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Vs shield
Battle
Invading - Dueling
Battle Points
Battle Rank
Training Grounds

Piercing and Resistance

War
War Council
War Points
War Rank

Conquest Duels
Conquest Rank

Raid

Arena

Updated 9/23/2016 with a good data point to drive accuracy..

Piercing and Resistance is a battle system in Castle Age that is used in both Player vs. Player Battles (including Guild Battles) and Monster Hunting. Piercing relates to enhanced abilities to cause damage to your opponent, while resistance relates to enhanced abilities to defend against damage from your opponent (and vice versa for them). Types are:

  • Physical Piercing / Physical Resistance
  • Fire Offense / Fire Defense
  • Water Offense / Water Defense
  • Earth Offense / Earth Defense
  • Wind Offense / Wind Defense

Certain heroes, items, and gems and items will grant your character piercing or resistance values.

Note that effective July 2016 this system has undergone significant changes which are documented here.

PIERCE and RESISTANCE TYPES and effect in BATTLE:

There are five types of pierce and resistance in two broad categories. All five categories calculate independently for the battle and are added into a total battle amount.

  1. Physical - Physical pierce and resistance
  2. Fire, earth, water and wind are all considered ELEMENTAL and can be treated in a similar fashion.

As an attacker, if your "Total" Piercing exceeds your opponent's "Total" Resistance, you obtain an additional percentage increase in your total effective attack based on the resultant "Total Net" Pierce which gives you a better chance of winning an attack.

As a defender, if your "Total" Resistance exceeds the attacker's "Total" Piercing, you obtain an additional percentage increase in your total effective defense based on the resultant "total net" resistance which gives you a better chance of defending against the attack.

Please note that "total" piercing and resistance is not a straight forward calculation at this time, but those terms are being used to be the fully calculated values using the algorithms that are currently known and a best guess at the parts that are not completely clear.

What we know about pierce and resistance includes:

  • Piercing is always in play by the attacking player. Piercing is not used by the defending player.
  • Resistance is always in play by the defending player. Resistance is not used by the attacking player.
  • There is a threshold bonus applied to Physical pierce and Physical resistance that increases the amount of such bonus at every increasing amount. 4 x the physical pierce at 25 is less than the physical pierce at 100. This curve tops out at a fixed value currently believed to be twice the physical amount.
  • There is a threshold bonus applied to Elemental pierce and Elemental resistance similar to to the bonus applied to physical pierce and resistance, however, elemental resistance threshold bonus is not as far along the curve by an amount to result in approximately 15-20% less than physical bonus, depending on position in the curve, in the range of pierce used in the game, which is roughly 0-2000.
  • Before threshold bonuses, Pierce and resistance are amounts of additional attack or defense at a rate of 10 = 1%. Threshold Bonuses will add additional attack percentages by increasing pierce or resistance values. While the rate of 10 = 1% will always apply, the actual pierce or resistance used will not match the documented value but will be more based on the threshold bonuses it receives.
  • The devs have repeated that you can not calculate the results unless you know the data for both players. This comment, repeated several times, indicates that the threshold bonus is calculated on the net values of any element, rather than calculating the threshold bonuses on the player values and subtracting. The difference between these two is small when the players are evenly matched, but becomes more pronounced as the values widen.
  • Note that Pierce and resistance are modifiers to attack and defense, and the threshold bonus implies that toons that work the newer monsters and gems will get significantly more advantage than older and larger toons that are not working the new content, giving those toons a tremendous advantage to win battles that they would otherwise not be able to approach.

During a battle, the current belief on mechanics:

  • Each of the 5 types of pierce and resistance are totaled, by type, for a player (10 results)
  • The NET for each pair of like types (physical pierce and physical resist, fire pierce and fire resist, etc..) are then calculated by subtracting the defenders calculated resistance value from the attackers calculated pierce value. Battle messages are produced for these values in web3 battle notes based on which number is larger.
  • The net value is then calculated using the formula provided below to get an effective net value.
  • All 5 net values are then added together to provide a "total net" amount, whether pierce for the attacker if it is positive, or resistance to the defender if its negative.
  • If the total net amount is pierce for the attacker, the attacker then receives that percent on their total effective attack in calculating battle results. For example, if the attackers total effective attack is 1000 and they receive 100 total net pierce, they get an additional 100 attack (1000 * 100/1000).
  • If the total net amount is resistance for the defender, the defender then receives that percent on their total effective attack in calculating battle results. For example,if the defenders total effective defense is 1000 and they receive 100 total net resistance they get an additional 100 defense (1000 * 100/1000).

