Enchanting/Polypiling/Mythicing Guide

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Keighn
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Enchanting/Polypiling/Mythicing Guide

Post by Keighn »

Going to start with some easy shit about mythicing before I really rev up the guide. WIP it'll be so I'll reserve some space.
Mud wrote:Since there's been a lot of question about what's required to mythicize an item, and how to do it, here's a mini guide.

Note: You may need to make some venomous and blackrock ore for the facilitator:
Venomous Ore: (45 alchemy)
regular ore
nightshade x4
snake's venom


Blackrock Ore (Treated): (65 alchemy)
blackrock
dragon scales x6
mandrake root x3
nightshade x3


Especially useful now that people can mythicize items for you, these are the items they'll probably want from you to do so:

Mythical Material - No skill required
•deconstruct any not-tinted artifact

Scroll of Galvinising - Inscription
•blank scroll

Canned Heroism - Cooking
•meat (daemon)
•meat (devil)
•meat (drake)
•meat (blue dragon)
•meat (white dragon)
•meat (green dragon)
•meat (red dragon)
•meat (black dragon)
•mandrake root (10)
•nightshade (10)


Enigmatic Bauble (copper) - Tinkering
•orb
•golem power crystal
•wet clay (2)
•amethyst (5)
•diamond (5)
•emerald (5)
•fire opal (5)
•onyx (5)
•ruby (5)
•sapphire (5)
•topaz (5)
•zircon (5)


Rod of Power (gold) - Enchanting
•rod of lightning
•orb of power
•dull blue shard
•dim blue shard
•bright blue shard
•brilliant blue shard
•dull red shard
•dim red shard
•bright red shard
•brilliant red shard


Philosopher's Stone (gold) - Alchemy
•khaki potion (1)
•essence of fire (3)
•essence of lightning (3)
•essence of rage (3)
•preserved brain (5)
•preserved eye (5)
•spores (5)
•shadow dust (5)
•mandrake root (10)
•nightshade (10)


Mythic/Mystic/Astral Facilitator - Mining (use ore as base material when smelting to see recipe)
•ore (100)
•gold nugget (5)
•blackrock ore (10)
•venomous ore (10)
•copper ore (20)
•silver ore (20)
•zinc ore (50)


1.Make the first 6 items, they require 100% in their respective skill (except Mythic Material)
2.Stack those items on the floor somewhere safe
3.Make the mythic facilitator (requires 100% in mining). You make that by using a smelting tongs on a brazier. Select just plain 'ore' as the material.
4.Use the mythic facilitator on the stack of items - requires 100% in all of Enchanting, Weaponsmith, Armorer, Tailoring and Woodcrafting, all on the same character
5.Use the resulting mythic essence (Soulbound) on the desired armor or weapon
6.The armor or weapon will get an extra modifier called "mythic". This has the following effects:
◦On weapons, extra 10% damage
◦On armor, extra +2 def and +1 MR
◦The item will NOT be Soulbound
◦The item can be named, artifact, any enchant, any tint. Named items do not get the 'mythic' modifier added to the beginning of their name, but it is otherwise effective.
EggMcEye wrote:mega mythic expansion

So I said to sev "dude we need more supertints other than just mythic" - and he said "OK" and basically designed & programmed all of this. And now we have 12 super tints! I came up with most of the names with a lot of agonisation.

The supertints are comprised of 3 core super tints: Mythic (unchanged) Mystic and Astral. Additionally each supertint can be upgraded via a blueprint wand to add a small statboost.

First thing you will notice is that named mythic items now glow red. If this is a problem for anyone please email me. In addition, named mystic items will glow orange and named astral will glow green. Unnamed supertinted items do not glow.

Named non mythic still have the purple glow.

