I'm all in favour of pretty much any and all changes to chests as long as the "value" of the item is commensurate with the price of the key to open the chest.
I do like the idea of LARGE frag stashes ..
The quest item idea is intriguing - but how would that work tho ? - would it be a specific item for a specific quest item ? - or would it be a "voucher" that allows you to get a specific quest item from a shop ? - more details on the thoughts behind this please ?
BigGrim
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#1009893 Realm Chest Update Ideas.
Posted by Pardoux on 27 October 2023 - 05:44
#1009891 Realm Chest Update Ideas.
Posted by WandKing on 26 October 2023 - 17:23
How about also adding a x2 of the content of a treasure chest for the Crystal and Gold key chests.
For example, a random roll may give x1 potion or the roll may give x2 of same potion.
Also, maybe have a few "stacked" potions in a container.
Not sure if stacked container is possible though since 1 potion might be used and then
have it placed in AH for sale short a potion or 2...hmm
- BigGrim likes this
#1009882 Realm Chest Update Ideas.
Posted by EpicPiety on 25 October 2023 - 16:28
Having more powerful potions in chests makes the most sense because supply is low and demand is high. The issue with very powerful potions is when the supply is unlimited so it can just be used all the time.
Chi Strike 750 is debatably one of the most OP potions in the game (Comes from chests) and because of it's low supply you have to pick and choose when to use it.
I don't think anyone would have any gripes if another powerful potion (maybe leveling related) was added to chests.
#1009883 Realm Chest Update Ideas.
Posted by Edith3000 on 25 October 2023 - 16:49
Definitely yes to more frag chests (and yes to cheaper and more chests).
EpicPiety makes a good point. Have powerful potions through chests. Not necessarily "more" powerful than the existing ones, but have the rarer potions available through chests.
I like the idea of sets spread across different chests. More opportunity to create trades between players (and to fleece each other ). Have new sets, and then have medals for players who complete a specific number of sets.
Add some dangerous chests as well. You open one and you lose 100 stam. You open one and your realm goes dark (require vision to be activated) (I don't know if this would be feasible though ). You open one and you lose 1000 gold. You open one and your gear gets rusted and needs repairs. Not too harmful and not impractical penalties either, but small scale and varied. And similar small scale gains would also be welcome (random common gear; arena tokens; stam refill of 100, one additional bank deposit for that day, etc.). More such "chance" chests to be found. These would need to be cheaper to open, though. Some can be empty as well for that matter.
- BigGrim likes this
#1009885 Realm Chest Update Ideas.
Posted by asterxemil on 25 October 2023 - 17:23
Could bring the gods into it, assign one to each of the 4
- BigGrim likes this
#1009886 Realm Chest Update Ideas.
Posted by Leos3000 on 25 October 2023 - 17:52
Hi there everyone.
We're considering taking some time to create new content for the Realm Chests. The question is, what would we like to see?
Specific types of Gear? Sets? Sets spread across multiple chests?
Not sure potions work. There'd be demands for them to be more powerful, which is impractical. They really do not need to be more powerful.
Random "Quest Items", specifically for use in future invention recipes? Possibly future Hunted Cow Titan Epics? Could be used for invention of new gear across the game. Arena, PvP, GvG etc.
Frag Stashes in cheaper Chests with large quantities of specific Frags? Like, LARGE quantities.
Your thoughts and suggestions on this matter are most welcome!
~ The Fallen Sword Team
Other than rare potions from the chests as pointed out above (only current useful thing dropped IMO)
It may be good to have components dropped from Chests that can Make a few epic items. My 1st thought would be similar to the original Writhing Ward shield. Need component A,B, and C to make some new epics.
I would say 5-6 total components dropped in chests with 5-15 new epics spread across 50-6000 to invent. Each epic depending on level would need some combo of 2-4 of the components to make.
#989011 The Ultimate GvG Guide
Posted by gapukas on 29 December 2017 - 15:44
Attacker
50 Attacks WIN = 10 RP, if you complete all attacks, it's 20 RP.
DRAW = 0 RP, if you complete all attacks, it's 10 RP.
LOSS = 0 RP, if you complete all attacks, it's 10 RP.
75 Attacks WIN = 15 RP, if you complete all attacks, it's 30 RP.
DRAW = 0 RP, if you complete all attacks, it's 15 RP.
LOSS = 0 RP, if you complete all attacks, it's 15 RP.
100 Attacks WIN = 20 RP, if you complete all attacks, it's 40 RP.
DRAW = 0 RP, if you complete all attacks, it's 20 RP.
LOSS = 0 RP, if you complete all attacks, it's 20 RP.
Defender
50 Attacks WIN = 10 RP, if you complete all attacks, it's 20 RP.
DRAW = 5, if you complete all attacks, it's 10 RP.
75 Attacks WIN = 15 RP, if you complete all attacks, it's 30 RP.
DRAW = 8, if you complete all attacks, it's 16 RP.