Notes:

  • In the past, there were no threshold bonuses, so documented values were the actual values. There is now a threshold bonus applied.
  • In the past, resistance did not come into play unless there was an equivalent non-zero pierce value, with the exception of physical resistance which would come into play if any pierce was included. All pierce and resistances are now considered in the calculation.
  • In the past, negative pierce was treated as zero. Now it effectively becomes resistance to the defender.
  • In the past, negative resistance may have been treated either as a pierce benefit for the attacker or as a reduction in resistance benefit for the defender. It is now simply in the formula.
  • As only the final percent is applied to the attackers or defenders total Battle strength (not the index which is divided by the level, but the true total strength), it does not matter what the actual attackers total effective attack, or defenders total effective defense are for the calculation, though those values are combined with the final net pierce or resistance to determine a winner or a loser.
  • The relative value of the physical bonus is based on this statement: "physical is 15-20% better than elemental in battle on average and for the equipment.
  • The threshold bonus being applied both to physical and elemental is supported by this statement:  "Does physical pierce and res work the same way as elemental pierce and res? Yes, they also get the threshold bonus"
  • The relative value of the threshold bonus between physical and elemental is supported by this statement: "if I have more physical pierce then you have physical resist, I get a very nice threshold bonus , The same with the elements as they are compared to each other the bonus is a bit lower than physical though so it will remain stronger as intended."
  • In order for the curve to meet the F(x) * N < F(N*X) at every point, all that is needed is a curve that always increases at ever point of x. In order to meet the graph concept that there is an asymptote, the asymptote must simply be a value at infinity.
  • This is the curve provided by the devs describing base pierce growth:
Ddfqrt5

Strategy for success:

  • Physical Pierce and resistance are more valuable that equivalent amounts of elemental pierce and resistance. If you have to choose one or the other, physical will provide more value.
  • Higher Pierce and Resistance in any single type of the 5 types of pierce and resistance are more valuable than an equal amount shared across multiple elements. If you have to choose using two fire gems or a fire and water gem, two fire gems would be more valuable.
  • This can all be simplified greatly so that if you just add 16% to the net physical amount, add it to elemental, and multiply the result by 1.6. While this really only works in a defined range, its close enough typically in any battle. For exacting numbers, do the math.

Analysis of Pierce and Resistance formula (BEST GUESS ONLY)

Data point 1 - these two opponents "tied" in battle with 6 wins and 6 losses each in 12 battles:

  • Attacker: 12103 attack, 5326 defense, 520 physical, 10 fire, 15 water, 40 wind and 25 earth
  • Defender:17759 attack, 9512 defense, 145 physical, 86 fire, -15 water, 78 wind
  • Net pierce is 375, 30 Water, 25 earth. Net resistance is 76 fire and 38 wind "totaling" 316
  • 15,831.2 attack balances 24,417.4 defense which means that the total effective pierce is 542

Based on this result and the curve the devs provided, the formulas that are currently the best guess are:

  • Calculate NET physical pierce (NPP) based on abs(Physical Pierce - Physical resistance)
  • Net Effective Physical Pierce = arctangent(NPP/1000*4)/(PI/2) where PI = 3.14159
  • Net Elemental Pierce (by element = NEP) based on abs(elemental pierce - elemental resistance) 
  • Net Effective elemental Pierce = arctangent(NEP/1000*1.5)/(PI/2)

This shows up as the following graph, which is similar to the Dev issued graph:

Graph of Pierce vs % bonus pierce
Pierce
Developer Graph provided
Ddfqrt5

The resultant values at different levels of Pierce or Resistance would then be:

Value Physical

Bonus

Effective

Physical

Elemental

Bonus

Effective

Elemental

25 +6.35% 26.6 2.39% 25.6
50 12.57% 56.2 4.77% 52.4
75 18.55% 88.9 7.13% 80.3
100 24.22% 124 9.48% 109
150 34.40% 202 14.09% 171
200 42.96% 286 18.55% 237
250 50.00% 375 22.84% 307
300 55.77% 467 26.92% 380
350 60.51% 562 30.78% 457
400 64.44% 657 34.40% 537
500 70.48% 852 40.97% 704
600 74.87% 1049 46.65% 879
700 78.16% 1247 51.55% 1060
800 80.72% 1446 55.77% 1246
900 82.75% 1644 59.41% 1434
1000 84.40% 1844 62.57% 1625

Some notes:

  • Devs indicated that effectively physical pierce and elemental pierce use the same curve, but elemental pierce is not quite as far down the table yielding about a 15-20% difference between them. This is really two different curves when plotted on the same pierce values as hailed in the graphic above.
  • Please note that the physical curve factor of 4, and the elemental curve factor of 1.5, and the assumption that the asymptote hits
  • Note that the higher the values, the "less better" physical is vs elemental, though it is always better.
  • As more testing results come in, if this curve still fits it can be fine tuned a bit to match numbers at various levels..
  • Several other formats for the graph have been tried including:
Formula Type Curve Asymptote Comments
1-1/x Reasonable None Fails due to no asymptote

Fails at 0

Log(x) Too flat None Fails due to no asymptote

Fails at 0

1-exp(-1/x) To sharp Exists Can not generate a 15-20% difference between

total elemental and total pierce though it can generate

a 15-20% difference in the bonus amounts.