Code: Select all
The Hierarchy of Supertints and their Bonuses
---------------------------------------------

1. Mythic -> [armour] +2def, +1mr
[weapon] +10% damage <red glow if named>

1a. Felmythic -> [armour] +2def, +1mr, +5str
[weapon] +12% damage <red>

1b. Dunmythic -> [armour] +2def, +1mr, +5dex
[weapon] +12% damage <red>

1c. Balmythic -> [armour] +2def, +1mr, +5int
[weapon] +12% damage <red>

2. Mystic -> [armour] +2def, +3vig
[weapon] +10% damage <orange>

2a. Felmystic -> [armour] +2def, +3vig, +5str
[weapon] +12% damage <orange>

2b. Dunmystic -> [armour] +2def, +3vig, +5dex
[weapon] +12% damage <orange>

2c. Balmystic -> [armour] +2def, +3vig, +5int
[weapon] +12% damage <orange>

3. Astral -> [armour] +2def, +1nv
[weapon] +10% damage <green>

3a. Felastral -> [armour] +2def, +1nv, +5str
[weapon] +12% damage <green>

3b. Dunastral -> [armour] +2def, +1nv, +5dex
[weapon] +12% damage <green>

3c. Balastral -> [armour] +2def, +1nv, +5int
[weapon] +12% damage <green>



To make Mythic facilitator / or essence of myth: unchanged
Mystic and astral facilitators / essences: same as mythic, and same ingredient lists.

To make a Fel* Dun* Bal* item, first make that item mythic, mystic or astral. Then make the upgrade wand via blueprint and xtal coin shoppe. Then use the wand!
EggMcEye wrote:9th may moa 1.2.1
* fixed arrow keys & escape not working in drop+dir
* fixed ctrl-d canceling /search
* added vigour change from mystic items to the stats inside item list
* using keyboard in inventory to scroll will hide mouse
* added /glowtoggle command to disable the new colours on named mythic items - ie you can keep your purple tint if you want - it's free to use and only works on named mythic, mystic and astral weapons - works only on whatever is equipped in main hand!
* when naming an item you can add an _ to the name at the end to keep the purple glow if that item is made mythic, mystic or astral


SO!
If you don't like your named mythic item turning red you can use /glowtoggle!
only works on any item you can equip in your main hand
costs nothing
it's there for choice & convenience

note also I forgot to put the trailing .1 in the version :fp:

*NOTE to SELF: Mythic/Mystic/Astral upgrade wands require: blueprint, Enchanted Wood, Brilliant Blue soul shard and Brilliant Red soul shard.
Last edited by Keighn on Wed Jun 28, 2017 8:47 am, edited 8 times in total.
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Keighn
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Polypiling

Post by Keighn »

I reread the initial post and took this part as the most important with the code being possible things that might pop up from it. I was really hoping for more rare recipes like the horadric cube but this appears to be all there is:
[color=#FF0000][b]eggmceye[/b][/color] wrote:Massive spoilers: if you want to discover polypile leave now! Otherwise it's all laid bare here.

As far as I can understand it poly pile always req 3 items. These can be 3 different items (a PILE of 3) or 3 identical items (a stack of 3) or a combination thereof.

Basic polypile will let you:
* combine 3 foods into 2 new foods
* combine 3 gems into 2 new gems
* combine 3 scrolls into 2 new scrolls
* combine 3 potions into 2 new potions
* combine 3 reagants into 2 new reagants
* combine 3 body parts into 2 new body parts
* combine 3 rare items (eg sextant) into 2 rare items

Other recipes
dwarves
When polypiling potions, dwarves get a special ruleset:
- 3x yellow pot->2x mead
- 3x blue pot-> 2x pale ale
- 3x red pot -> extra stout

polypiling ingots & crafting mats
You can poly a stack of 3 of one crafting material into 1 of the same material with the enchantment (as in, attack) increased by +1
- min input item enchant is +1 - does not work on 3x plain ingots
- max input item is +4 for ingots of attack - as in you can poly 3x +4 attack ingots but not 3x +5 !
-- max is +14 for STR, DEX, INT (will make one ingot of +15)
-- max is +3 for def (will make one ingot of +4 defense)
- not all tints are accepted - generally speaking only the tints are allowed to be crafted with can be poly'd

polypiling weapons & armour
A pile or stack of 3 weapons and armour can be poly'd into one new piece. Study the code below to determine how that works. Hopefully it isn't too cheeseable - nor too useless!


A neat tidbit small note that I have thought very cool is that when you polypile the items the successful items(s) go into your inventory instead of just sitting there. That is pretty awesome IMHO.

