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-- Huxley Guild --


    Introduction

    Lucius Baine
    Lucius Baine
    Inner Council Member
    Inner Council Member


    Posts : 9
    Join date : 2009-04-18
    Age : 45

    Character sheet
    DFO Character name:: Lucius Helbash
    Race:: Human
    Guild: Duchy of Wessex

    Introduction Empty Introduction

    Post  Lucius Baine Sun Apr 19, 2009 12:36 pm

    CHARACTER CLASSES

    * Warrior ·
    * Scout ·
    * Rogue ·
    * Mage ·
    * Priest ·
    * Knight ·

    Dual class system

    When starting into a new career, adventurers can select to be a warrior, ranger, cleric, knight, mage or rogue. When they reach level 10, they can add a secondary class, which augments the possible class combinations up to 30 individual combination types.

    Generally, all classes in Runes of Magic can serve as primary or secondary class. To switch between them, players have to visit a special class trainer e.g. in the town of Varanas located in the starting region. At any time players have full access to the complete level-based skill set of their active primary class. Simultaneously only the "non-specific" skills of their secondary class are available.

    Moreover the character attributes of the secondary class add up to those of their primary class with 10 percent of their value. Contrary, all experience, attribute and talent points gathered from the adventures accumulate exclusively to the active primary class. Therefore, only the skills of the primary class can be upgraded by distribution of talent points. In any case, the level of the secondary class can not surmount the level of the primary profession. To level up their secondary class, players have to register it as their primary class with any class trainer.
    Tactical Options

    Using the dual class system of Runes of Magic wisely, players can build up their characters as multi-functional all-rounders. With a scout as secondary class, characters can use bows for example. With rogues as secondary they can use projectile weapons, warriors will give you axes. Combinations like melee fighters enhanced with several range combat skills as well as clerics that fight with axes become possible. The range of possibilities gives solo and group players many interesting tactical choices for PvE. RPG players will love the broad spectrum for character interpretation.

    The skills of the six main classes make use of different energy types. Warriors use rage, scouts use focus, rogues need energy and mages, clerics and knights are fighting with mana. Players can apply those energy types independently from each other. Therefore, they can use the dual class system of Runes of Magic to build up dangerous specialists perfectly suited for group play also. For example, smart PC adventurers could create a mighty bombardier with the combination of scout and mage. If for example the character runs out of focus, he simply switches to mana and can immediately launch the skills of his secondary mage class. In contrast to that, a combined knight-warrior class will be the ultimate melee fighter. But players need to be careful with some combinations: mages and clerics use the same mana pool which can quickly dry out your resources.

    Housing

    Home Sweet Home

    If you’re sweaty, covered in blood and dirt and your armor has taken quite a beating, many a hero hopes to withdraw back into his own home to get some rest.

    This is exactly what you will find in Runes of Magic! Your own home is available to you from the very beginning, and you can enter it for the first time in Logar.
    Setting up your interior is fairly simple: Just buy the items, “drag&drop” them into one of the available slots, click the button to place it and that’s it. You can turn, spin and move and place the object freely.
    Decorate as you wish: taste variations

    Currently there are over 130 available interior items -with more to come- giving players many different options to decorate their home..
    A Variety of tables, chairs, rugs, fireplaces, beds, wall decorations, room-dividers… the range of possibilities allows individual design for anyone’s tastes!
    The (treasure)chest: item storage

    Of course Runes of Magic offers a bank in every large city.
    But since humankind has always been hunters and gatherers, players have access to their own chests as well, in which they can store all their precious treasures.
    The first of those chests has 20 slots and can –like everything else- be freely placed within your home.
    More chests can be bought and placed at anytime, of course!
    The players’ new clothes: the mannequin

    Everybody knows mannequins and hardly anyone has walked past shop windows without gawking at the clothing they are dressed in.
    In Runes of Magic players can put such mannequins in their houses: There are male ones and female ones and of course you can put several of them in your home.
    With one click the equipment screen appears where the players can dress up the mannequin with their own armor.
    That does not only look great but also has an additional advantage.
    If you are in a hurry and want to dress up for the next raid, with one click you can exchange the armor you are currently wearing with that which is on the mannequin.
    Crafting sites: from blacksmith to alchemist

    Everybody knows the problem. You just collected all the materials necessary for the next few armor sets and you are standing at one of the forges in the city when other players come by to ask: “Hi. You are a blacksmith, right? Please craft this-or-that item for me.”

    Those who would rather quietly practice their profession can just put the necessary crafting sites in their house. There are anvils for blacksmiths, laboratories for alchemists or huge pots for chefs. For each profession the right equipment is available.
    My home is my castle: expansion

    In the near future it will become possible to expand your home.
    More floors, bigger rooms, attics, closets, as with all the features of Runes of Magic, the possibilities are nearly endless.
    Click me: interaction with surrounding objects

    Mannequins are not the only things that can be used with a short click.
    Also the flames in the fireplace and on the candlestick can be lit and give the house a homely atmosphere.
    The future: more ideas

    Every three months a free add-on with fresh content for Runes of Magic will be published.
    That includes pieces of furniture and other additions for the house.
    It will be fascinating to see what will happen here!

    The Runes of Magic community is highly important to us and for new creative ideas we like to pick the players brains.
    So, your visit to the forums, which are there for that purpose, is highly welcome.

    Mounts

    A hero worth of that name not just needs the right armour or weapons, but also a ride befitting his (or her) rank! So if your virtual shoes have holes in them already, it is time to pay the local wrangler a visit and saddle up one of the mystical and trustworthy mounts!

    There are several options for you: you can either rent mounts for a number days or buy one permanently. Some are available in game - as reward for completing a quest or participation in a special event (like Valentine's day) and some are available from the Item Shop.