Did not conform to the data element calculated.

Note that in these formulas, x can be x, x to a power, or x times a factor which adjust the slope of the curve but not the actual curves involved. All of these formulas were rejected for the reasons indicated.

Examples of specific situations:

Attacker

Pierce

Defender

Resistance

Total Attacker

Pierce

Total Defender

Resistance

Winner
100 Physical 25 Fire Resist

25 Water Resist

25 Wind Resist

25 Earth Resist

124 102 Attacker
50 Physical 55 Fire Resist 56 57 Defender
500 Physical 550 Fire Resist 852 791 Attacker

Note that this example assumes that both attacker and defender are exactly equally matched on total effective attacking total effective defence, and would encounter an exact tie if there were no pierce or resistance. You can see with this example that total pierce or resistance matter, and while a 50 physical vs 55 elemental loses, simply ratcheting it up to 500 and 550 actually reverses who would win the battle

PIERCE & RESISTANCE and Monsters

  • Certain monsters require physical pierce, sometimes of a particular element in order to gain maximum damage.
  • Certain monsters are require an elemental resistance in a certain element and you must have that elemental pierce in order to protect against getting a minion. This protection is not guaranteed at 100% but merely reduces the chance of getting a minion.
  • More information below in the notes for "EFFECTS IN MONSTER HUNTING"

Generals

Some generals have abilities that specialize in piercing (also called offense) and resistance. All information below are based on level 4 stats.

Image General Obtained From Piercing attack Fire attack Water attack Wind attack Earth attack Piercing defense Fire defense Water defense Wind defense Earth defense
Aesir Aesir Oracle (Favor General) +40
Annika Annika Oracle (Favor General) +50
Aravoss Aravoss Phoenix Chest +8 +25
Bogo Bogo Oracle (Favor General) +13
Brakus Brakus Oracle (Favor General) +35 +10
Ender Ender Phoenix Chest +50 -10 -10
Erynion Erynion Oracle (Favor General) +20 +10
Feredir Feredir Oracle (Favor General) +20 +10
Frost Frost Oracle (Favor General) +20 +10
Gale Gale Phoenix Chest +8 +25
Hermóðr Oracle (Favor General) +25
Kanbe Kanbe Oracle (Favor General) +20 +10
Katherine Katherine Oracle (Favor General) +55
Kendra Kendra Oracle (Favor General) +35 +10
Kitsune Kitsune Phoenix Chest +5 +5 +5
Kraxus Kraxus Duel Champion (1,000,000 points) +50 +20 -12
Odin Odin Arena VII +50
Petrus the Elusive Petrus 100v100 Guild Battles  +8  +13
Ravendor Ravendor Oracle (Favor General) +35 +10
Succubus Nightmare Succubus Arena IX +5 +10
Vanathan Vanathan Oracle (Favor General) +50
Vanir Vanir Oracle (Favor General) +40
Vivian the Eternal Vivian Donation Reward (Winter) +8 +13
Zolthar Zolthar Oracle (Favor General) +35 +10

Notes:

  • If the generals' levels are equal, Aesir and Vanir will cancel each other out. This will result in their abilities not having any impact in the final calculation when determining the winner in PvP.
  • If the generals' levels are equal, Feredir and Erynion's Wind element cancel each other out.
  • If Ender is defending, the player will be at a greater disadvantage against Fire and Water Offenses due to the general's negative resistances to the two elements.
  • Kraxus gains a small, increasing amount of Physical Resistance after level 4.

Equipment

With the introduction of the Conquest Path Shop, some equipment now provides innate piercing and resistance power without needing any additional items forged onto them.

Remember that the following equipment must be equipped for the pierce/resistance property to be useful.

Weapons

Image Item Attack Defense Piercing attack Piercing defense Forge Slots (Pierce) Others
Astaroth Blade Astaroth Blade 150 150 +140 2
Maw of the Void Maw of the Void 150 125 +125 3 +80 Earth Pierce

-35 Wind Resist +200 Poison Damage

Cronus Blade Cronus Blade 100 100 +120 1
Envenomed Glaive Envenomed Glave 125 125 +100 2 +55 Earth Pierce

-25 Wind Resistance

Hydra Blade Hydra Blade 70 70 +100 1
Divine Sky Breaker Divine Sky Breaker 0 425 +85 3 -35 Fire Resistance

+5% Divine Favor

Mithril Sky Breaker Mithril Sky Breaker 0 300 +75 2 -25 Fire Resistance
Elite Warbringer Longblade Elite Warbringer Longblade 60 50 +60 1
Fang Trident Fang Trident 125 70 +50 2 +15 Earth Pierce

-25 Wind Pierce

Aqua Glaive Aqua Glave 35 35 +45 1
Warbringer Longblade Warbringer Longblade 39 37 +40 1
Fang Glaive Fang Glave 125 120 +35 2 +35 Earth Pierce

-25 Wind Resistance

Sky Breaker Sky Breaker 0 225 +35 2 -15 Fire Resistance
Windcaller Spear Windcaller Spear 80 80 +30 1  -20 Wind Resistance.

