Mage Attunement: Difference between revisions

From We Are Dragons Wiki
(Add the Mage Attunement guide and calculator for Sorcerers and Druids (Season 3, 1 November 2026).)
 
(Android client 1.2.5 now shows the magician jewelry.)
 
Line 213: Line 213:
'''Do I need the new client?''' Damage works on any client. The new Windows client shows the new names in the Stats panel, on items and in the Market, and the magician jewelry icons. Restart the launcher to update.
'''Do I need the new client?''' Damage works on any client. The new Windows client shows the new names in the Stats panel, on items and in the Market, and the magician jewelry icons. Restart the launcher to update.


'''I play on Android.''' Attunement works the same for you. The Android app does not know the magician jewelry yet: until its next update, a magician item in your backpack, in a container, on the ground nearby or in a trade can make that window or part of the screen fail to show. If you play a mage on Android, keep your original jewelry and use <code>!attune</code> after the Android update.
'''I play on Android.''' Attunement works the same for you. Install Android client '''1.2.5''' (1 November 2026) from the [https://wearedragons.net/ website]: it shows the magician jewelry and the new names. Older Android versions do not know the magician items, so a magician item in your backpack, in a container, on the ground nearby or in a trade may fail to show there.
</div>
</div>

Latest revision as of 16:41, 1 November 2026

Season 3: active from the server restart on 1 November 2026 at 19:00 (server time). Sorcerers and Druids only. Knights and Paladins are not changed.

In short · Before and after · Calculator · Calculate it yourself · Which hits · Which stat to upgrade · PvP · Magician jewelry · FAQ

SORCERER · DRUID · SEASON 3
Attunement: your critical hits, without the luck

Mages no longer roll critical hits. Your Critical Hit Chance is now called Attunement and your Critical Damage is now called Intensity. Every hit that could crit before now gets a fixed bonus of Attunement × Intensity. Your average damage stays exactly the same; it just arrives on every hit instead of in random spikes.

In short

  • Critical Hit Chance → Attunement. Critical Damage → Intensity. Same items, same rolls, same gems, same legendary attributes. Nothing was converted or removed.
  • Every attuned hit gets +Attunement × Intensity. Attunement counts up to 100%.
  • Same average damage, no randomness. A crit used to add Intensity to some of your hits; now every hit gets the average of that roll.
  • You still need both stats. The bonus is their product: with one of them at 0 the bonus is 0, exactly like crit before.
  • The same hits qualify as before (wands, bounce, Ultimate Explosion and the others), with the same access requirements. See which hits.
  • Check your values with !attunement or in the Stats panel (new client).
  • Optional: turn your shared crit jewelry into magician versions for free with !attune. Same stats, new icons, mage-only. See magician jewelry.
Attuned bonus = min(Attunement, 100%) × Intensity
Every attuned hit = normal hit × (1 + Attuned bonus)

Example: 57% Attunement and 1440% Intensity give 0.57 × 1440% = +820.8% on every attuned hit, so each hit does ×9.208 damage. Before, you got +1440% on about 57 of every 100 hits and nothing on the other 43.

Before and after: real numbers

The averages are the same to within 1 damage (rounding). The difference is that the old column was a coin flip between two very different numbers, and the new column is what you get on every hit.

The normal hits below are examples for each stage. The endgame row uses a normal Ossuary bounce hit of 1,350,000 measured on Season 3. Use the calculator with your own numbers.

Stage Attunement / Intensity Normal hit Before: critical hit Before: average per hit Now: every attuned hit Multiplier
RB3 13% / 171% 100,000 271,000 on 13% of hits 122,230 122,230 ×1.22
RB4 18.5% / 299% 100,000 399,000 on 18.5% of hits 155,315 155,315 ×1.55
RB6 26% / 599% 250,000 1,747,500 on 26% of hits 639,350 639,350 ×2.56
RB7 47% / 1339% 800,000 11,512,000 on 47% of hits 5,834,640 5,834,640 ×7.29
Endgame 57% / 1440% 1,350,000 20,790,000 on 57% of hits 12,430,800 12,430,799 ×9.21

Ten hits in a row (endgame example)

57% Attunement, 1440% Intensity, normal hit 1,350,000:

10 hits Before Now
Unlucky: 3 crits (happened in 8% of 10-hit series) 71,820,000 124,307,990
Typical: 6 crits 130,140,000 124,307,990
Lucky: 8 crits (happened in 12% of 10-hit series) 169,020,000 124,307,990

The long-run average is the same. What disappears is the bad series where a boss heals up, a pack survives or a timer runs out because the crits did not come.