    Here's an up-to-date overview on all the mounts available in Runes of Magic - so you know what to chose from when your travel across Taborea seems to take ages again...

    Overview

    White Horse
    Mount

    The White Horse is available for:

    7 Days
    30 Days
    Permanent

    Spotted Horse
    Mount

    The Spotted Warhorse is available for:

    7 Days
    30 Days
    Permanent
    Brown Horse
    Mount

    The Brown Horse is available for:

    7 Days
    30 Days
    Permanent
    Black Horse
    Mount

    The Black Horse is available for:

    7 Days
    30 Days
    Permanent
    White Warhorse
    Mount

    The White Warhorse is available for:

    7 Days
    30 Days
    Permanent
    Black Warhorse
    Mount

    The Black Warhorse is available for:

    7 Days
    30 Days
    Permanent
    Ostrich
    Mount

    The Ostrich is available for:

    7 Days
    30 Days
    Permanent
    Golden Ostrich
    Mount

    The Golden Ostrich is available for:

    7 Days
    30 Days
    Permanent
    Blood Ostrich
    Mount

    The Blood Ostrich is available for:

    7 Days
    30 Days
    Permanent
    Fire Ostrich
    Mount

    The Fire Ostrich is available for:

    7 Days
    30 Days
    Permanent
    Flame Wartiger
    Mount

    The Flame Wartiger is available for:

    7 Days
    30 Days
    Permanent
    Thunder Wartiger
    Mount

    The Thunder Wartiger is available for:

    7 Days
    30 Days
    Permanent
    Berhu
    Mount

    The Berhu is available for:

    7 Days
    30 Days
    Permanent
    Fiery Berhu Mount
    Mount

    The Fiery Berhu Mount is available for:

    7 Days
    30 Days
    Permanent
    Golden Armored Berhu Cub
    Mount

    This mount is only available for special occations.
    Red Armored Berhu Cub
    Mount

    This mount is only available for special occations.
    Unicorn
    Mount

    This mount is only available for special occations.
    Dark Shadow Ferret
    Mount

    This mount is only available for special occations.


    Arcane Transmutor

    The Arcane Transmutor is a tool that can be used to improve ones equipment, increase the tier of runes of to combine several different runes into an entirely different rune. You can open it by simply clicking the treasure box icon at the bottom of your backpack. To be able to access and use the Arcane Transmutor, you have to be at least level 15 and have to have completed a simple quest in the class hall in Varanas.
    Improving Equipment

    To improve your equipment, you first need pieces of equipment whose special attributes you’d like to transfer onto another piece of equipment. You can then combine the source equipment with a power stone to create a mana stone, which you can later use to upgrade the target equipment.
    Power Stones

    You can buy power stones from NPCs in cities or in the item shop. Most power stones already posses basic attributes which will be transferred onto the final item. When buying a power stone from an NPC, a random attribute will be added to its pre-existing attributes.
    Producing Mana Stone

    To produce a mana stone from the chosen piece of equipment and a power stone, you have to drag both items into the fields of the arcane transmutor. You will then see the resulting mana stone and it’s attributes in the preview window below. If you want to go ahead and create the mana stone, simply click „Confirm“.
    Improving Equipment using Mana Stones

    To improve an item, you have to drag the item and three mana stones of the same tier into the Arcane Transmutor. You will then be shown a preview of the resultung item in the preview window. Only a certain number of attributes can be transferred, if you are trying to transfer more attributes than equipment of that tier can hold, the weaker attribute values will always be transferred first.
    Upgrading Mana Stones

    To produce mana stones of a higher tier, you have to drag three mana stones of the same tier into the Arcane Transmutor. The preview window will then show a mana stone that is one tier higher than the original mana stones and inherits most of their attributes. Just like with improving equipment, only a certain number of attributes can be transfered, and the weaker attributes will be transfered first.
    Upgrading Runes

    To upgrade runes, you need five identical runes of the same tier. After dragging them into the Arcane Transmutor, the preview window will display a higher tiered and improved version of that rune.
    Combining Runes

    To create a completely new rune, you have to drag two or more different runes of the same tier into the Arcane Transmutor, after which the preview window will display the resulting rune. If the chosen rune combination doesn’t exist, no new rune will appear in the preview window.
    Arcane Transmutor Charges

    To create items, runes or mana stones using the Arcane Transmutor, you need one Arcane Transmutor charge per use. You can aquire these charges by trading in Phirius Tokens (available from daily quests) at the Phirius Token Exchange in the class hall or by purchasing them in the item shop
    Lucius Baine
    Lucius Baine
    Inner Council Member
    Inner Council Member


    Posts : 9
    Join date : 2009-04-18
    Age : 45

    Character sheet
    DFO Character name:: Lucius Helbash
    Race:: Human
    Guild: Duchy of Wessex

    Introduction Empty Re: Introduction

    Post  Lucius Baine Sun Apr 19, 2009 1:34 pm

    To get started, you will need Bierdine tokens, which you receive 10 from per daily, = 100 per day. You can hand in 30 at the npc in Varanas Class Hall, to get 1 AT charge. So 3 per day. If this isnt enough, you can buy stacks of 10 in itemshop. Use the charges, they will add charges to your AT. The AT opens by clicking the button on bottom of your backpack. First line red number is how many charges you have, 2nd line is how many charges will be used up for the action you want to perform. If you drop 10 runes in there of 1 type, it will show that 2 charges will be used to create 2 runes of same type of next tier for example.

    The runes I cover here are just Tier 1 runes. I have added information about the runes that I know of by making them personally, or from screenshots on this forum. If you have information that is still missing, please reply so that I can update this guide.