Actual polypile code below!
hint: the line function use_502() is where most of the action begins

Code: Select all

-- Polypile Wand  -  0x502

pp_food = {
0x117, -- fish
0x12a, -- cheese
0x12b, -- bread
0x17f, --boiled egg
0x500, --carrot
0x12c, -- meat
0x440, --fortune cookie
0x530, 0x54d, 0x54e, 0x54f, 0x550, 0x551, 0x552, 0x553, 0x554, 0x556, 0x557, 0x559, 0x599, 0x59a
}
pp_gems = {
0x427, -- diamond
0x428, -- emerald
0x429, -- ruby
0x42a, -- sapphire
0x42c, -- onyx
0x42d, -- topaz
0x42e, -- amethyst
0x42f, -- zircon
0x430 -- fire opal
}
pp_potions = {
0x104, -- yellow potion
0x105, -- blue potion
0x106, -- red potion
0x160, -- black potion
0x161, -- green potion
0x162, -- white potion
0x163, -- orange potion
0x164, -- cyan potion
0x165, -- lime potion
0x166, -- brown potion
0x167, -- clear potion
0x168, -- purple potion
0x169, -- pink potion
0x16b, -- mega yellow potion
0x16c -- mega blue potion
}
pp_scrolls = {
0x41d, -- blank scroll
0x120, -- ressurection scroll
0x125, -- town portal scroll
0x13a, -- scroll of unweld
0x13b, -- scroll of uncurse
0x13c, -- scroll of identify
0x16d -- raise pet scroll
}
pp_reagents = {
0x146, -- black_pearl
0x147, -- blood moss
0x148, -- garlic
0x149, -- ginseng
0x14a, -- mandrake root
0x14b, -- nightshade
0x14c, -- spider's silk
0x14d -- sulphurous ash
}
pp_parts = {
0x401, -- eye
0x403, -- heart
0x406, -- ooze
0x407, -- brain
0x402, -- horn
0x404, -- carapace
0x405, -- fang
0x40a, -- diseased bandage
0x40b, -- sparkling mote
0x412, -- dragon hide
0x41b, -- raw glass
0x41e, -- cowhide
0x528, -- wet clay
0x52d, -- hydra fang
0x52e, -- glowing ember
0x5e4 -- magic spleen
}
pp_rare_items = {
0x17c, -- khaki potion
0x502, -- polypile wand
0x43e, -- goblin brew
0x432, -- golem power crystal
0x107, -- sextant
0x53b, -- deconstruction wand
0x529, -- healing ward
0x52a  -- fire ward
}
pp_rare_mobs = {
0x297, -- cow
0x264, -- horse
0x24a, -- rabbit
0x255, -- wisp
0x213, -- bat
0x21b, -- rat
0x298, -- insect swarm
0x210, -- snake
0x21a  -- slime
}

pp_crafting_materials = {
0x118, -- ingot
0x115, -- log
0x40e, -- cloth
0x40f, -- leather
}

pp_crafting_weapon_enchants = {
{0x1,4} -- +ATK, max +5; accept up to +4s
}

pp_crafting_armour_enchants = {
{0x7,3}, -- +DEF, max +4; accept up to +3s
{0x4,14}, -- +DEX, max +15; accept up to +14s
{0x3,14}, -- +STR, max +15; accept up to +14s
{0x2,14}, -- +INT, max +15; accept up to +14s
}

pp_crafting_weapon_tints = {
0,
0x3, -- copper
0x6, -- silver
0x7, -- gold
0xa, -- venomous
}

pp_crafting_metal_armour_tints = {
0,
0x1, -- steel
0x3, -- copper
0x6, -- silver
0x7, -- gold
0xc, -- blackrock
}

pp_crafting_wooden_armour_tints = {
0,
0x3, -- oak
0x6, -- silverleaf
0x7, -- ash
0xc, -- ebony
}

pp_crafting_leather_armour_tints = {
0,
0x1, -- studded
0x3, -- boiled
0x6, -- silverhide
0x7, -- goldhide
0xc, -- darkhide
}

pp_crafting_cloth_armour_tints = {
0,
0x3, -- boiled
0x6, -- silverweave
0x7, -- goldweave
0xc, -- darkweave
}

