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Piercing and Resistance

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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

Note that Piercing only triggers if the player is attacking, while Resistance is only applied while defending.

Game Description Edit

NOTE:  THE IN-GAME DESCRIPTIONS OF THE EFFECTS OF ELEMENTAL (EARTH/AIR/FIRE/WATER) PIERCING AND RESISTANCE ARE NO LONGER ACCURATE.  

SEE THE "EFFECTS IN MONSTER HUNTING" SECTION BELOW FOR CURRENT INFORMATION.  

Physical Piercing/ Resistance Edit

Some heroes and items will grant your character Physical Piercing and Physical Resistance.

As an attacker, if your Physical Piercing exceeds your opponent's Physical Resistance, you will have a better chance at defeating your opponent.

As a defender, if your Physical Resistance exceeds the attacker's Physical Piercing, you will have a better chance of defending against the attack.

Fire Offense/Resistance Edit

Some heroes and items will grant your character Fire Offense and Resistance.

  • The opposite element is Water.
  • These currently apply only to Monster battles.

As an attacker, if your Fire Offense exceeds your opponent's Fire Resistance, you will have a better chance at defeating your opponent.

  • You do not take extra damage if their Fire Resistance is greater than your Fire Offense.
  • Fire Offense will allow you an even greater chance to defeat an opponent if they have Water Resistance equipped.

As a defender, if your Fire Resistance exceeds your opponent's Fire Offense, you will have a better chance at not being defeated by your opponents.

  • Fire Resistance operates as a negative Water Resistance when your opponent is using Water Offense.

Water Offense/Resistance Edit

Some heroes and items will grant your character Water Offense and Resistance.

  • The opposite element is Fire.
  • These currently apply only to Monster battles.

As an attacker, if your Water Offense exceeds your opponent's Water Resistance, you will have a better chance at defeating your opponent.

  • You do not take extra damage if their Water Resistance is greater than your Water Offense.
  • Water Offense will allow you an even greater chance to defeat an opponent if they have Fire Resistance equipped.

As a defender, if your Water Resistance exceeds your opponent's Water Offense, you will have a better chance at not being defeated by your opponents.

  • Water Resistance operates as a negative Fire Resistance when your opponent is using Fire Offense.

Earth Offense/Resistance Edit

Some heroes and items will grant your character Earth Offense and Resistance.

  • The opposite element is Wind.
  • These currently apply only to Monster battles.

Some heroes and items will grant your character Earth/Wind Offense and Resistance. These currently apply only to Monster battles.

As an attacker, if your Earth Offense exceeds your opponent's Earth Resistance, you will have a better chance at defeating your opponent.

  • You do not take extra damage if their Earth Resistance is greater than your Earth Offense.
  • Earth Offense will allow you an even greater chance to defeat an opponent if they have Wind Resistance equipped.

As a defender, if your Earth Resistance exceeds your opponent's Earth Offense, you will have a better chance at not being defeated by your opponents.

  • Earth Resistance operates as a negative Wind Resistance when your opponent is using Wind Offense.

Wind Offense/Resistance Edit

Some heroes and items will grant your character Wind Offense and Resistance.

  • The opposite element is Earth.
  • These currently apply only to Monster battles.

As an attacker, if your Wind Offense exceeds your opponent's Wind Resistance, you will have a better chance at defeating your opponent.

  • You do not take extra damage if their Wind Resistance is greater than your Water Offense.
  • Wind Offense will allow you an even greater chance to defeat an opponent if they have Earth Resistance equipped.

As a defender, if your Wind Resistance exceeds your opponent's Wind Offense, you will have a better chance at not being defeated by your opponents.

  • Wind Resistance operates as a negative Earth Resistance when your opponent is using Earth Offense.

Generals Edit

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
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

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 -12
Odin Odin Arena VII +50
Ravendor Ravendor Oracle (Favor General) +35 +10
Vanathan Vanathan Oracle (Favor General) +50
Vanir Vanir Oracle (Favor General) +40
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 Edit

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.

WeaponsEdit

Image Item Attack Defense Piercing attack Piercing defense Forge Slots
Warbringer Longblade Warbringer Longblade 39 37 +40 1
Elite Warbringer Longblade Elite Warbringer Longblade 60 50 +60 1
Retribution Hammer Retribution Hammer 36 38 +20 1
Elite Retribution Hammer Elite Retribution Hammer 36 45 +30 1
Aetherfury Aetherfury 30 30 +10 1
Aqua Glaive Aqua Glaive 35 35 +45 1


Off-HandsEdit

Image Item Attack Defense Piercing attack Piercing defense Forge Slots
Warbringer Shield Warbringer Shield 38 26 +20 0
Elite Warbringer Shield Elite Warbringer Shield 45 30 +30 1
Retribution Aegis Retribution Aegis 45 55 +20 0
Elite Retribution Aegis Elite Retribution Aegis 45 60 +30 1
Gorgon Protector Gorgon Protector 38 40 +25 1
Gorgons Heart Gorgons Heart 60 70 +80 1


ArmorsEdit

Image Item Attack Defense Piercing attack Piercing defense Forge Slots
Warbringer Plate Warbringer Plate 38 36 +20 1
Elite Warbringer Plate Elite Warbringer Plate 40 40 +40 1
Retribution Plate conquest Retribution Plate 30 42 +20 1
Elite Retribution Plate Elite Retribution Plate 30 60 +40 1
Shalazars Mantle Shalazars Mantle 32 32 +25 1
Hordeslayer Plate Hordeslayer Plate 60 50 +60 2
Deathmantle Deathmantle 65 60 +75 3
Leviathans Plate Leviathans Plate 28 30 +30 1


