Difference between revisions of "Enchanting"

From Project Einherjar
(Adept fairy quest)
(Master Enchanter Quest)
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==Adept fairy quest==
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==Adept Enchanter quest==
 
A fairy (Titania) in the central building of Splendide starts this quest and you require "Ring of the wise king" to speak with her.
 
A fairy (Titania) in the central building of Splendide starts this quest and you require "Ring of the wise king" to speak with her.
  
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2 Gold, 1 Stone of Sage
 
2 Gold, 1 Stone of Sage
 +
 +
==Master Enchanter quest==
 +
 +
* Step 1: Repeatedly talk to Titania in the building in 197 191 until she asks you to find a fairy named Isana.
 +
* Step 2: Find Isana at either Odin's Temple 3 102 142 or Rachel Temple (ra_temin) 260 160
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* Step 3: Agree to help her with her research
 +
* Step 4: Farm at minimum the following ingredients:
 +
** 70x Bloody Rune
 +
** 70x Rune of Darkness
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** 490x Holy Water
 +
 +
* Step 5: Go to Isana and select the "Make Rune" option. You will need 1x Bloody Rune, 1x Rune of Darkness and 5x Holy Water to make a rune.
 +
* Step 6: Upon creation, the rune can be one of five purity levels. Depending on that purity level, you may need to talk to Isana again and select the "Remove Corruption" option. Depending on the runes in your inventory, the expended Holy Waters for removing corruption will increase. Isana will attempt to remove the corruption of all the non-pure runestones you have in your inventory. The table below shows number of holy waters required to obtain 1 Pure Runestone from a specific unpure runestone. These numbers apply exactly when you remove corruption of one runestone at a time.
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{| class="wikitable mw-collapsible mw-collapsed"
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!Purity Levels
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|-
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|Purity || Cost
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|-
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|Corrupt || 2
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|-
 +
|Tainted || 2
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|-
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|Tarnished || 1
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|-
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|Cloudy || 1
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|-
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|Pure || n/a
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|}
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* Step 7: With your 7 Pure Runestones, select the "Make Runestone" option. Create all of the possible Runestones that are given, but do not make any duplicates. These are the Natured Runestones.
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* Step 8: Create the rest of your Pure Runestones.
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* Step 9: Talk to Isana once more and select the "Engrave Rune" option. A shop window will open, and you will notice that the runes are coded somewhat alphabetically. Buy engraved runes based on the combinations you would like to use for a specific Natured Runestone.
 +
* Step 10: Following the table below, you insert engraved runes into a specific Natured Runestone. This is done like inserting a card in your equipment.
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* Step 11: After you've inserted one combination into the Natured Runestone, talk to Isana again and select the "Try Runestone" option. Select the runestone you would like to attempt to merge, and Isana will tell you if you succeeded or failed.
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* Step 12: Repeat from Step 9 until all Natured Runestones each have 3 enchantments merged into them.
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** ''Stolao has said that there are three headgear obtainable through this quest with certain combinations. The headgears give decent stats and look good, so you may want to try to get them.''
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* Step 13: When you have all Natured Runestones completed, Isana will tell you to go back to Titania.
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* Step 14: Talk to Titania, who will thank you for your help and give you the Master Sigil. The quest is now complete.
 +
 +
{| class="wikitable mw-collapsible mw-collapsed"
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!Known working combinations
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|-
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|Ruin || Aegis || Stability || Primordial || Flow || Potential || Insight
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|-
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|ATK || MHP || MNZ || SZA || FLE || STR || QJL
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|-
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|MTK || MSP || TNZ || YZA || SPD || AGI || IJL
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|-
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|HIT || SQZ || YNZ || LZA || ZUJ || INT || BJL
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|-
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|??? || ??? || ??? || ??? || ??? || DEX || ???
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|-
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|??? || ??? || ??? || ??? || ??? || LUK || ???
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|}
  
 
== Enchantment List and Chances ==
 
== Enchantment List and Chances ==

Revision as of 06:26, 16 September 2019

Enchanting

By talking with the Fairies around the world you can gain magical ornaments, seven in total, containing fairy magic, these can be equip on the "Costume" tab of the player inventory. To get an ornament you must bring a fairy the correct gem type and a star dust and they can turn it into an ornament for a small fee (10000z).

Each Fairy can enchant an ornament two to five times depending on their abilities. When you have reached the max number of enchants for a particular Fairy they can then offer to re-roll your existing enchantments for new ones <insert cot here>.