100 Attacks WIN = 20 RP, if you complete all attacks, it's 40 RP.
DRAW = 10, if you complete all attacks, it's 20 RP.
Defense Gear Setup
In any case your Attack must be higher than enemies Defense (you won't miss him)
Attack > Defense
In any case your Damage must be higher than enemies Armor + Hp (you will be able to damage him)
Damage > Armor + HP
Your defense must be higher than enemies attack (he will miss you)
Defense > Attack
Armor Gear Setup
In any case your Attack must be higher than enemies Defense (you won't miss him)
Attack > Defense
In any case your Damage must be higher than enemies Armor + Hp (you will be able to damage him)
Damage > Armor + HP
Your armor + hp must be higher than enemies Damage (he won't be able to damage you)
Armor > Attack
Damage Gear Setup
In any case your Attack must be higher than enemies Defense.
Attack > Defense
In any case your Damage needs to be higher than enemies Armor + Hp
Damage > Armor + HP
Turtle Gear Setup
In any case your Defense must be higher than enemies Attack
Defense < Attack
In any case your Armor + HP must be bigger than enemies Damage (if they get through Defense they still got Armor + HP to deal with.)
Armor + HP > Damage
So...If your defense is higher than enemies attack he will miss you, if your armor + hp is higher than enemies attack he won't be able to damage you. Your goal with defending is to make the combat unresolved or kill the enemy - both result in enemy loss.
ALWAYS Look at enemies buffs and think how you could increase your victory chances or how you could decrease the enemies stats! When it comes to GvG, you can't rely on buffs that have a chance to work - You need solid stats. Before using any potions, Make sure to use Zombie Brew to increase your buff levels, Brewing Master and Pride to increase their duration(Pride wont help much if you don't have many medals).
Take into account that enemies Enhancements could trigger and act accordingly.
NB! Green colored buff on this list means that you need to be careful with them, to see if they give you any bonuses.
How to increase your Attack when attacking (solid buffs not chance buffs.)
- Avenger (+0.03% per point boost to Attack when an opponent hits you (Max 5.))
- Balanced Attack (+0.05% per point added to attack and damage if every piece of equipped gear is the same level.)
- Coordinated Attack (+0.05% per point added to attack and damage if every piece of equipped gear is part of a set.)
- Cursed Ring (0.2% per point stat bonus to your equipped ring. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Cursed Rune (0.2% per point stat bonus to your equipped rune. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Enchant Amulet (+0.1% per point stat bonus increase to your equipped amulet.) [POTION, RP BUFF]
- Enchant Boots (+0.1% per point stat bonus increase to your equipped boots.) [POTION, RP BUFF]
- Enchant Helmet (+0.1% per point stat bonus increase to your equipped helmet.) [POTION, RP BUFF]
- Enchant Ring (+0.1% per point stat bonus increase to your equipped ring.) [POTION, RP BUFF]
- Enchant Rune (+0.1% per point stat bonus increase to your equipped rune.) [POTION, RP BUFF]
- Enchant Shield (+0.1% per point stat bonus increase to your equipped shield.)
- Enchant Weapon (+0.1% per point stat bonus increase to your equipped weapon.)
- Enchanted Armor (+0.1% per point stat bonus increase to your equipped armor.)
- Epic Craft (+0.5% per point increase to crafted stat bonuses.)
- Epic Forge (+0.5% per point increase to Hell Forge stat bonuses.)
- Fury (+0.1% base attack and +0.1% base damage per point.)
- Iron Fist (+0.1% per point stat bonus increase to your equipped gloves.)
- Keen Edge (+0.1% per point to your attack for each complete set equipped.)
- Rage (+0.2% base attack per point.)
- Relentless (+0.15% per point of Damage is transferred to Attack.) DMG to ATK transfer.
How to increase your Damage when attacking (solid buffs not chance buffs.)
- Balanced Attack (+0.05% per point added to attack and damage if every piece of equipped gear is the same level.)
- Berserk (+0.2% base damage per point.)
- Chi Strike (0.1% per point of your Health total is added to your damage during combat.)
- Coordinated Attack (+0.05% per point added to attack and damage if every piece of equipped gear is part of a set.)
- Cursed Ring (0.2% per point stat bonus to your equipped ring. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Cursed Rune (0.2% per point stat bonus to your equipped rune. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Enchant Amulet (+0.1% per point stat bonus increase to your equipped amulet.) [POTION, RP BUFF]
- Enchant Boots (+0.1% per point stat bonus increase to your equipped boots.) [POTION, RP BUFF]
- Enchant Helmet (+0.1% per point stat bonus increase to your equipped helmet.) [POTION, RP BUFF]
- Enchant Ring (+0.1% per point stat bonus increase to your equipped ring.) [POTION, RP BUFF]
- Enchant Rune (+0.1% per point stat bonus increase to your equipped rune.) [POTION, RP BUFF]
- Enchant Shield (+0.1% per point stat bonus increase to your equipped shield.)
- Enchant Weapon (+0.1% per point stat bonus increase to your equipped weapon.)
