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    Gear Modifications
    • Equipment Sealing Devices
      • These are used to "Prevent Hijack" your gear. When applied to an item, it will never drop upon PK death. You can apply these to any piece of gear, but you can only equip 8 sealed items at a time. Because of this, you will see people wearing modded costume pieces (since they don't drop on PK death either).
      • I'll talk more about the Vahtos' set, but if you get one, make sure you prevent hijack it.
      • You can still trade items that are sealed, as long as they are not bound. Sealed and bound are not the same thing. A bound item makes it so you can not trade or sell it but you can still lose it upon PK death. Just because an item is bound, does not necessarily mean you can't sell it. You can "PK Trade" it. The idea is to let somebody PK you until this item drops, with paying half the negotiated price up front, and the other half when it drops. Don't be a noob and whisper somebody that an item is "bound" when they say "WTS [Uber-Epic-Bound Item]".
    • Stat Values
      • I still have yet to find a valid source for these numbers. Frogster has not made these available, but a community of people have come up with them and they appear to be accurate. A lot of this information came from this site: http://forum.us.runesofmagic.com/showthread.php?t=5143
      • Root Stats
        • Strength - Gives Physical Attack increase
          • Knight & Warror get +2 Physical Attack with each point of Strength
          • Rogue & Scout get +1 Physical Attack with each point of Strength
          • Mage & Priest get less than 1 Physical Attack with each point of Strength
        • Dexterity - Gives Dodge, Hit and Physical Attack
          • Rogue & Scount get +1 Physical Attack with each point of Dexterity
        • Stamina - Increases Health Points and Defense
          • Kinght gets 3 defense per Stamina
          • Mage/Priest gets 1.5 defense per Stamina
          • Rogue/Scout gets 1.8 defense per Stamina
          • Warrior gets 2.3 defense per Stamina
          • All classes get 5 Health Points per Stamina
        • Intellect - Mostly increases magical attack and mana points
          • 1 intellect= 2 magical attack
          • 1 intellect = .2 physical attack
          • 1 intellect = 1 mana point
        • Wisdom - Increases mana points and magical defense
          • Knight - 1 widom = 2.4 magical defense
          • Mage - 1 wisdom = 3 magical defense
          • Priest - 1 wisdom = 3.2 magical defense
          • Rogue - 1 wisdom = 2.3 magical defense
          • Scout - 1 wisdom = 2.6 magical defense
          • Warrior - 1 wisdom = 2.2 magical defense
      • Seconday Stats
        • Physical Attack - Increases the amount of damage dealt by melee and ranged.
        • Magical Attack - Increased the amount of damage dealt by magic
        • Physical Defense - Decreases the amount of damage taken by melee and ranged
        • Magical Defense - Decreases the amount of damage taken by magic

