Showing posts with label equipment. Show all posts
Showing posts with label equipment. Show all posts

Friday, June 18, 2010

Equipment Enhancing

Hi again,

I want to show you how easy to add stats into your equipment using arcane transmutor. The way to make yourself stronger, it costs a lot, it requires a lot of time, but the result is worth it.
Each item can have a maximum of 6 statnames. 1 statname can have 1, 2 or 3 actual stats. Sometimes an item don't have statname, but the stat! This stats called unnamed stats. (For example: 57 Wisdom/57 Stamina in lvl 57 purple shield)

Durabilty
Every item which has a durability of 101+ has a hidden 20% powerbonus. So instead of 10 stamina it gives 12 stamina (for example). Remember, that you lose durability during fighting, so if you drop to 100 dura you'll lose this 20% durability bonus till you repair your equipment or buy Golden Repair Hammer to it from item mall.

Arcane Transmutor - Armor
First of all I would like to advice you not to use the arcane transmutor to much till you reach level 50.

To create an item you need the following:
Fusion stones and items -> Mana Stones of the same tier
Arcane Transmutor Charges
Arcane Transmutor Charges can be bought with Phirius Tokens (You obtain them from your Daily Quests) or trough the Item Mall with Diamonds.

10 Charges cost 300 Phirius Tokens or 19 Diamonds. Everytime you do something with the Arcane Transmutor it consumes 1 charge**.

Fusion Stones can be bought from in West of Lower Varanas and Obsidian Stronghold Middle Square. Each stone can have 2 or 3 statnames. The chance of 2 statname stones is smaller then 3 statnames.

Purified Fusion Stones are available in the Item Mall, they have 0 statnames.

My example will be done with Fusion Stones. You need a total of 3 Fusion Stones. Remember that the maximum is 6 statnames on 1 item. You can NEVER have for example 2x Endurance V on 1 item. They overlap each other. This is the same for every statname. So you have to take Fusion Stones which match with each other.
Example:



As you can see above here, these statnames will overlap each other, you can't have twice the same statname on 1 item.



As you can see above your Arcane Transmutor has 5 slots, for Armor combining you'll only need 4 slots in total. Also at the top you can see how much charges you have.
I have a Clean Endurance V, Clean Authority V and a 28 Stamina and 3 fusion stones.


Above here you can see that if you combine 1 fusion stone with 1 item the 2 items will disappear and merge into 1 item. You've just created a Mana Stone. Please note, that there are different tiers. You need 3 identical tier stones. Example:

3x Mana Stone Tier 2 will work
2x Mana Stone Tier 2 and 1x Mana Stone Tier 3 will not work.

Level 1-25 is most of the time Tier 1
Level 25-40 is most of the time Tier 2
Level 40-57 is most of the time Tier 3 EXCEPT for rare and epic items, these items are Tier 4.

Now you've created 3 mana stones we'll go to the next step, adding them to your armor. Put all 3 mana stones in your Arcane Transmutor and also put the piece of armor you wish to stat in your Arcane Transmutor. (See below).


In the Preview you can see how your item looks like. Click Confirm and the mana stones will merge into the Armorpiece. You've now succesfully created an enchanted item.

Arcane Transmutor - Weapons
When you creating weapon, you shouldn't stat that, just need to tier. What does this means?
Each Tier gives +10% to the weapon's power,so useless to keep that t3 or t4. The stat are don't count in this case.
For example if you want to make a t6 weapon you need:

  • an item what want you tier
  • 81x random fusion stone (160.380 gold)
  • 81x Dress Uniform Belt (128.223 gold)
  • 121 transmutor charges

You need to get 3 x T6 Mana Stones!

  • create 27 x T3 Mana stones from 27 fusion stones, 27 t3 item and 27 at charges.
  • create 9 x t4 Mana stones from 27 x t3 mana stones.
  • create 3 x t5 Mana stones from 9 x t4 mana stones.
  • finally create 1 x t6 mana stones from 3 x t5 mana stones.
  • repeat this steps 2 times.

Now use your 3 x t6 stones, 1 x at charges and your weapon what want you to upgrade in arcane transmutor.

Important: your stats in weapon are replaced with this low-lvl stats from the mana stones.

