Strength (STR)
Provides significant boosts to attack power and skill damage, especially for Warriors and Weapon Suras. It has no defensive benefit.
Dexterity (DEX)
Preferred by Ninjas for its balanced improvement in skill damage, melee damage, and evasion.
Vitality (VIT)
Each point provides +40 HP and +1 defense, and can also be applied as an enchantment. While usually replaced by offensive options like DEX, STR, or INT, it can be useful in farming builds.
Attack Value
An enchantment that directly increases your base attack power. It slightly boosts both melee and skill damage. While not a massive boost, it’s useful in sets focused on farming metins or dealing consistent damage.
SP Absorption
Recovers a portion of your SP based on the damage dealt to monsters, metins, or players. For example, if you deal 10k damage with 20% SP absorption, you'll instantly recover 2k SP.
HP Absorption
Recovers HP based on damage dealt. For example, dealing 10k damage with 20% HP absorption restores 2k HP instantly.
Fan Defense
Reduces melee damage taken from Shamans using fans. The percentage reduces only basic attack damage.
Bell Defense
Reduces melee damage from Shamans using bells. It only reduces normal hit damage.
Dagger Defense
Reduces both melee and skill damage from Ninjas using daggers.
Two-Handed Defense
Reduces melee and skill damage from Warriors using two-handed swords.
Sword Defense
Reduces melee and skill damage from enemies using swords and one-handed blades. Applies to Warriors, Suras, and Ninjas. One of the most important enchantments since swords are the most common weapon type.
Magic Resistance
Primarily used against players, especially Dark Magic Suras, Healer Shamans, Dragon Shamans, and Dagger Ninjas (for Poison Cloud) as well as Weapon Suras (for Enchant Removal).
Strong Against Undead
This increases your damage percentage against monsters categorized as undead. It is often confused with “Strong Against Devils,” but the two are different. A common misconception is that this works against all bosses — this is incorrect.
Monsters affected by Strong Against Undead:
Strong Against Animals
As the name suggests, this increases your damage percentage against animal-type monsters.
Monsters affected by Strong Against Animals:
Strong Against Half-Humans
One of the most valuable bonuses in the game. It increases your damage against any humanoid enemies — and importantly, players.
Monsters affected by Strong Against Half-Humans:
All player characters (Sura, Ninja, Warrior, Shaman) count as half-humans. So, this enchantment grants bonus damage against all players — making it a key PvP stat.
Strong Against Orcs
Increases your damage against orc monsters, mostly found in Seungryong Valley.
Monsters affected by Strong Against Orcs:
Strong Against Devils
Despite its name, it does NOT work on Demon Tower monsters (unless using old PVP server files).
Monsters affected by Strong Against Devils:
Strong Against Mystics
Boosts damage against mystic-type monsters — but the definition of “mystic” is specific.
Monsters affected by Strong Against Mystics:
Max HP
This is arguably the most essential bonus in the game. It’s not complicated in its function: it simply increases your character’s hit points. This allows you to fight longer against high-damage enemies and monsters, and withstand skill bursts in guild wars.
We strongly recommend adding Max HP to every item that it can be applied to, which you can see in the table linked below.
Arrow Resistance
Reduces the damage taken from skills and regular attacks of bow-using Ninja opponents. The damage is reduced by the % of your arrow resistance.
Attack Speed
Allows your character to swing their weapon (sword, spear, fan, bell, dagger, etc.) faster.
For example, a character that makes 5 attacks in 5 seconds can make 7 with this bonus, resulting in more total damage. Fast attackers also disrupt the opponent's rhythm, preventing them from hitting or landing skills properly.
It is essential for actively fighting classes like Body Warriors, Magic Weapon Suras, and Dagger Ninjas.
Movement Speed
Increases how far your character can move per second.
A slow character can be a problem, especially on official servers. Ranged and evasive classes (e.g., Archer Ninja, Dragon Power Shaman) should definitely include this bonus.
