Additional effects are attributes of Weapons, Armor, and Ammunition that have a percentage chance of activating during combat. The frequency of the additional effect's activation, sometimes referred to as the "proc rate," is commonly based on the relative level of the monster being attacked, but may involve other factors, such as the current day or the type of monster being attacked.
Only one additional effect can proc for each melee attack based on the priority of the effect:
- Spells such as Enthunder or Dread Spikes
- Added effects on weapons such as Hofud or Garuda's Dagger
It is usually not a good idea to rely on the additional effect of a weapon, as nearly all additional effects activate fairly infrequently, though there are a few rare exceptions that can activate fairly reliably under certain conditions or even 100% of the time.
Level Name Type Additional Effect 58 Chicken Knife Dagger Flee 59 Dominion Mace Club Restores HP 64 Lockheart Great Sword Dispel 66 Power Staff Staff STR Boost 66 Mythril Heart (HQ) Great Sword Dispel 69 Cocytus Pole Staff Ice Spikes 70 Balmung Great Sword Dispel 75 Claustrum Staff Dispel 75 Excalibur Sword Damage proportionate to current HP 75 Guttler Axe Choke 75 Mjollnir Club Recover MP 75 Imperial Egg (HQ) Throwing Provoke 80 Vermeil Bhuj Great Axe Amnesia