+20 Attack to Aurora when equipped

Flamebound Halberd Flamebound Halberd 110 80 +25 2 +10 Fire attack -15 Water defense
Legion Skyslicer Legion Skyslicer 100 90 +25 2 +10 Wind attack -15 Earth defense
Avarice Blade Avarice Blade 30 20 +15 1
Aetherfury Aetherfury 30 30 +10 1
Demonic Blade Demonic Blade 13 5 +6 1 +6 Fire attack
Death Touch Scythe Death Touch Scythe 55 25 +5 1 +20 Attack to Lotus Ravenmoore
Eq legendary aetherfury rank2 Titan Aetherfury 80 80 2 +25 Wind attack

+25 Whirlwind Damage

Elite Retribution Hammer Elite Retribution Hammer 36 45 +30 1
Retribution Hammer Retribution Hammer 36 38 +20 1


Off-Hands

Image Item Attack Defense Piercing attack Piercing defense Forge Slots

(Pierce or Resistance)

Others
Flamebound Destroyer Flamebound Destroyer 70 80 +90 2 +25 Fire defense -25 Water defense
Flamebound Defender Flamebound Defender 60 75 +90 1 +25 Fire defense -25 Water defense
Gorgons Heart Gorgons Heart 60 70 +80 1
Flamebound Guard Flamebound Guard 50 65 +40 1 +10 Fire defense -25 Water defense
Elite Retribution Aegis Elite Retribution Aegis 45 60 +30 1
Legionnaire Skyguard Legionnaire Skyguard 50 50 +20 1 +10 Wind defense -25 Earth defense
Retribution Aegis Retribution Aegis 45 55 +20 0
Apeps Guard Apeps Guard 40 30 +10 0 +10 Earth attack, -15 Wind defense
+1% Critical Hit chance to Sahar
Shield of Endless Cycles Shield of Endless Cycles 30 70 +50 0 +25 Earth Pierce

-10 Water Resistance

Elite Warbringer Shield Elite Warbringer Shield 45 30 +30 1
Gorgon Protector Gorgon Protector 38 40 +25 1
Warbringer Shield Warbringer Shield 38 26 +20 0
Nightfel Katara Nightfel Katara 75 22 +8 1 +20 Attack to Deshara


Armors

Image Item Attack Defense Piercing attack Piercing defense Forge Slots (Resistance) Others
Thanatos Plate Thanatos Plate 150 150 +140 2
Dracolich Plate Dracolich Plate 100 100 +120 1
Dragon Armor Dragon Armor 70 70 +100 1
Flamebound Armor Flamebound Armor 80 80 +80 2 +15 Fire defense

-25 Water defense

Deathmantle Deathmantle 65 60 +75 3
Mithril Guardian Mithril Guardian 0 200 +70 2 -25 Fire Resistance
Hordeslayer Plate Hordeslayer Plate 60 50 +60 2
Dragonscale Chestguard Dragonscale Chestguard 125 125 +40 3 +100 Wind Resistance

-25 Earth Resistance

Elite Retribution Plate Elite Retribution Plate 30 60 +30 1
Hydrascale Chestguard Hydrascale Chestguard 100 110 +25 3 +90 Wind Resistance -25 Earth Resistance
Shalazars Mantle Shalazars Mantle 32 32 +25 1
Stormscale Chestguard Stormscale Chestguard 100 90 +20 1 +85 Wind Resistance

-25 Earth Resistance

Retribution Plate conquest Retribution Plate 30 42 +20 1
Sunlight Coat Sunlight Coat 45 40 +10 1 +15 Earth attack -25 Wind defense
+20 Defense to Anya when equipped
Wormhide Breastplate Wormhide Breastplate 60 125 +75 1 +25 Earth Pierce

-10 Water Resistance

Elite Warbringer Plate Elite Warbringer Plate 40 40 +40 1
Leviathans Plate Leviathans Plate 28 30 +30 1
Warbringer Plate Warbringer Plate 38 36 +20 1
Suffering Plate Suffering Plate 50 40 +10 2 +10 Fire attack


Helmets

Image Item Attack Defense Piercing attack Piercing defense Forge Slots (Resistance) Others
Elite Retribution Helm Elite Retribution Helm 90 85 +60 2
Retribution Helm conquest Retribution Helm 55 63 +40
Eq legendary god helm rank2 Divine Helm of Zeus 80 85 +10 2 +20Wind attack

+45 Heal amount

Helm of Zeus Helm of Zeus 30 35 +10 +10 1
Mithril Helm Mithril Helm 0 160 +10 2 -20 Fire Resistance
Judicars Helm Judicar's Helm 55 65 +8 1 +20 Defense to Meekah
Helm of the Sorcerer-King Helm of the Sorcerer-King 100 90 +50 2 +15 Earth Pierce

