Item Mechanics Guide v11
- Version: 11
- Date: 16/08/2008
- By ragnaroksTable of contents:__1 Introduction
__2 Item Mechanics
2.1 Base Stats
2.2 Quality Modifier
2.3 Item Wear
__3 Item Stats
3.1 Strength
3.2 Dexterity (+ Critical Strike)
3.3 Intelligence
3.4 Vitality
3.5 Item Drop Stats
__4 Extras
4.1 Transmutation Box FAQ
4.2 Enhanced Effect Comparison
4.3 Advanced EE Comparison
4.4 Calculating Your Damage/Defense
4.5 Prefix Spawn Chance
4.6 Life and Mana Regen
__5 Revision History & Credits
1. IntroductionThe purpose of this guide is to provide as much information as possible about the items of this game. Please note that not all of this information is 100% correct (although it should be very accurate), some of the information is as stated by njaguar and some is self researched. Also, don’t get confused with the following:
- Magic level: Magical Level of an item. I.E. Magical, Rare, Mystical, etc.
- Quality/Tier Level: The Quality/Tier Level of an item. I.E. Rusted, Iron, Runewood etc.
- Stats/Prefix: Stats/Prefix of an item. I.E. +5 Int, +7 Dex, +3% Exp, etc.
2. Item Mechanics2.1 Base StatsThese are the base stats of all the items on Ladder Slasher. These stats are excluded from the bonus you get from your items and character stats.
Code
---------------
| Basic Weapons |
--------------- Level Sword Axe Dagger
Weapon Quality Required Base Damage Base Damage Base Damage
(I) Rusted 0 1-10 5-6 4-7
(II) Copper 0 2-20 10-12 8-14
(III) Bronze 0 3-30 15-18 12-21
(IV) Iron 5 4-40 20-24 16-28
(V) Steel 10 5-50 25-30 20-35
(VI) Alloy 15 6-60 30-36 24-42
(VII) Fine Alloy 20 7-70 35-42 28-49
(VIII) Mithril 25 8-80 40-48 32-56
(IX) Sapphire 30 9-90 45-54 36-63
(X) Adamantium 35 10-100 50-60 40-70
(XI) Diamond 40 11-110 55-66 44-77
(XII) Tempered- 45 12-120 60-72 48-84
Diamond
(XIII) Tintitanium 50 13-130 65-78 52-91
(XIV) Ultimanium 55 14-140 70-84 56-98
___________________________________________________________________________
Level Club Staff Average
Weapon Quality Required Base Damage Base Damage Damage per Tier
(I) Splintered 0 2-9 3-8 5.5
(II) Pine 0 4-18 6-16 11
(III) Elm 0 6-27 9-24 16.5
(IV) Oak 5 8-36 12-32 22
(V) Ironwood 10 10-45 15-40 27.5
(VI) Heartwood 15 12-54 18-48 33
(VII) Runewood 20 14-63 21-56 38.5
(VIII) Stonewood 25 16-72 24-64 44
(IX) Ebonwood 30 18-81 27-72 49.5
(X) Drywood 35 20-90 30-80 55
(XI) Darkwood 40 22-99 33-88 60.5
(XII) Steelwood 45 24-108 36-96 66
(XIII) Angelwood 50 26-117 39-104 71.5
(XIV) Godwood 55 28-126 42-112 77
---------------
| Heavy Weapons |
--------------- Level Longsword Battle Axe Spear
Weapon Quality Required Base Damage Base Damage Base Damage
(I) Rusted 0 2-20 10-12 8-14
(II) Copper 0 4-40 20-24 16-28
(III) Bronze 0 6-60 30-36 24-42
(IV) Iron 5 8-80 40-48 32-56
(V) Steel 10 10-100 50-60 40-70
(VI) Alloy 15 12-120 60-72 48-84
(VII) Fine Alloy 20 14-140 70-84 56-98
(VIII) Mithril 25 16-160 80-96 64-112
(IX) Sapphire 30 18-180 90-108 72-126
(X) Adamantium 35 20-200 100-120 80-140
(XI) Diamond 40 22-220 110-132 88-154
(XII) Tempered- 45 24-240 120-144 96-168
Diamond
(XIII) Tintitanium 50 26-260 130-156 104-182
(XIV) Ultimanium 55 28-280 140-168 112-196
___________________________________________________________________________
Level War Hammer Polearm Average
