The Armor paragraph of this section contains descriptions of Character Classes, Armor, its types and stats. With the exception of "gray" Armor and Gladiator Sets, any Armor can be upgraded by using Marks. Equipment pieces from Gladiator Sets can be upgraded using the Amendars. You can learn more about these items in the Upgrades section. Outfits are characteristic-increasing items that change the appearance of your Character. Learn more about them in the Outfits paragraph. 

    
   

 


Armor

Character Class

By equipping an item that belongs to a certain Class, you choose that Class for your character. Three classes exist in Adan: Berserk, Paladin and Witcher.

For instance, equipping an item from the Barbarian Set makes your character a Berserk (please note that it is possible to choose a new Class by unequipping all of the items belonging to the previous one). Likewise, equipping an item from the Guardian Set makes him a Paladin, and the Eagle Set a Witcher. You are allowed to equip universal items along with your Class items, but not items belonging to a different Class.

Berserk is a Class that suits a warrior who focuses on dealing as much damage as possible, without giving the enemy a chance to block or evade. Berserks prefer heavy two-handed weapons: hammers and axes. Berserk's main Characteristic is Intuition.

Paladin should be chosen by players who prefer to fight in cold blood, considering their every move, which allows them to block enemy attacks and deprive the enemy of the ability to decrease received damage. Paladins choose a sword and a shield or a mace and a shield as their battle equipment, maintaining a fine balance between attack and defence. Paladin's main Characteristic is Stamina.

Witcher is a warrior capable of decreasing received damage and evading the most dangerous critical atacks. These skilled fighters rely on dexterity and use two swords or axes at once. Witcher's main Characteristic is Will.

Sets

An Equipment Set is by far the most valuable of warrior's belongings. It increases your characteristics so that you can more successfully fight monsters and other players.

First Sets, the "gray" Recruit and Warrior Sets, are universal Sets. Items from them can be combined in any fashion you like.

Recruit Sets
     
   
   
       
Warrior Set
 


   



   


Unlike "gray" Sets, the more advanced "green" and "blue" sets possess one of the three classes properties: Berserk's, Padadin's or Witcher's. A Player is only allowed to equip items from Sets that belong to the same Class, it is impossible to mix equipment from Sets belonging to different Classes.

Relentless Gladiator Set
 
Valorous Gladiator Set
 
Tireless Gladiator Set
 

Green Sets [1-30]

Barbarian Set
 
 
     
Guardian Set
   
 
 
 
   

Eagle Set
 
   

Green Sets [30-50]

Storm Trooper Set
 
       
Triumphant Set
 
       
Predator Set
 
       

You may only buy gray Sets in the Shop. Green and blue Sets can be acquired as trophies by killing monsters or purchased from other players.   

Blue Sets [1-30]

Merciless Crusher Set
 
       
Imperial Defender Set
 
       
Dark Hunter Set
 
       

Blue Sets [30-50]

Master of Fates Set
 
       
Tamer of Storms Set
 
       
Twilight Avenger Set
 
       

Violet Sets [30-50]

Ruler of Fates Set
 
       
Lord of Storms Set
 
       
Twilight Ruler Set
 
       

Unique Sets [30-50]

Warriors of Shadows Set
  -
-
         
Guardian of Shadows Set
  -
-
         
Catcher of Shadows Set
  -
-
         
Snow Warrior Set
  -
-
     
Show Conqueror Set
  -
-
     


Characteristics

Each Set item has its own Characteristics:

 Will. Increases the chance of receiving 25, 50 or 75% less damage from the enemy. Suppresses enemy Intuition.
Intuition. Increases the chance of dealing critical damage. Suppresses enemy Stamina.
Stamina. Increases the chance of blocking a physical attack. Suppresses enemy Will.
Vitality. Increases the maximum Health level.
Strength. Increases the inflicted damage.
Wisdom. Increases the maximum Mana level and Mana income per round.
Damage. Weapon Characteristic that indicates the base damage of the physical attack (without any strengthening or weakening effects).

 


Upgrades

Marks

Marks are magical items that are installed into weapon and armor slots, increasing player characteristics or granting them special combat abilities. Mark Slots are displayed in the item icon's lower left corner.