accepted_crafting_materials={}
for i=1,#pp_crafting_materials do
    for j=1,#pp_crafting_weapon_enchants do
     for k=1,pp_crafting_weapon_enchants[j][2] do
	    for l=1,#pp_crafting_weapon_tints do
		   tmp_itm=make_code(pp_crafting_materials[i],pp_crafting_weapon_tints[l],pp_crafting_weapon_enchants[j][1],k)
	       table.insert(accepted_crafting_materials,tmp_itm)
		end
       end
  end
  for j=1,#pp_crafting_armour_enchants do
     for k=1,pp_crafting_armour_enchants[j][2] do
	    for l=1,#pp_crafting_metal_armour_tints do
		   tmp_itm=make_code(pp_crafting_materials[i],pp_crafting_metal_armour_tints[l],pp_crafting_armour_enchants[j][1],k)
		   table.insert(accepted_crafting_materials,tmp_itm)
		end
		for l=1,#pp_crafting_wooden_armour_tints do
		   tmp_itm=make_code(pp_crafting_materials[i],pp_crafting_wooden_armour_tints[l],pp_crafting_armour_enchants[j][1],k)
             table.insert(accepted_crafting_materials,tmp_itm)
		end
		for l=1,#pp_crafting_leather_armour_tints do
		   tmp_itm=make_code(pp_crafting_materials[i],pp_crafting_leather_armour_tints[l],pp_crafting_armour_enchants[j][1],k)
		   table.insert(accepted_crafting_materials,tmp_itm)
		end
		for l=1,#pp_crafting_cloth_armour_tints do
		   tmp_itm=make_code(pp_crafting_materials[i],pp_crafting_cloth_armour_tints[l],pp_crafting_armour_enchants[j][1],k)
		   table.insert(accepted_crafting_materials,tmp_itm)
		end
       end			
  end
end

function use_502 (id,tgt_id,alt,itm,bcode,x,y,z)
   
   local plyr=get_player_ptr(id)
   local race=sc:get_racename(plyr.race)
   local map=get_map_ptr(z)
   
   if(map:feature_is_hook(x,y) and plyr.account_name~=map:get_feat_text(x,y)) then
      send_message(id, "Not here!");
      return
   end

   -- go thru the pile of items and make sure they are either ownerless or owned by user
   -- also no poly soulbound
   local ptr=map:get_item_ptr(x,y)
   local pilecnt=0
   local i1=Item(0)
   local i2=Item(0)
   local i3=Item(0)
   
   local cnt=0
   while ptr~=nil and cnt<3  do

      if(ptr.owner~="" and ptr.owner~=plyr.name or is_no_drop(ptr.code) or ptr.furniture)  then
         send_message(id, "There are items here that are either not yours or are soulbound!");
         return;
      end

      if cnt==0 then 
      	i1=ptr.code
      	if ptr.qty>1 then
      		i2=ptr.code
      		if ptr.qty>2 then
      			i3=ptr.code
      			break
      		end
      	end
      end
      
      if cnt==1 then
      	if not i2:isValid() then
      		i2=ptr.code
      		if ptr.qty>1 then
      			i3=ptr.code
      			break
      		end
      	else
      		i3=ptr.code
      		break
      	end
      end
      
      if cnt==2 then
      	i3=ptr.code
      end
      
      ptr=ptr.next
      cnt=cnt+1
   end
      
   if not i1:isValid() or not i2:isValid() or not i3:isValid()  then
	    send_message(id, "Requires at least three items in the pile!")
	    return
   end

   local i4 = 0
   local i5 = 0
   
   
   