As Fairy ability goes up, the power number of slots and cost goes up. Novice and Apprentice fairies don't require any quest to use but both Adept and Master have a quest that must first be completed to begin using.

Improving Enchantments

You can improve existing enchantments making them stronger by talking to the enchantress at the top of the Geffen Tower, each time you upgrade an enchantment it cost 1 Old Magic Book, 7 Red Gemstones, 7 Blue Gemstones, 7 Yellow Gemstones and quite a lot of zeny depending on the enchantment and the power of the enchantment as well as the slot its on. The zeny cost is equal to: ((Base Cost*Current Power)+100.000)*(1+([SlotNumber-1]*[SlotNumber-1]-SlotNumber-1))

Every enchantment has a Max Power even the Enchantress cannot exceed this number on any given slot, but it can be up to this power on all 5 slots.

Enchanter Stats

Level Slots Power Price W. Ele % A. Ele %
Novice 2 30% 50% 0.1% 0.3%
Apprentice 3 50% 100% 1.1% 1.3%
Adept 4 70% 150% 5.6% 3.0%
Master 5 90% 300% 13.7% 5.3%
Level 1st Fail 2nd Fail 3rd Fail 4th Fail 5th Fail
Novice 7.69% 8.33% N/A N/A N/A
Apprentice 5.55% 5.88% 6.25% N/A N/A
Adept 4.00% 4.16% 4.34 4.54% N/A
Master 2.94% 3.03% 3.12% 3.22% 3.33%

Enchantment fairy locations

For all blank ornaments created at the fairies you need a proper gemstone and a stardust.

Ornament of Ruin - Ruby
Novice Payon, Old District East Building
Apprentice Amatsu weapon shop, Izlude tool shop
Adept Yuno blacksmith
Master N/A
Ornament of Stability - Emerald
Novice Payon, Old District East Building
Apprentice Ayothaya weapon shop, Einbroch weapon shop
Adept Veins weapon shop
Master N/A
Ornament of Aegis - Amethyst
Novice Prontera blacksmith, Payon, Old District East Building
Apprentice Aldebaran weapon shop, Geffen blacksmith
Adept Yuno blacksmith
Master N/A
Ornament of Primordial - Opal
Novice Payon, Old District East Building
Apprentice Niffelheim weapon shop, Payon blacksmith (on the corner of building)
Adept Lighthalzen weapon shop
Master N/A
Ornament of Flow - Aquamarine
Novice Payon, Old District East Building
Apprentice Moscovia weapon shop, Hugel weapon shop
Adept Louyang weapon shop
Master N/A
Ornament of Potential - Sapphire
Novice Prontera blacksmith, Payon, Old District East Building
Apprentice Morocc blacksmith, Comodo weapon shop
Adept Einbroch blacksmith
Master N/A
Ornament of Insight - Zircon
Novice Lutie weapon shop, Payon, Old District East Building
Apprentice Alberta weapon shop, Moscovia armor shop, Einbroch blacksmith, Rachel weapon shop
Adept Umbala weapon shop
Master N/A

Adept Enchanter quest

A fairy (Titania) in the central building of Splendide starts this quest and you require "Ring of the wise king" to speak with her.

then talk to blacksmith at Einbroch's Blacksmith guide and hes going to ask you for stuffs the item needed are

