Wikia

Castle Age Wiki

Piercing and Resistance

1,034pages on
this wiki
Comments22
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

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.

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 threshold bonus for that particular type of pierce or resistance is applied to each of the 10 calculated values.
  • 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.
  • 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."
  • The threshold bonus appears to follow a form similar to: Effective Pierce = (Stated pierce) * (1-exp(-((stated pierce* Pierce/elemental factor)^(Growth Factor which is < 1)) which produces a curve where nF(x) < F(nx) for values of n =2,3,4 at every point in the curve. Pierce/elemental factor adjust position int he curve and growth factor adjusts how quickly the curve grows.

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.
  • If you are looking to calculate absolute effective attack and defense, without going to that complex formulation, this table can probably be used to approximate pierce and resistance effects:

Example values achieved at different levels of Pierce or Resistance

Value Physical Elemental % Better
25 +66.7% +54.6% +22.16%
50 +67.5% +55.6% +21.4%
100 +68.3% +58.1% +17.6%
500 +70% +60.6% +15.5%
1000 +70.8% +61.4% +15.3%
1500 +71.2% +62.2% +14.4%

This table has been calculated using the following formulas (guessed formulas not from CA):

  • Physical = (1-exp(-(Pierce^.03)))
  • Elemental = (1-exp(-(elemental pierce*.0002)^.03)))
  • 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.
  • Please note that the growth factor of 0.03 and the elemental positioning factor of 0.00002 are guessed factors based on the propositions provided. Numerous sets of factors can be used which will both increase the speed of the curve rising or decrease the impact of elemental pierce, however, any other set of numbers will not end up with drastically different net pierce/resistance due the attacker defender within the tolerances normally seen in the game via guesses at actual strength or equipment.

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

166.7 154.6 Attacker
50 Physical 55 Fire Resist 83.75 84.64 Defender
500 Physical 550 Fire Resist 850 846.5 Attacker

Bottom line

  • Bottom line this can all be simplified greatly so that if you just add 16% to the attacker physical pierce or to the defender physical resistance and use the stated values for elemental and just add them all together, and take 160% of that it works when there are no extremes in the differences.

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 Others
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
Avarice Blade Avarice Blade 30 20 +15 1
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
Eq legendary aetherfury rank2 Titan Aetherfury 80 80 2 +25 Wind attack

+25 Whirlwind damage

Aqua Glaive Aqua Glaive 35 35 +45 1
Windcaller Spear Windcaller Spear 80 80 +30 1  -20 Wind Resistance.
 +20 Attack to Aurora when equipped
Hydra Blade Hydra Blade 70 70 +100 1
Cronus Blade Cronus Blade 100 100 +120 1
Astaroth Blade Astaroth Blade 150 150 +140 2
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


Off-Hands

Image Item Attack Defense Piercing attack Piercing defense Forge Slots Others
Nightfel Katara Nightfel Katara 75 22 +8 1 +20 Attack to Deshara
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
Flamebound Guard Flamebound Guard 50 65 +40 1 +10 Fire defense -25 Water defense
Flamebound Defender Flamebound Defender 60 75 +90 1 +25 Fire defense -25 Water defense
Flamebound Destroyer Flamebound Destroyer 70 80 +90 2 +25 Fire defense -25 Water defense
Legionnaire Skyguard Legionnaire Skyguard 50 50 +20 1 +10 Wind defense -25 Earth defense
Apeps Guard Apeps Guard 40 30 +10 0 +10 Earth attack, -15 Wind defense
+1% Critical Hit chance to Sahar
Shield of endless Cycles 30 70 +50 0 +25 Earth Pierce

-10 Water Resistance


Armors

Image Item Attack Defense Piercing attack Piercing defense Forge Slots Others
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
Suffering Plate Suffering Plate 50 40 +10 2 +10 Fire attack
Elite Retribution Plate Elite Retribution Plate 30 60 +30 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
Dragon Armor Dragon Armor 70 70 +100 1
Dracolich Plate Dracolich Plate 100 100 +120 1
Thanatos Plate Thanatos Plate 150 150 +140 2
Flamebound Armor Flamebound Armor 80 80 +80 2 +15 Fire defense -25 Water defense
Sunlight Coat Sunlight Coat 45 40 +10 1 +15 Earth attack -25 Wind defense
+20 Defense to Anya when equipped
Wormhide Breastplate 60 125 +75 1 +25 Earth Pierce

-10 Water Resistance

Mithril Guardian 0 200 +70 2 -25 Fire Resistance
Hydrascale Chestguard 100 110 +25 3 +90 Wind resistance

-25 Earth Resistance


Helmets

Image Item Attack Defense Piercing attack Piercing defense Forge Slots Others
Judicars Helm Judicar's Helm 55 65 +8 1  +20 Defense to Meekah
Archdemon Helm Archdemon Helm 45 32 +10 1 +10 Fire attack
Helm of Zeus Helm of Zeus 30 35 +10 +10 1
Eq legendary god helm rank2 Divine Helm of Zeus 80 85 +10 2

