Guide - Item Attributes | The Legend of Mir

Guide Item Attributes

Warda

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Item Attributes

The Legend of Mir


Now, for those of you who are already familiar with The Legend of Mir's item stats, you may be aware of the generic item stats that have been there since the very beginning. Such stats you may already be aware of are; DC / SC / MC / AC / AMC etc etc. Since the evolution of The Legend of Mir, there have since been greater modification to your equipment that have been made available which may greatly improve (or massively impede) your hunting and boss slaying experiences.

Detailed below are the many different equipment modifications which can be found throughout your adventures - from the generic stats, to the newly improved elemental bonus stats.


Generic Stats

As mentioned above, the generic stats have been present since the beginning of Mir and will be found on nearly every single item you discover.
Listed below are the original stats that can be found throughout the game:


Attribute TypeDescription
AC
(Armour Class)
Defense attribute that reduces incoming melee attack damage, or may completely ignore damage if the value is much greater than the attacker's DC & Accuracy.
AMC/MAC
(Magic Armour Class)
Defense attribute that reduces incoming magic attack damage, or may completely ignore damage if the value is much greater than the attacker's SC / MC.
DC
(Destructive Class)
Offense attribute that controls the effectiveness of melee-based abilities, the primary attribute for the Warrior class.
MC
(Magic Class)
Offense attribute that controls the effectiveness of magic-based abilities, the primary attribute for the Wizard class.
SC
(Soul Class)
Offense attribute that controls the effectiveness of soul-based abilities, the primary attribute for the Taoist class.
DurabilityDefense attribute that controls the integrity of an item. Durability will begin to fall the more an item is used in battle. Upon reaching zero durability, the item will be rendered ineffective and all associated attributes & abilities are void until the item is repaired.
Agil
(Agility)
Defensive attribute that counteracts the Accuracy offensive attribute by increasing the wearers ability to avoid incoming melee-based damage.
Acc
(Accuracy)
Offensive attribute that controls the chance for melee-based attacks to bypass a target's AC.
Attack SpeedOffensive attribute that controls the speed of melee-based attacks. Ranged spells and abilities are not affected by attack speed.
SlowOffensive attribute that controls the chance of a target being slowed. Targets affected by Slow have reduced movement and attack speed. Slow will affect melee-based attacks, as well as ranged attacks that possess the ability to inflict the Slow status effect.
Health +Defensive attribute that increases maximum Health Points (HP).
Mana +Defensive attribute that increases maximum Mana Points (MP).
Critical Hit %Offensive attribute that determines the chance of inflicting maximum damage to opponents for both melee and magic-based attacks. Critical Hit also determines the chances of casting optimised buffs.
Critical StrikeOffensive attribute that controls the chance of inflicting an additional damage bonus on top of any other offensive attributes.
Health Regeneration %Defensive attribute that influences the recovery rate from healing sources - whether that be from player healing abilities or consuming Health Potions.
Mana Regeneration %Defensive attribute that influences the recovery rate whenever a Mana Potion is consumed.
Undead DamageOffensive attribute that improves the melee damage output against undead targets.






Special Item Bonuses

There are certain items you will come across which have special bonuses that cannot be randomly acquired on most of the other items you come across. Some of these bonuses can greatly increase your chance of survival in most situations. Displayed below is an example of a special item which offers the partial invisibility bonus.

Untitled1.jpg

Listed below are several bonus items which can be obtained and their specialist effects:


Attribute TypeDescription
Grants the wearer a cloak of invisibilityApplies a partial invisibility effect to the wearer that hides them from certain monsters. The effect does not work against other players, bosses, subs or special enemy types.
Converts 2MP to 1HPMana Points are consumed instead of Health Points when the wearer receives damage. Once Mana reserves have been depleted, the wearer will begin to lose Health Points as normal.
Leech Life %Determines the chance of returning Health Points back to the wearer whenever they deal melee damage to a target. The high the damage output, the more health points will be returned to the wearer. Leech Life % chancess do not stack with other items that apply the same bonus.
Causes paralysisGrants the wearer a small chance to cause paralysis to a target when dealing melee damage. Target's affected by paralysis will be unable to move or attack for a short period of time.
Revives player on deathUpon taking fatal damage, the wearer will avoid death and any Health Points lost will be restored. For each successful revive, the item will lose one point of durability. Cooldown between each successful revive is 1 Minute inside of Safe Zone areas, and 5 Minutes outside of safe zones.
Resists FreezeThe wearer can no longer be frozen. This does not make the wearer immune to slow effects.






Conditional Items

Some items you find will have special characteristics which often change the dynamic of item wielding, for good or for bad.