    Abbreviations:
    str = strength
    dex = dexterity
    sta = stamina
    int = intelligence
    wis = wisdom
    HP = health points
    MP = mana points
    PA = physical attack
    MA = magical attack
    PD = defense (physical defense)
    MD = magical defense
    AT = Arcane Transmutor
    t1 = tier 1
    t2 = tier 2
    t3 = tier 3

    Base rules:

    Basic (nonbound) rank:

    Handy if you're missing that last 1 basic rune and you have lots of others left over...

    Power + Quickness = Resistance
    Power + Mind = Harm
    Shell + Mind = Vitality
    Shell + Vitality = Magic
    Vitality + Magic = Shell
    Vitality + Resistance = Power
    Resistance + Quickness = Shield
    Resistance + Mind = Quickness
    Mind + Magic = Strike
    Shield + Resistance = Endurance
    Strike + Vitality = Mind

    1st rank
    Endurance + Mind = Triumph (+4 int, -1 dex) (t2: +7 int, -2 dex)
    Endurance + Quickness = Rouse (+4 int, -1 dex) (t2: +7 int, -2 dex)
    Magic + Resistance = Guts (+4 sta, -1 wis) (t2: +7 sta, -2 wis)
    Vitality + Power = Excite (+4 int, -1 dex) (t2: +7 int, -2 dex)
    Vitality + Mind = Payback (+10 MP, +2 wis) (not used for crafting more)
    Endurance + Resistance = Attonement (+10 HP, +2 sta) (not used for crafting more)

    2nd rank
    Excite + Triumph = Anger (+15 PA, -4 int) (t2: +23 PA, -6 int)
    Guts + Excite = Magic Damage (+15 MA, -4 str) (t2: +23 MA, -6 str)
    Guts + Triumph = Barrier (+15 PD, -4 wis) (t2: +23 PD, -6 wis)
    Guts + Rouse = Resist Magic (+15 MD, -4 sta) (t2: +23 MD, -6 sta)

    3rd rank
    Anger + Magic Damage = Potential (+6 to all stats)
    Resist Magic + Barrier = Fearless (+4 to all resistances) (t2: +5 to all resistances)
    Anger + Barrier = Passion (+3HP recovery) (t2: +5HP recovery)
    Resist Magic + Magic Damage = Reason (+3MP recovery rate) (t2: +5MP recovery rate)

    4th rank
    Fearless + Reason = Sorcery (+5 int, +5 wis) (t2: +8 int, +8 wis)
    Fearless + Passion = Might (+5 str, +5 stam) (t2: +8 str, +8 stam)
    Reason + Passion = Agile (+5 str, +5 dex) (t2: +8 str, +8 dex)

    5th rank
    Sorcery + Agile = Radical (+6 dex, +16 PA) (t2: +11 dex, +24 PA)
    Sorcery + Might = Demon Feet (+6 int, +16 MA) (t2: +11 int, +24 MA)
    Agile + Might = Grudge (+6 str, +16 PA) (t2: +11 str, +24 PA)
    Sorcery + Passion = Defense (+6 sta, +16 PD)
    Might + Reason = Magic Shield (+6 wis, +16 MD)

    6th rank
    Radical + Demon Feet = Drop Rate (+10% Magic find rate) (t2: 20%) (t3: 30%)
    Radical + Grudge = Experience (+10% experience value rate) (t2: 20%) (t3: 30%)
    Defense + Grudge = Hatred (+3% Hatred increase)
    Magic Shield + Demon Feet = Reconciliation (-3% hatred increase)
    Demon Feet + Grudge = Potential (+6 to all stats) DONT WASTE YOUR RUNES ON THIS, get the one of 3rd rank, its the same.

    Making Tier 2 or 3 runes:
    You can combine 5 x the same rune of the same tier, to get the same rune of a higher tier. For example: 5x Power I, combines into 1x Power II. 5x Power II combines into 1x Power III etc. This combination only costs 1 AT charge.

    To make Potential II or III runes, there are 2 ways to do this. The best way is to save AT charges, first upgrade the basic runes to t2, then make potential runes.

    Making a Potential II from t1 runes that you first upgrade to t2:
    15 AT charges total
    10 power
    10 Vitality
    5 Resistance
    5 Magic
    5 Endurance
    5 Mind

    Making a Potential II from 5 Potential I runes:
    36 AT charges total
    10 power
    10 Vitality
    5 Resistance
    5 Magic
    5 Endurance
    5 Mind

    As you can see, it is best to upgrade the basic runes to the next tier, then combine those runes into a potential. It saves about 21 charges total per tier of how this is done.



    Recipes to make the best 3 runes!!

    Potential (+6/10/20 to all stats, for tier 1/2/3)

    Requirements:
    7x AT charges (x30 Bierdine Tokens = 210 Bierdine Tokens = 21 dailies, so 3 days) (or 20 diamonds for 10 AT from itemshop)
    2x Vitality
    2x Power
    Mind
    Endurance
    Magic
    Resistance

    Combine this:
    2x Vitality + 2x Power = 2x Excite
    Mind + Endurance = Triumph
    Magic + Resistance = Guts
    -
    Excite + Triumph = Anger
    Excite + Guts = Magic dmg
    -
    Anger + Magic dmg = Potential


    Drop Rate (+10%/+20%/+30% Magic find rate, for tier 1/2/3)

    Requirements:
    62x AT charges (x30 Bierdine Tokens = 1860 Bierdine Tokens = 186 dailies, so 19 days) (or 140 diamonds for 70 AT from itemshop)
    5x Vitality
    5x Power
    6x Quickness
    7x Mind
    13x Endurance
    14x Magic
    14x Resistance