-5 Water Resistance

Helm of the Dragon-God Helm of the Dragon-God 100 100 +40 3 +40 Wind Pierce

-15 Earth Resistance

Elite Warbringer Helm Elite Warbringer Helm 58 50 +40 1
Sea Kings Helm Sea Kings Helm 75 75 +25 1
Helm of the Dragon-Emperor Helm of the Dragon-Emperor 100 90 +20 3 +30 Wind Pierce

-15 Earth Resistance

Helm of the Dragon-King Helm of the Dragon-King 90 80 +20 2 +30 Wind Pierce

-15 Earth Resistance

Warbringer Helm Warbringer Helm 52 50 +20
Flamebound Helm Flamebound Helm 80 80 +20 2 +10 Fire attack -15 Water defense
Archdemon Helm Archdemon Helm 45 32 +10 1 +10 Fire attack


Amulets

Image Item Attack Defense Piercing attack Piercing defense Forge Slots (Pierce) Others
Doom Heart Doom Heart 85 85 +90 1 +30 Fire attack
Astaroth Amulet Astaroth Amulet 80 80 +85
Cronus Amulet Cronus Amulet 60 60 +70
Hydra Amulet Hydra Amulet 50 50 +50
Elite Retribution Amulet Elite Retribution Amulet 32 45 +30
Retribution Amulet Retribution Amulet 32 33 +20
Phantom Glorious Amulet Glorious Amulet 70 70 +60 1
Phantom Pristine Amulet Pristine Amulet 55 55 +40
Phantom Amulet Phantom Amulet 45 45 +20
Elite Warbringer Pendant Elite Warbringer Pendant 50 38 +30
Caged Heart Caged Heart 65 55 +25 +25 Fire attack
Warbringer Pendant Warbringer Pendant 41 38 +20
Pendant of Greed Pendant of Greed 30 25 +10
Mark of Paxadrian Mark of Paxadrian 80 70 +25 Earth attack

-10 Water defense

Mithril Band Mithril Band 0 150 -15 Fire defense


Gauntlets

Image Item Attack Defense Piercing attack Piercing defense Forge Slots (Pierce) Others
Phantom Shiny Glove Shiny Glove 120 95 +90 3
Deathgauntlet Deathgauntlet 38 35 +75 3
Phantom Pristine Glove Pristine Glove 90 60 +60
Hordeslayer Gauntlet Hordeslayer Gauntlet 30 30 +60 2
Phantom Glove Phantom Glove 80 50 +30 1
Elite Warbringer Gauntlets Elite Warbringer Gauntlets 35 17 +30 1
Sandworm Gloves Sandworm Gloves 60 40 +25 2 +15 Earth Pierce

-5 Water Resistance

Warbringer Gauntlets Warbringer Gauntlets 17 17 +20 0
Flamebound Gauntlets Flamebound Gauntlets 80 25 +20 2 +10 Fire attack -15 Water defense
Legion Gauntlets Legion Gauntlets 60 50 +10 2 +20 Wind attack -15 Earth defense
Pain Bracers Pain Bracers 20 18 +9 1 +9 Fire attack
Thanatos Gauntlet Thanatos Gauntlet 80 80 +85 2
Dracolich Gauntlet Dracolich Gauntlet 60 60 +70 0
Dragon Glove Dragon Glove 50 50 +50 0
Elite Retribution Gauntlets Elite Retribution Gauntlets 15 30 +30 1
Retribution Gauntlets Retribution Gauntlets 15 15 +20 0


Boots

Image Item Attack Defense Piercing attack Piercing defense Forge Slots (Resistance?) Others
Elite Warbringer Greaves Elite Warbringer Greaves 8 3 +30
Elandal Crushers Elandal Crushers 25 25 +25 1 +25 Earth Pierce

-10 Wind Resistance +3% Evade

Warbringer Greaves Warbringer Greaves 5 3 +20
Elandal Greaves Elandal Greaves 20 20 +15 1 +25 Earth Pierce

-5 Wind Resistance

Elandal Stompers Elandal Stompers 15 15 +15 +25 Earth Pierce

-5 Wind Resistance

Flamebound Boots Flamebound Boots 15 8 +15 +10 Fire attack -10 Water defense
Legion Boots Legion Boots 10 15 +10 +15 Wind attack -10 Earth defense
Bleeding Greaves Bleeding Greaves 10 6 +7 +7 Fire attack
Elite Retribution Greaves Elite Retribution Greaves 4 10 +30
Retribution Greaves Retribution Greaves 4 5 +20
Assassins Greaves Assassin's Greaves 38 9 +5 Wind attack

+10 Attack to Strider

Jezales Heels Jezales Heels 5 10 +10 Earth attack -10 Wind defense

-75 Energy to +50 Defense +10 Defense to Jezale when equipped.