40 steel, 50 wolf claw

15 Trunk, 20 Resin

10 Steel, 5 Oridecon, 1 Sardonyx

2 Gold 1 Amethyst 1 Opal

30 Animal Skin, 10 Feather, 5 Fabric, 5 Fluff, 2 Steel , 2 Elunium

2 Star Crumb, 1 Flame Heart, 24 Orc Fang, 24 Steel, 7 Elunium

2 Gold, 1 Stone of Sage

Master Enchanter quest

  • Step 1: Repeatedly talk to Titania in the building in 197 191 until she asks you to find a fairy named Isana.
  • Step 2: Find Isana at either Odin's Temple 3 102 142 or Rachel Temple (ra_temin) 260 160
  • Step 3: Agree to help her with her research
  • Step 4: Farm at minimum the following ingredients:
    • 70x Bloody Rune
    • 70x Rune of Darkness
    • 490x Holy Water
  • Step 5: Go to Isana and select the "Make Rune" option. You will need 1x Bloody Rune, 1x Rune of Darkness and 5x Holy Water to make a rune.
  • Step 6: Upon creation, the rune can be one of five purity levels. Depending on that purity level, you may need to talk to Isana again and select the "Remove Corruption" option. Depending on the runes in your inventory, the expended Holy Waters for removing corruption will increase. Isana will attempt to remove the corruption of all the non-pure runestones you have in your inventory. The table below shows number of holy waters required to obtain 1 Pure Runestone from a specific unpure runestone. These numbers apply exactly when you remove corruption of one runestone at a time.
Purity Levels
Purity Cost
Corrupt 2
Tainted 2
Tarnished 1
Cloudy 1
Pure n/a
  • Step 7: With your 7 Pure Runestones, select the "Make Runestone" option. Create all of the possible Runestones that are given, but do not make any duplicates. These are the Natured Runestones.
  • Step 8: Create the rest of your Pure Runestones.
  • Step 9: Talk to Isana once more and select the "Engrave Rune" option. A shop window will open, and you will notice that the runes are coded somewhat alphabetically. Buy engraved runes based on the combinations you would like to use for a specific Natured Runestone.
  • Step 10: Following the table below, you insert engraved runes into a specific Natured Runestone. This is done like inserting a card in your equipment.
  • Step 11: After you've inserted one combination into the Natured Runestone, talk to Isana again and select the "Try Runestone" option. Select the runestone you would like to attempt to merge, and Isana will tell you if you succeeded or failed.
  • Step 12: Repeat from Step 9 until all Natured Runestones each have 3 enchantments merged into them.
    • Stolao has said that there are three headgear obtainable through this quest with certain combinations. The headgears give decent stats and look good, so you may want to try to get them.
  • Step 13: When you have all Natured Runestones completed, Isana will tell you to go back to Titania.
  • Step 14: Talk to Titania, who will thank you for your help and give you the Master Sigil. The quest is now complete.
Known working combinations
Ruin Aegis Stability Primordial Flow Potential Insight
ATK MHP MNZ SZA FLE STR QJL
MTK MSP TNZ YZA SPD AGI IJL
HIT SQZ YNZ LZA ZUJ INT BJL
??? ??? ??? ??? ??? DEX ???
??? ??? ??? ??? ??? LUK ???

Enchantment List and Chances

In every ornament has different chances to obtain a specific enchantment on them. This chance is dictated by the number of possible enchants.

Ornament Base Chance Special Enchant
Ruin 1 in 43 (~2,3% chance) Yes
Stability 1 in 15 (6,66...% chance) No
Aegis 1 in 9 (11,11...% chance) Yes
Primordial 1 in 11 (9,0909...% chance) No
Flow 1 in 10 (10% chance) No
Potential 1 in 12 (8,33...% chance) No
Insight 1 in 21 (~4.8% chance; need to check status effects) No

Additionally, there are two things to keep in mind based on the type of enchanter you are using.

Firstly, to calculate the chance to receive the roll you want to get on a certain enchant, you must check the amount of power an enchanter can give. For example, the adept enchanter can give 65% of the maximum power. If we want to know the chance to get a certain roll on that enchant, we must simple take the maximum power, multiply it by the power% of the enchanter. Then we check the minimum amount we need to achieve the roll we want. In our case, we want ASPD +3. So 65% * 5 is 3.25, and 60% * 5 is 3. So we have a 6 in 65 (~9%) chance to get a +3. Multiply that by the chance we have to get the enchantment we want for the total chance. In this case, (6 in 65) times (1 in 12). Which is ~0,77% chance. Getting a +2 ASPD is 2,5% chance.

Note: These chances may not reflect in actual testing. I am not sure if the way the power of the enchantment is calculated is this simple. Different methods of calculating it would change the odds. -null

Secondly, the chance to obtain a special enchant is separate and only applies on the first slot. This does influence your chances on the first slot, but they can be ignored in the grand scheme of things as the first slot is the cheapest to reroll. The chance to get a specific special enchantment is the W.ele% (For Ruin) or A.ele% (For Aegis) next to the enchanter you use, divided by the number of special enchants possible. There is no power in special enchants.

Ornament of Ruin

Ornament of Ruin is the enchantable jewel that focuses on damage enhancing enchantments. It goes on the "right hand" costume slot on your character's equipment window.