In most PvP servers, since Wind Shoes and Purple Potions are free and max out movement speed, this bonus is usually not necessary.
Casting Speed
Reduces your skill cooldowns by the % of your casting speed bonus. It’s important for nearly all classes, especially during duels.
For example, the Dark Orb skill of Black Magic Sura has a long cooldown. Without casting speed, you can use it twice per duel; with high casting speed, you may be able to use it three times.
Classes with fast-recharging but low-damage skills (e.g., Dragon Power and Healing Shamans, Magic Weapon Suras) benefit greatly from this.
Poisoning Chance
One of the most useful bonuses in both PvP and PvE. It has two main effects:
This is especially important for melee attackers, and every class should have this bonus at least on their helmet.
Stun Resistance
Completely prevents being stunned by monsters and players with stun abilities.
However, it has several bugs. On foreign servers, it was renamed to “stun defense” instead of “immunity.” Some skills and attacks may still stun the player even with full resistance due to bugs.
Despite not being a guaranteed 100% protection, it is a must-have bonus for duels.
All characters should try to have this, as it only appears on one item.
Slow Resistance
Provides full immunity to slow effects from monsters and players.
If you’re playing on a PvP server with free purple potions and Wind Shoes, this bonus is irrelevant, as your speed will still be at max even when slowed.
On official servers, it’s slightly useful for kiting classes like Archer Ninja, Dragon Power and Healing Shamans, and Black Magic Suras.
HP Regeneration
Speeds up the natural regeneration of your HP.
This means less reliance on red potions during battles or grinding, making you more efficient and saving resources.
It’s particularly useful for close-range melee fighters who rely heavily on regular hits and skills.
SP Regeneration
Speeds up SP regeneration.
It was once a sought-after bonus in duels where blue potions were banned, but it has become less relevant now.
However, in areas like Red Forest, where monsters deplete your SP, this bonus is very useful. No matter how many potions you use, your SP will keep dropping, so this bonus helps you keep casting skills.
SP Steal
Reduces the opponent's SP by a percentage of the damage you deal with regular attacks.
For example:
Can be used to interrupt SP-based skills of opponents (e.g., Dark Protection, Flame Ghost, Enchanted Blade), but since blue potions are widely used, it’s rarely effective unless the opponent is careless.
Fire Resistance
According to the European publisher Gameforge, this bonus is non-functional.
Despite being in the game, it has no effect—especially not against Black Magic Suras, as tested and confirmed.
It’s unclear why it remains in the game. Consider removing it from your builds.
Lightning Resistance
Also confirmed by Gameforge to be non-functional.
Many players, myself included, mistakenly used this thinking it helped.
Now it’s time to remove it from guides and replace it with more effective bonuses.
Wind Resistance
Another non-functional bonus according to Gameforge.
There were rumors it helped against piercing hits or reduced their chance, but this was never true.
Remove it from your builds and guides to avoid wasting item slots.
Reflect Damage
Reflects a portion of the damage received back to the attacker.
For example:
Useful against classes that rely on frequent regular attacks, like Body Warriors, Magic Weapon Suras, and Dagger Ninjas.
Attack Value (Second Mention)
Appears only on one item and directly increases your base attack power.
Increased attack value boosts both skill and regular attack damage.
Though it doesn’t add much, it's useful in farming and testing damage sets.
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Provides significant boosts to attack power and skill damage, especially for Warriors and Weapon Suras. It has no defensive benefit.
NOTE: While STR slightly affects melee damage for Shamans and Dark Magic Suras, it does not enhance their skills, so it's not recommended for them.
NOTE 2: Ninjas prefer Dexterity, as they need a balanced increase in attack, defense, and skill effectiveness.
Dexterity (DEX)
Preferred by Ninjas for its balanced improvement in skill damage, melee damage, and evasion.
NOTE: Though useful for all classes, including Mental Warriors and Dragon Shamans, it’s mainly chosen by Ninjas due to its significantly higher impact on their abilities.