+20Wind attack

+45 Heal amount

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
Sea Kings Helm Sea Kings Helm 75 75 +25 1
Flamebound Helm Flamebound Helm 80 80 +20 2 +10 Fire attack -15 Water defense
Helm of the

Dragon Emperor

100 90 +20 3 +30 Wind Piece

-15 Earth Resistance


Amulets

Image Item Attack Defense Piercing attack Piercing defense Forge Slots Others
Pendant of Greed Pendant of Greed 30 25 +10 0
Retribution Amulet Retribution Amulet 32 33 +20 0
Warbringer Pendant Warbringer Pendant 41 38 +20 0
Elite Warbringer Pendant Elite Warbringer Pendant 50 38 +30 0
Elite Retribution Amulet Elite Retribution Amulet 32 45 +30 0
Caged Heart Caged Heart 65 55 +25 0 +25 Fire attack
Hydra Amulet Hydra Amulet 50 50 +50 0
Cronus Amulet Cronus Amulet 60 60 +70 0
Astaroth Amulet Astaroth Amulet 80 80 +85 0
Doom Heart Doom Heart 85 85 +90 1 +30 Fire attack
Mark of Paxadrian 80 70 +25 earth Pierce

-10 Water Resistance


Gauntlets

Image Item Attack Defense Piercing attack Piercing defense Forge Slots Others
Pain Bracers Pain Bracers 20 18 +9 1 +9 Fire attack
Retribution Gauntlets Retribution Gauntlets 15 15 +20 0
Warbringer Gauntlets Warbringer Gauntlets 17 17 +20 0
Elite Warbringer Gauntlets Elite Warbringer Gauntlets 35 17 +30 1
Elite Retribution Gauntlets Elite Retribution Gauntlets 15 30 +30 1
Hordeslayer Gauntlet Hordeslayer Gauntlet 30 30 +60 2
Deathgauntlet Deathgauntlet 38 35 +75 3
Dragon Glove Dragon Glove 50 50 +50 0
Dracolich Gauntlet Dracolich Gauntlet 60 60 +70 0
Thanatos Gauntlet Thanatos Gauntlet 80 80 +85 2
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


Boots

Image Item Attack Defense Piercing attack Piercing defense Forge Slots Others
Assassins Greaves Assassin's Greaves 38 9 0 +5 Wind attack
+10 Attack to Strider
Bleeding Greaves Bleeding Greaves 10 6 +7 0 +7 Fire attack
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
Flamebound Boots Flamebound Boots 15 8 +15 0 +10 Fire attack -10 Water defense
Legion Boots Legion Boots 10 15 +10 0 +15 Wind attack -10 Earth defense
Jezales Heels Jezales Heels 5 10 -75 Energy to +50 Defense
+10 Earth attack, -10 Wind defense
+10 Defense to Jezale when equipped.


Magic

Image Item Attack Defense Piercing attack Piercing defense

Others

Dragon Form Dragon Form 35 25 +5 Fire attack
+2% Critical Hit chance to Sorkan
Succubus Kiss Succubus Kiss 2 11 +5 +5 Fire attack
Greater Devout Barrier Greater Devout Barrier 40 35  -75 Energy, +50 Defense
+5 Earth attack
 +20 Attack to Sanna when equipped.
Windflame Windflame 50 50 +10 Wind attack
Sparkflame Sparkflame 60 60 +10 Fire attack
Pureflame Pureflame 65 65 +25 Fire attack
Magmaflame Magmaflame 65 65 +50 Fire attack
Spirit of Ourobros 55 55 +5 +10 Earth Pierce

-5 Water Resistance

War Banner

Image Item Attack Defense Piercing attack Piercing defense Forge slots

Others

Elite oakforce
Elite Oakforce Warbanner 25 35 +25 1 +5% Defense to defensive generals
Elite warmonger
Elite Warmonger Warbanner 60 25 +25 1 +5% Attack to aggressive

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 -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 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.


'left|60px|link=File:Boss_urmek_frame.jpg'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


'left|60px|link=File:Monster_poseidon_small.jpg'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


'left|60px|link=File:Monster_vorak_small.jpg'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


'left|60px|link=File:Monster_abomination_small.jpg'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


'left|60px|link=File:Monster_baal_small.jpg'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.


'left|60px|link=File:Monster_darkness_small.jpg'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.


'left|60px|link=File:Monster_svarog_small.jpg'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.


'left|60px|link=File:Monster_lothor_small.jpg'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.


'left|60px|link=File:Monster_alperon_small.jpg'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.


'left|60px|link=File:Boss_death_frame.jpg'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


'left|60px|link=File:Monster_thanatos_small.jpg'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.


Around Wikia's network

Random Wiki