   -- yellow pot+2other pot->2mead
   if race=="dwarf" and get_base_code(i1)==0x104 and in_array(get_base_code(i2), pp_potions) and in_array(get_base_code(i3), pp_potions) then
   	  i4=0x5b3
   	  i5=0x5b3
   elseif race=="dwarf" and get_base_code(i1)==0x105 and in_array(get_base_code(i2), pp_potions) and in_array(get_base_code(i3), pp_potions) then
   	  i4=0x5b4
   	  i5=0x5b4
   elseif race=="dwarf" and get_base_code(i1)==0x106 and in_array(get_base_code(i2), pp_potions) and in_array(get_base_code(i3), pp_potions) then
   	  i4=0x5b2
   	  i5=0x5b2   	     	  
   elseif (wl:is_weapon(i1) or wl:is_wearable(i1)) and (wl:is_weapon(i2) or wl:is_wearable(i2)) and (wl:is_weapon(i3) or wl:is_wearable(i3)) and wl:is_enchanted(i1) and wl:is_enchanted(i2) and wl:is_enchanted(i3) then
   		-- sev's polypile
   		local ia={i1,i2,i3}
   		local t=0
      local found=0
      local i
   		for i=1,3 do
   			local m=get_to_mod(ia[i])
   			local v=get_modifier(ia[i])
   			if m==MP_WEAPON_BONUS then
   				if v>MAX_WEAPON_BONUS then v=MAX_WEAPON_BONUS end
   				t=t+16*v/MAX_WEAPON_BONUS
   				found=found+1
   			elseif m==MP_ARMOUR_BONUS then	
   				if v>MAX_ARMOUR_BONUS then v=MAX_ARMOUR_BONUS end
   				t=t+16*v/MAX_ARMOUR_BONUS   	
   				found=found+1
   			elseif m==MP_INT_BONUS or m==MP_STR_BONUS or m==MP_DEX_BONUS then	
   				if v>MAX_ITEM_STAT_BONUS then v=MAX_ITEM_STAT_BONUS end
   				t=t+16*(v-MIN_ITEM_STAT_BONUS)/(MAX_ITEM_STAT_BONUS-MIN_ITEM_STAT_BONUS)			   				   				
   				found=found+1
   			elseif m==MP_VIGOUR then	
   				if v>MAX_VIGOUR_BONUS then v=MAX_VIGOUR_BONUS end
   				t=t+16*(v-MIN_VIGOUR_BONUS)/(MAX_VIGOUR_BONUS-MIN_VIGOUR_BONUS)   		
   				found=found+1
   			elseif m==MP_MAGIC_RESISTANCE then	
   				if v>MAX_MR_BONUS then v=MAX_MR_BONUS end
   				t=t+16*v/MAX_MR_BONUS   		
   				found=found+1
   			elseif m==MP_NIGHTVISION then	
   				if v>MAX_NV_BONUS then v=MAX_NV_BONUS end
   				t=t+16*v/MAX_NV_BONUS
   				found=found+1
   			elseif m==MP_LEECHING then	
   				if v>3 then v=3 end
   				t=t+2*v+5
   				found=found+1   	
   			elseif m==MP_ENCHANTED then	
   				t=t+int_rand(6)+10			
   				found=found+1 
            end   				   		   				   				   				   							
   		end
   		
   		if found~=3 then
   			 send_message(id, "Nothing happened.")
   			 return 
   		end
   		local q=t/3 -- work out avg
   	
   		local itm=wl:get_rand_weapon_armour()
   		-- itm=Item(0x72)
   		i4=random_enchant(itm, q)
   		-- end_message(id,"q="..q.." result="..wl:get_full_name(i4))
   		   		
   -- for plain orbs, runes, rods
   elseif in_array(get_base_code(i1),{0x036,0x037,0x038}) and in_array(get_base_code(i2),{0x036,0x037,0x038}) and in_array(get_base_code(i3),{0x036,0x037,0x038}) then
	  if math.random(1,3)==1 then i4=0x036
	  elseif math.random(1,2)==1 then i4=0x037
	  else i4=0x038 end
	  if math.random(1,3)==1 then i5=0x036
	  elseif math.random(1,2)==1 then i5=0x037
	  else i5=0x038 end
   elseif wl:is_food(i1) and wl:is_food(i2) and wl:is_food(i3) then
      i4 = get_random_element(pp_food)
      i5 = get_random_element(pp_food)
   elseif in_array(get_base_code(i1), pp_gems) and in_array(get_base_code(i2), pp_gems) and in_array(get_base_code(i3), pp_gems) then
      i4 = get_random_element(pp_gems)
      i5 = get_random_element(pp_gems)
   elseif in_array(get_base_code(i1), pp_potions) and in_array(get_base_code(i2), pp_potions) and in_array(get_base_code(i3), pp_potions) then
      i4 = get_random_element(pp_potions)
      i5 = get_random_element(pp_potions)
   elseif in_array(get_base_code(i1), pp_scrolls) and in_array(get_base_code(i2), pp_scrolls) and in_array(get_base_code(i3), pp_scrolls) then
      i4 = get_random_element(pp_scrolls)
      i5 = get_random_element(pp_scrolls)
   elseif in_array(get_base_code(i1), pp_reagents) and in_array(get_base_code(i2), pp_reagents) and in_array(get_base_code(i3), pp_reagents) then
      i4 = get_random_element(pp_reagents)
      i5 = get_random_element(pp_reagents)
   elseif in_array(get_base_code(i1), pp_parts) and in_array(get_base_code(i2), pp_parts) and in_array(get_base_code(i3), pp_parts) then
      i4 = get_random_element(pp_parts)
      i5 = get_random_element(pp_parts)
   elseif i1 == i2 and i2 == i3 and in_array(i1, accepted_crafting_materials) then
	  i4 = make_code(get_base_code(i1), get_material(i1), get_to_mod(i1), get_modifier(i1)+1)
   else
      send_message(id, "Nothing happened.")
      return
   end
   