- Enchanted Armor (+0.1% per point stat bonus increase to your equipped armor.)
- Epic Craft (+0.5% per point increase to crafted stat bonuses.)
- Epic Forge (+0.5% per point increase to Hell Forge stat bonuses.)
- Fury (+0.1% base attack and +0.1% base damage per point.)
- Iron Fist (+0.1% per point stat bonus increase to your equipped gloves.)
- Smashing Hammer (+0.05% per point added to your damage for each complete set equipped.)
How to increase your Defense when attacking (solid buffs not chance buffs.)
- Aura Of Protection (+0.1% base Defense, +0.1% base Armor and +0.1% base HP per point.)
- Balanced Defense (+0.05% per point added to defense and armor if every piece of equipped gear is the same level.)
- Constitution (+0.1% per point increase to your defense.)
- Coordinated Defense (+0.05% per point added to defense and armor if every piece of equipped gear is part of a set.)
- Cursed Ring (0.2% per point stat bonus to your equipped ring. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Cursed Rune (0.2% per point stat bonus to your equipped rune. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Defensive Aura (+0.05% of every items attack stat is added to your defense per skill level.)
- Enchant Amulet (+0.1% per point stat bonus increase to your equipped amulet.) [POTION, RP BUFF]
- Enchant Boots (+0.1% per point stat bonus increase to your equipped boots.) [POTION, RP BUFF]
- Enchant Helmet (+0.1% per point stat bonus increase to your equipped helmet. [POTION, RP BUFF]
- Enchant Ring (+0.1% per point stat bonus increase to your equipped ring.) [POTION, RP BUFF]
- Enchant Rune (+0.1% per point stat bonus increase to your equipped rune.) [POTION, RP BUFF]
- Enchant Shield (+0.1% per point stat bonus increase to your equipped shield.)
- Enchant Weapon (+0.1% per point stat bonus increase to your equipped weapon.)
- Enchanted Armor (+0.1% per point stat bonus increase to your equipped armor.)
- Epic Craft (+0.5% per point increase to crafted stat bonuses.)
- Epic Forge (+0.5% per point increase to Hell Forge stat bonuses.)
- Evade (+0.1% base defense per point.)
- Iron Fist (+0.1% per point stat bonus increase to your equipped gloves.)
- Rock Skin (+0.1% base defense and +0.1 base armor per point.)
- Shield Wall (+0.05% per point to your defense for each complete set equipped.)
How to increase your Armor when attacking (solid buffs not chance buffs.)
- Aegis Shield (+0.15% per point of Defense is transferred to Armor.) DEF to Armor transfer.
- Armor Boost (+0.05% per point to your armor for each complete set equipped.)
- Aura Of Protection (+0.1% base Defense, +0.1% base Armor and +0.1% base HP per point.)
- Balanced Defense (+0.05% per point added to defense and armor if every piece of equipped gear is the same level.)
- Coordinated Defense (+0.05% per point added to defense and armor if every piece of equipped gear is part of a set.)
- Cursed Ring (0.2% per point stat bonus to your equipped ring. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Cursed Rune (0.2% per point stat bonus to your equipped rune. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Enchant Amulet (+0.1% per point stat bonus increase to your equipped amulet.) [POTION, RP BUFF]
- Enchant Boots (+0.1% per point stat bonus increase to your equipped boots.) [POTION, RP BUFF]
- Enchant Helmet (+0.1% per point stat bonus increase to your equipped helmet.) [POTION, RP BUFF]
- Enchant Ring (+0.1% per point stat bonus increase to your equipped ring.) [POTION, RP BUFF]
- Enchant Rune (+0.1% per point stat bonus increase to your equipped rune.) [POTION, RP BUFF]
- Enchant Shield (+0.1% per point stat bonus increase to your equipped shield.)
- Enchant Weapon (+0.1% per point stat bonus increase to your equipped weapon.)
- Enchanted Armor (+0.1% per point stat bonus increase to your equipped armor.)
- Epic Craft (+0.5% per point increase to crafted stat bonuses.)
- Epic Forge (+0.5% per point increase to Hell Forge stat bonuses.)
- Fortify (+0.1% base armor per point.)
- Layered Armor (+0.05% of every items damage stat is added to your armor per skill level.)
- Rock Skin (+0.1% base defense and +0.1 base armor per point.)
- Sanctuary (+0.1% per point increase to your armor.)
How to increase your HP when attacking (solid buffs not chance buffs.)
- Anchored (0.05% per point damage is added to your health during combat.)
- Aura Of Protection (+0.1% base Defense, +0.1% base Armor and +0.1% base HP per point.)