Calculator

Type in your Attunement, Intensity and the normal hit of a spell or wand. You can also compare two upgrades and roll ten hits the old way to see the difference.

The interactive calculator is loading. It needs JavaScript. If it does not appear, use the step-by-step method below: it gives the same result.

Calculate it yourself in 4 steps

  1. Read your stats. Say !attunement. Example: Attunement 57%, Intensity 1440%.
  2. Cap Attunement at 100. Anything above 100% is unused. 57 stays 57.
  3. Multiply and divide by 100. 57 × 1440 / 100 = 820.8. That is your Attuned bonus: +820.8%.
  4. Apply it to the normal hit. Multiplier = 1 + 820.8 / 100 = 9.208. A normal hit of 1,350,000 becomes 1,350,000 × 9.208 = 12,430,800 (the server rounds down, so 12,430,799).

Quick check of the old average: normal hit × (1 + chance × critical damage). It is the same formula. That is why your average damage did not change.

Which hits get the bonus

Exactly the hits that could crit before. Nothing was added or removed.

Spell or source Attuned hits
All wands every hit, no access needed
Bounce, mini bounce, Vortex, Vortex Dance, Tempest every target, with the Galthanor access
Ultimate Explosion, Ultimate Frigo, spirit Apocalypse 1 target with the Freylinde and Galthanor access; 25 targets with the Mordrissa access
Death Wave, Poisonous Wave up to 2 targets with the same accesses
Great Energy Beam, Energy Wave, Poison Storm, spirit Annihilation, Icicles and Restoration no access needed
Spell Echo every attuned target of the echo
Strikes, Fire Wave, Energy Beam, Final Spark, Mini Death Wave, runes, mastery hits never (they could not crit before either)
Damage over time, fields, element gems, pets and summons, reflect, healing never

In area spells with a target limit, the bonus goes to the first creatures in the area order (the southernmost first, then the easternmost in that row), the same order critical hits used. !attunement lists your current attuned hits based on your accesses.

Where Attunement and Intensity come from

Everything that gave Critical Hit Chance or Critical Damage still gives it, and for mages it now reads as Attunement or Intensity:

  • Set bonuses of Urtrudurk, Samurai, Bloodmoon and Crimson Bonelord mage sets.
  • Jewelry: bracelets, earrings, rings, amulets, auraorbs, capes and wings with crit stats.
  • Rarity rolls on helmets, armors, legs, boots, shields, necklaces and rings.
  • Gems: the critical damage gem on earrings is Intensity, the critical chance gem on bracelets is Attunement.
  • Legendary attributes: Soulfire Cascade (Intensity), Voidstrike Precision (Attunement).
  • Guild Meeting Mortality, spirits with crit nodes, Nature's Fury (+50 Intensity), Deadly Gambit gifts, Arena Boost (+100 Attunement for 5 s, so the full Intensity) and the Red Auraorb.

Item descriptions show both names, for example critical hit chance/attunement.

Which stat should I upgrade?

Both stats multiply each other, so the one you have less of (relative to the other) is usually the better upgrade. At your current values, 1% Attunement is worth about Intensity ÷ Attunement percent of Intensity: at 57% / 1440% that is 1440 / 57 ≈ 25% Intensity.

Stage Attunement / Intensity +1% Attunement +10% Intensity 1% Attunement ≈
RB3 13% / 171% +1.40% damage +1.06% damage 13% Intensity
RB4 18.5% / 299% +1.93% +1.19% 16% Intensity
RB6 26% / 599% +2.34% +1.02% 23% Intensity
RB7 47% / 1339% +1.84% +0.64% 28% Intensity
Endgame 57% / 1440% +1.56% +0.62% 25% Intensity

Above 100% Attunement, extra Attunement does nothing. !attunement shows it as "100% max, X% unused". Put that budget into Intensity instead.