Vitality (VIT)
Each point provides +40 HP and +1 defense, and can also be applied as an enchantment. While usually replaced by offensive options like DEX, STR, or INT, it can be useful in farming builds.
NOTE: For Mental Warriors, Vitality slightly boosts the Strong Body defense bonus (e.g., 2 VIT gives 1 extra defense).
NOTE 2: Vitality also increases the damage of Dark Orb for Dark Magic Suras.
Attack Value
An enchantment that directly increases your base attack power. It slightly boosts both melee and skill damage. While not a massive boost, it’s useful in sets focused on farming metins or dealing consistent damage.
SP Absorption
Recovers a portion of your SP based on the damage dealt to monsters, metins, or players. For example, if you deal 10k damage with 20% SP absorption, you'll instantly recover 2k SP.
NOTE: Especially useful in zones like Red Forest where monsters drain SP, preventing you from using essential skills like Strong Body, Fear, or Aura of the Sword. It's also effective for Suras, Shamans, and optionally Ninjas.
HP Absorption
Recovers HP based on damage dealt. For example, dealing 10k damage with 20% HP absorption restores 2k HP instantly.
NOTE: This is not a healing-over-time effect like a potion, nor does it increase your max HP. It simply replenishes lost HP immediately upon damage dealt.
Fan Defense
Reduces melee damage taken from Shamans using fans. The percentage reduces only basic attack damage.
NOTE: Since Shaman skills deal magic damage, use Magic Resistance to reduce skill damage.
Bell Defense
Reduces melee damage from Shamans using bells. It only reduces normal hit damage.
NOTE: Shaman skill damage is magic-based, so you’ll also need Magic Resistance for full protection.
Dagger Defense
Reduces both melee and skill damage from Ninjas using daggers.
NOTE: To resist the Poison Cloud skill from Dagger Ninjas, Magic Resistance is also required.
Two-Handed Defense
Reduces melee and skill damage from Warriors using two-handed swords.
NOTE: Since Warriors can switch to one-handed weapons mid-combat, it’s best to also bring Sword Defense.
Sword Defense
Reduces melee and skill damage from enemies using swords and one-handed blades. Applies to Warriors, Suras, and Ninjas. One of the most important enchantments since swords are the most common weapon type.
Magic Resistance
Primarily used against players, especially Dark Magic Suras, Healer Shamans, Dragon Shamans, and Dagger Ninjas (for Poison Cloud) as well as Weapon Suras (for Enchant Removal).
NOTE: Also effective against monsters like Ice Witch, whose attacks deal high magic damage.
NOTE 2: You can also increase magic resistance by leveling up and adding INT and VIT stats.
Strong Against Undead
This increases your damage percentage against monsters categorized as undead. It is often confused with “Strong Against Devils,” but the two are different. A common misconception is that this works against all bosses — this is incorrect.
Monsters affected by Strong Against Undead:
- Demon Tower: Applies to all demons on the 1st floor, mid-floor chaos monsters, and all creatures including the Azrael boss on the top floor.
- Mount Sohan: Works against zombies and some diseased creatures.
- Demon's Underground Cemetery (Demon Catacomb): Effective against: Hell Officer, Hell Guard, Two-headed Hell Archer, Hell Catcher, Hell Warrior, Hell Archer, Hell Spearman, Hell Priest, Hell General, Tartorus, Kharoon, Azrael Seed, and Level 91 5th Floor Catacomb Azrael.
Note: This bonus does NOT affect bosses like Ork Leader, Nine-Tails, Flame King, Spider Queen, Ghost Tiger, etc.
Strong Against Animals
As the name suggests, this increases your damage percentage against animal-type monsters.
Monsters affected by Strong Against Animals:
- Joan, Pyungmoo, Yongan (1st villages): All wolves, dogs, bears, etc. (Does not work on human-like mobs like White Oath Archers, Generals, or Mi-Jung.)