Untitled3.jpg

Listed below are several examples to refer to:


Attribute TypeDescription
Stats dependent on classThe item's attributes will vary depending on the class of the wearer.
Cannot be special repaired / cannot be repairedPrevents the item from being repaired / special repaired. Standard repair options are cheaper than Special Repair but the risk of losing durability is almost certain. Special Repair options are more expensive but prevent the item from losing durability after being repaired.
Item breaks on deathThe item will break if being worn at the time of death. Only death in a hostile drop zone will break the item, deaths inside PvP zones will not affect the item.
Light RadiusApplies a perpetual light source around the wearer, similar to that of a Torch.
Cannot be tradedItem cannot be traded to other players, sold to merchants or put into stalls.
Cannot be dropped by handItem cannot be manually dropped from the player's inventory.
Cannot drop on deathItem cannot be dropped on death, even in hostile drop zones.
Item cannot be removed when wornOnce the item is equipped, it cannot be manually removed. The item can only be removed from the player through death in a hostile drop zone.


... Continues on Page 2.
 
Re: [Guide] Item Attributes

Bonus Item Attributes

Generic item stats stated above will remain standard to most generic (white) items, however, you will find many new and improved elemental bonuses that are applied to certain items which can be modified using the Upgrade System to apply further bonuses.

The new enhanced elemental stats allow players to adapt their abilities to suit their style of play by allowing a more dynamic approach to combat and defensive situations. Whether you prefer to focus your efforts to improving a specific element, to deal explosive damage using specific spells - or whether you prefer to balance out your defensive/combat capabilities, refer to the table below for detailed explanations of the various different bonus item attributes that you can apply to your gear.

Untitled.jpg
Reference Screenshot

Some examples are listed below:

Attribute TypeDescription
Dark/Holy/Ice/Fire/Lightning Damage %Offensive attribute that influences the damage output of specific elemental types that affect spells & abilities and the effectiveness of defensive spells. Applies additional damage & effectiveness to base attributes (such as DC/SC/MC) but does not increase their value.
Elemental Damage %Offensive attribute that influences the damage output, and defensive effectiveness from all elemental types that affect spells and abilities. Applies additional damage & effectiveness to base attributes (such as DC/SC/MC) but does not increase their value.
Fire/Ice/Lightning/Dark/Holy Resistance %Defensive attribute that influences the amount of incoming damage from specific elemental sources. Negative values do not increase the amount of incoming damage from a specific element.
Magic Defense Increase %Defensive attribute that multiplies the player's current AMC value by %.
Physical Defense Increase %Defensive attribute that multiplies the player's current AC value by %.
Magic Damage Reduction %Defensive attribute that reduces incoming damage from magic-based attacks. Does not work the same as AMC, AMC has the potential to negate magic attacks completely if high enough. Example: with 0% Mag. Damage Reduction you receive 5000 damage, with 50% Magic Damage Reduction you will only receive 2500.
Physical Damage Reduction %Defensive attribute that reduces incoming damage from melee-based attacks. Does not work the same as AC, AC has the potential to negate melee attacks completely if high enough. Example: with 0% Phys. Damage Reduction you receive 5000 damage, with 50% Physical Damage Reduction you will only receive 2500.
Reflect Damage %Defensive attribute that results in a small chance that damage received may be reflected back at your attacker. This affects both melee and ranged damage. The % does not affect the chance, it affects the damage output of the reflected blast. This does not imply that if you are hit with 1000 DC and you have 10% Resist, it wont necessarily reflect 100 DC's worth of damage back at the attacker consistently - it will draw a number between, 0.1% for example, and however much reflect damage % you have and return a damage value relative to that (depending on the incoming attack damage stats).
Poison Resistance %Defensive attribute that increases overall resistance to poison based attacks, such as Taoist Poison or paralysis effects. Be aware, certain scripted events during certain boss encounters will ignore Poison Resistance. Poison Resistance does not affect slow or freeze effects.
Magic Avoid %Defensive attribute that increases the chance of completely ignoring damage from certain incoming magic attacks.
Ignore Target Defense %Offensive attribute that increases the chance an attack will bypass the target's AC/AMC defenses. Does not have any effect on Elemental Resistances.
Physical Attack Increase %Offensive attribute that multiplies the player's current DC value by %.
Magic Attack Increase %Offensive attribute that multiplies the player's current MC value by %.
Soul Attack Increase %Offensive attribute that multiplies the player's current SC value by %.
Poison Recovery %Defensive attribute that decreases the amount of time affected by poison and paralysis status effects.

[/tr]


Item Sockets

You will notice in the screenshot above, there are two additional items added to the item description - those are Socket Items.

Socket Items come with many different bonuses and can be rarely obtained from bosses or elite monsters which can be applied directly to your gear. In order for items to be successfully applied to your gear, you must first purchase an empty socket from the designated item NPCs.