    Combine this:
    14x Magic + 14x Resistance = 14x Guts
    6x Endurance + 6x Quickness = 6x Rouse
    7x Endurance + 7x Mind = 7x Triumph
    5x Vitality + 5x Power = 5x Excite
    -
    6x Guts + 6x Rouse = 6x Resist Magic
    5x Guts + 5x Triumph = 5x Barrier
    3x Guts + 3x Excite = 3x Magic Damage
    2x Excite + 2x Triumph = 2x Anger
    -
    3x Resist Magic + 3x Barrier = 3x Fearless
    3x Resist Magic + 3x Magic Damage = 3x Reason
    2x Anger + 2x Barrier = 2x Passion
    -
    2x Fearless + 2x Reason = 2x Sorcery
    Fearless + Passion = Might
    Reason + Passion = Agile
    -
    Sorcery + Agile = Radical
    Sorcery + Might = Demon Feet
    -
    Radical + Demon Feet = Drop Rate


    Experience (+10%/+20%/+30% experience value rate, for tier 1/2/3)

    Requirements:
    63x AT charges (x30 Bierdine Tokens = 1890 Bierdine Tokens = 189 dailies, so 19 days) (or 140 diamonds for 70 AT from itemshop)
    6x Vitality
    6x Power
    5x Quickness
    8x Mind
    13x Endurance
    13x Magic
    13x Resistance

    Combine this:
    13x Magic + 13x Resistance = 13x Guts
    5x Endurance + 5x Quickness = 5x Rouse
    8x Endurance + 8x Mind = 8x Triumph
    6x Vitality + 6x Power = 6x Excite
    -
    5x Guts + 5x Rouse = 5x Resist Magic
    5x Guts + 5x Triumph = 5x Barrier
    3x Excite + 3x Triumph = 3x Anger
    3x Guts + 3x Excite = 3x Magic Damage
    -
    3x Anger + 3x Barrier = 3x Passion
    3x Resist Magic + 3x Magic Damage = 3x Reason
    2x Resist Magic + 2x Barrier = 2x Fearless
    -
    2x Reason + 2x Passion = 2x Agile
    Fearless + Passion = Might
    Fearless + Reason = Sorcery
    -
    Sorcery + Agile = Radical
    Agile + Might = Grudge
    -
    Radical + Grudge = Experience
    Lucius Baine
    Lucius Baine
    Inner Council Member
    Inner Council Member


    Posts : 9
    Join date : 2009-04-18
    Age : 45

    Character sheet
    DFO Character name:: Lucius Helbash
    Race:: Human
    Guild: Duchy of Wessex

    Introduction Empty Re: Introduction

    Post  Lucius Baine Sun Apr 19, 2009 1:36 pm

    Title Guide!

    Here is a list of titles that are in game and where to get them.

    Novice Adventurer
    This is your normal first title that everyone receives when you follow threw your starting zone.

    Zone: Pioneers Colony
    Quest Required:
    Lvl: Any lvl

    Full-stomach Warrior
    You can receive this title by doing the quest "Bump in the Night." The quest explains what to do.

    Zone: Logar
    Quest Required: Yes
    Lvl: 10+

    Master of the Bear King; Bear Hunter; Bear Bully
    Past name was called "I killed the bear king at lvl 10" now changed to "Master of the Bear King". You can receive either one of these titles by your lvl range. All you need to do is go to logar and kill the lvl 9 bears to spawn the "Bear King." Sometimes the spawn is fast or slow. If you kill the bear at lvl 10 and under you will receive the title "Master of the Bear King". If you kill the bear king at lvl 11-19 you will receive the title "Bear Hunter." Any lvls above will receive the title "Bear Bully"

    *May be bugged at the moment. Some are getting the title and some are not*

    Zone: Logar
    Quest required: No
    Lvl: Any lvl

    Nemesis of the Undead
    You can receive this title by completing a run through Forsaken Abby without dying and within 25-30 minutes. To get the title your class must be lvl 25 and under or otherwise you won't get it.

    *Note this title may be bug at the moment*

    Zone: Silverspring; Forsaken Abby
    Quest required: No
    Lvl: 25 and under


    Ecology Research Team Member
    So far only female characters can get this title. You need to go to the first camp called Obsidian Order Garrison. Go inside the tent and talk to the alchemy npc.

    Zone: Dust Devil Canyon
    Quest required: No
    Lvl: Any lvl

    Hero of Taborea
    You can receive this title by completing the epic chain quest. Chain quest starts at lola in logar.

    Zone:
    Quest required: yes
    Lvl:

    Cactus Killer
    Kill the cactus Fruit boss and the Hyru Flower Cactus boss. Respawn time are long.

    Zone: Dust Devil Canyon
    Quest required: yes
    Lvl: 47+

    Santa's little helper (event)
    Past name was called "I believe I can Fly". Save all the Bridien Uncles during the Christmas event.

    *You can no longer get this title.*

    Roseheart (event)
    In the past the name was called "The Rose Represents My Heart", Valentine event title. Plant 30 roses to get this title. Go to the central plaza in Varanas City and talk to event npcs for more details.

    *You can no longer get this title*

    Survivor of Malatina's Game
    Past title was called "Survived the Servival Game". You can get this title from the Malatina solo dungeon. Complete it one time under 10 mins. For more information about the Malatina dungeon visit this link http://forum.runesofmagic.com/showthread.php?t=39149

    Zone: Varanas City; Central Plaza
    Quest required: no
    Lvl: any lvl

    Contender of Malatina's Game
    This title you received after you've beaten the mini game 30 times. You also get +15 Defense, +2 all attribute and +100 HP if you wear this title as well.