Marks differ through quality (color) that determines their power and probability of successfully working. There is a number of ways to obtain Marks:

"green" Marks can be acquired by fighting normal and elite monsters or created with the Inscriptor Profession;
"blue" Marks can be acquired by fighting elite monsters, Instance and Incident bosses;
"violet" Marks can be purchased in the shop upon achieving a certain Reputation level: Conqueror of Seven Bridges: Reputation for the"Protection Marks, Bonecrusher Reputation for Fury, Stamina and Absorption Marks, Hero of the Empire Reputation for the Reflection Marks.
«orange" Marks can be purchased in the Defender of Adan Shop in Knossos Canyon under the condition of having enough Defender of Adan Reputation;
"red"  Marks can be purchased from Melvin the Merchant who visits Tartu from time to time.

 

Mark Slots

There are three types of slots that allow to fit weapons and armor with different kinds of Marks:

The Six Schools of Adan slot can be fit with:
- Protection Marks
- Supression Marks that decrease enemy's magical defence
- Reflection Marks that reflect spells back on the caster

The Master of Steel slot can be fit with:
- Fury Marks that grant the ability of dealing double damage
- Stamina Marks that grant the ability to fully block physical or magical damage
- Absorption Marks that grant a chance of receiving decreased physical abd magical damage

The Master of Elements slot can be fit with Marks that are activated at random moments, casting empowering effects on you or damaging the enemy with spells.

 

Maximum possible protection value from any School of Magic is 75%.
Maximum possible defense supression value is 75%.
Maximum possible reflection value for spells of any School of Magic is 30%.

 

Mark Types

Magic Protection and Reflection Marks are classified by School of Magic. The fit either the Six Schools of Adan or the Magistrate of Six Schools slot. Players can use Marks that are available for their character's Class.

 

Fire Marks

Protection Marks decrease the damage received from Fire Magic while Reflection Marks increase the probability of reflecting a Fire Spell back on the caster.

Classes: Berserk, Witcher.

 Slot
Type Mark
     [1-30]
Protection
Reflection
[32-50]
Protection



Reflection

Order Marks

Protection Marks decrease the damage received from Order Magic while Reflection Marks increase the probability of reflecting an Order Spell back on the caster.

Classes: Paladadin, Berserk.

 Slot  Type Mark
     [1-30]
Protection
Reflection
[32-50]
Protection



Reflection

Earth Marks

Protection Marks decrease the damage received from Earth Magic while Reflection Marks increase the probability of reflecting an Earth Spell back on the caster.

Classses: Paladin, Witcher.

 Slot  Type Mark
     [1-30]
Protection
Reflection
[32-50]
Protection



Reflection

Chaos Marks

Protection Marks decrease the damage received from Chaos Magic while Reflection Marks increase the probability of reflecting a Chaos Spell back on the caster.

Classes: Paladin, Witcher.

 Slot  Type Mark
     [1-30]
Protection
Reflection
[32-50]
Protection



Reflection

Water Marks

Protection Marks decrease the damage received from Water Magic while Reflection Marks increase the probability of reflecting a Water Spell back on the caster.

Classes: Berserk, Paladin.

 Slot  Type Mark
     [1-30]
Protection
Reflection
[30-50]
Protection



Reflection

Air Marks

Protection Marks decrease the damage received from Water Magic while Reflection Marks increase the probability of reflecting a Water Spell back on the caster.

Classes: Witcher, Berserk.

 Slot  Type Mark
     [1-30]
Protection
Reflection
[32-50]
Protection



Reflection

Marks for the Master of Elements slot are available to all character classes.

  Supression Marks

Supression Marks affect any types of magical defense and can be used by all character classes.

 Slot  Mark
     [1-30]
[30-50]




Fury, Stamina and Absorption Marks are used by the Berserk, Paladin and Witcher respectively.


 Slot  Type Mark
    [1-30]
Fury Mark
(Berserk)
Stamina Mark
(Paladin)
  Absorption Mark
(Witcher)
[32-50]
Fury Mark
(Berserk)




Stamina Mark
(Paladin)
 
Absorption Mark
(Witcher)
 



Shattering Blow and Spell Marks

These Marks can be used by owners of  "violet" items as well as weapons and gloves of "blue" quality that are available for purchase upon achieving certain Ranks.