- Cursed Ring (0.2% per point stat bonus to your equipped ring. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Cursed Rune (0.2% per point stat bonus to your equipped rune. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Enchant Amulet (+0.1% per point stat bonus increase to your equipped amulet.) [POTION, RP BUFF]
- Enchant Boots (+0.1% per point stat bonus increase to your equipped boots.) [POTION, RP BUFF]
- Enchant Helmet (+0.1% per point stat bonus increase to your equipped helmet.) [POTION, RP BUFF]
- Enchant Ring (+0.1% per point stat bonus increase to your equipped ring.) [POTION, RP BUFF]
- Enchant Rune (+0.1% per point stat bonus increase to your equipped rune.) [POTION, RP BUFF]
- Enchant Shield (+0.1% per point stat bonus increase to your equipped shield.)
- Enchant Weapon (+0.1% per point stat bonus increase to your equipped weapon.)
- Enchanted Armor (+0.1% per point stat bonus increase to your equipped armor.)
- Epic Craft (+0.5% per point increase to crafted stat bonuses.)
- Epic Forge (+0.5% per point increase to Hell Forge stat bonuses.)
- Fortitude (0.1% per point of defense stat is added to health.)
- Great Vigor (+0.2% base health per point.)
- Stout Hearted (+0.5% base HP per point.)
How to Decrease enemies stats when attacking (solid buffs not chance buffs.)
- Dark Curse (+0.2% reduction of opponents defense per point.)
- Flinch (0.1% per point decrease in enemy's attack stat.)
- Terrorize (0.1% per point decrease in enemy's damage stat.)
How to Defend From enemy attacks using a Defense Gear Setup (Including chance buffs.)
- Absorb (+0.1% per point chance that you will absorb 25% of the damage inflicted on you.)
- Aura Of Protection (+0.1% base Defense, +0.1% base Armor and +0.1% base HP per point.)
- Balanced Defense (+0.05% per point added to defense and armor if every piece of equipped gear is the same level.)
- Barricade (0.15% per point of damage is transferred to defense.)
- Blood Thirst (+0.2% chance, per point, to drain 5% enemy HP per combat turn.)
- Constitution (+0.1% per point increase to your defense.)
- Coordinated Defense (+0.05% per point added to defense and armor if every piece of equipped gear is part of a set.)
- Cursed Ring (0.2% per point stat bonus to your equipped ring. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Cursed Rune (0.2% per point stat bonus to your equipped rune. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Dark Curse (+0.2% reduction of opponents defense per point)
- Defensive Aura (+0.05% of every items attack stat is added to your defense per skill level.)
- Deflect (+0.25% chance per point that a player attacking you will automatically fail before combat starts.)
- Demoralize (+0.25% per point chance to half the opponents enchancement levels for the battle. Note this skill only takes effect if you initiated the combat.)
- Dispel Curse (0.2% chance per point that Dark Curse will not work against you.)
- Empower (+0.1% per point increase to all currently active enhancements.)
- Enchant Amulet (+0.1% per point stat bonus increase to your equipped amulet. [POTION, RP BUFF]
- Enchant Boots (+0.1% per point stat bonus increase to your equipped boots.) [POTION, RP BUFF]
- Enchant Helmet (+0.1% per point stat bonus increase to your equipped helmet.) [POTION, RP BUFF]
- Enchant Ring (+0.1% per point stat bonus increase to your equipped ring.) [POTION, RP BUFF]
- Enchant Rune (+0.1% per point stat bonus increase to your equipped rune.) [POTION, RP BUFF]
- Enchant Shield (+0.1% per point stat bonus increase to your equipped shield.)
- Enchanted Armor (+0.1% per point stat bonus increase to your equipped armor.)
- Epic Craft (+0.5% per point increase to crafted stat bonuses.)
- Epic Forge (+0.5% per point increase to Hell Forge stat bonuses.)
- Erosion (+0.1% per point chance to reduce an attackers item durability to 1 if durability damage is inflicted.)
- Evade (+0.1% base defense per point.)
- Flinch (0.1% per point decrease in enemy's attack stat.)
- Force Shield (0.1% per point chance to reduce damage done to you to 1.)
- Fumble (+0.1% per skill level reduction to attackers attack when defending a PvP attack.)
- Gambler (+0.1% chance per point that a random stat will be tripled while all other stats are halved at the start of combat.)
- Golden Shield (+0.05% per point chance to double your armor and defense at the start of combat.)
- Guild Berserker (Increase the effectiveness of First Strike, Nullify, and Breaker in GVG Only.)
- Healer (+0.01% per point chance that players health will fully restore after any given combat round.)
- High guard (0.05% chance per point that your attack stat is added to your defense and your damage stat is added to your armor.)
- Ignite (+0.1% chance per point that your opponent will be set on fire. Each successful hit thereafter will inflict between 5% and 10% extra damage.)
- Invert (+0.2% per skill level chance that enemies armor and defense stats are switched in a PvP attack.)
- Invigorate (+0.01% per skill level added to your attack, defense, armor, HP and damage for each piece of equipped gear that is epic.)
- Iron Fist (+0.1% per point stat bonus increase to your equipped gloves.)
- Last Ditch (+0.2% per point chance to survive death in combat.)
- Nightmare Visage (0.25% per point of your attack will be transferred into defense.)
