Attribute stones can be obtained from different NPCs and MOBs.
To apply a stone to a weapon or armor just doubleclick on the stone and then on the destination item.
You can apply only 1 element to an item at a time. You can wear different armor parts with different elements at same time.
There are 6 elements and 4 grades.
Applying an attribute to a weapon will give attack bonus damage toward the choosed element.
Applying an attribute to an armor will give protection toward the opposite element (example: Fire Stone gives Water Protection)
Additional protection toward an element can be obtained from Elemental Potions (example: Fire Potion). They stack over the current protection and adds additional +30 defence.
Elements:
Fire
Water
Wind
Earth
Holy
Dark
Grade:
Stone: +5 to weapon (max 150), +3 to armor (max 60)
Crystal: +7 to weapon (max 300), +5 to armor (max 90)
Jewel: +9 to weapon (max 450), +7 to armor (max 150)
Energy: +11 to weapon (max 450), +9 to armor (max 170)
Normal Attacks
When you attack someone your attribute on your weapon is checked toward the defence toward that same attribute of the target. The math is simple: VALUE = ATTACK - DEFENSE.
If VALUE is higher than 0, you get a bonus damage toward your target and is a % bonus applied on your base damage.
If VALUE is 0 or less, there is simply no bonus damage. You will never do less than your base damage (example: without attribute)
Example: attacker have 150 fire, defender have 60 fire protection. 150-60=90. Our VALUE will be 90 and the appropriate bonus on the damage will be applied.
Skills (physical/magical)
Main points:
Many skills, mostly magical ones, have an implicit attribute (Hurricane = Wind, Tempest = Wind).
Various skills have, alternatively, the option to enchant toward an attribute (Double Shot + Fire Attack Enchant)
All skills, by default, have a +20 bonus attribute attacks (ONLY if the skill have an attribute. Implicitly or by enchanting)
Based on the previous point, enchanting a skill with an attribute enchant will give you the choosen attribute, the base bonus of +20 and a an averange of +1.66 for each enchant step. Max bonus is at lv30 enchant a +50. DoubleShot+15Fire = +45 (+20 base, +25 by enchant) Fire.
if a skill have no attribute (implicitly or by enchant), the attribute system is NOT USED AT ALL!
The attribute of the weapon is applied ONLY if matches the attribute of the skill (implicitly or by enchant)
After all those basic considerations, the same mathematical of normal attacks are applied.
Based on what we said, let's do some examples:
ATTACKER: bow +100 WIND
TARGET: only WIND protection of 30
Using Double Shot not enchanted, the skill by default have no attribute. The whole attribute system is ignored altogether and the base damage of the skill is applied. VALUE=0.
Using Double Shot enchanted WIND +15, the skill attribute bonus is +45 (20+25) on WIND. The Skill matches the weapon attribute so they get stacked up for a total of ATTACKER=145. Defence 30 is then subtracted, resulting VALUE=115.
Using Double Shot enchanted FIRE +20, the skill attribute bonus is +53 (20+33) on FIRE. The Skill is not matching the weapon so his attribute is not stacking and ATTACKER remains 53. Defence is not subtracted because is not matching the element, resulting VALUE=53.
Using Tempest not enchanted, the skill have implicit WIND effect and base value is +20. The skill attribute matches the weapon, the values stack with a 100+20=120. At this value is subtracted the defence, resulting VALUE=90.
Using Tempest enchanted WIND + 15, the skill attribute bonus is +45 (20+25) Wind. The skill attribute matches the weapon, the values stack with a 100+45=145. Defence is subtracted, resulting VALUE=115.
Skill that can enhance the weapon attribute
The weapon attribute value is not the only thing you can use to power up your attribute attack. Exists skills that can enhance it (example list):
Infernal Form/Seed of Fire: +30 Fire
Seed of Water: +30 Water
Seed of Wind: +30 Wind
Holy Blade/Dance of Light: +30 Holy
Dark Blade: +30 Darkness
Those skills gives a bonus toward a certain attribute and is applied only if the weapon is already of the same attribute or is without attribute. In case the weapon is without attribute, is then considered of the attribute of the bonus obtained. Examples:
Sword(no attribute) + Dark Blade = Sword(30 darkness)
Sword(200 darkness) + Dark Blade = Sword(230 darkness)
Sword(200 wind) + Dark Blade = Sword(200 wind)
But what is this damn VALUE?
The VALUE is basically the effective attribute bonus you obtain at the end of the computation.
Based on the VALUE obtained, you get a bonus from 0% to 50% applied to your base attack damage.
VALUE equal 4 or less are 0% bonus. (this is the minimum bonus)
VALUE equal 250 or more is 50% bonus. (this is the maximum bonus)
From VALUE=5, each 5 points unlocks a new step of +1% bonus, starting from 1%. (VALUE=45 is 9%, VALUE=100 is 20%)