Arcane Transmutor - RUNES

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

Basic 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 (Tier 1: +3 int, +1 dex)
Endurance + Quickness = Rouse (Tier 1: +3 dex, +1 sta)
Magic + Resistance = Guts (Tier 1: +3 sta, +1 wis)
Vitality + Power = Excite (Tier 1 : +3 str, +1 int)
Vitality + Mind = Payback (Tier 1: +10 MP, +1 wis)
Endurance + Resistance = Atonement (Tier 1: +10 HP, +2 sta)

2nd rank
Excite + Triumph = Anger (Tier 1: +8 PA, +2 int)
Guts + Excite = Mayhem (Tier 1: +8 MA, +2 str)
Guts + Triumph = Barrier (Tier 1: +8 PD, +2 wis)
Guts + Rouse = Resistor (Tier 1: +8 MD, +2 sta)

3rd rank
Anger + Mayhem = Potential (Tier 1: +3 to all stats)
Resistor + Barrier = Fearless (Tier 1: +10 to all resistances)
Anger + Barrier = Passion (Tier 1: +7HP recovery)
Resistor + Mayhem = Fountain (Tier 1: +7MP recovery rate)

4th rank
Fearless + Fountain = Sorcery (Tier 1: +5 int, +2 wis)
Fearless + Passion = Might (Tier 1: +5 str, +2 stam) )
Fountain + Passion = Agile (Tier 1: +5 str, +2 dex)

Thursday, June 17, 2010

Runes of Magic - Basics I

Hi again!

First of all, I want to introduce all the classes particularly.

1., Warrior (Human)

Background
No warrior would ever back away from an honourable fight.

They are skilled in the use of the deadliest weapons and always strive to become better and stronger. They are proficient in all close combat techniques so that they can emerge gloriously from the toughest of struggles.

Every victory, however, must be earned in an honourable way. Attacks from behind an opponent’s back and other unfair moves are taboo. The prospect of an upcoming fight does not arouse fear in the sturdy warriors, but instills a sense of honour and the will to succeed.

Warriors do not care about their enemies, because they care about is winning.

Specifics
Warriors are true masters in the use of arms, and can handle every type of close combat weapon while also being able to wear all kinds of armours, even magnificent chain mail.

Driven by their battle rage they try to disengage the enemy with special combinations of strikes and blows and to increase the momentum of their attacks.

They can also channel their rage into passive abilities to strengthen themselves or to provoke opponents and to scare them with an impressive display of their fury - so terrifying that weaker minds take flight in panic.

Ultimately the class combinations broaden their skills into various arrays. To inflict massive physical damage in close combat will always remain their primal strength though.

Skilled warriors keep the overall situation in mind at all times and know when they can break loose in battle, draw the wrath of their enemies upon themselves or take a back seat.

2., Scout (Human)

Background
Scouts are nomadic wanderers who are sensitive to dangers in their surroundings. This allows them to close in on their enemies from a favourable position.

Their cold precision with a bow and arrow is the cornerstone of their profession. Bloody close range engagements are not meant for them. If it comes down to it, they have enough trumps up their sleeves.

For defense they rely heavily on their ability to evade hostile attacks. They always prefer the silent, elegant solution to a vociferous performance.

Endurance, concentration and a sharp mind are the virtues of a real hunter, who keeps his eyes on the prey and kills it.

Specifics
Scouts are masters in long range combat, and use their abilities to bring their bow and crossbow skills to perfection.

In close combat they depend on evasion and delaying tactics, to get into range for another shot or to wait for reinforcements who feel more at home in close range combat.

Specially boosted long range attacks can defeat opponents in a matter of seconds or at least weaken them in such a way, that they become easy prey in close combat. This is the area where scouts have to prevent their enemy’s attacks.

With their exceptional perception they can even find hidden foes from a safe distance, which makes them the natural adversaries of rogues.

Dexterity and intelligence are essential traits of scouts. Cleverly taking advantage of the physical distance is critical and every single decision has to be well thought out.

3., Rogue (Human)

Background
Rogues are one of the fastest character classes.

They are almost always able to sneak up on their unprepared victims twinkle-toed. Due to their marginal physical strength they can only inflict minor damage so they combine their swift attacks with insidious poisons and become a great danger to all their adversaries.

Their great arsenal of impressive tricks is looked down upon by lesser skilled fighters who think them unfair.