Enchantment Description Max Power Increase Base Cost
Pseudo Fire Element Increasing physical damage to Earth by 30% and 15% more damage with Fire magic but decreasing damage to Fire by 20% and Water by 10%. N/A N/A N/A
Pseudo Water Element Increasing physical damage to Fire by 30% and 15% more damage with Water magic but decreasing damage to Water by 20% and Wind by 10%. N/A N/A N/A
Pseudo Earth Element Increasing physical damage to Wind by 30% and 15% more damage with Earth magic but decreasing damage to Earth by 20% and Fire by 10%. N/A N/A N/A
Pseudo Wind Element Increasing physical damage to Water by 30% and 15% more damage with Wind magic but decreasing damage to Wind by 20% and Earth by 10%. N/A N/A N/A
Pseudo Shadow Element Increasing physical damage to Holy by 30% and 15% more damage with Shadow magic but decreasing damage to Shadow by 30%. N/A N/A N/A
Pseudo Holy Element Increasing physical damage to Shadow by 30% and 15% more damage with Holy magic but decreasing damage to Holy by 30%. N/A N/A N/A
Pseudo Ghost Element Increasing physical damage to Ghost by 30% and 15% more damage with Ghost magic but decreasing damage to Neutral by 30%. N/A N/A N/A
Ignore Size Penalty Causes your attacks to always deal 100% of its damage, without any penalty due to weapon vs. target size. N/A N/A N/A
ATK Increases base attack, the same way a weapon would do. 25 3 500.000z
% ATK Increases your final damage done with physical melee or ranged attacks by a percentage. Similar to the increase from cards. 15 1 750.000z
MATK Increases your magic attack by a fixed number, the same way increasing INT does. 25 5 500.000z
% MATK Increases your final damage when using spells by a percentage. Similar to the increase from wands and rods. 15 1 750.000z
% ASPD Increases the speed of your attacks by reducing the time interval in between each hit by a percentage. 10 1 50.000z
HIT Increases your HIT attribute, making it easier to land physical attacks. 15 3 100.000z
CRIT Increases your dealing critical hits with basic attacks and a few skills. Critical basic attacks deal 40% increased damage and ignore the target`s DEF and FLEE. 10 1 750.000z
Crit Damage % Increases your critical damage by a percentage. Its relative to the basic critical damage, so a 10% critical damage increase means you will deal 154% of your normal base attack damage. 15 1 500.000z
Bonus damage vs. Element Increases your damage against targets of a certain elemental property by a percentage. Relative to other bonuses. 15 1 350.000z
Bonus damage vs. Race Increases your damage against targets of a certain race by a percentage. Relative to other bonuses. 15 1 350.000z
Bonus damage vs. Size Increases your damage against targets of a certain size by a percentage. Relative to other bonuses. 15 1 500.000z
Increase Ranged Damage Increases your damage when using ranged physical attacks by a percentage. Relative to other bonuses. 15 1 500.000zz
HP on Kill Heals some amount of health every time you kill a monster. 20 1 50.000z
SP on Kill Restore some amount of SP every time you kill a monster. 10 1 100.000z
Heal Power Increases the efficiency of your healing abilities by a percentage. 50 5 25.000z
Damage vs. Non-Boss Increases your physical damage against non boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). 15 1 1.500.000z
Magic Damage vs. Non-Boss Increases your magical damage against non boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). 15 1 1.500.000z
Pierce DEF vs. Non-Boss Bypasses the physical defense of non boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). 10 1 1.500.000z
Pierce MDEF vs. Non-Boss Bypasses the magical defense of non boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). 10 1 1.500.000z
Damage vs. Boss Increases your physical damage against boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). 15 1 1.000.000z
Magic Damage vs. Boss Increases your magical damage against boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). 15 1 1.000.000z
Pierce DEF vs. Boss Bypasses the physical defense of boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). 10 1 1.000.000z
Pierce MDEF vs. Boss Bypasses the magical defense of boss protocol monsters by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). 10 1 1.000.000z

Ornament of Stability

Ornament of Stability is the enchantable jewel that focuses on damage reducing enchantments. It goes on the "left hand" costume slot on your character's equipment window.