Weapon Quality Required Base Damage Base Damage Damage per Tier
(I) Splintered 0 4-18 6-16 11
(II) Pine 0 8-36 12-32 22
(III) Elm 0 12-54 18-48 33
(IV) Oak 5 16-72 24-66 44
(V) Ironwood 10 20-90 30-80 55
(VI) Heartwood 15 24-108 36-96 66
(VII) Runewood 20 28-126 42-112 77
(VIII) Stonewood 25 32-144 48-128 88
(IX) Ebonwood 30 36-162 54-144 99
(X) Drywood 35 40-180 60-160 110
(XI) Darkwood 40 44-198 66-172 121
(XII) Steelwood 45 48-216 72-192 132
(XIII) Angelwood 50 52-234 78-208 143
(XIV) Godwood 55 56-252 84-224 154
--------
| Armors |
--------
Light Level Robes [Padded]
Armors Quality Required Base Defense
(I) Tattered 0 0-1 [0-2]
(II) Cotton 0 0-2 [0-4]
(III) Woolen 0 0-3 [0-6]
(IV) Linen 5 0-4 [0-8]
(V) Brocade 10 0-5 [0-10]
(VI) Silk 15 0-6 [0-12]
(VII) Gossamer 20 0-7 [0-14]
(VIII) Elvan 25 0-8 [0-16]
(IX) Seamist 30 0-9 [0-18]
(X) Nightshade 35 0-10 [0-20]
(XI) Wyvernskin 40 0-11 [0-22]
(XII) Silksteel 45 0-12 [0-24]
(XIII) Pixiesilk 50 0-13 [0-26]
(XIV) Spiderthread 55 0-14 [0-28]
___________________________________________________________________________________________
Meduim Level Leather Armors Level Scale Armors
Armors Quality Required Base Defense Armor Quality Required Base Defense
(I) Patched 0 1-3 (I) Cracked 0 1-4
(II) Rawhide 0 2-6 (II) Steel Leaf 0 2-8
(III) Tanned 0 3-9 (III) Bone 0 3-12
(IV) Cured 5 4-12 (IV) Bine 5 4-16
(V) Hard 10 5-15 (V) Shell 10 5-20
(VI) Double cured 15 6-18 (VI) Dragonbone 15 6-24
(VII) Rigid 20 7-21 (VII) Fossil 20 7-28
(VIII) Embossed 25 8-24 (VIII) Amber 25 8-32
(IX) Imbued 30 9-27 (IX) Coral 30 9-36
(X) Runed 35 10-30 (X) Chitin 35 10-40
(XI) Enchanted 40 11-33 (XI) Fossilized 40 11-44
(XII) Tempered 45 12-36 (XII) Crystallized 45 12-48
(XIII) Encrested 50 13-39 (XIII) Petrified 50 13-52
(XIV) Fine honed 55 14-42 (XIV) Dragon skull 55 14-56
___________________________________________________________________________________________
Heavy Level Chain Mails Plate Mails
Armors Quality Required Base Defense Base Defense
(I) Rusted 0 2-5 2-6
(II) Copper 0 4-10 4-12
(III) Bronze 0 6-15 6-18
(IV) Iron 5 8-20 8-24
(V) Steel 10 10-25 10-30
(VI) Alloy 15 12-30 12-36
(VII) Fine Alloy 20 14-35 14-42
(VIII) Mithril 25 16-40 16-48
(IX) Sapphire 30 18-45 18-54
(X) Adamantium 35 20-50 20-60
(XI) Diamond 40 22-55 22-66
(XII) Tempered- 45 24-60 24-72
Diamond
(XIII) Tintitanium 50 26-65 26-78
(XIV) Ultimanium 55 28-70 28-84
--------
| Charms |
-------- Level Ice Fire Lightning Earth Wind
Charm Quality Required Base Damage Base Damage Base Damage Base Damage Base Damage
Spell I 0 4-5 2-7 0-9 3-6 1-8
Spell II 0 9-11 5-15 1-19 7-13 3-17
Spell III 0 14-17 8-22 2-28 11-19 5-25
Spell IV 5 19-22 11-30 3-38 15-26 7-34
Spell V 10 23-28 14-38 4-47 19-33 9-43
Spell VI 15 28-34 17-45 5-57 23-40 11-51
Spell VII 20 33-39 19-53 6-66 26-46 13-60
Spell VIII 25 38-45 22-60 7-76 30-53 15-68
Spell IX 30 42-51 25-68 8-85 34-60 17-77
Spell X 35 47-57 28-76 9-95 38-67 19-86
Spell XI 40 52-62 31-83 10-104 42-74 21-94
Spell XII 45 57-68 34-91 11-114 46-80 23-103
Spell XIII 50 61-73 37-98 12-123 49-86 25-111
Spell XIV 55 66-79 39-106 13-133 53-93 26-120
__________________________________________________________________________________________
Level Focused Heal Heal Wild Heal Average