Magic

Image Item Attack Defense Piercing attack Piercing defense Forge Slots Others
Metal Storm Metal Storm 0 125 +10 -15 Fire Resistance
Spirit of Ouroboros Spirit of Ouroboros 55 55 +5 +10 Earth Pierce

-5 Water Resistance

Succubus Kiss Succubus Kiss 2 11 +5 +5 Fire attack
Magmaflame Magmaflame 65 65 +50 Fire attack
Pureflame Pureflame 65 65 +25 Fire attack
Sparkflame Sparkflame 60 60 +10 Fire attack
Windflame Windflame 50 50 +10 Wind attack
Greater Devout Barrier Greater Devout Barrier 40 35  +5 Earth attack

-75 Energy to +50 Defense

+20 Attack to Sanna when equipped

Dragon Form Dragon Form 35 25 +5 Fire attack
+2% Critical Hit chance to Sorkan


War Banner

Image Item Attack Defense Piercing attack Piercing defense Forge slots (Pierce or Resistance)

Others

Arcane Warbanner Arcane Warbanner 35 75 +40 1 +4% Attack & Defense to aggressive generals, +6% Enrage
Mystic Warbanner Mystic Warbanner 35 75 +40 1 +4% Defense to aggressive generals, +4% Enrage
Chromus Warbanner Chromus Warbanner 35 50 +30 1 +3% Defense to aggressive generals
Elite warmonger Elite Warmonger Warbanner 60 25 +25 1 +5% Attack to aggressive

generals

Elite Deliverance Warbanner Elite Deliverance Warbanner 50 50 +25 1 +5% Attack & Defense to balanced generals
Elite oakforce
Elite Oakforce Warbanner 25 35 +25 1 +5% Defense to defensive generals


Items

Items use both Alchemy and Forge. Players can combine ingredients in alchemy to create special gems with piercing and resistance properties which in turn can be used in the forge to augment certain items with these properties. See Forge for a more in depth guide.

Remember that the following items must be forged into a weapon or armor and said weapon or armor must be equipped for the pierce/resistance property to be useful. Even if the item is the player's best item for that equipment slot, they must manually equip it on the Equipment page (or through loadouts) for the piercing or resistance properties to be used.

Image Gem Piercing attack Fire attack Water attack Wind attack Earth attack Piercing defense Fire defense Water defense Wind defense Earth defense
Bronze Ingot of Physical Piercing Bronze Ingot of
Physical Piercing
+25
Bronze Ingot Stack of Physical Piercing Bronze Ingot Stack of
Physical Piercing
+35
Silver Ingot of Physical Piercing Silver Ingot of
Physical Piercing
+45
Electrum Ingot of

Physical Pierce

+55
Bronze Ingot of Physical Resistance Bronze Ingot of
Physical Resistance
+25
Bronze Ingot Stack of Physical Resistance Bronze Ingot Stack of
Physical Resistance
+35
Silver Ingot of Physical Resistance Silver Ingot of
Physical Resistance
+45
Electrum Ingot of

Physical Resist

+55
Dull Gem of Fire Fury Dull Gem of
Fire Fury
+15 +15
Dull Gem of Fire Protection Dull Gem of
Fire Protection
+15 +15
Dull Gem of Water Fury Dull Gem of
Water Fury
+15 +15
Dull Gem of Water Protection Dull Gem of
Water Protection
+15 +15
Dull Gem of Wind Fury Dull Gem of
Wind Fury
+15 +15
Dull Gem of Wind Protection Dull Gem of
Wind Protection
+15 +15
Dull Gem of Earth Fury Dull Gem of
Earth Fury
+15 +15
Dull Gem of Earth Protection Dull Gem of
Earth Protection
+15 +15
Cloudy Gem of Earth Fury Cloudy Gem of
Earth Fury
+15 +15
Cloudy Gem of Earth Protection Cloudy Gem of
Earth Protection
+15 +15
Shining Gem of Earth Fury Shining Gem of
Earth Fury
+25 +25
Shining Gem of Earth Protection Shining Gem of
Earth Protection
+25 +25


Effects in Monster Hunting

The new monsters in Castle Age all have some kinds of resistances which might decrease the player's damage output. There are two different types of resistances the player must keep in mind in those instances: piercing resistances and elemental resistances.

Note that players will need to manually equip their piercing general and/or items for them to counter the monsters' resistance. Newer resistance monsters spawn minions which can be avoided by having enough elemental resistance from a resistance general and/or according items.

Physical Piercing and Resistance

When fighting against a monster with physical resistance, the player needs to attack it with generals and/or items with physical piercing, otherwise some of their damage will be negated. In this context, physical resistance is very similar to the Divine Armor system.

Elemental Offense and Defense

When fighting against a monster with some kind of elemental resistance, the player needs to avoid attacking monsters with a general and/or items whose elemental offense is of the same kind as that of the monster, otherwise some of their damage will be negated.

  • Example: Attacking Fenix's fire shield (which has fire resistance) while having fire offense equipped will lessen the player's damage output.