It is not unusual for them to leave a battlefield with full pockets either– they are rogues after all.
Specfics
Rogues are specialists in inflicting particular physical damage. In close range they use dagger techniques and ranged weapons for long range attacks.

In contrast to warriors and rangers they whole-heartedly rely on their malicious methods, like secret sneak attacks, poison and various techniques inflicting bleeding wounds.

Although they lack exceptional strength and defence, thanks to their swiftness and agility a rogue manages to avoid most trouble.

The only thing on a rogue’s mind while attacking is to swiftly strike with amazing precision.
Alongside his attacking skills a rogue can also lay traps, scout the area and increase a group’s income, all of which make rogues valuable party members.

4., Mage (Human)

Background
Magicians are wise and prudent - knowledge is the only force they have faith in.

For aeons they have tried to solve the mysteries of the elements, to completely understand and master their invocation. The immense concentration needed to unleash a spell, forces magicians to do without the protection offered by strong armor.

For casting, distance is needed. Better still are some loyal companions in whose support a magician can trust.

The hardships endured by protecting these sometimes outlandish savants is justified by the immense power they can yield.

Specifics
Magicians attack with fire and lightning and inflict heavy magical damage.

Some of their spells can enclose wide-ranging areas with fiery walls and keep whole hordes of monsters in check. Seasoned magicians are said to be able to harness the power of the phoenix.

With the help of their arcane knowledge they can protect themselves and their companions from harm or increase the strength of the entire party.

5., Priest (Human)

Background
Humanity needs gods, but their souls cannot get in touch with their deities directly. Priests use their prayers to assist all those who are in need of godly help.

They work their wonders by using the power which flows through them by their gods.
For example it is their belief, that with faith to Narfas, the god of spring water, they will be able to cure wounds, purge magic and call back souls into their bodies.

At the same time they use the element of water to protect all those who strongly believe in him. But their faith must be true: their belief in God, for themselves and toward destiny. Only by use of this mentality can the power between the priest and his god connect and be used to bring about the wonders of prayers into the world.

Specifics
While priests are able to defend, restore hit points and increase stats of their companions, they also have the power to bring back their fallen comrades to life.

They can wield shields; and only they have the ability to use the element of water to deal magical damage.

However, their most important role remains calling out for godly assistance and mending wounds during battle.

Even if someone may spot a lone wandering priest, they may quickly be asked to work together with other adventurers, since there is rarely someone to pass up the chance of godly intervention ...

6., Knight (Human)

Background
Thanks to their militaristic education, knights can wield massive armor and use heavy weaponry.

They master every fighting skill, though their real strength lies in their deep faith. This allows them to call out the hidden powers of the light within the souls of every human.

With this faith, boisterous combat power and their iron willpower, knights build up immense walls to protect everything that is holy to them.

Traditional adventurers, which hold their profession higher than their own person, are drawn toward the life of a knight due to his strict Code of Honor.

Specifics
Knights are the heaviest armored class in the game; actually the only one that can wear plate armor. Through their power of light they have access to abilities that can send their opponents to the ground.

They are one of the few classes that dare to throw themselves against the mightiest of monsters.

With their special light-based attacks and shield abilities, knights fight their enemies effectively and draw their hatred over themselves.

7., Druid (Elf)

Background
Druids take on the function of priests in Elven society. They are the custodians of the knowledge which the Elves have gathered about the forces of nature. By means of this knowledge druids have abilities which resemble those of the mage. Among female druids, those who are most complete in their knowledge of the forces of nature rise up to join the circle of possible wives of the king. Only the queen herself can be appointed as the high priestess.

In order to apply their abilities, druids use the dormant powers within them and use these to build up ‘Nature’s Power’. They can then use this to increase the action of their abilities, or to add effects to them. The amount of ‘Nature’s Power’ that the druid builds up is dependent upon which ability they use. They also have to consider most exactly the sequence in which they use their abilities in order to achieve the best possible effects.

In the use of their power, the druids can choose whether or not they wish to concentrate on supporting and healing their allies, or on directing the devastating force of nature at their enemy. And so in the course of their life-long education, they decide whether they wish to dedicate their powers more strongly toward healing and supportive functions, or more towards the destructive. Whereas the healing powers of the druids often achieve rapid effects, the damage that they can cause works over a longer period. As in nature the druid’s power unfolds slowly but enduringly.

