Weapons, Armors and Upgrades

- Weapons now play a different role to improve your damage. If you equip a weapon with 150 attack, that does not mean +150 damage in addition to your base attack. Instead, it means that your damage is +150% of your base attack. To illustrate, in your status window you will see base damage next to the weapon's damage. If it reads 'Atk 50+150' it means your base is 50, while your equipped weapon improves this damage by 150%, so your actual damage is 50*2.5=125. Also do notice that skill damage bonuses apply to your max damage, while only a fraction of it will apply to min damage. Final damage will be picked from the final min~max range. Finally, a weapons power will also influence your matk. However, the increase is not 100% of the weapons power, it depends on the weapon type.

- Upgrading weapons also improves hit and damage. Lower level weapons are better at improving hit while high level weapons get better damage with level.

Hit per refine / wAtk per refine
Level 1: +5 / +4
Level 2: +4 / +5
Level 3: +3 / +6
Level 4: +2 / +7

- Refined armor does not give a +0.7 defense bonus per upgrade level, instead they give you a 20% bonus of the items defense. A 10 def armor will give 30 defense when refined to +10. The same is true for an items mdef, mdef goes up by 20% per upgrade level. Note that only base mdef goes up, bonuses from cards do not count.

- Armors will also grant you some flee if they are light enough (see next section)

- All pieces of equipment can be upgraded; however, it makes no sense to upgrade something with no defense. if the upgrade fails, you do no lose your item, it merely stays in the 'broken' state until you repair it. You can equip items even when broken, but since they are broken they will have less atk/def and no special abilities. Equipment can be repeatedly broken, each reiteration reduces effects of the item even further (their attack/defense goes down 10% per each broken level). Note that cards will take still take effect until the equipment goes beyond +5 broken levels.

- Everything has an extra slot than normal, the exception are large headgears, which have as many slots as space they use to equip. Take note that the fifth card cannot be seen after it's compounding, but it IS there! The check what is the 'hidden' card, you can always have your item checked by the uncarder NPC.

- Blacksmith crafted weapons will let you compound a single card in them. Notice that this compounded card will never be seen by the client.

Equipment Flee System
- Armor, shields, shoes and garments will increase your flee if they are light enough.

- The extra flee bonus basic equation is TargetFlee*(MaxWeight - Weight)/MaxWeight, where each variable is:
TargetFlee: The amount of flee the item would give you if it weighed nothing and was not refined.
MaxWeight: The max equipment weight to give you a bonus. Equipment that is heavier than this will not give you any flee (it won't reduce your flee either).
Weight: current equipment's weight.

- The values for TargetFlee/MaxWeight are:

MaxWeight/TargetFlee
Armors: 150 / 12
Shields: 100 / 15
Shoes: 70 / 18
Garments: 70 / 21

- The flee bonus increases with the refine level of the equipment in the same way that def is increased by it (ie: every 5 refine levels is +100% more flee).

- If a certain slot has nothing in it, you will receive a bonus equal to that of an equivalent item that weighs zero and is refined up to your base level/10.

- Using a two-handed weapon will result in a flee bonus equivalent to half of the bonus from not wearing a shield.

- The following shows the absolute max flee bonus that you can get for each position. The lighter that your equipment is and more highly refined, the more that it will approach this maximum (the only practical way of getting the max bonus is by being at max level and not wearing anything):

Armors: +48
Shields: +60
Shoes: +72
Garments: +84