However, monsters with elemental resistance also have a weakness to another specific element. The player needs to attack it with generals and/or items with the kind of elemental offense against which it is weak in order to inflict more damage. Currently, it is known that monsters with fire resistance are weak against water offense, and that monsters with earth resistance are weak against wind offense.

  • Example: Attacking Fenix's fire shield (which has fire resistance) while having water offense equipped will add to the player's damage output.

Monsters

Monster fenix small
Fenix, Risen From Ashes

Resistances: Physical, Fire

Piercing defense Fire defense Water defense
Head +10
Talons +5 -5
Fire Shield +5 -5
Monster kessaran small
Kessaran, the Undying

Resistances: Physical

Piercing defense
Head +20
Blade arm +10
Spell arm +10
  • Kessaran has 315 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine armor.


Boss urmek frame Urmek, Protector of Gaia

Resistances: Physical, Earth

Piercing defense Earth defense Wind defense
Head +15 +5* -10*
Stone armor +15 +5 -5
Left arm +5 -5
Right arm +5 -5

* Wind weakness is activated and earth resistance is deactivated when stone armor is dispatched


Monster poseidon small Poseidon, Atlantean King

Resistances: Physical, Water

Piercing defense Water defense Fire defense
Main +15 -10*
Trident +15 +5
Water Elemental**

* Fire weakness is activated when Trident is dispatched
** Water Elementals appear randomly to attackers before the Trident is dispatched if the attacker doesn't have Water Resistance


Boss vorak frame Vorak, Devourer of Skies

Resistances: Physical, Wind

Piercing defense Wind defense Earth defense
Main +15 -10*
Left Wing +15 +15
Right Wing +15 +15
Wind Elemental**
  • Vorak, Devourer of Skies also has 330 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine armor.

* Earth weakness is activated when Wings are dispatched
** Wind Elementals appear randomly to attackers before the Wings are dispatched if the attacker doesn't have Wind Resistance


Monster abomination small Abomination, Ancient Slime

Resistances: Physical, Water, Earth

Piercing defense Water defense Earth defense Fire defense Wind defense
Main 1 +15 -10*
Main 2 +15 -10**
Stomach +15 +5
Tentacle +15 +5
Water Slime***
Earth Slime****
  • Abomination, Ancient Slime also has 340 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine armor.

* Fire weakness is activated when Stomach is dispatched
** Wind weakness is activated when Tentacle is dispatched
*** Water Slimes appear randomly to players attacking Main 1 or the Stomach without Water Resistance equipped
**** Earth Slimes appear randomly to players when attacking Main 2 or the Tentacle without Earth Resistance equipped


Boss baal frame Baal, Stealer of Souls

Resistances: Physical, Water

Piercing defense Water defense Fire defense
Head +15 +10* -10*
Soulcage +15 +10** -10**
Arm +15 +5
Soul Shield +15 +5
Dark Souls***
  • Baal, Stealer of Souls has 360 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine armor.

* Fire weakness is activated and water resistance is deactivated when Arm is dispatched
** Fire weakness is activated and water resistance is deactivated when Soul Shield is dispatched
***Dark Souls are randomly summoned to players that are attacking all areas targets (Head, Soulcage, Arm or Soul Shield), and do not have Water Resistance.


Monster darkness small Lord of Darkness

Resistances: Physical, Fire, Wind, Water, Earth

Piercing defense Fire defense Wind defense Water defense Earth defense
Head +18 +15* -10*
Nether Void +18 +15** -10**
Left Arm +18 +15
Right Arm +18 +15
Nether Shades***
Nether Shades****
  • Lord of Darkness has 550 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine armor.

* Water weakness is activated and fire resistance is deactivated when Left Arm is dispatched
** Earth weakness is activated and wind resistance is deactivated when Right Arm is dispatched
*** Nether Shades are randomly summoned to players that are attacking Lord of Darkness' Head and do not have Fire Resistance, or his Left Arm and do not have Water Resistance.
**** Nether Shades are randomly summoned to players that are attacking Lord of Darkness' Nether Void and do not have Wind Resistance, or his Right Arm and do not have Earth Resistance.


Monster svarog small Svarog, the Magmapede

Resistances: Physical, Fire, Earth

Piercing defense Fire defense Earth defense Water defense Wind defense
Head +18 +20* -10*
Underbelly +18 +20** -10**
Carapace 1 +18 +15
Carapace 2 +18 +15
Fire Centipede***
Earth Centipede****
  • Svarog, the Magmapede has 600 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine armor.

* Water weakness is activated and fire resistance is deactivated when Carapace 1 is dispatched
** Wind weakness is activated and earth resistance is deactivated when Carapace 2 is dispatched
***Fire Centipedes are randomly summoned to players that are attacking Svarog's Head or Carapace 1 and do not have Fire Resistance.
****Earth Centipedes are randomly summoned to players that are attacking Svarog's Underbelly or Carapace 2 and do not have Earth Resistance.