Decades of intensive training and an education in the academy raise the Druids to the level of Guardians of the Knowledge in Elven society. They learn to be at one with nature and to use their regenerative powers for themselves. Thus they are somewhat comparable with the human priests, who equally use their powers for the healing of others and themselves.

But just as many Druids have committed themselves to the healing and support of their group, there are others who have the ability to unleash nature’s unbridled wrath at their enemies. Many opponents have realised that the lightly clad, supposedly weak healer can be a formidable adversary if he is provoked.

Specifics
Their closeness with nature enables the Druids to use their powers according to their own wishes. Through them an additional resource has entered into Runes of Magic: Nature’s Power. Through special skills Druids build up more and more of Nature’s Power and can release it at a given time in especially powerful spells.

However it is their diversity which makes Druids so special. They are powerful healers, who support the group’s priests with rapid healing spells. This becomes important in emergency situations in particular, making them highly welcome group members. The group doesn’t profit only from their exceptional healing powers, but also from their ability to effect considerable damage over a long period. They represent true all-rounders in Taborea.

But what makes them really unique is the ability to control opponents. They are able to win over an enemy’s loyalty for a short period and have them fight on their own side. This is an enormously useful spell and not only when players are on their own.

8., Warden (Elf)

Background
The Wardens serve as guardians of nature. In times of peace it is their responsibility to ensure that the rules are abided to which in turn preserve the forests of Taborea, the Elves’ natural habitat. Over time the wardens have learned to communicate with the plants in their surroundings and have entered into a kind of symbiosis with them. While they protect the plants and teach them how to specialise, the plants make their powers and abilities available to them. The intimate relationship with nature allows the wardens to summon nature spirits, which then accompany them on their way through the forests and protect them in combat. In the course of their lives wardens receive different companions, their appearance and abilities are dependent on the warden’s experience and competence.

The wardens have a further duty upon them which is to defend the Elven folk from any danger which may threaten them. For this reason every warden passes through an excellent schooling in the use of various close combat weapons. In addition, wardens also have powers which strengthen both them and their comrades-in-arms and form a useful support in combined battles.

It is not uncommon that the tide of combat has been turned to the Elves’ advantage by the wardens and when in large numbers, there’s been barely an enemy which has not been put to flight as a consequence of the combat skill of the wardens and the natural force of their companions.

The Wardens are the combat elite among the Elves. Years of training with the most diverse weapons means that they mature into becoming their people’s greatest warriors. However, it’s not only to be seen when they stand in the foremost lines of battle, blades drawn, clad in mail and leather. Their real uniqueness shows itself in their various companions.

Thanks to their unique symbiosis with nature, the Wardens are able to summon powerful creatures from nature to make every enemy freeze in terror.

Specifics
The Warden is an outstanding close combatant. He has the most diverse weapons at his disposal and he is masterful in their use. The ability to wear chain armour also affords him the necessary protection to emerge victorious from battle.

But he doesn’t only have weapons at his disposal; he is also able to draw on an arsenal of richly varied magical abilities. They serve mainly to weaken an opponent and to strengthen themselves.

His true strengths are played out, however, in conjunction with one of his three faithful companions whom he can command in combat. The two together are a virtually insuperable team which can also effortlessly take on several adversaries. The companion having the ability to go up against several enemies, keeping these occupied while the Warden himself swiftly and effortlessly subjugates his target.

Equipment

Besides a solid training, adventurers also need to be well equipped. The most important thing is adequate clothes and a good weapon to be prepared for the dangers of Taborea. But of course the different classes have individual requirements and possibilities. Armor and weapons are not the only important items for adventurers in Runes of Magic. Potions, resources for the various crafting skills and diverse fighting goods which fill the backpacks in Runes of Magic are equally important. Some items are important for quests while others are exhausted after a single use or give a benefit for a certain period of time.

Clothes
There are several different slots armor goes into, all classes have armor for these slots.

