A Guide to Weapon Modification
Whether you want your weapon to look pretty, or to lay down the hurt, this guide will show you the way. Lets keep it simple. Ill tell you what it does, when you should use it, and what problems may occur.
Grab some tissues, as I'm sure a few of you will be crying after this.
There are three different types of modification:
Prefix Mod - Hafts, Strings, Heads, Hilts.
Suffix Mod - Grips, Wrappings, Pommels.
Additional Mod - Inherent with the weapon.
This article will cover Prefix and Suffix mods. A continuation article will be done specifically for Additional Mods.
PREFIX MODS
Lengtheners (+1 second for every 3 seconds)
Barbed - Lengthens bleeding duration on foe by 33%. (Sword/Axe/Bow)
Increase the duration your opponent suffers from bleeding, and must be used with a skill that causes bleeding to take effect. Keep in mind some PvE enemies are immune to bleeding.
Crippling - Lengthens crippled duration on foe by 33%. (Sword/Axe/Bow)
Increase the duration your opponent is crippled, and must be used with a skill that causes cripple to take effect.
Cruel - Lengthens deep wound duration on foe by 33%. (Sword/Axe/Hammer)
Increase the duration your opponent suffers from a deep wound, and must be used with a skill that causes a deep wound to take effect.
Heavy - Lengthens weakness duration on foe by 33%. (Hammer)
Increase the duration your opponent suffers from weakness, and must be used with a skill that causes weakness to take effect. Keep in mind weakness is not as useful on non-melee classes.
Poisoner's - Lengthens poison duration on foe by 33%. (Bow)
Increase the duration your opponent suffers from poison, and must be used with a skill that causes poison to take effect.
Elemental (Defense is calculated by elemental AL instead of physical AL)
Ebon - Converts physical damage to earth damage. (Sword/Axe/Hammer/Bow)
Increase damage to enemies with more physical AL than elemental, and enemies with weakness to earth. Keep in mind this may also decrease damage against enemies with more elemental AL than physical, and enemies with resistance to earth.
Fiery - Converts damage to fire damage. (Sword/Axe/Hammer/Bow)
Increase damage to enemies with more physical AL than elemental, and enemies with weakness to fire. Keep in mind this may also decrease damage against enemies with more elemental AL than physical, and enemies with resistance to fire.
Icy - Converts damage to cold damage. (Sword/Axe/Hammer/Bow)
Increase damage to enemies with more physical AL than elemental, and enemies with weakness to ice. Keep in mind this may also decrease damage against enemies with more elemental AL than physical, and enemies with resistance to ice.
Shocking - Converts damage to lightning damage. (Sword/Axe/Hammer/Bow)
Increase damage to enemies with more physical AL than elemental, and enemies with weakness to air. Keep in mind this may also decrease damage against enemies with more elemental AL than physical, and enemies with resistance to air.
Statistic (Increase/Decrease various stats)
Furious - Double Adrenaline on hit (Chance: 2-10%) (Sword/Axe/Hammer)
Increase amount of adrenaline per swing by double. Keep in mind the chance of effect is 1 out of 50 with the lowest mod, 1 out of 10 with the maximum mod.
Sundering - Armor penetration +10% (Chance: 5-10%) (Sword/Axe/Hammer/Bow)
Increase amount of damage per swing by an average 1-3 points. Keep in mind the chance of effect is 1 out of 20 with the lowest mod, 1 out of 10 with the maximum mod.
Vampiric - Life stealing: 1-3 (1-5 for hammer/bow) life per hit, Health regeneration: -1 (Sword/Axe/Hammer/Bow)
Increase damage by 3 points (5 with hammer/bow) and gain that amount of life as well. Keep in mind you lose/do not gain 2 health per second. It is suggested to use this with the faster attack speed weapons, but can also be used effectively with slower weapons if done correctly.
Zealous - Energy gain on hit: 1, Energy Regeneration: -1 (Sword/Axe/Hammer/Bow)
Increase energy gain by 1 point per hit. Keep in mind you lose/do not gain .33 energy per second. It is suggested to use this with the faster attack speed weapons, but can also be used effectively with slower weapons if done correctly.
Defensive - Armor +4-5. (Staff)
Global increase to both physical and elemental AL. It is shown to be similar in effect to the health mod, but at a lower trade cost.
Hale - Health +10-30. (Staff)
Increase maximum health. It is shown that this has a slightly greater advantage than the armor mod, but at a very high trade cost.
Insightful - Energy +1-5. (Staff)
Increase maximum energy.
SUFFIX MODS
Lenghteners (+1 to +2 seconds for every 10-20 seconds)
Enchanting - Enchantments last 10-20% longer. (Sword/Axe/Hammer/Staff)
Increase the duration of time-limited enchantments.
Statistic (Increase/Decrease various stats)
Mastery/Marksmanship/Elemental Skill - +1 Weapon Mastery/Marksmanship/Elemental Skill (10-20% chance while using skills) (Sword/Axe/Hammer/Bow/Staff)
Increase in specific attribute. This increase is applied to each standard attack, and 1 out of 10 attack skills with the lowest mod, 2 out of 10 attack skills with the maximum mod. Please note that the increase for staves is applied to an element, and is effective for every skill use.
Defense - Armor +4-5 (Sword/Axe/Hammer/Bow/Staff)
Global increase to both physical and elemental AL. It is shown to be similar in effect to the health mod, but at a lower trade cost.
Shelter - Armor +4-7 (vs. physical attacks) (Sword/Axe/Hammer/Bow/Staff)
Global increase to physical AL.
Warding - Armor +4-7 (vs. elemental attacks) (Sword/Axe/Hammer/Bow/Staff)
Global increase to elemental AL.
Fortitude - Health +10-30. (Sword/Axe/Hammer/Bow/Staff)
Increase maximum health. It is shown that this has a slightly greater advantage than the armor mod, but at a very high trade cost.
Class Damage (Extra damage to specific enemies)
The following are all strictly PvE, and can be applied to Sword, Axe, Hammer, Bow, and Staff. Depending on the enemy level (which determines their AL level), these mods can be extremely effective (additional 10-20 dmg), or hardly effective at all (additional 1-2 dmg).
Charrslaying - Damage +10-20% (vs. Charr)
Deathbane - Damage +10-20% (vs. Undead)
Dwarfslaying - Damage +10-20% (vs. Dwarves)
Giantslaying - Damage +10-20% (vs. Giants)
Pruning - Damage +10-20% (vs. Plants)
Skeletonslaying - Damage +10-20% (vs. Skeletons)
Tenguslaying - Damage +10-20% (vs. Tengu)
Trollslaying - Damage +10-20% (vs. Trolls)
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