    Zone: Varanas City; Central Plaza
    Quest required: no
    Lvl: any lvl

    Wanted by the Zurhidon
    This title seems very similar to the Abbey undead title only it comes from Mystic Altar. Need to be around lvl 40 and try to bypass as much of MA as possible and do only the bosses. Completing MA in 20-25 minutes elapsed time best time to receive the title.

    *Of the titles I've seen this seems to be the rarest so far.*

    Zone: Mystic Altar
    Quest required: no
    Lvl: 39-41 Not certain on the lvl range yet.

    Custom Title
    You can recieve a custom title and call it anything you like. You can find the custom title in the cash shop.

    Zone:
    Quest required: No
    Lvl: Any
    Lucius Baine
    Lucius Baine
    Inner Council Member
    Inner Council Member


    Posts : 9
    Join date : 2009-04-18
    Age : 45

    Character sheet
    DFO Character name:: Lucius Helbash
    Race:: Human
    Guild: Duchy of Wessex

    Introduction Empty Re: Introduction

    Post  Lucius Baine Sun Apr 19, 2009 1:36 pm

    There is 3 ways to items enchanting:

    1. Stats injecting (effective for any items).
    2. Tier raising (mostly effective for weapon, upper/lower armor and shields)
    3. Jewel enchanting (mostly effective for accessoires)

    ================================================== =======

    Stats Injecting step-by-step

    When using this technics we inject additional attributes (stats) from several items into a target clear item. We shall use 3 items, though can be used up to 6 items, but this case is not our theme here. Source items destroyed during this but its stats will be collected by empty item thus creating powerful new.

    What you need

    1. First, we need 3 identical Fusion Stones, which will capture stats from source items. Take attention: identical stones with 3 same attributes each. Originally, Fusion Stones can be purchased from Odeley Proly in the West Wing of Varanas. But in best case you may buy stone with 2 of 3 fixed stats there. Third will be generated on purchasing. So I advice you to go to Auction House to "Equipment Enchanting"►"Power Stones" section and find 3 matching stones with attributes of your choice.


    2. Second, we need 3 items with outstanding single (yes single) stat on each. Generally, you may inject green stats (what we shall do), but there is more valueable yellow stats, which include 2 attributes in 1 stat. For example, "Fox" stat include +Dexterity and +Intelligence attributes in one stat.
    Take attention: items must have same tier, otherwise you will get different tier manastones and will not enchant your item. All will be wasted.
    So, we have +17 strength stat:


    next we have +17 stamina


    and finally, +22 stamina


    Take your attention: you can not inject absolutely similar stats. Dont try it, because one of it will vanish. But, for example, you may use StaminaVII and StaminaVIII stats for injecting, they are counted as different stats.

    3. Third, you need empty item. You can also purchase it on Auction House. Actually, you can use item which have one good stat already. In that case you must use one empty source item. There is 2 important things you must know. First, search items with high durability, as high as you can. If item has maximum durability >100 and currently its durability kept > 100, it will receive +20% bonus to all its stats, inluding injected. Second, try to find item with rune sockets. You are going to spend much money and Transmutor Charges to item and hold it for at least 5 levels more/ so dont try to save some money.

    Find then runes of your kind and insert it to sockets, making more powerful item. Remember there are combined runes such Guts and Excite, search for more info on this forum.

    4. Fourth and last - you must have at least 4 charges in your Arcane Transmutor


    --------------------------------------------------------------------
    So we begin. Place fusion stone and first source item into Arcane Transmutor. Always see what tier manastone you are getting. If it not what you expecting, stop or Fusion Stone will be wasted. Operation can not be undone.

    When you press "Confirm", mana stone will be created as shown on picture.
    Then next source item:

    and last item:

    As you see every operation require one Transmutor charge.
    So we got 3 Manastones with same tier, which inherit stats of destroyed source items.
    Lets do final stage. Place all Mana Stones and your target empty item to Transmutor. Press "Confirm" and thats all.


    Here we got 5-star item with 3 outstanding stats. Try and enjoy!

    I see some further explaination of stats combining will be handful.
    So there is algorithm used by the game when combining manastones and item on final stage:

    1. List all stats from all manastones and target item (may have no stats, as showed above).
    2. Delete all duplicated stats from list (clones)
    3. Sort all stats in list in ascending order (worst stats first, best last)
    4. Take first 6 stats (= first worst 6) from list and inject them to target item.


    For our example:
    1st MS (manastone)

    1.+5.0 Physical Attack Might I
    2.+5.0 Dark resistance Dark I
    3.+4.0 Strength Strength II
    4.+22.0 Stamina Stamina VIII

    2nd MS

    5.+5.0 Physical Attack Might I
    6.+5.0 Dark resistance Dark I
    7.+4.0 Strength Strength II
    8.+17.0 Stamina Stamina VII

    3rd MS

    9.+5.0 Physical Attack Might I
    10.+5.0 Dark resistance Dark I
    11.+4.0 Strength Strength II
    12.+17.0 Strength Strength VII

    Target Item
    -empty

    So we have 12 stats at all, but there are duplicated among them. Its a Might-I, Dark-I, and Strength-II.
    We specially used identical Fusion Stones to make this situation.
    We deleting all similar stats to make list contain only original non-matching stats. Only one Might-I, one Dark-I, and one Strength-II are left in list.
    After sorting stats ascending (by stat class, showed by roman digits) , we got a list:

    1.+5.0 Physical Attack Might I
    2.+5.0 Dark resistance Dark I
    3.+4.0 Strength Strength II
    4.+17.0 Strength Strength VII
    5.+17.0 Stamina Stamina VII
    6.+22.0 Stamina Stamina VIII

    We have 6 stats in list at all, so all of them will be injected into item.