The Shattering Blow Mark grants the warrior a chance of receiving a special effect for 2 rounds, under the influence of which physical damage will be increased by a substantial 25%.

The Shattering Blow Mark works in a similar way, increasing magical damage by 25%. The more Marks are fit into the character's weapons and armor, the higher the probability of receiving the respective effect.

 Slot  Mark
     Shattering Blow

Shattering Spell




Hypervampirism and Steel Shield Marks 

Suitable exclusively for "Master of Elements" slot, found on "violet" items as well as weapons and gloves of  "blue" quality that become available aftert achieving  Valor Ranks.

The name of the Hypervampirism Mark speaks for itself: it grants the owner a chance of receiving an effect that lasts for 2 rounds and returns 25%  of the physical or magical damage inflicted on the enemy to you as Health points. 

The Steel Shield Mark grants the owner a 2-round protective effect that decreases the received physical and magical damage by 20%.

 Slot  Mark
     Hypervampirism

Steel Shielв




Weakness of Spirit and Loss of Mind Marks 

The Weakness of Spirit Mark grants its owner a chance of inflicting the enemy with an effect that  decreases the damage of the enemy's next spell by 30%. The effect may be activated when using both physical and magical attacks.

The Loss of Mind Mark may inflict the enemy with an effect that increases the cost for casting any spells by 30%. The effect may be activated when using both physical and magical attacks.

 Slot  Mark
     Weakness of Spirit

Loss of Mind




• Lacerated Wound and Evasion Marks

The Lacerated Wound Mark grants a chance of inflicting an enemy with an effect that for 5 rounds will deal additional damage to the enemy, equal to 50% of your physical damage. The effect may be activated when using physical attacks.

The Evasion Mark may bestow its owner with an effect that grants a 25% probability of evading a physical attack. The effect may be activated when using both physical and magical attacks.

 Slot  Mark
     Lacerated Wound

Evasion




Dragon Armor Marks

"Green" quality Dragon Equipment is fit with a single Six Schools of Adan slot while "blue" Armor has two slots - Six Schools of Adan and Master of Steel. Types of Marks available for use will depend on the Class of Dragon Equipment. All Marks that fit Six Schools of Adan and Master of Steel slots of Character Equipments also fit Dragon Equipment.

Dragon Armor upgrade is done the same way as Character Armor upgrade.

Set and Mark quality

Sets of different quality (color) have a different number of Mark slots.

"Grey" sets do not have any Mark slots.
"Green" sets have one Six Schools of Adan slot.
"Blue" sets have one Six Schools of Adan and one Master of Steel slot.
 "Violet" sets have one of each Six Schools of Adan, Master of Steel and Master of Elements slots.

Two-handed weapons are an exception to this rule since they possess double the numebr of Mark slots.
(For instance, the Barbarian Axe has two Six Schools of Adan slot, and the Master of Fates Axe two Six Schools of Adan and two master of Steel slots).

 

Mark Shards

         

Mark Shards can be obtained as combat trophies. 

  

By obtaining Shards in combat or purchasing them at the Auctions, Jewelers are able to craft Inactive marks

      

In his turn, the Inscriptor can use Inactive Marks to craft new Marks or improve the quality of the ones he already has. 

 

Installing and Removing a Mark

Installing a Mark is free but removing it costs 10% of the Mark's price. Please note that the Mark is destroyed during the removal process.

1. To install a Mark, choose an item that has an icon of a Mark slot in the lower left corner of its image.

2. Hover your mouse over the slot. An "Upgrades" button will appear.

3. By clicking the button, you will open the Mark installation screen. Marks that can be installed in the chosen item are shown in the right part of the screen.

4. By clicking a Mark, you will install it into the item slot.

5. Click the "Apply" button to confirm your choice and leave the Mark installation screen.

The Mark removal process is very much similar. But in this case you will have to choose a slot with an installed Mark, hover your mouse over it, click the "rmv." button and confirm you choice.


Amendars

Amendars are ancient Dedaire artifacts can be used to upgrade:
• Cuirasses
• Gloves
• Pauldrons
• Helms
• Necklaces
• Amulets
from Gladiator Sets of "green" quality to elements of Gladiator Sets of "blue" quality.