See the list below for the locations of the various NPCs who will socket your items, for a fee:

  • Jewellery - Snowbrook Province - 232:168
  • Armour - Phoenix Wall - 236:119
  • Weapon - Phoenix Oasis - 155:180

Be aware; socket stones cannot be removed once they have been applied - take care when deciding on which socket upgrades to apply to your items, the transition cannot be undone.

If you wish to make any amendments to the above information, please leave a comment down below.
Good luck!
 
Re: [Guide] Item Attributes

Posted by Scorpian - source: https://www.thelegendofmir.com/forum/threads/how-to-use-agility-like-a-boss.46374/


Since Accuracy and Agility are not very clear, I thought I would give an explanation of how they work.

Accuracy and Agility are two opposing stats. When an attack occurs that uses Accuracy (most magic spells do not), a random number is generated from between 0 and the Agility of the target. If the attackers Accuracy is larger than that number, the hit will land and a damage calculation will take place.


Example Agility calculations
Monsters eg RedOrcram (Orc City) and ZumaGuardian (Shadow Zuma Temple) have around 115 Accuracy.

Once your Agility is above that number, their attacks will begin "missing".

A random number is generated from between 0 and your Agility. If that number is greater than the attacker's Accuracy, then they hit will MISS. If it is greater then it will LAND.


For example: 115 Acc vs 230 Agil = 115 / 230 or 50% of hits will land/connect.
For example: 115 Acc vs 165 Agil = 115 / 165 or 70% of hits will land/connect.
For example: 115 Acc vs 145 Agil = 115 / 145 or 80% of hits will land/connect.


Full kit with Pure Agility Orb on a level 180 wizard will have 152 Agility
Full kit with Ultra Agility Orb on a level 180 wizard will have 173 Agility

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Re: [Guide] Item Attributes

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i am a registed user, why i cannot see the content
 
Re: [Guide] Item Attributes

Ive found a spreadsheet somewhere which was useful as gave an item list by level but stopped at 124 or 126, is there a resource anywhere that is up to date with items higher than that as would be useful to know what to aim for next or keep an eye out for?
 
Sorry, any further explanation on elemental damage? I couldn't really understand it and the information given seemed very small for me.

Would elemental damage 2% basically mean the same as all the elements DarkDamage/FireDamage/HolyDamage/LightningDamage/IceDamage = 2% each?

Does it increase the base dc/sc/mc of the item but now show it on the item itself and only seen on char page or??.
And what is exactly meant by "effectiveness" in Applies additional damage & effectiveness to base attributes (such as DC/SC/MC) but does not increase their value.

Thanks.
 
Would elemental damage 2% basically mean the same as all the elements DarkDamage/FireDamage/HolyDamage/LightningDamage/IceDamage = 2% each?

That's right, Elemental Damage%+ increases all your elemental stats (Fire/Ice/Dark/Holy/Lightning).

Does it increase the base dc/sc/mc of the item but now show it on the item itself and only seen on char page or??.

Nah, elemental doesn't modify DC/SC/MC stats. Elemental damage is it's own instance of damage that increases the output of a spell that uses that element. If you hover over your spell icons, a tool-tip will pop up showing you the damage output and which element it uses. Think of it as DC/SC/MC beefing up all your damage output, and elements add that little extra kick to your spells.

And what is exactly meant by "effectiveness" in Applies additional damage & effectiveness to base attributes (such as DC/SC/MC) but does not increase their value.

Sorry, I should have been a little more specific - I use the term "effectiveness" as not all spells deal damage, some have buff/healing effects so the term "effectiveness" refers to spell amplification.
 
Is there any chance of an update to this that explains all the mythics?

I know most are pretty self-explanatory, but others, like Steel Grips, don't give much away.
 
Is there any chance of an update to this that explains all the mythics?

I know most are pretty self-explanatory, but others, like Steel Grips, don't give much away.
Steel Grips (Slotted on Boots by Mythic usage or found added on drop )means the wearer can not be replused by mobs away from there target e.g. the boss like the Mountian and a few others including the something king cant rem the name repluses people away when hitting him , the idea of steel grips was tanks wore them so they could para him with out being repulsed away thus negating down time on the kill , Steel grips never worked in PVP and had little use in PVE compared with Survive which most used instead
 
Steel Grips (Slotted on Boots by Mythic usage or found added on drop )means the wearer can not be replused by mobs away from there target e.g. the boss like the Mountian and a few others including the something king cant rem the name repluses people away when hitting him , the idea of steel grips was tanks wore them so they could para him with out being repulsed away thus negating down time on the kill , Steel grips never worked in PVP and had little use in PVE compared with Survive which most used instead
Ahh, so that's what they do! It sounds pretty useless except for warriors against the bosses you mention.
 
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