Monster lothor small Lothorewyn, the Corrupted

Resistances: Physical, Water, Earth

Piercing defense Water defense Earth defense Fire defense Wind defense
Trunk +18 +20* -10*
Roots +18 +20** -10**
Thorny Bark +18 +15
Branch +18 +15
Zealous Treant***
Demonic Treant****
  • Lothorewyn, the Corrupted has 630 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine armor.

* Fire weakness is activated and water resistance is deactivated when Thorny Bark is dispatched
** Wind weakness is activated and earth resistance is deactivated when Branch is dispatched
*** Zealous Treant are randomly summoned to players that are attacking Lothorewyn's Trunk or Thorny Bark and do not have Water Resistance.
**** Demonic Treants are randomly summoned to players that are attacking Lothorewyn's Roots or Branch and do not have Earth Resistance.


Monster alperon small Alperon, the Corrupted

Resistances: Physical, Water

Piercing defense Water defense Fire defense
Head +18 +15* -10*
Soulheart +18 +15** -10**
Arm +18 +15
Soulshield +18 +15
Demonic Cultist***
  • Alperon, the Corrupted has 670 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine armor.

* Fire weakness is activated and water resistance is deactivated when Arm is dispatched
** Fire weakness is activated and water resistance is deactivated when Soulshield is dispatched
*** Demonic Cultists are randomly summoned to players that are attacking Alperon and do not have Water Resistance.


Monster death small Aspect of Death

Resistances: Physical, Fire, Water, Earth, Wind

Piercing defense Fire defense Water defense Earth defense Wind defense
Head +18 +15* -10*
Beacon +18 -10** +15**
Scythe +18 +15
Wings +18 +15
  • Aspect of Death has 700 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine power.

* Water weakness is activated and fire resistance is deactivated when Scythe is dispatched
** Fire weakness is activated and water resistance is deactivated when Wings are dispatched


Monster bonegnasher small
Bonegnasher, Death Rat Horde

Resistances: Physical, Fire

Piercing defense Fire defense
Head +25 +20 / -15*
Rat Horde +25
  • Bonegnasher, Death Rat Horde has 720 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine power.

* Fire weakness is activated when Rat Horde is dispatched


Monster verminarch small
Verminarch, Death Rat Horde

Resistances: Physical, Fire

Piercing defense Fire defense
Head +25 +20 / -15*
Rat Horde +25
  • Verminarch, Death Rat Horde has 740 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine power.

* Fire weakness is activated when Rat Horde is dispatched


Monster ogrimus small
Ogrimus, Death Rat Horde

Resistances: Physical, Fire

Piercing defense Fire defense
Head +30 +20 / -15*
Rat Horde +30
  • Ogrimus, Death Rat Horde has 760 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine power.

* Fire weakness is activated when Rat Horde is dispatched


Monster rodenom small
Rodenom, Death Rat Horde

Resistances: Physical, Fire

Piercing defense Fire defense
Head +35 +20 / -15*
Rat Horde +35
  • Rodenom, Death Rat Horde has 780 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine power.

* Fire weakness is activated when Rat Horde is dispatched


Monster cassandra small
Cassandra

Resistances: Physical, Earth

Piercing defense Earth defense Wind defense
Head +35 +20* -15*
Snakes +35
  • Cassandra has 810 divine armor on top of her physical resistances. This entry only lists her resistance effects. See Divine Items for more information about divine power.
  • Cassandra has also some Item Requirements that you must have in your inventory to get full damage on her.

* Wind weakness is activated and earth resistance is deactivated when Snakes are dispatched


Monster thanatos small Thanatos, the Reborn

Resistances: Physical, Water, Fire, Wind, Earth

Piercing defense Water defense Fire defense Wind defense Earth defense
Head +18 +15/-10
Wings +18 +15/-10**
Arms +18 +15
Legs +18 +15
  • Thanatos, the Reborn has 700 divine armor on top of his physical resistances. This entry only lists his resistance effects. See Divine Items for more information about divine power.

* Fire weakness is activated when Arms are dispatched
** Water weakness is activated when Legs are dispatched


Monster ouroboros small
Land of Mist Legendary Mine: Ouroboros

Resistances: Physical

Piercing defense Water defense Fire defense Wind defense Earth defense
Body +100 -50


Notes

  • The system was first introduced with the release of the oracle special generals, Aesir and Vanir.
  • When elemental resistances were first introduced, if a player or monster had a certain form of elemental resistance, then the attacking player needed to have the same kind of elemental offense in order to inflict maximum damage. For example, Fenix's fire resistance meant that players should have fire offense equipped, otherwise they would deal less damage. It was changed to the current system some weeks later.
  • Fenix, Risen From Ashes was the first monster to use the Piercing/Resistances systems.
  • Kessaran, the Undying was the first monster to use both Divine Armor and Piercing/Resistances systems.


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