         

Amendars can be acquired as trophies in the Arena of Honor and Seven Bridges of Shadan by warriors of levels 6 to 29. They are non-transferrable items that cannot be sold.

Only one Amendar can be in a player's possession at a time. Having used the Amendar, a warrior will be able to acquire a new one as a trophy.

To use an Amendar, you will have to purchase the Mekhar first. This item that is required for activation of the Amendar can be found in the Upgrades section of the Shop. When both the Amendar and the Mekhar are in your posession, equipe the item you wish yo upgrade and use the Amendar. Both artifact pieces will disappear in the process. 

«Green» quality Gladiator Armor Artifacts  «Blue» quality Gladiator Armor

 

Zikkars

Zikkars are artifacts of the mysterious Tangors, used to transform items from "green" Sets into elements of "blue" Sets.

              

Zikkars can be acquired by players of level 32 and higher in the Razed Fort Instance. You can also purchase Zikkars at the Auction.

To use a Zikkar, you must first charge it with battle fury in PvP combats:
Arena of Honor;
Seven Bridges of Shadan;
Tournament of Honor;
Sea Battles.

Please note that when you begin to charge a Zikkar, it becomes personal and can't be sold to other players. A fully charged artifact becomes the Materialized Zikkar. To upgrade an item with it, you will need Magical Dust which can be obtained from Weapons and Armor you no longer need, or purchased at the Auction.

When you have both components, equip the item you wish to upgrade, select the materialized Zikkar (it should correspond with the item you upgrade) in your Backpack and click "use" to complete the process.

              

After upgrade, item Characteristics will increase, all Marks will be transferred into the new item, and a slot for Master of Steel Marks will be added to the item.

Parcels

Parcels are Dedaire artifacts that can be inserted into suitable slots in Class Armor and Weapons to increase your Characteristics. They become available at level 3 from the "Upgrades" section of the Shop. 

Parcels can be upgraded. To do so, select a level I Parcel in your Backpack and click "Use" to upgrade. Maximum Parcel level is VI, and with each level, the bonus it provides to one of your Characteristics will grow. 

Different Parcel types fit different Equipment slots:

Slot Parcel Characteristic
      Strength

      Vitality
      Intuition
      Will
      Stamina

But please bear in mind the reverse effect: whenever you upgrade a Parcel, there's a chance that it will lose a level, or, if it's already level I, get destroyed.

Necklaces

Warriors with enough Reputation can purchase Necklaces of Destruction, Finesse, and Taming through the Reputations menu. Each Necklace is available in three versions for warriors of levels 10, 27, and 48, which require 3000, 7000 and 16000 Reputation respectively. 

          

 

Additionally, the Necklaces have their own three levels   that define items' life time:
level I Necklaces – 21 day,
level II Necklaces – 7 days,
level III Necklaces – 3 days.

Necklace Characteristics increase with each level.

All purchased Necklaces are level I . To get them to level II, you must charge them with 5000 battle fury before their life time ends. Battle fury is earned in PvP combats:
Arena of Honor;
Seven Bridges of Shadan;
Tournament of Honor;
King of the Hill;
Invincible Warrior;
Sear Battles;
Duels of Truth, as well as by using Bonecrusher Spheres.

When a Necklace is charged to 5000, it will level up, and countdown of its life time will start anew.

Leveling up a Necklace from level II to level III is done the same way, but you will need to charge the item with 7500 battle fury.

Amount of earned battle fury depends of the strength of your opponent. The stronger the enemy and the more damage they deal to you, the more battle fury you get.

When the life time of a level Ii or III Necklaces ends, the item doesn't disappear, but instead loses a level. You can then charge it again. There is no limit to the number of charges.

 

 


Outfits

The Outfits section of the Shop offers amazing Items for purchase: Vampire, Deydri and Pirate Outfits. Outfit effect lasts for 24 hours.

Putting on Outfits allows you to change your Character's appearance as well as Characteristics. For instance, Vampire Outfit will return 2% of dealt damage as Health points, Pirate Outfit will increase Strength by 2% while Deydri Outfit  will reduce received damage by 2%.

       

All Outfits are available for purchase after achieving level 22. You won't be able to use Outfits while wearing the Pirate or Deydri appearances in level 27 "The Invisible Trail" and level 31 "Vigilant Dzhalmargh" Quests.


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