Charm Quality Required Base Heal Base Heal Base Heal Damage/Heal per Tier
Spell I 0 4-5 2-7 0-9 ~4.5
Spell II 0 9-11 5-15 1-19 ~10
Spell III 0 14-17 8-22 2-28 ~15.5
Spell IV 5 19-22 11-30 3-38 ~20.5
Spell V 10 23-28 14-38 4-47 ~25.5
Spell VI 15 28-34 17-45 5-57 ~31
Spell VII 20 33-39 19-53 6-66 ~36
Spell VIII 25 38-45 22-60 7-76 ~41.5
Spell IX 30 42-51 25-68 8-85 ~46.5
Spell X 35 47-57 28-76 9-95 ~52
Spell XI 40 52-62 31-83 10-104 ~57.5
Spell XII 45 57-68 34-91 11-114 ~62.5
Spell XIII 50 61-73 37-98 12-123 ~67
Spell XIV 55 66-79 39-106 13-133 ~72.5
2.2 Quality ModifierMagical items has 1 stat modifier.
Rare items has 2 stat modifiers.
Mystical items has 3 stat modifiers.
Angelic items has 4 stat modifiers.
Mythical items has 5 stat modifiers.
Arcane items has 6 stat modifiers.
Legendary items has 7 stat modifiers.
Godly items has 8 stat modifiers.
Epic items has 9 stat modifiers.
Relic items has 10 stat modifiers.
Artifact items has 11 stat modifiers.
Unique items has 12 stat modifiers.
2.3 Item WearCode
Character --- Basic Weapons --- | --- Heavy Weapons --- | --- Armors --- | --- Stats ---
Class | Long Battle War | |
Sword Axe Club Dagger Staff | Sword Axe Spear Hammer Polearm | Light Medium Heavy | Str Dex Int Vit
Fighter Yes Yes Yes - - | Yes - Yes - Yes | Yes Yes Yes | 50 40 10 50
Barbarian Yes Yes Yes - - | - Yes - Yes Yes | Yes Yes Yes | 60 25 5 60
Rogue Yes Yes Yes Yes Yes | - - Yes - - | Yes Yes - | 30 60 25 35
Magician - - - Yes Yes | Yes - Yes - Yes | Yes - - | 20 50 60 20
Guardian* - - Yes - - | Yes Yes Yes Yes Yes | - - Yes | 30 10 55 55
Samurai Yes - - Yes - | Yes - - - - | Yes Yes Yes | 45 50 10 50
Paladin Yes Yes Yes - - | Yes Yes - Yes Yes | Yes Yes Yes | 60 55 20 55
Monk - - - Yes Yes | - - - - Yes | Yes - - | 40 65 20 40
Ninja Yes - - Yes - | - - Yes - - | Yes - - | 40 70 15 35
Warlock - - - - Yes | - - - - - | Yes - - | 15 45 75 35
HeadHunter - Yes - - - | - Yes - - - | Yes Yes - | 55 75 5 35
Alchemist - - - - - | - - - - - | Yes - - | 10 40 110 15
6/12 5/12 5/12 5/12 4/12 | 5/12 4/12 5/12 3/12 6/12 | 11/12 6/12 5/12 |
Light -> Robes and Padded Robes
Medium -> Leather and Scale Armors
Heavy -> Chain and Plate Mails
* Can only equip healing charms
3. Item Stats
** Please note that these are average amounts, they can be lower/higher than the listed ones depending on your gear.3.1 Strength* Increases your physical damage of your weapon by (roughly) 0.90% - 1.00% per point (~0.95% average, real formula is "hidden")
3.2 Dexterity (+ Critical Strike)Dexterity:
* Increases the chance to score a critical hit by 0.XX% for every point of dexterity
- The more dexterity you have, the less % it adds to your critical strike chance. There is no real "breakpoint". I recommend to stop around 100-150 though, just my own experience
* Increases your physical attack speed
- Same as above, the more dexterity you have, the less % it adds to your attack speed, no real “breakpoint”
* Increases the damage done when you score a critical strike by roughly 1% per point
* Decreases the damage done to you when they hit you with a critical strike
Critical Strike:
* Increases the chance to score a critical hit by 1% for every point of critical strike
Q: Dexterity or Critical Strike?