Enchantment Description Max Power Increase Base Cost
Resistance vs. Race Reduces the damage received from attacks of enemies from a certain race by a percentage. 5 1 750.000z
Resistance vs. Non-Boss Reduces the damage received from attacks of enemies that are not boss protocol by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). 5 1 5.000.000z
Resistance vs. Boss Reduces the damage received from attacks of enemies that are boss protocol by a percentage. (Boss protocol monsters are those that cannot be knocked back, nor suffer from any status effects). 5 1 1.000.000z
Reflect Melee Damage Deals a percentage of the damage received by melee attacks back to the enemy. 5 1 750.000z
Reflect Ranged Damage Deals a percentage of the damage received by ranged attacks back to the enemy. 5 1 750.000z
Reflect Magic Damage Gives you a chance in percentage of completely ignoring the damage received by a spell, and causing the caster to be hit by it instead. 5 1 750.000z

Ornament of Aegis

Ornament of Aegis is the enchantable jewel that focuses on survivability enchantments. It goes on the "armor" costume slot on your character's equipment window.

Enchantment Description Max Power Increase Base Cost
Armor Element Changes your element to a different level 1 element. Players are naturally neutral level 1. N/A N/A N/A
DEF Increases your physical "hard" defense. Hard defense reduces all physical, non-critical, damage by 1% per point. 5 1 750.000z
MDEF Increases your magical "hard" defense. Hard defense reduces all magical damage by 1% per point. 5 1 750.000z
Maximum HP Increases the maximum amount of health points you can have. 1500 100 500z
Maximum SP Increases the maximum amount of spiritual points you can have. 750 50 750z
Critical Resistance Reduces the chance that your enemies will critically strike you by reducing their CRIT stat when attacking you. 5 1 1.250.000z
Melee Resistance Reduces all melee damage dealt to you by a percentage. 5 1 1.250.000z
Ranged Resistance Reduces all ranged damage dealt to you by a percentage. 5 1 1.250.000z
Magic Resistance Reduces all magic damage dealt to you by a percentage. 5 1 1.250.000z
Steal Success Chance Increases the chance that you will successfully steal an item whenever you attempt by a relative percentage 20 5 50.000z

Ornament of Primordial

Ornament of Primordial is the enchantable jewel that focuses on elemental resistances. It goes on the "garment" costume slot on your character's equipment window.

Enchantment Description Max Power Increase Base Cost
Resist All Decreases damage from all elements by a percentage. Stacks additively with other elemental resistances. 5 1 5.000.000z
Resist Element Decreases damage from a specific element by a percentage. Stacks additively with resist all. 10 1 750.000z

Ornament of Flow

Ornament of Flow is the enchantable jewel that focuses on sustainability. It goes on the "shoes" costume slot on your character's equipment window.

Enchantment Description Max Power Increase Base Cost
Flee Increases your Flee stat, giving you a greater chance to completely evade enemy non-critical physical attacks, based on how high the attackers HIT is. 15 3 350.000z
Perfect Dodge Gives you a percentage chance to completely avoid any physical basic attack, including critical strikes and perfect hits. 7 1 500.000z
Resist Size Reduces damage received from attacks by enemies of a specific size by a percentage. 5 1 1.000.000z
HP Regeneration Increases the regeneration of HP by a percentage 100 5 5.000z
SP Regeneration Increases the regeneration of SP by a percentage 100 5 5.000z
HP% Increases Maximum HP by a percentage 5? 1? Unknown
SP% Increases Maximum SP by a percentage 5? 1? Unknown
Movement Speed Increases the movement speed of your character by a value. 15 1 500.000z

Ornament of Potential

This is flavor text.

Enchantment Description Max Power Increase Base Cost
Str This is flavor text. 5 1 2,500,000z
Agi This is flavor text. 5 1 2,500,000z
Vit This is flavor text. 5 1 2,500,000z
Int This is flavor text. 5 1 2,500,000z
Dex This is flavor text. 5 1 2,500,000z
Luk This is flavor text. 5 1 2,500,000z
Reduce Cast Time This is flavor text. 5 1 1,000,000z
Reduce Cast Delay This is flavor text. 5 1 2,500,000z
Reduce SP Cost This is flavor text. 5 1 1,000,000z
ASPD This is flavor text. 5 1 5,000,000z
Healing Recived This is flavor text. 50 5 25,000z
Healing from Items This is flavor text. 25 5 100,000z

Ornament of Insight

This is flavor text.

Enchantment Description Max Power Increase Base Cost
Exp from Race This is flavor text. 20 3 5,000z
Exp from Boss This is flavor text. 20 3 5,000z
Exp from non-Boss This is flavor text. 10 1 25,000z
Exp from All This is flavor text. 10 1 35,000z
Resist Status Effect This is flavor text. 35 1 25,000z