    As you can see from these values above, having +28 Intellect is better than +50 magical attack since you would be getting +56 magical attack from the intelligence. An Intelligence X stat gives +35 intellect. This converts to +70 magical attack. However, an Illumine V gives +20 Intellect and +50 magical attack, totaling +90 magical attack. Be sure to consider this when gathering gear/modifiers.
    • Arcane Transmutor
      • The Arcane Transmutor is the Magic behind "Runes of Magic". This feature is used to enhance gear. It requires charged to operate, and you can access this feature anywhere since it is accessable from your backpack. It's the treasure chest on the bottom of the backpack window. You must be level 10 to use it, and you must have completed the quest in the Class Hall.
      • Here's what you can do with it:
        • Combine 2 enhancement runes to make a different rune (i.e. Resistance I [+3 Stam] + Endurance I [+10 HP] = Atonement I [ +10 HP, +2 Stam]) (1 charge)
        • Pull the attributes off of a piece of equipment.(1 charge)
          • Requires a Fusion Stone and a piece of equipment.
          • All of the attributes will be pulled off of the piece of gear, and the fusion stone to create a Mana Stone of the same tier as your original piece of gear. The piece of gear is destroyed in the process. This newly created Mana Stone will have all of the attributes applied to it. From here, you can apply these stats to another piece of gear.
        • Apply attributes to a piece of equipment.(1 charge)
          • This requires 3 Mana Stones of the same tier and a piece of gear.
          • Only 6 attributes can be applied to a piece of gear. (You may be saying "hey, wait a minute... I saw somebody with more than 6 stats on their gear. That's not right!" I am talking about the attributes located on the right side of the gear stat-list. They are numbered in roman numerals (i.e. Intelligence X, Strength VII, Dexterity IV, Illumine V) and not the (arbitrary) +14 intellect, +18 strength, +22 dexterity stat on the left.
          • What happens when you have more than 6 attributes amongst your 3 Mana Stones? It will keep the 6 lowest attributes. When comparing a yellow to a green, you need to multiply the yellow attribute by 2. A (yellow) Barbarian V will be discarded before a (green) Intellect IX.
      • You can see a preview of what your gear/stone/rune will look like before you perform the transmutation. You should always look in the preview window before hitting confirm.
    • Fusion Stones
      • A Fusion Stone is used to create a Mana Stone when combined with a piece of gear in the arcane transmutor.
      • You can buy them from NPCs in Varanas [Odeley Prole - 29.0, 45.7) or Obsidian Stronghold [ need ot update ]. You can also buy/sell them on the AH.
      • They come with 3 stats.
        • 12,474 gold = 2 known stats and 1 unknown stat
        • 5,643 gold = 1 known stat and 2 unknown stats
        • 1,980 gold = 3 unknown stats
      • The catch to the fusion stones is that the stats are always level I or II. This means if you get yourself a nice weapon/armor and would like to pull the stats off of it, 3 of your stats are going to be crappy. Remember, only the 6 lowest stats are kept and it takes 3 mana stones to apply stats. This would mean you would want to use 3 Fusion Stones that have the same exact stats because if you have 3 completely different fusion stones, that would make 9 crappy stats; and you only get 6 of them. That would also mean that whatever stat you are trying to pull off of a weapon/gear would be discarded...making the entire process worthless. This is why it costs 12k gold to get 2 known stats. You can buy several of these and get lucky and have 3 similar fusion stones. I've had to buy about 20 of these to get 3 similar stones. It's okay, because you still sell them on the AH for just as much as you paid for them because somebody will want them to match the ones they have.
      • When purchasing these stones, you can get lucky and have one of the random attributes match what was already on the stone. Example: You buy a 2 known, 1 unknown stone. Stamina I, Strength II and an unknown. The unknown happens to be Stamina I. They overlap and it is only considered as a single stat, leaving you with a stone that has 2 stats on it. These are worth a good amount of gold on the AH.
      • These will always be "dirty" since they have undesirable low-level stats.
    • Mana Stones
      • The fuel for upgrading gear.
      • Mana Stones can be sold to other players and dropped upon PK death.
      • Combining 3 Mana Stones of the same tier will yield a single Mana Stone of the next tier up with only 6 attributes of the combined 3 Mana Stones. Example: Mana Stone Tier 1 + Mana Stone Tier 1 + Mana Stone Tier 1 = Mana Stone Tier 2
      • Combining 3 Mana Stones of the same tier with a piece of gear will apply the stats to that piece of gear (remember, only 6 of the lowest attributes are kept) and will upgrade your piece of gear to the same tier as the Mana Stones.
      • For more information about using Mana Stones, visit this site: http://forum.us.runesofmagic.com/showthread.php?t=2815
      • For a list of Yellow attributes, and where they drop, visit this site: http://forum.runesofmagic.com/showthread.php?p=903343

    Here's an example of some combining:


    Code:
    (Stone 1) Strength I,  Stamina II,  Wind I , Intelligence IV                                             
    (Stone 2) Stamina II,  Wind I,  Dexterity I                                 
    (Stone 3) Spirit X, Dexterity VII              +
    -------------------------------------------------------------
    = Strength I, Wind I, Dexterity I, Stamina II, Intelligence IV, Dexterity VII
    ...the Spirit X is lost.
    Last edited by Farleito : 08-21-2009 at 10:32 PM

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