- Nullify (Chance to reduce opponents damage by 20% if successful.)
-
Poison (+0.1% per point chance that your opponent will be poisoned. Each successful hit thereafter will inflict between 10% and 20% extra damage.)
- Reflection (0.2% per point of enemy's inflicted damage is added to your next combat strike.)
- Riposte (Increases the maximum percentage (above 100%) of the Duelist enhancement by +0.2% per point.)
- Rock Skin (+0.1% base defense and +0.1 base armor per point.)
- Sealed (+0.2% per point chance to negate 2 buffs during combat. Note this only affects skills that take effect during combat.)
- Severe Condition (+0.25% per point of your attack, defense, damage and armor stats are transferred to your health at the start of combat.)
- Sharpen (+0.1% per point to the maximum percentage (above 100%) of the Piercing Strike enhancement.)
- Shatter Armor (+0.05% per point chance to reduce opponents armor by 75%.)
- Shield Wall (+0.05% per point to your defense for each complete set equipped.)
- Shockwave (+0.1% per point chance that your opponent will forfeit their next combat turn.)
- Side Step (Increases the maximum percentage (above 100%) of the Dodge enhancement by +0.2% per point.)
- Smite (0.1% per point reduction to attackers armor when defending a PvP attack.)
- Stun (+0.1% chance per point to half opponents chance to hit.)
- Terrorize (0.1% per point decrease in enemy's damage stat.)
- Wither (+0.2% per point chance of a 50% reduction of your opponents HP at the start of combat.)
How to Defend From enemy attacks using an Armor Gear Setup (Including chance buffs.)
- Absorb (+0.1% per point chance that you will absorb 25% of the damage inflicted on you.)
- Ageless (+0.2% per point chance of doubling your health at the start of combat.)
- Anchored (0.05% per point damage is added to your health during combat.)
- Armor Boost (+0.05% per point to your armor for each complete set equipped.)
- Aura Of Protection (+0.1% base Defense, +0.1% base Armor and +0.1% base HP per point.)
- Balanced Defense (+0.05% per point added to defense and armor if every piece of equipped gear is the same level.)
- Blood Thirst (+0.2% chance, per point, to drain 5% enemy HP per combat turn.)
- Coordinated Defense (+0.05% per point added to defense and armor if every piece of equipped gear is part of a set.)
- Cursed Ring (0.2% per point stat bonus to your equipped ring. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Cursed Rune (0.2% per point stat bonus to your equipped rune. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Dark Curse (+0.2% reduction of opponents defense per point)
- Deflect (+0.25% chance per point that a player attacking you will automatically fail before combat starts.)
- Demoralize (+0.25% per point chance to half the opponents enchancement levels for the battle. Note this skill only takes effect if you initiated the combat.)
- Empower (+0.1% per point increase to all currently active enhancements.)
- Enchant Amulet (+0.1% per point stat bonus increase to your equipped amulet.) [POTION, RP BUFF]
- Enchant Boots (+0.1% per point stat bonus increase to your equipped boots.) [POTION, RP BUFF]
- Enchant Helmet (+0.1% per point stat bonus increase to your equipped helmet.) [POTION, RP BUFF]
- Enchant Ring (+0.1% per point stat bonus increase to your equipped ring.) [POTION, RP BUFF]
- Enchant Rune (+0.1% per point stat bonus increase to your equipped rune.) [POTION, RP BUFF]
- Enchant Shield (+0.1% per point stat bonus increase to your equipped shield.)
- Enchanted Armor (+0.1% per point stat bonus increase to your equipped armor.)
- Entrench (+0.25% per point of damage is transferred to armor at the start of combat.) [POTION]
- Epic Craft (+0.5% per point increase to crafted stat bonuses.)
- Epic Forge (+0.5% per point increase to Hell Forge stat bonuses.)
- Erosion (+0.1% per point chance to reduce an attackers item durability to 1 if durability damage is inflicted.)
- Flinch (0.1% per point decrease in enemy's attack stat.)
- Force Shield (0.1% per point chance to reduce damage done to you to 1.)
- Fortify (+0.1% base armor per point.)
- Fortitude (0.1% per point of defense stat is added to health.)
- Fumble (+0.1% per skill level reduction to attackers attack when defending a PvP attack.)
- Gambler (+0.1% chance per point that a random stat will be tripled while all other stats are halved at the start of combat.)
- Golden Shield (+0.05% per point chance to double your armor and defense at the start of combat.)
- Guild Berserker (Increase the effectiveness of First Strike, Nullify, and Breaker in GVG Only.)
- Hardened (0.05% per point chance to prevent your opponent activating Shatter Armor.)
- Healer (+0.01% per point chance that players health will fully restore after any given combat round.)
- High Guard (0.05% chance per point that your attack stat is added to your defense and your damage stat is added to your armor.)
- Ignite (+0.1% chance per point that your opponent will be set on fire. Each successful hit thereafter will inflict between 5% and 10% extra damage.)