    Let see what have ArtemKun from post #7 downthere

    1st MS
    1.+5.0 Physical Attack Might I
    2.+3.0 Intelligence Intelligence I
    3.+4.0 Strength Strength II
    4.+15.0 Magical Attack Might V

    2nd MS
    5.+5.0 Physical Attack Might I
    6.+5.0 Light resistance Light I
    7.+4.0 Strength Strength II
    8.+13.0 Strength Strength VI

    3rd MS
    9.+5.0 Physical Attack Might I
    10.+5.0 Fire resistance Fire I
    11.+4.0 Strength Strength II
    12.+17.0 Strength Strength VII

    Target item
    13. +5 All Attributes Ability V

    We deleting all similar stats to make list contain only original non-matching stats. There are one Might-I and one Strength-II left.
    After sorting stats ascending (worst stats first), we got a list:
    1.+5.0 Physical Attack Might I
    2.+3.0 Intelligence Intelligence I
    3.+5.0 Light resistance Light I
    4.+5.0 Fire resistance Fire I
    5.+4.0 Strength Strength II
    6. +5 All Attributes Ability V
    7.+15.0 Magical Attack Might V
    8.+13.0 Strength Strength VI
    9.+17.0 Strength Strength VII

    We have 9 stats, worst first, best last. Transmutor take first 6 stats and injects it into item. You got what you got.
    Main error - you used different Fusion Stones.


    [Guide] Illustrated Guide for transmuting a T6 weapon with random stats.

    http://forum.runesofmagic.com/showthread.php?t=47145
    Lucius Baine
    Lucius Baine
    Inner Council Member
    Inner Council Member


    Posts : 9
    Join date : 2009-04-18
    Age : 45

    Character sheet
    DFO Character name:: Lucius Helbash
    Race:: Human
    Guild: Duchy of Wessex

    Introduction Empty Re: Introduction

    Post  Lucius Baine Sun Apr 19, 2009 1:38 pm

    {loot tables} for yellow Stats
    I've searched through the various threads...forums and websites and I cannot find anywhere that has complete loot tables for yellow loot. I've decided to take time to compile contributions. This is to facilitate xmuting of items.

    What each stat gives can be found in the 3rd thread.

    Contributors: RacthohOfAnthor syndreamer dolidoi Lascas moonss dcpuser

    Please use the following format:
    <Item tier><Stat> - <Obtained from> <bop/boe> <type of equipment>

    Tier1

    Speed I - Bears (BOE) (Leather)
    Reflex I - Young Wolf (BOE) (Bow)
    Fang II - Bandits in Silverspring (BOE) (Dagger) (Gives tier2 manastone)
    Cougar II - Chargingboars in Silverfall (BOE) (Sword)
    Speed II - Mangyhogs in Silverfall (BOE) (Leather)

    Tier2

    Fang II - Sherfas, Bandits (BOE)
    Endurance II - Zurhidon (BOE) (Chain)
    Warlock II - Kobold Mages (BOE) (Staff)
    Genius III - Marclaw Hammertooth (BOE) (Staff)
    MonkIII - Chester, Ironarmor, Anteaters (BOE) (Shield)
    SoulIII - Ents, Perodia (BOE) (Cloth)
    FoxIII - Bears (BOE) (Leather)
    AccuracyIII - Valley Marauders(BOE) (Bows)
    ResilienceIII - Dwarves (BOE) (Shield)
    SpeedIII - Abbey (BOE) (Leather)
    Edurance III - Abbey (BOE) (Chain equips)
    Crystal III - Abbey (BOP) (Chain equips)
    Oppresion III - Silverfall Goblin Ruffians (BOE) (Hammer)

    Soul IV - Ystra Fire-eyed Ferrets (BOE) (Cloth)

    Monk IV - Malatinas (BOE) (Shield) (Gives tier3 manastone)
    Barbarian IV – Malatinas (BOE) (1H Axe)
    Fang IV – Malatinas (BOE) (Dagger)
    Mystic IV – Malatinas/Player crafted (BOE) (1H Hammer)
    Paladin IV – Malatinas/Player crafted (BOE) (2H Axe)

    Elder IV – Epic2 (BOP) (Cloth shoulders)
    Paradigm IV – Epic2 (BOP) (Ring)
    Paladin IV – Epic2 (BOP) (Chain Belt)

    Tier3

    Speed IV - Highland Demonweeds in Winternight Valley (BOE) (Leather)
    Endurance IV - Gargoyles in Tower of Wailing Wind (BOE) (Chain)

    Endurance IV - Mystic Altar (BOP) (Chain)
    Fox IV - Mystic Altar (BOP) (Leather)
    Authority V(Health/Def) - Mystic Altar (BOP) (Accessory)
    Endurance V - Mystic Altar (BOP) (Plate) (Chain)
    Speed V - Mystic Altar (BOP) (Leather)
    Fox V - Mystic Altar (BOP) (Leather)
    Savant V - Mystic Altar (BOP) (Cloth)
    Crustal V - Mystic Altar (BOP) (Chain)
    Illumine V - Mystic Altar (BOP) (Accessory)
    Soul V - Mystic Altar (BOP) (Cloth)
    Mind V - Mystic Altar (BOP) (Offhand)
    Barbarian V - Mystic Altar (BOP) (Accesory)
    Savage V - Mystic Altar (BOP) (Axe)
    Cougar V - Mystic Altar (BOP) (Sword) (Rare)
    Warlock V - Mystic Altar (BOP) (Accessory) (Rare)
    Rigor V - Mystic Altar (BOP) (MA Golem)

