Card Reference

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This reference is a table of Cards, organized by category.

Weapons Cards by Race

These cards add 20% damage of physical attacks against the Race it targets.

Race Card Prefix
Demi Human Hydra Bloody
Brute Goblin Clamorous
Insect Caramel Insecticide
Formless Pecopeco Egg Beholder
Demon Strouf Decussate
Undead Scorpion King Divine
Fish Flora Fisher
Plant Scorpion Chemical
Dragon Earth Petite Dragoon
Angel n/a
  • Due to no card being available against the Angel race, it is required to use an appropriate card against the element; generally, Angels are Holy.
  • Aditionally, Abysmal Knight (Liberation) Card adds damage towards Boss protocol monsters.

Weapon Cards by Element

These cards add 20% damage of physical attacks against the Element it targets. Generally the cards that work against the four basic elements (Fire, Water, Wind, Earth) are less powerful than simply changing the element of the weapon (using Blacksmith forged weapons, for example), but can be stacked with elemental converters or a Sage's endows. Players are generally of Neutral element, unless their armor changes it.

Element Card Prefix
Fire Vadon Flammable
Water Drainliar Saharic
Wind Mandragora Windy
Earth Kaho Underground
Holy Orc Skeleton Damned
Shadow Santa Poring Hallowed
Poison Anacondaq Envenom
  • There is no card for the Undead element, so it is needed to target the race instead (usually also Undead race).
  • There is no card for the Ghost element; usually an elemental weapon is required anyway.
  • For Neutral, use racial cards as well.

Weapon Cards by Size

These cards will increase damage against monsters of this size by 15%. These cards are far more general than by Element of Race.

Size Card Prefix
Small Desert Wolf Gigantic
Medium Skeleton Worker Boned
Large Minorus Titan
  • Each of these cards also give +5 ATK.
  • Players are all Medium unless they have been adopted, in which case they are Small.
  • Since players are mostly of Neutral element, for maximum damage, a mix of Skeleton Worker and Hydra cards is the best combination.

Weapon Cards by Status Effect

Status Effects Card Prefix
Poison Zenorc (4%)
Snake
Venomer's
Untouchable
Silence Metaller Silence
Stun Savage Bebe Stun
Blind Familiar Blink
Sleep Plankton Drowsy
Freeze Marina Ice
Curse Magnolia Cursing
Chaos Requiem Chaos
  • Unless stated, all of the cards above have a 5% base chance of inflicting the status effect.
  • Several cards also add +5 or +10 ATK.

Weapon Card Combinations

The best possible card combinations for a certain weapon is the combination most specifically targeted at the monster it is designed for. Since all monsters have a Size, Element, and Race, a weapon combining aspects targeted for each property of the monster will have the most effect. For example, a Double Fisher Double Saharic Mace. Fisher (Flora Card) does 20% more damage to Fish, and Saharic (Drainliar) does 20% more to Water element. In all the weapon does 140% x 140%, or 196%, damage to a monster with both Water and Fish properties. A quad fisher or quad saharic would only do 180% damage. Adding a third card for size would potentially further strengthen the weapon, at the cost of universal use.

Such weapons are best aimed at certain monsters that a player intends to hunt. Stronger card combinations result in reduced global use. Also, since lower level weapons have more slots than higher ones, for card combinations it is generally more useful to have more slots (and thus more cards) than the increased ATK of higher level weapons.