A: Here’s my personal opinion regarding dexterity and critical strike
- 1 point of critical strike > 1 point of dexterity
- 2 points of dexterity ~ (equal) 1 point of critical strike (in this case, check the other stats on that item)
- 3 points of dexterity > 1 point of critical strike
3.3 Intelligence* Increases your spell damage of your charm by roughly 1.05% per point
* Increases your charm (spell) attack speed
- The more intelligence you have, the less % it adds to your attack speed, no real “breakpoint”
* Decreases the damage done to you when they use a spell attack (like resistance, attack type (spell or physical) of a monster are not shown)
3.4 Vitality* Increases your defense of your armor by (roughly) 0.90% - 1.00% per point (~0.95% average, real formula is "hidden")
3.5 Item Drop Stats
4. Extras4.1 Transmutation Box FAQQ: What is the transmutation box?
A: The transmutation box will "fuse" two of your items. You will lose the two items you "fused" but in return you get a new item with new stats.
Recipes:
- Armor + Ice Charm = Armor with Strength or Mind Numb
- Armor + Fire Charm = Armor with Intelligence or Armor Pierce
- Armor + Lightning Charm = Armor with Dexterity or Damage Return
- Armor + Wind Charm = Armor with Dexterity or Critical Flux
- Armor + Earth Charm = Armor with Vitality or Block
- Armor + Wild Heal = Armor with Mana Regen or Luck
- Armor + Heal = Armor with Mana Regen or Physical Damage Reduction %
- Armor + Focused Heal = Armor with Life Regen or Magical Damage Reduction %
- Weapon + Weapon = Weapon with new stats
- Armor + Armor = Armor with new Stats
- Charm + Charm = Charm with new Stats
* All armor and charms must be magical or higher
* The tier of the armor and the charm must be the same
* The armor will be the same type of armor (possible variance on magical), with a guarenteed stat above depending on the charm type used
* Armor must be in 1st slot, charm in 2nd
Q: Does ‘Magic Luck’ have any effect regarding the result of the transmuted item?
A: Yes and no, I've seen LvL 1 chars muting a 231 EE wind charm, maybe having Magic Luck will increase your "Luck" a bit more than your normal "Luck". Nobody knows the actual formula nor has it been revealed.
Q: Which magic level will my item get?
A: Here’s a (basic) scenario with 0 Magic Luck.
Step 1: Highest Magic level Item - (minus) Lowest Magic level Item = XX
Step 2: XX + (plus) 1 = XX
Step 3: 100 : (divide) XX = XX%* To Spawn At That Magic level (see examples)
Example:
Mythical (LvL 5) - Rare (LvL 2) = 3 (5-2=3), 3+1= 4, 100:4 = 25% Chance to spawn either rare/mystical/angelic/mythical Magic level. (With insane amount of luck you can also get a magical or arcane one)
1 = Magical, 2 = Rare, 3 = Mystical, 4 = Angelic, etc.
Q: Which prefixes will my new transmuted item get?
A: You will get prefixes that are based on the item level. Therefore it's impossible to 'mute' any low level with 50+ str/dex etc. Section 3.5 for more information regarding this.
4.2 Enhanced Effect Comparison
4.3 Advanced Enhanced Effect ComparisonEver thought of, “My 120 EE Ice XI Charm, or my 95 EE Fire XIII Charm?"
Formula:
[Average Dmg of the Tier] * [(1 + ('EE'/100))] = End Damage
Code
Level Ice Fire Average
Charm Quality Required Base Dmg Base Dmg Dmg per Tier
Spell XI 40 52-62 31-83 ~57.5
Spell XII 45 57-68 34-91 ~62.5
Spell XIII 50 61-73 37-98 ~67
Results:
120 EE Ice XI -> 57.5 x '120 EE' (2.20) = 126.5 (Average damage, without Int bonus)
95 EE Fire XIII -> 67 x '95 EE' (1.95) = 130.65 (Average damage, without Int bonus)
As you see, the second charm deals around 4 average damage more than the first one, but the first one requires less mana to use and lower level requirement. So basically, both the charms are almost the same, not worth getting both.