    Stone IV - Necropolis of Mirrors (BOP) (Shield) (Rare)
    Keen IV - Necropolis of Mirrors (BOP) (Dagger)
    Speed IV - Necropolis of Mirrors (BOP) (Leather Pants)
    Soul IV - Necropolis of Mirrors (BOP) (Cloth)
    Soul IV - Necropolis of Mirrors (BOP) (Cloak)
    Endurance IV - Necropolis of Mirrors (BOP) (Plate/Chain)
    Crystal IV - Necropolis of Mirrors (BOP) (Chain)
    Savant IV - Necropolis of Mirrors (BOP) (Cloth)
    Fang IV - Necropolis of Mirrors (BOP) (Accessory) (Rare)

    Fang V - Cyclops Lair (BOP) (Bow) (First boss)
    Oppression V - Cyclops Lair (BOP) (Sword)
    Illumine V - Cyclops Lair (BOP) (Staff)
    Genius V - Cyclops Lair (BOP) (Cloth)
    Soul V - Cyclops Lair (BOP) (Buldgeon)
    Barbarian V - Cyclops Lair (BOP) (Dagger)
    Sage V - Cyclops Lair (Bludgeon)

    Vigor V - Dust Devil Canyon (BOE) (Gloves)
    Endurance V - Dust Devil Canyon (BOE) (Chain)
    Keen V - Kal Turok Hive (BOE) (Dagger)

    Endurance V - Malatinas (BOE) (Plate Chest)

    Tier4

    Savage V - Cyclops Lair (BOP) (Chain)
    Oppression V - Cyclops Lair (BOP) (Plate)
    Paladin V - Cyclops Lair (BOP) (Chain)
    Authority V - Cyclops Lair (BOP) (Plate)
    Endurance V - Cyclops Lair (BOP) (Plate)
    Warlock V - Cyclops Lair (BOP) (Wand)

    Tier 6
    Barbarian VI - Bludgeon - Minotaur Boss
    Fang VI - Dagger - Minotaur Boss
    Barbarian VI – 2H Sword, Lynn Binpike
    Lucius Baine
    Lucius Baine
    Inner Council Member
    Inner Council Member


    Posts : 9
    Join date : 2009-04-18
    Age : 45

    Character sheet
    DFO Character name:: Lucius Helbash
    Race:: Human
    Guild: Duchy of Wessex

    Introduction Empty Re: Introduction

    Post  Lucius Baine Sun Apr 19, 2009 1:39 pm

    Completed Guide to AT Equipment Enhancement
    I've decided the current stickied guide to the Arcane Transmutor in the use of equipment creation is insufficient, and as such, have created a separate thread to either override or complement this guide.

    I feel there is a sufficient amount of original information to substitute this being created as a separate thread, as it also opens different arguments which are not addressed elsewhere. As such, this thread should not be removed, locked, or edited unless someone offers "more accurate" information than what is stated here.

    The best methods to getting this post updated would be through sending my a private message, or placing one's own information in this thread. Currently, the following players have proven to be helpful in the updating of this thread (beyond myself):
    -RacthohOfAnthor


    Rule 1: Stat placement

    Requires 3 power stones of the same stats.
    Requires 3 pieces of equipment of the same with different desirable stats.
    Requires 3-4 Arcane Transmutor charges (if inserting into a piece of equipment or not)

    Note: use only equipment with one stat on them, not including inserted runes or refinement bonuses)

    Place 1 power stone and one piece of equipment into transmutor. It destroys the equipment, makes a mana stone of that item's tier. Repeat this step with the other two power stones and pieces of equipment.

    Place all three mana stones into the transmutor, and a piece of equipment which one wants to have the traits of all 6 given effects that are spread across those three mana stones. NOTE: This equipment must be blank for it to retain all 6 stats!

    Mechanics of this Rule:

    Mana stones choose the lowest tier stat when placing them on equipment. As such, using two power stones with even one stat difference will guarantee that the equipment resulting from the mixing of those stones will have those four stats.

    Example:
    Power Stone A
    Life I
    Power I
    Strength I

    Power Stone B
    Life I
    Power I
    Intelligence I

    Power Stone C
    Life I
    Dexterity I
    Wisdom I

    Mixing these three power stones in any way will result in something with the following stats:

    Life I
    Dexterity I
    Wisdom I
    Power I
    Strength I
    [lowest tier user-inserted stat]

    There is no matter as to how one puts these mana stones into the transmutor. There is also no importance to which pieces of equipment are destroyed in the process. If the three power stones one was using had (combined) those 5 different tier one stats, the end product will have it, guaranteed.


    Rule 2: Increasing Mana Stone Tier

    Requires 3 mana stones of the same tier.
    Requires 1 charge of the Arcane Transmutor.

    This rule allows one to take three mana stones, and create one that is one tier higher. This single mana stone will not be able to do anything of importance without two other mana stones, and it will retain up to 6 of the stats of the mana stones used in the transmutation.



    Mechanics of this rule:

    See the machanics for the previous rule for a good example. To get a mana stone a tier higher and with only 4 stats, it will require the following:
    -3 power stones with the same stats.
    -2 pieces of blank equipment.
    -1 piece of equipment with one desirable stat on it.
    -4 Arcane transmutor charges per tier 4 mana stone.

    If created with more than four stats, it is likely that it will not retain all user-inserted stats when placed on equipment, unless one of the other tier four mana stones has fewer than 4 different stats on it.

    NOTE: You will still need 3 mana stones of the same tier to do anything with a tier 4 mana stone.

    Rule 3: The effects of increasing equipment tier

    Requires 3 mana stones of the same tier.
    Requires one piece of equipment that is at least one tier less than the equipment.

    The effect that increasing a piece of equipment's tier is that it gets a bonus per tier difference. This bonus is +10% to the item's base stats, such as physical damage, physical defense, or magic defense.