- Invert (+0.2% per skill level chance that enemies armor and defense stats are switched in a PvP attack.)
- Invigorate (+0.01% per skill level added to your attack, defense, armor, HP and damage for each piece of equipped gear that is epic.)
- Iron Fist (+0.1% per point stat bonus increase to your equipped gloves.)
- Last Ditch (+0.2% per point chance to survive death in combat.)
- Layered Armor (+0.05% of every items damage stat is added to your armor per skill level.)
- Nullify (Chance to reduce opponents damage by 20% if successful.)
-
Poison (+0.1% per point chance that your opponent will be poisoned. Each successful hit thereafter will inflict between 10% and 20% extra damage.)
- Reflection (0.2% per point of enemy's inflicted damage is added to your next combat strike.)
- Riposte (Increases the maximum percentage (above 100%) of the Duelist enhancement by +0.2% per point.)
- Rock Skin (+0.1% base defense and +0.1 base armor per point.)
- Sanctuary (+0.1% per point increase to your armor.)
- Sealed (+0.2% per point chance to negate 2 buffs during combat. Note this only affects skills that take effect during combat.)
- Severe Condition (+0.25% per point of your attack, defense, damage and armor stats are transferred to your health at the start of combat.)
- Sharpen (+0.1% per point to the maximum percentage (above 100%) of the Piercing Strike enhancement.)
- Shatter Armor (+0.05% per point chance to reduce opponents armor by 75%.)
- Shockwave (+0.1% per point chance that your opponent will forfeit their next combat turn.)
- Shield Strike (0.1% per point chance that your defense stat is reduced to zero and your damage is doubled.)
- Side Step (Increases the maximum percentage (above 100%) of the Dodge enhancement by +0.2% per point.)
- Smite (0.1% per point reduction to attackers armor when defending a PvP attack.)
- Stun (+0.1% chance per point to half opponents chance to hit.)
- Terrorize (0.1% per point decrease in enemy's damage stat.)
- Wither (+0.2% per point chance of a 50% reduction of your opponents HP at the start of combat.)
How to Defend From enemy attacks using an Damage Gear Setup (Including chance buffs.)
- Balanced Attack (+0.05% per point added to attack and damage if every piece of equipped gear is the same level.)
- Berserk (+0.2% base damage per point.)
- Blood Thirst (+0.2% chance, per point, to drain 5% enemy HP per combat turn.)
- Chi Strike (0.1% per point of your Health total is added to your damage during combat.)
- Coordinated Attack (+0.05% per point added to attack and damage if every piece of equipped gear is part of a set.)
- Cursed Ring (0.2% per point stat bonus to your equipped ring. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Cursed Rune (0.2% per point stat bonus to your equipped rune. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Dark Curse (+0.2% reduction of opponents defense per point)
- Deflect (+0.25% chance per point that a player attacking you will automatically fail before combat starts.)
- Demoralize (+0.25% per point chance to half the opponents enchancement levels for the battle. Note this skill only takes effect if you initiated the combat.)
- Empower (+0.1% per point increase to all currently active enhancements.)
- Enchant Amulet (+0.1% per point stat bonus increase to your equipped amulet.) [POTION, RP BUFF]
- Enchant Boots (+0.1% per point stat bonus increase to your equipped boots.) [POTION, RP BUFF]
- Enchant Helmet (+0.1% per point stat bonus increase to your equipped helmet.) [POTION, RP BUFF]
- Enchant Ring (+0.1% per point stat bonus increase to your equipped ring.) [POTION, RP BUFF]
- Enchant Rune (+0.1% per point stat bonus increase to your equipped rune.) [POTION, RP BUFF]
- Enchant Shield (+0.1% per point stat bonus increase to your equipped shield.)
- Enchant Weapon (+0.1% per point stat bonus increase to your equipped weapon.)
- Enchanted Armor (+0.1% per point stat bonus increase to your equipped armor.)
- Epic Craft (+0.5% per point increase to crafted stat bonuses.)
- Epic Forge (+0.5% per point increase to Hell Forge stat bonuses.)
- Erosion (+0.1% per point chance to reduce an attackers item durability to 1 if durability damage is inflicted.)
- Force Shield (0.1% per point chance to reduce damage done to you to 1.)
- Fury (+0.1% base attack and +0.1% base damage per point.)
- Gambler (+0.1% chance per point that a random stat will be tripled while all other stats are halved at the start of combat.)
- Guild Berserker (Increase the effectiveness of First Strike, Nullify, and Breaker in GVG Only.)
- Healer (+0.01% per point chance that players health will fully restore after any given combat round.)
- Invert (+0.2% per skill level chance that enemies armor and defense stats are switched in a PvP attack.)
- Iron Fist (+0.1% per point stat bonus increase to your equipped gloves.)
- Keen Edge (+0.1% per point to your attack for each complete set equipped.)
- Last Ditch (+0.2% per point chance to survive death in combat.)
- Riposte (Increases the maximum percentage (above 100%) of the Duelist enhancement by +0.2% per point.)