HelmetsEdit

Image Item Attack Defense Piercing attack Piercing defense Forge Slots
Warbringer Helm Warbringer Helm 52 50 +20 0
Elite Warbringer Helm Elite Warbringer Helm 58 50 +40 1
Retribution Helm conquest Retribution Helm 55 63 +40 0
Elite Retribution Helm Elite Retribution Helm 65 75 +60 2
Helm of Zeus Helm of Zeus 30 35 +10 +10 1
Sea Kings Helm Sea Kings Helm 75 75 +25 1


AmuletsEdit

Image Item Attack Defense Piercing attack Piercing defense Forge Slots
Warbringer Pendant Warbringer Pendant 41 38 +20 0
Elite Warbringer Pendant Elite Warbringer Pendant 50 38 +30 0
Retribution Amulet Retribution Amulet 32 33 +20 0
Elite Retribution Amulet Elite Retribution Amulet 32 45 +30 0


GauntletsEdit

Image Item Attack Defense Piercing attack Piercing defense Forge Slots
Warbringer Gauntlets Warbringer Gauntlets 17 17 +20 0
Elite Warbringer Gauntlets Elite Warbringer Gauntlets 35 17 +30 1
Retribution Gauntlets Retribution Gauntlets 15 15 +20 0
Elite Retribution Gauntlets Elite Retribution Gauntlets 15 30 +30 1
Hordeslayer Gauntlet Hordeslayer Gauntlet 30 30 +60 2
Deathgauntlet Deathgauntlet 38 35 +75 3


BootsEdit

Image Item Attack Defense Piercing attack Piercing defense Forge Slots
Warbringer Greaves Warbringer Greaves 5 3 +20 0
Elite Warbringer Greaves Elite Warbringer Greaves 8 3 +30 0
Retribution Greaves Retribution Greaves 4 5 +20 0
Elite Retribution Greaves Elite Retribution Greaves 4 10 +30 0


Items Edit

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 forge to augment certain items with such 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. In case the item augmented is not the best one that the player has for that equipment slot, they must manually equip it in the Class page and select that class in monster battles or guild battles. Additionally, Warlock uses the Mage equipment set, and Ranger uses the Warrior equipment set. For regular PvP battles (Duel and Invade), your currently selected class is 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
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
Dull Gem of Fire Fury Dull Gem of
Fire Fury
+15 +15 -15
Dull Gem of Fire Protection Dull Gem of
Fire Protection
+15 +15 -15
Dull Gem of Water Fury Dull Gem of
Water Fury
+15 -15 +15
Dull Gem of Water Protection Dull Gem of
Water Protection
+15 -15 +15
Dull Gem of Wind Fury Dull Gem of
Wind Fury
+15 +15 -15
Dull Gem of Wind Protection Dull Gem of
Wind Protection
+15 +15 -15
Dull Gem of Earth Fury Dull Gem of
Earth Fury
+15 -15 +15
Dull Gem of Earth Protection Dull Gem of
Earth Protection
+15 -15 +15
Cloudy Gem of Earth Fury Cloudy Gem of
Earth Fury
+15 -15 +15
Cloudy Gem of Earth Protection Cloudy Gem of
Earth Protection
+15 -15 +15
Shining Gem of Earth Fury Shining Gem of
Earth Fury
+25 -25 +25
Shining Gem of Earth Protection Shining Gem of
Earth Protection
+25 -25 +25


Effects in PvP Edit


Physical Piercing and Resistance Edit

Physical Piercing is a way to augment your attack in any form of player vs. player combat. When you attack an opponent, it provides a percentage multiplier to your effective attack, based on your Physical Piercing vs. your opponent's Physical Resistance.

The formula for this percentage boost to your attack is:

(your Piercing - their Resistance)/10 = % amount.

Examples:

  • If you have 40 (piercing) and they have 0 (resistance), you would have a (40-0)/10 = 4% boost.
    • The 4% boost is calculated after you have figured out your overall effective attack. Then add 4% on to that figure and you will get the number of point increase.
  • If the values are the same or if their Resistance is higher than your Piercing, there is no boost to your attack.

Physical Resistance is a way to augment your defense in any form of player vs. player combat. When you are attacked, it provides a percentage multiplier to your effective defense, based on your Physical Resistance vs. your opponent's Physical Piercing.

The formula for this percentage boost to your defense is:

(your Resistance - their Piercing)/10 =  % amount.

Examples:

  • If you have 40 (resistance) and they have 0 (piercing), you would have a (40-0)/10 = 4% boost.
    • The 4% boost is calculated after you have figured out your overall effective defense. Once that is figured out, add 4% on to that figure and you will see how much your effective defense has increased.
  • If the values are the same or if their Piercing is higher than your Resistance, there is no boost to your defense.

Note:

These numbers have been tested many times over and over and the figure of 4% appears to be accurate. Depending on your build, Vanir may be better as your defense general than Halcyon. Also, Aesir may be a better attack general than Evalice or Xira. It all depends on your build.

Elemental Offense and Defense Edit

Forged weapons with Elemental Gems have not revealed any hard evidence that they are currently working in PvP. There is some speculation that each +15 fury gem will increase your overall attack by 1.5% or 1.25%, but those figures have not been tested thoroughly enough nor long enough to know for sure. As of now, it appears physical piercing and resistance may be the only gems working at this point in PvP.

  • Elemental Gems currently all work on the monsters with elemental resistances.

It is also not sure that these stats are active on the Conquest Path Items or not.

Effects in Monster Hunting Edit

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 Edit

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 Edit

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 Edit

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


Monster vorak small
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


Monster baal small
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.


Boss death frame
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



Notes Edit

  • 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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