- Guild Lands (Imha, Jungrang, Waryong) and Snake Field: All aggressive animal-type mobs at the entrance. (Ineffective against Destroyers and Stone Golems deeper in the Snake Field.)
- Easy, Medium, and Hard Monkey Dungeons: Works on all monkeys, including Rock Monkeys, Archers, Generals, and bosses.
- Yongbi Desert: Affects all arthropods like spiders, Venomous and Soldier Spiders, etc.
Note: This does NOT apply to spiders in the Spider Dungeon.
Strong Against Half-Humans
One of the most valuable bonuses in the game. It increases your damage against any humanoid enemies — and importantly, players.
Monsters affected by Strong Against Half-Humans:
- Joan, Pyungmoo, Yongan (1st villages): Works on all human-like mobs from Lv18 White Oath Soldiers to Lv31 Jin-Hee.
- Bokjung, Bakra, Jayang (2nd villages): All humanoid mobs including Choung (Lv45), Wild Captain, Archer, General, Madman, and Soldier.
- Seungryong Valley: Effective only against the Wild-type humanoids carried over from 2nd villages. It has no effect on native valley monsters.
All player characters (Sura, Ninja, Warrior, Shaman) count as half-humans. So, this enchantment grants bonus damage against all players — making it a key PvP stat.
Note: Setao monsters in the Demon Exile have a humanoid appearance but are not affected by this stat.
Strong Against Orcs
Increases your damage against orc monsters, mostly found in Seungryong Valley.
Monsters affected by Strong Against Orcs:
- All dark and mystic-type orcs: Fanatics, Arahans, Arahan Warriors, Leaders, Executioners, Torturers.
- Orcs between levels 26–49 and the Lv50 Orc Leader boss.
Strong Against Devils
Despite its name, it does NOT work on Demon Tower monsters (unless using old PVP server files).
Monsters affected by Strong Against Devils:
- All Setaou monsters in Demon Exile: Setaou Warrior, Setaou Hunter, Setaou Mystic, and upper-floor Setaou Generals.
Note: It does not work against Demon Tower mobs or the dragon boss Beran-Setaou.
Strong Against Mystics
Boosts damage against mystic-type monsters — but the definition of “mystic” is specific.
Monsters affected by Strong Against Mystics:
- Valley Mystics: Dark and mystic-type Fanatics, Arahans, Arahan Warriors, Leaders, Executioners, Torturers.
- Temple Mystics: Proud dark and wild-type Fanatics, Arahans, Arahan Warriors, Leaders, Executioners, Torturers — including Mystic Leader bosses.
Note: It does not work on Setaou monsters in Demon Exile, even if “Mystic” is in their name — a common misunderstanding.
Max HP
This is arguably the most essential bonus in the game. It’s not complicated in its function: it simply increases your character’s hit points. This allows you to fight longer against high-damage enemies and monsters, and withstand skill bursts in guild wars.
We strongly recommend adding Max HP to every item that it can be applied to, which you can see in the table linked below.
Arrow Resistance
Reduces the damage taken from skills and regular attacks of bow-using Ninja opponents. The damage is reduced by the % of your arrow resistance.
NOTE: This also works against monsters that use arrows, just like it does against archer Ninjas.
NOTE 2: Do not confuse this with “Chance to Block Arrows,” which is a different bonus.
Attack Speed
Allows your character to swing their weapon (sword, spear, fan, bell, dagger, etc.) faster.
For example, a character that makes 5 attacks in 5 seconds can make 7 with this bonus, resulting in more total damage. Fast attackers also disrupt the opponent's rhythm, preventing them from hitting or landing skills properly.
It is essential for actively fighting classes like Body Warriors, Magic Weapon Suras, and Dagger Ninjas.
Movement Speed
Increases how far your character can move per second.
A slow character can be a problem, especially on official servers. Ranged and evasive classes (e.g., Archer Ninja, Dragon Power Shaman) should definitely include this bonus.
In most PvP servers, since Wind Shoes and Purple Potions are free and max out movement speed, this bonus is usually not necessary.