   if math.random(1,25) == 1 then
      local rr = math.random(1,3) -- rare item, mob or explosion
      if rr == 1 then -- rare item
         i4 = get_random_element(pp_rare_items)
         map:remove_item(x,y)
         map:remove_item(x,y)
         map:remove_item(x,y)
         --map:add_item(x,y,1,Item(i4),true,game_time,plyr.name)
		 give_item(id,Item(i4),1)
         send_message(id, "Something strange happened!")
         update_fov(id)
         return
      elseif rr == 2 or PERMADEATH then -- summon mob
         map:remove_item(x,y)
         map:remove_item(x,y)
         map:remove_item(x,y)
         m = spawn_at(get_random_element(pp_rare_mobs), x, y, plyr.map_level)
         if math.random(1,3) == 1 then
            m.large = true
            m:set_hp_max(m:get_hp_max() * 10)
            save_achievement(id, 12)
         end
         simple_send_event(id,EVENT_MAGIC,0x17,x,y)
         send_message(id, "Something strange happened!")
         update_fov(id)
         return
      else -- explosion
         map:remove_item(x,y)
         map:remove_item(x,y)
         map:remove_item(x,y)
         -- send_message(id, "Explosion!")
         send_event(plyr.map_level,-1,x,y,26,0); -- 26 is explosion
         agls = 45
         for d = 1, 3 do
            for a = 0, 360, agls / (2 ^ (d-1)) do
               xx = x + d * math.cos(math.rad(a))
               yy = y + d * math.sin(math.rad(a))
               ptr=get_sent_ptr_xyz(xx,yy,plyr.map_level)
               if ptr~=nil and not ptr:is_dm() and ptr.id < 100 then
                  hurt(ptr.id, math.random(10,30), "the explosion")
               end
            end
         end
         update_fov(id)
         return
      end
   else
      map:remove_item(x,y)
      map:remove_item(x,y)
      map:remove_item(x,y)
      --if i4~=0 then map:add_item(x,y,1,Item(i4),true,game_time,plyr.name); end
      --if i5~=0 then map:add_item(x,y,1,Item(i5),true,game_time,plyr.name); end
	  if i4~=0 then give_item(id,Item(i4),1); end
	  if i5~=0 then give_item(id,Item(i5),1); end
      send_message(id, "Polypile successful!")
   end
   
   if math.random(1,50) == 1 and not plyr:is_dm() and not plyr.perks[PERK_LOTL] and get_material(itm)~=MAT_BLACKROCK then
      send_message(id,"Your wand fizzles!")
      remove_item(id,itm)
   end

   update_fov(id)
   
end
Last edited by Keighn on Sat Apr 20, 2019 2:25 am, edited 2 times in total.
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Crystal/Glass Coins

Post by Keighn »

Additional notes:
Scavenger hunt hilist has been made easier with less exotic tints being required. Reward is still 3 Crystal Coins.

Huge Crab is worth 1 Crystal Coin to each combat participant who tries to kill it.
Kraken is worth 1 Crystal Coin to each combat participant who tries to kill it.

There is also now a merchant in coin area to purchase 1 Glass Coin for the price of 1 Crystal Coin. This is a simple exchange.

Vermilion weapons have a lvl 50 requirement. Will amend this in upper post.

Other updates I'll post let me know if I'm forgetting something.

