible Bonus for Bracelets
Strong Against:
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Possible Opposition:
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Other:
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Necklaces
Possible Bonus for Necklaces
Strong Against:
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Possible Opposition:
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Other:
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Helmets
Possible Bonus for Helmets
Strong Against:
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Possible Opposition:
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Other:
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Earings
Possible Bonus for Earings
Strong Against:
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Possible Opposition:
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Other:
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Armor
Possible Bonuses for Armours
Strong Against:
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Possible Opposition:
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Other:
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Shields
Possible Bonus for Shield
Strong Against:
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Possible Opposition:
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Other:
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Shoes
Possible Bonus for Shoes
Strong Against:
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Possible Opposition:
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Other:
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Weapons
Possible Bonus for Weapons
Strong Against:
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Possible Opposition:
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Other:
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'Feature for weapons level 30 and level 75'
All weapons with Level 30 and Level 75 are an established feature built-in bonus combination with average damage (AVG), and skill damage (SDG). The bonuses are always available and can also have negative values. If a bonus has the value 0, it is invisible, but appears at the next Enchanting again. So it can happen in rare cases that a level 30 or 75-Weapon have 5 bonuses!
- - 45% to +60% AVG
- - 25% to +31% SDG