PvP

  • Against players the bonus uses the same PvP scale as critical hits did. On Season 3 that is 0.10 for Sorcerers and Druids: at 57% / 1440% the bonus is +82.08% on every attuned hit instead of +144% on 57% of hits.
  • Same average, no streaks. Your biggest PvP hit is lower than an old crit, your smallest is higher than an old non-crit. Three huge crits in a row can no longer happen, and neither can three weak hits in a row.
  • Enemy pets and summons count as monsters, as before.

Magician jewelry and !attune

Eleven accessories with crit stats are shared by all vocations. Mages get their own magician versions: exactly the same stats, new arcane violet icons, and they can only be worn by Sorcerers and Druids.

Original Magician version
crimson bonelord bracelet magician crimson bonelord bracelet
crimson bonelord earrings magician crimson bonelord earrings
crimson bonelord amulet magician crimson bonelord amulet
crimson bonelord ring magician crimson bonelord ring
crimson bonelord auraorb magician crimson bonelord auraorb
bloodmoon bracelet magician bloodmoon bracelet
bloodmoon skull earrings magician bloodmoon skull earrings
samurai earrings magician samurai earrings
samurai stone magician samurai stone
urtrudurk bracelet magician urtrudurk bracelet
urtrudurk earrings magician urtrudurk earrings

How to exchange: as a Sorcerer or Druid, stand in a protection zone and say !attune. Choose the item in the window. The item changes in place and keeps everything: rarity and its rolls, gems, legendary attributes and its history.

  • Free, and you can exchange as many items as you have.
  • Only worn items and items in your backpack count. Move items from your depot, stash or inbox into your backpack first.
  • One-way: a magician item cannot be turned back into the original, and Knights and Paladins cannot wear it.
  • Optional: the original items keep working for mages with the same Attunement and Intensity. Loot, chests and crafts still give the originals.
  • Magician items work everywhere the originals do: rarity upgrades at Boneweaver, Crimson Exchange Scroll, gems, the Market and the auraorb aura.

Why this is better

  • Steady damage. The spread of a single attuned hit drops about nine times. You see the same number every cast, only the normal ±20% formula roll remains.
  • No bad luck streaks on bosses, timed fights and packs. If your damage is enough, it is enough every time.
  • Slightly faster hunts. Less damage is wasted on overkill. In our simulations Ossuary farming got about 4–5% faster, more when you pull packs.
  • Easy to plan. You know your exact damage per hit before you fight, and the calculator tells you which upgrade is worth more.
  • Nothing lost. No item, roll, gem or legendary attribute was converted. Every crit stat you collected is now Attunement or Intensity.
  • Mage-only jewelry makes it clear which pieces are built for you, for free and without losing upgrades.
  • Fairer PvP. Same average, without one-shot crit streaks.

Good to know

  • Attunement counts up to 100%. Above that it is unused.
  • Mage hits no longer show the critical hit effect. Your damage numbers are already boosted.
  • Bosses whose HP was just above your damage could sometimes be killed with lucky crits. Now the result is predictable: when your damage is a little short, it stays short. Upgrade Intensity or Attunement to close the gap.
  • Knights and Paladins keep critical hits unchanged.
  • Records from before 1 November 2026 were set with critical hits.

Commands

Command What it does
!attunement Shows your Attunement, Intensity, Attuned bonus and which of your hits are attuned. Works on every client, including Android.
!attune Opens the free magician jewelry exchange (Sorcerer or Druid, protection zone).

FAQ

Did I lose damage? No. Your average damage per attuned hit is the same as before, for every combination of Attunement and Intensity.

Do I still need Critical Damage items? Yes. Intensity is Critical Damage under a new name, and the bonus is Attunement × Intensity.

I have 120% Attunement. What happens? 100% counts, 20% is unused. Before, a chance above 100% also did nothing.

Why does my strike not get the bonus? Strikes and runes could never crit. The list of attuned hits did not change.

Do I need the new client? Damage works on any client. The new Windows client shows the new names in the Stats panel, on items and in the Market, and the magician jewelry icons. Restart the launcher to update.

I play on Android. Attunement works the same for you. Install Android client 1.2.5 (1 November 2026) from the website: it shows the magician jewelry and the new names. Older Android versions do not know the magician items, so a magician item in your backpack, in a container, on the ground nearby or in a trade may fail to show there.