  • Head
  • Shoulders
  • Body
  • Hands
  • Legs
  • Feet

Shoulders and Head armor are not availible until higher levels
Armor also comes in different types, which are restricted to certain classes. Classes such as Warriors and Knights have access to all the types of armor, but they choose to wear the heavier armor.
Robes are worn by Mages, Druids, and Priests
Cloth is worn by Mages, Druids, Priests, and sometimes Rogues or Scouts
Leather is worn by Scouts and Rogues
Chain is worn by Warriors,Wardens and Knights at low levels, where plate is not yet availible
Only Knights can wear plate

In addition, all types of armor sometimes come in sets. A set will include armor that goes in several differents slots, such as a helm, leggings, and a body. This armor gives special bonuses for wearing multiple parts of a set.
There are both talismans and shields. Both of these go in the off-hand slot, and can only be used in combination with a 1H weapon. Shields provide physical armor and not magic armor, while talismans provide both physical and magic armor.

Weapons

There are many categories of weapons availible for use in Runes of Magic, which, like armor types, have class restrictions.
There are (2H means the weapon is held in two hands):

  • 1H Swords (Warrior, Warden, Knight, Scout)
  • 2H Swords (Warrior, Warden, Knight)
  • 1H Axes (Warrior and Warden
  • 2H Axes (Warrior and Warden)
  • Maces (Warrior,Knight, Priest, Druid)
  • 2H Hammers(Warrior and Knight
  • Dagger (Rogue, Scout, Mage)
  • Wand (Mage, Priest, Druid)
  • 2H Staff (Mage, Priest, Druid)
  • Bow (Scout)
  • Crossbow (Scout)
  • Projectiles (Rogue)

When you use a weapon class, you gain levels in that class of weapon. It is currently unknown what gaining expirience in a class does, but it may increase your critical rate or give you bonus damage.
There are also classes of weapons, such as Gun and Spear, that do not yet exist ingame but have a bar in the weapon level tab, so they may be added later. This may point to the addition of other classes to use these weapons.


Trinkets and Magical Items

In addition to basic equipment, the heroes also have access to rings, amulets, and earing. These items do not offer any armor bonuses but contain runes and stat bonuses. Every class may wear trinkets without any restriction.

Food and Potions

When one is well fed, they can fight much better. An adventurer who has eaten some tasty fish or bread will receive a bonus for a limited time. In addition, players may purchase magical potions from Alchemists which regenerate health or mana faster. Those are especially essential during fights. Those helpful items are of course consumed quite fast during fight intensive adventures. A regular restocking in a nearby village may be in order, but one who learns how to cook or brew potions can provide these items for themselves.

Attributes & Runes

Nothing lasts forever and whoever cherishes his equipment may do well to assure its durability does not drop too low, otherwise it may become unusable. A regular visit at a craftsman might be a good idea. Items have a ranking system, where high level objects are mighty but rare indeed. Some items tend to have magical properties, adding to different character attributes like wisdom, dexterity or strength or even enhanced damage, attack power and defense. Some others grant the wearer special resistances, for example protection against elements like fire or water.
Other equipment may have one or more sockets, which can be used to draw the power of runes into the item. The tier of the rune however, may not exceed the tier of the equipment. Additional bonuses may be obtained by using magical crystals which players may use on their weapons and armor. With those they can power up their items and gain beneficial attributes. This power may be added multiple times to increase the power level and even gain a glowing aura. Though the success is not guaranteed – sometimes nothing happens when attempting and if one has a bad day the power level may even be lowered instead of increased.

Merchants

You should also keep an eye on your items to make sure they are actually usable for your class or current level. Useless equipment and many tools which are hauled back after an adventure may be turned into sparkling coin at the merchant. One can also find auction houses in Taborea, where witty characters can sell items to other players. This would be the right place, especially for craftsmen or friends of special equipment who want to get a certain profit from their special item.

Enhancement

There are four ways to improve the quality of equipment.
Equipment will have a +20% power modifier when the durability is over 100. The durability text will be green when the bonus is applied. The bonus will increase the damage, defense and ability stat values on the item. Normal usage of an item will reduce the durability until the bonus is lost. Raising the durability over 100 will reactivate the power modifier.
Refined equipment will have increased damage, increased defense and extra ability stats. The name of a refined item will be followed by a "+ N", where N is a number. Items are refined by using a Refining Gem on the item.
Equipment will have a +10% power modifier for each tier above the base tier. The tier text will be green when the bonus is applied. The bonus is the same as the durability power modifier and they are added together. For example, +1 tier and over durability will be a 30% bonus instead of a 32% bonus.
A runed item will have bonus stats. Runes can be added by applying a Rune to an item with an empty rune slot. Runes can also be added by transmuting the item with mana stones. Attached runes will be listed in white text.