Modification System

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WepMods.PNG

Asgard Legend features a unique drop modification system where items found in the world can have random modifiying properties, such as bonus stats or bonus damage. These special properties can only be rolled on Armor, Garments, Footgear, Shields and Weapons. Modifications are only reveleaed after the item has been identified using a magnifying glass or the skill "Identify."


Weapons and Armor may have anywhere from one to four possible modifications. The chance of finding an item with a modification are as follows:

Modifications Chance
One 100%
Two 35%
Three 7%
Four <0.4%

Weapon Modifiers

Weapon modifications are broken down into categories. Once a modification for a weapon is chosen, no more modifications from the given category can be added to the same weapon again. This means that weapon modifications within the same category cannot exist on the same weapon except in the case of a weapon with 4 modifications.

Category A

  • +4~8% Magical damage against <element> monsters (+2~4% for Level 1/2 Weapons)
  • +4~8% Magical damage against <race> monsters (+2~4% for Level 1/2 Weapons)
  • +3~6% Magical damage against <size> monsters (+2~3% for Level 1/2 Weapons)
  • +4~8% Physical damage against <element> monster (+2~4% for Level 1/2 Weapons)
  • +4~8% Physical damage against <race> monsters (+2~4% for Level 1/2 Weapons)
  • +3~6% Physical damage against <size> monsters (+2~3% for Level 1/2 Weapons)
  • +20~30 critical rate against <race> monsters (+10~20 for Level 1/2 Weapons)

Category B

  • +3~5% ignoring magical defense against all races (+2~3% for Level 1/2 Weapons)
  • +3~5% ignoring physical defense against all races (+2~3% for Level 1/2 Weapons)
  • +3~5% Reduced after cast delay. (+2~3% for Level 1/2 Weapons)
  • +3~5% Reduced cast time (+2~3% for Level 1/2 Weapons)
  • +5~10% Increased effectiveness of healing skills (used by the player) (+3~5% for Level 1/2 Weapons)
  • +4~8% Increased critical damage (+2~4% for Level 1/2 Weapons)
  • +2-3% ASPD (+1~2% for Level 1/2 Weapons)
  • +7~12 HIT (+3~7 for Level 1/2 Weapons)
  • +3~5 critical rate (+2~3 for Level 1/2 Weapons)
  • Indestructible Weapon (except in upgrade attempts) & Unstrippable

Category C

  • +2~3% ATK (+1~2% for Level 1/2 Weapons)
  • +2~3% MATK (+1~2% for Level 1/2 Weapons)
  • +6~10 ATK (+2~6 for Level 1/2 Weapons)
  • +9~14 MATK (+4~9 for Level 1/2 Weapons)
  • +2~3 of a Stat (STR, AGI, VIT, DEX, INT, LUK) (+1~2 for Level 1/2 Weapons)

Armor, Garment, Shield, and Footgear Modifiers

Armor modifications are unable be repeated on the same armor. If a modification is listed in a category below, it no other modifications from that category can exist on the same item (except in the case of 4 modifications).

Monster Mods

  • +2~3% Resistance against <neutral element> attacks
  • +3~5% Resistance against <other element> attacks
  • +2~3% Resistance against against <race> monsters
  • +2~3% Resistance against <size> monsters

Health Mods

  • +75~200 HP
  • +1~2% Max HP

SP Mods

  • +7~20 SP
  • +1~2% Max SP

Other

  • +5~10% Increased effectiveness of healing skills (used on the player)
  • +10~20% Base HP regeneration rate
  • +5~10% Base SP regeneration rate
  • +2~4% Decreased SP Consumption
  • +5~7 DEF
  • +5~7 MDEF
  • +6~10 Flee
  • +1~2 Perfect Dodge
  • Indestructible Armor (except in upgrade attempts) & Unstrippable

Unstable Weapons

UnstableWeapon.png

Unstable weapons can be found when identifying unknown weapons (level 1 and level 2 only) found from monsters. Unstable weapons not only have significantly higher values for randomly assigned modifications, but are also more likely to have multiple modifications at once.

Notes:

  • Unstable weapons are unable to have cards placed in them.
  • Unstable weapons do not occur with randomly generated modifications while forging.
  • Unstable weapons are limited to 1~3 modifications.
  • The value of modification is dependent on the number of original card slots of the item (Except for Category B weapon mods)

Category A

   +4~8% * Original Card Slots Magical damage against <element> monsters
   +4~8% * Original Card Slots Magical damage against <race> monsters
   +3~6% * Original Card Slots Magical damage against <size> monsters
   +14~16% * Original Card Slots Physical damage against <element> monster
   +14~16% * Original Card Slots Physical damage against <race> monsters
   +9~11% * Original Card Slots Physical damage against <size> monsters
   +8~12 * Original Card Slots critical rate against <race> monsters

Category B

   +3~5% ignoring magical defense against all races
   +3~5% ignoring physical defense against all races
   +3~5% Reduced after cast delay.
   +3~5% Reduced cast time
   +5~10% Increased effectiveness of healing skills (used by the player)
   +10~16% Increased critical damage
   +3~4% ASPD
   +20~30 HIT
   +10~15 Critical rate
   Indestructible Weapon (except in upgrade attempts) & Unstrippable

Category C

   +1~2% * Original Card Slots ATK
   +1~2% * Original Card Slots MATK
   +5~8 * Original Card Slots ATK
   +8~10 * Original Card Slots MATK
   +1 * Original Card Slots of a Stat (STR, AGI, VIT, DEX, INT, LUK)