4.4 Calculating Your Damage/Defense* Please note that this method is not 100% accurate, it gives you an idea what your damage/defense will become before buying/equipping the actual item.
[((Str*0.95/Int*1.05/Vit*0.95) : 100 ) + 1] * [Perm Link Damage/Defense] = Total Damage/Defense
Remember that:
1 point of Strength -> 0.95% EE (average)
1 point of Vitality -> 0.95% EE (average)
1 point of Intelligence -> 1.05% EE
How to get perm link damage back again?
[Base Damage/Defense * "EE" (100 + EE%) : 100] = XXX.XX Damage/Defense
Example: (Charm with 21-216 perm link damage and you have 157 Intelligence.
Min damage: [2.6485 (157*1.05 = (164.85 : 100) + 1] * [21] = 55.6185 -> 56
Max damage: [2.6485 (157*1.05 = (164.85 : 100) + 1] * [216] = 572.076 -> 572
The real damage of this charm was, 57-574. Miscalculation? (
http://img407.imageshack.us/img407/7206/lscharmlg8.jpg )
No, the (21.X and 216.X) ‘X’ value are not shown and they are hidden unless you calculate them yourself.
[21.6] * [2.6485] = 57
[216.6] * [2.6485] = 574
4.5 Prefix Spawn ChanceThe % chance that the item will spawn with the prefix you wanted! (EG. An 'Epic' item has 31,28% chance to spawn with the prefix you wanted! Like 'EE' on your sword)
Total amount of prefixes ingame at the moment: [[ 33 ]] (See Item Drop chart for the prefixes)
Code
Magic level Spawn chance
Magical 3,03%
Rare 6,15% (+3,12)
Mystical 9,38% (+3,23)
Angelic 12,71% (+3,33)
Mythical 16,16% (+3,45)
Arcane 19,73% (+3,57)
Legendary 23,43% (+3,70)
Godly 27,28% (+3,85)
Epic 31,28% (+4,00)
Relic 35,45% (+4,17)
Artifact 39,80% (+4,35)
Unique 44,34% (+4,54)
4.6 Life and Mana RegenHere's the Life and Mana regen formula:
Your 'Base' Life/Mana regen [+]
Life/Mana regen from your gear [+]
1 extra Life/Mana regen for every 25 point of Int/Vit. (Stacks with items) [+]
Code
Level Base Life/Mana regen
1-4 1
5-9 2
10-14 3
15-19 4
20-24 5
25-29 6
30-34 7
35-39 8
40-44 9
45-49 10
50-54 11
55-59 12
60-64 13
65-69 14
70-74 15
75-79 16
80+ 17
5. Revision History & CreditsVersion 11, 16/208/2008
- Reworked the whole guide again, much improved and beter view
- Added base damage of the new "heavy weapons"
- Prefix spawn chance updated majorly, old one was incorrect
- New Item drop chart and EE comparison chart
- Updated item wear section
Version 10, 07/07/2008:
- Updated section 3.5 (Item drop prefix guide, the picture and stats values)
- Updated section 2.6 (Better overview and Guardian added)
- Updated section 4.3 (Better formula)
- Added average damage/heal stats on the weapons and charms section
- Minor updates on some sections
Version 9c, 07/02/2008:
- Added base damage/heal of the new 5 charms. (Earth, Wind, Focused Heal, Heal and Wild Heal)
- Improved various sections to support beter "understandings". (Like lvl req everywhere etc.)
Special Thanks*
benglish11,
XnaadgeHc,
hikiko and
InsaneBobb for providing me some useful information
* Paul (njaguar) for creating and hosting this game
* The Ladder Slasher Community for keeping this game alive
* You for reading this guide
Legal JunkI assume no responsibility if any of the listed information is incorrect (it should be very accurate but not perfect). If you have any trouble or doubts about this guide, stop reading it or either visit the Ladder Slasher forum, someone there will gladly assist you.
This guide is copyright © 2006-2008 by ragnaroks (d2jsp username). Feel free to pass (copy/paste) it around, if you wish to use it elsewhere, please ask my permission first. Just don't sell it or take credit for any of my work expressed herein.
This post was edited by Balakai on Aug 16 2008 01:51pm