m (→Status Effects) |
(→Other: That's not an additional effect, and it's covered in the critical hit rate page.) |
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| [[:Category:Daggers|Dagger]] |
| [[:Category:Daggers|Dagger]] |
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| "[[Flee (Status Effect)|Flee]]" |
| "[[Flee (Status Effect)|Flee]]" |
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− | | [[Arcanabane]] |
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− | | [[:Category:Axes|Axe]] |
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− | | [[:Category:Bestiary|VS. Arcana]] - [[Critical Hit Rate]] +5% |
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Revision as of 04:47, 25 December 2008
Additional effects are attributes of Weapons, Armor, and Ammunition that have a percentage chance of activating during combat. The frequency of the additional effect's activation, sometimes referred to as the "proc rate," is commonly based on the relative level of the monster being attacked, but may involve other factors, such as the current day or the type of monster being attacked.
It is usually not a good idea to rely on the additional effect of a weapon, as nearly all additional effects activate fairly infrequently, though there are a few rare exceptions that can activate fairly reliably under certain conditions or even 100% of the time.
Weapons
Damage Effects
Status Effects
Other
Level Name Type Additional Effect 58 Chicken Knife Dagger "Flee" 59 Dominion Mace Club "Restores HP" 64 Lockheart Great Sword Dispel 66 Power Staff Staff "STR Boost" 66 Mythril Heart (HQ) Great Sword Dispel 69 Cocytus Pole Staff "Ice Spikes" 70 Balmung Great Sword Dispel 75 Guttler Axe "Choke" 75 Excalibur Sword Damage proportionate to current HP 75 Imperial Egg (HQ) Throwing "Provoke"