- Savagery (0.05% chance per point that your Defense stat is added to your Attack and your Armor stat is added to your Damage.)
- Sealed (+0.2% per point chance to negate 2 buffs during combat. Note this only affects skills that take effect during combat.)
- Shatter Armor (+0.05% per point chance to reduce opponents armor by 75%.)
- Shockwave (+0.1% per point chance that your opponent will forfeit their next combat turn.)
- Shield Strike (0.1% per point chance that your defense stat is reduced to zero and your damage is doubled.)
- Side Step (Increases the maximum percentage (above 100%) of the Dodge enhancement by +0.2% per point.)
- Sharpen (+0.1% per point to the maximum percentage (above 100%) of the Piercing Strike enhancement.)
- Smashing Hammer (+0.05% per point added to your damage for each complete set equipped.)
- Stun (+0.1% chance per point to half opponents chance to hit.)
- Undermine (Increases the maximum percentage (above 100%) of the Breaker enhancement by +0.2% per point.)
- Wither (+0.2% per point chance of a 50% reduction of your opponents HP at the start of combat.)
How to Defend From enemy attacks using a Turtle Gear Setup (Including chance buffs)
- Absorb (+0.1% per point chance that you will absorb 25% of the damage inflicted on you.)
- Ageless (+0.2% per point chance of doubling your health at the start of combat.)
- Anchored (0.05% per point damage is added to your health during combat.)
- Armor Boost (+0.05% per point to your armor for each complete set equipped.)
- Aura Of Protection (+0.1% base Defense, +0.1% base Armor and +0.1% base HP per point.)
- Balanced Defense (+0.05% per point added to defense and armor if every piece of equipped gear is the same level.)
- Barricade (0.15% per point of damage is transferred to defense.)
- Blood Thirst (+0.2% chance, per point, to drain 5% enemy HP per combat turn.)
- Constitution (+0.1% per point increase to your defense.)
- Coordinated Defense (+0.05% per point added to defense and armor if every piece of equipped gear is part of a set.)
- Cursed Ring (0.2% per point stat bonus to your equipped ring. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Cursed Rune (0.2% per point stat bonus to your equipped rune. Double chance of durability loss. Prevents Unbreakable from working while active.)
- Dark Curse (+0.2% reduction of opponents defense per point)
- Defensive Aura (+0.05% of every items attack stat is added to your defense per skill level.)
- Deflect (+0.25% chance per point that a player attacking you will automatically fail before combat starts.)
- Demoralize (+0.25% per point chance to half the opponents enchancement levels for the battle. Note this skill only takes effect if you initiated the combat.)
- Dispel Curse (0.2% chance per point that Dark Curse will not work against you.)
- Empower (+0.1% per point increase to all currently active enhancements.)
- Enchant Amulet (+0.1% per point stat bonus increase to your equipped amulet.) [POTION, RP BUFF]
- Enchant Boots (+0.1% per point stat bonus increase to your equipped boots.) [POTION, RP BUFF]
- Enchant Helmet (+0.1% per point stat bonus increase to your equipped helmet.) [POTION, RP BUFF]
- Enchant Ring (+0.1% per point stat bonus increase to your equipped ring.) [POTION, RP BUFF]
- Enchant Rune (+0.1% per point stat bonus increase to your equipped rune.) [POTION, RP BUFF]
- Enchant Shield (+0.1% per point stat bonus increase to your equipped shield.)
- Enchanted Armor (+0.1% per point stat bonus increase to your equipped armor.)
- Entrench (+0.25% per point of damage is transferred to armor at the start of combat.) [POTION]
- Epic Craft (+0.5% per point increase to crafted stat bonuses.)
- Epic Forge (+0.5% per point increase to Hell Forge stat bonuses.)
- Erosion (+0.1% per point chance to reduce an attackers item durability to 1 if durability damage is inflicted.)
- Evade (+0.1% base defense per point.)
- Flinch (0.1% per point decrease in enemy's attack stat.)
- Force Shield (0.1% per point chance to reduce damage done to you to 1.)
- Fortify (+0.1% base armor per point.)
- Fortitude (0.1% per point of defense stat is added to health.)
- Fumble (+0.1% per skill level reduction to attackers attack when defending a PvP attack.)
- Gambler (+0.1% chance per point that a random stat will be tripled while all other stats are halved at the start of combat.)
- Golden Shield (+0.05% per point chance to double your armor and defense at the start of combat.)
- Guild Berserker (Increase the effectiveness of First Strike, Nullify, and Breaker in GVG Only.)
- Hardened (0.05% per point chance to prevent your opponent activating Shatter Armor.)
- Healer (+0.01% per point chance that players health will fully restore after any given combat round.)
- High guard (0.05% chance per point that your attack stat is added to your defense and your damage stat is added to your armor.)
- Ignite (+0.1% chance per point that your opponent will be set on fire. Each successful hit thereafter will inflict between 5% and 10% extra damage.)