    For example, increasing a tier 1 item (level 1-19) to tier 3 using tier 3 mana stones would cause the weapon or armor to get a +20% boost to its base stats due to the two-tier difference. If it gave 100 defense before, it's now giving 120. If it gave 200 physical damage before, it's now giving 240.


    Mechanics of this rule:

    Even though I feel I've been pretty clear, it gives 10% to the equipment's base stats for each tier inbetween the tier one is attempting to reach with the mana stones and the actual tier of the equipment. Thus, tier 1 to tier 3 = 20% more stats. Tier 1 to tier 10 = 90% more stats. And so on.

    One point of note I may not have focused upon is that this goes down to the tenth's digit. If the equipment has 121 base defense, and it increased from tier 2 to tier 3, it becomes 132.1 defense. I have no idea as to why.

    Additional Information:

    These are the following methods to gaining a tier 4 mana stone, along with some additional information which may prove helpful in the creation of higher-tier mana stones (Credit given to RacthohOfAnthor):
    1) Level 50 epic items will make T4 stones.
    2) The combining of 3 tier 3 mana stones.

    Other information:
    -Green items are considered level +2.
    -Blue items level +5.
    -Epic (pinkish) items level +10 at least.
    -Dark purple items (Bierdine cap) are at least +40. (Possibly +50, it would make a more linear equation compared to the prior item levels)

    For example, a level 35 blue item is considered to be level 40 when turning it into a mana stone. A level 38 green item is considered to be level 40 as well.

    Item brackets:
    1-19: Tier 1 item
    20-39: Tier 2 item
    40-59: Tier 3 item

    These item brackets are generally the decider to an item's base tier. For example, almost every item levels 20 to 39 are considered tier 2 when being transmuted.

    For purposes of breaking down an item into a mana stone, it is best to consider the item level to deciding the tier of the mana stone one will receive for its destruction.


    Current bugs/glitches with the Arcane Transmutor when related to equipment alteration:

    "Cusp" items are granting extra tiers:

    If the item level is 20, 40, or 60, it will gain one additional tier more than what the mana stones are supposed to give it. This currently applies to the following:
    -Level 20/40 white equipment
    -Level 18/38 green equipment
    -Level 15/35 blue equipment
    -Level 10/30/50 epic equipment

    If the item level are any of what is mentioned above, mana stones will have an additional effect. This additional effect is that the item will increase one extra tier above the mana stones used in the transmutation. If one uses tier 3 mana stones, the item becomes tier 4 (regardless of current tier. If one uses tier 8 mana stones, the item becomes tier 9. The benefits are correctly applied as if the item is tier 9, as well.

    Breaking down synthetically-increased items reduces mana stone viability:

    Equipment with a synthetically increased tier does not produce mana stones of that given tier. For example, If I made a tier 4 weapon, then tried to turn it into a mana stone, it returns a tier 2 mana stone. There is a guideline in the AT's help-box which says that mana stones are created based on the equipment's tier, but synthetically increased equipment seem to break it.

    My best hypothesis is that destroying a synthetically upgraded tier item will result in a mana stone at 50% of the synthetic tier. For example:
    -Creating a tier 4 item, then turning it into a mana stone will make a tier 2 mana stone (regardless of what the weapon was prior to being transmuted).
    -Creating a tier 6 item, then destroying it with a power stone will make a tier 3 mana stone.

    An so on. The importance to this is that it becomes impossible to "hold onto" high-tier mana stones after one puts them into equipment. I have no idea if it's rounded up or down, since I'm working with mostly tier 3 items.


    Calculations:

    To create one tier 10 item (maximum possible) currently:
    Requires 6561 power stones (~13,122,000 gold)
    Requires 6561 pieces of tier 3 equipment (~10,497,600 gold)
    Requires 9841 Arcane Transmutor charges (19,700 diamonds or 2,953 days of dailies)


    To create one tier 8 item currently:
    Requires 729 power stones (~1,458,000 gold)
    Requires 729 pieces of tier 3 equipment (~1,166,400 gold)
    Requires 1093 Arcane Transmutor charges (2200 diamonds or ~328 days of dailies)

    Note: This adds 50% onto base stats of the tier three item, so it should only be used on items with significant effect. This includes, by priority:
    -Two-handed weapons
    -Upper Armor
    -Shields
    -One-handed weapons

    To create one tier 6 item currently:
    Requires 81 power stones (162,000 gold)
    Requires 81 pieces of tier 3 equipment (~129,600 gold)
    Requires 121 Arcane Transmutor charges (260 diamonds or ~37 days of dailies)

    Note: This adds 30% onto base stats of the tier three item, so it should only be used on items with significant effect. This includes, by priority:
    -Two-handed weapons
    -Upper Armor
    -Shields
    -One-handed weapons

    To create one tier 4 item currently:
    Requires 9 power stones (18,000 gold)
    Requires 9 pieces of tier 3 equipment (~14,400 gold)
    Requires 13 Arcane Transmutor charges (40 diamonds or ~4 days of dailies)

    Note: This adds 10% onto base stats of the tier three item. It is cost effective, but it is not significant. As such, it should be used as 9 pre-set power stones (to maximize green stats), then used on a weapon or chest armor (to maximize the 10% benefit).

    This is suggesting you don't care about the green stats and are creating higher tier equipment solely for the bonus to base stats from the tier difference.

    As such, the amount of gold required for the power stones would be exponentially increased if one decided to care about the three stats being the same. To be exact, it would increase the checked price of power stones to be at least 18 times more than shown.




    Thank you for your time and I hope this allows more people to fully understand the function of the Arcane Transmutor when creating equipment.

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