Casting Speed
Reduces your skill cooldowns by the % of your casting speed bonus. It’s important for nearly all classes, especially during duels.
For example, the Dark Orb skill of Black Magic Sura has a long cooldown. Without casting speed, you can use it twice per duel; with high casting speed, you may be able to use it three times.
Classes with fast-recharging but low-damage skills (e.g., Dragon Power and Healing Shamans, Magic Weapon Suras) benefit greatly from this.
Poisoning Chance
One of the most useful bonuses in both PvP and PvE. It has two main effects:
- Completely disables the opponent’s HP regeneration.
- Periodically reduces the enemy’s HP by 5%.
This is especially important for melee attackers, and every class should have this bonus at least on their helmet.
NOTE: If the level difference between you and your opponent is more than 7, poison will not work.
Stun Resistance
Completely prevents being stunned by monsters and players with stun abilities.
However, it has several bugs. On foreign servers, it was renamed to “stun defense” instead of “immunity.” Some skills and attacks may still stun the player even with full resistance due to bugs.
Despite not being a guaranteed 100% protection, it is a must-have bonus for duels.
All characters should try to have this, as it only appears on one item.
Slow Resistance
Provides full immunity to slow effects from monsters and players.
If you’re playing on a PvP server with free purple potions and Wind Shoes, this bonus is irrelevant, as your speed will still be at max even when slowed.
On official servers, it’s slightly useful for kiting classes like Archer Ninja, Dragon Power and Healing Shamans, and Black Magic Suras.
NOTE: Unlike stun resistance, this bonus fully blocks all slow effects.
HP Regeneration
Speeds up the natural regeneration of your HP.
This means less reliance on red potions during battles or grinding, making you more efficient and saving resources.
It’s particularly useful for close-range melee fighters who rely heavily on regular hits and skills.
SP Regeneration
Speeds up SP regeneration.
It was once a sought-after bonus in duels where blue potions were banned, but it has become less relevant now.
However, in areas like Red Forest, where monsters deplete your SP, this bonus is very useful. No matter how many potions you use, your SP will keep dropping, so this bonus helps you keep casting skills.
SP Steal
Reduces the opponent's SP by a percentage of the damage you deal with regular attacks.
For example:
- Character A has 10% SP Steal
- A hits B for 1000 damage
- B loses 100 HP and 100 SP
Can be used to interrupt SP-based skills of opponents (e.g., Dark Protection, Flame Ghost, Enchanted Blade), but since blue potions are widely used, it’s rarely effective unless the opponent is careless.
Fire Resistance
According to the European publisher Gameforge, this bonus is non-functional.
Despite being in the game, it has no effect—especially not against Black Magic Suras, as tested and confirmed.
It’s unclear why it remains in the game. Consider removing it from your builds.
Lightning Resistance
Also confirmed by Gameforge to be non-functional.
Many players, myself included, mistakenly used this thinking it helped.
Now it’s time to remove it from guides and replace it with more effective bonuses.
Wind Resistance
Another non-functional bonus according to Gameforge.
There were rumors it helped against piercing hits or reduced their chance, but this was never true.
Remove it from your builds and guides to avoid wasting item slots.
Reflect Damage
Reflects a portion of the damage received back to the attacker.
For example:
- Character A has 20% Reflect
- Character B hits A for 1000 damage
- A loses 1000 HP
- B loses 200 HP
Useful against classes that rely on frequent regular attacks, like Body Warriors, Magic Weapon Suras, and Dagger Ninjas.
NOTE: It does not affect the damage you receive.
NOTE 2: It stacks with the Magic Weapon Suras’ Reflect skill. For instance, if the skill gives 40% and you have 10% from items, you reflect 50% of the damage.
Attack Value (Second Mention)
Appears only on one item and directly increases your base attack power.
Increased attack value boosts both skill and regular attack damage.
Though it doesn’t add much, it's useful in farming and testing damage sets.
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