- Invert (+0.2% per skill level chance that enemies armor and defense stats are switched in a PvP attack.)
- Invigorate (+0.01% per skill level added to your attack, defense, armor, HP and damage for each piece of equipped gear that is epic.)
- Iron Fist (+0.1% per point stat bonus increase to your equipped gloves.)
- Last Ditch (+0.2% per point chance to survive death in combat.)
- Layered Armor (+0.05% of every items damage stat is added to your armor per skill level.)
- Nightmare Visage (0.25% per point of your attack will be transferred into defense.)
- Nullify (Chance to reduce opponents damage by 20% if successful.)
-
Poison (+0.1% per point chance that your opponent will be poisoned. Each successful hit thereafter will inflict between 10% and 20% extra damage.)
- Reflection (0.2% per point of enemy's inflicted damage is added to your next combat strike.)
- Riposte (Increases the maximum percentage (above 100%) of the Duelist enhancement by +0.2% per point.)
- Rock Skin (+0.1% base defense and +0.1 base armor per point.)
- Sanctuary (+0.1% per point increase to your armor.)
- Sealed (+0.2% per point chance to negate 2 buffs during combat. Note this only affects skills that take effect during combat.)
- Severe Condition (+0.25% per point of your attack, defense, damage and armor stats are transferred to your health at the start of combat.)
- Sharpen (+0.1% per point to the maximum percentage (above 100%) of the Piercing Strike enhancement.)
- Shatter Armor (+0.05% per point chance to reduce opponents armor by 75%.)
- Shield Wall (+0.05% per point to your defense for each complete set equipped.)
- Shockwave (+0.1% per point chance that your opponent will forfeit their next combat turn.)
- Side Step (Increases the maximum percentage (above 100%) of the Dodge enhancement by +0.2% per point.)
- Smite (0.1% per point reduction to attackers armor when defending a PvP attack.)
- Stun (+0.1% chance per point to half opponents chance to hit.)
- Terrorize (0.1% per point decrease in enemy's damage stat.)
- Wither (+0.2% per point chance of a 50% reduction of your opponents HP at the start of combat.)
#1002792 Super Elite hunting - some tips
Posted by stormfish on 12 January 2021 - 08:40
Hi there all
- As mentioned in the WandKing's and BadPenny's posts, it is good idea to search the boundaries of the realm first, then the inside parts. Especially when vast realms have to be searched. I tried to proof that rule, but have to say that it is not very clear that it work. Anyway it is not wrong to use it.
- Use mercenaries. With recent changes in group attacks, it is worth to create attack group and use it for tough SE's. It is 20 stam to create group, and you can use it 5 times (without updates), i.e. it is 4 stam per attack. For tough SE's this is even below usual stamina spend per attack (because you use CA 175, and the combat is often more than 3 turns). In addition, when you are defeated, you don't lose EXP and your gold in hand. In big guilds it is expensive to hire mercenaries, but in small ones it is good opportunity. In addition many of the mercenaries were upgraded few years ago, and their stats were improved.
- Rise your composing level. It's a huge hunt helper to use high level SH, COA, KE etc. You can schedule your hunt grouping tough SE's, and hunting them in short time. This way you can compose one 30 min potion with all needed high level buffs, then extend it to 2 hours, or more (depending on your set of medals) using that combo:
Distil + Buff Enhancer + Brewing Master + Pride + [Your composing potion]
- Always monitor the Super Elite Slayer Kill Log. This will help you to schedule your hunt, and to skip recently visited realms.
#1006014 Super Elite hunting - some tips
Posted by stormfish on 29 October 2021 - 11:17
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#1006009 Super Elite hunting - some tips
Posted by stormfish on 29 October 2021 - 09:25
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#1006008 Super Elite hunting - some tips
Posted by stormfish on 29 October 2021 - 08:57
-
So the first one is to search small realms. You lose less stamina, you have more chance to find chest. Considering this i will post all small realms paths i use. Just like the SE hunting, they will save your stamina to porting to Krul Island and then to Main Realm where you are going to search for chest. Of course you will save time (for your LF) and gold too.
- Always monitor the Treasure Hunter's Log. This will help you to schedule your hunt, and to skip recently visited realms. In addition you can catch the start of chest event. This is when the Mystic Shard Stash appears all over the realms. They don't need key to open, they are a lot in all realms (in the first days of the event you may find even 3 chest in one realm), and they give you Fallen Sword Shards (between 10 and 50). During 3-5 days you can find them. The first day, the density of chest population is highest, and their respawn time is shortest. In every following day of the event this parameters drop down, but even at the last day of the event you can find few times more chests than usual (without event). There is no news in the front page, nor the forum for beginning/end of the event.
Small realms chain paths:
Note: in all paths small realms will be coloured teal
Note: more will come when RL give me free time. (o;
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#1002938 Super Elite hunting - some tips
Posted by stormfish on 10 February 2021 - 08:51
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#1002937 Super Elite hunting - some tips
Posted by stormfish on 10 February 2021 - 08:46
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