Scavenger Hunt:
LowList = 3 Glass coins
HiList = 3 Crystal Coins


Satue Hunt:
Reward = 3 Crystal Coins

Bounty Hunting Quests:
LowHunt Rewards = 1 Crystal Coin
MedHunt Rewards = 2 Crystal Coins
HiHunt Rewards = 3 Crystal Coins
Last edited by Keighn on Sat Apr 20, 2019 2:04 am, edited 3 times in total.
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Blackrock/Ebony Gear

Post by Keighn »

Using those Rewards:

Like the coins themselves all purchased items with glass or silver coins are soulbound to that player with said coins. Glass coins are used in various shops in the Scavlist reward area. This portal is also next to the well. Inside you'll see many merchants. Including one that is a crystal coin merchant that I'll talk about later. There are Wizard Sets, Priest Sets, Monk Sets, Rogue Sets, Light Sets, Medium Sets, Heavy Sets, Sigils, and Jewelry. Each item costs a certain amount of glass coins. Do note that each of the items come in the following tints with the exception of jewelry and sigils:

Goldweave - Goldhide - Gold
Battlehide - Battleweave - Adamantium
Silk- Crystalhide - Crystal

Code: Select all

# wizard sets
[lvl 25 req]{6 glass coins} 
- Apprentice Cap - cap: +2def, +5vig
- Apprentice Robe - robe: +3def, +2mr *{9 glass coins}
- Apprentice Gloves - gloves: +2def, +10int 
- Apprentice Slacks - gi legs: +2def, +10int 
- Apprentice Slippers - padded boots: +2def, +10int

[lvl 50 req] 
- Adept Cap - cap: +3def, +8 vig
- Adept Robe - robe: +4def, +3mr *{18 glass coins}
- Adept Gloves - gloves: +3def, +15int 
- Adept Slacks - gi legs: +3def, +15int 
- Adept Slippers - padded boots: +3def, +15int


# priest sets
[lvl 25 req]
- Pious coif - mail helm: +2def, +2nv 
- Pious hauberk - mail tunic: +3def, +2mr *{9 glass coins}
- Pious gauntlets - mail gloves: +2def, +7str +3int
- Pious Leggins - mail leggins: +2def, +7str +3int
- Pious Boots - mail boots: +2def, +7str +3int

[lvl 50 req]
- Devout coif - mail helm: +3def, +3nv 
- Devout hauberk - mail tunic: +4def, +3mr *{18 glass coins}
- Devout gauntlets - mail gloves: +3def, +11str, +4int
- Devout Leggins - mail leggins: +3def, +11str, +4int
- Devout Boots - mail boots: +3def, +11str, +4int


# UA sets
[lvl 25 req] 
- Tranquil Cap - cap: +2def, +2nv 
- Tranquil Shirt - gi shirt: +3def, +2mr *{9 glass coins}
- Tranquil Gloves - gloves: +2def, +10str 
- Tranquil Pants - gi legs: +2def, +10dex 
- Tranquil sandals - padded boots: +2 def, +5dex, +5str

[lvl 50 req]
- Sanguine Cap - cap: +3def, +3nv 
- Sanguine Shirt - gi shirt: +4def, +3mr *{18 glass coins}
- Sanguine Gloves - gloves: +3def, +15str 
- Sanguine Pants - gi legs: +3def, +15dex 
- Sanguine sandals - padded boots: +3 def, +8str, +7dex


# Light sets
[lvl 25 req]
- Shadowstalker Cap - leather helm: +2def, +2nv 
- Shadowstalker Shirt - leather tunic: +3def, +2mr *{9 glass coins}
- Shadowstalker Gloves - leather gloves: +2def, +10str 
- Shadowstalker Leggins - lether leggins: +2def, +10dex 
- Shadowstalker Boots - leather boots: +2def, +10dex 

[lvl 50 req]
- Nightslayer Cap - leather helm: +3def, +3nv 
- Nightslayer Shirt - leather tunic: +4def, +3mr *{18 glass coins}
- Nightslayer Gloves - leather gloves: +3def, +15str 
- Nightslayer Leggins - lether leggins: +3def, +15dex 
- Nightslayer Boots - leather boots: +3def, +15dex 


# Medium sets
[lvl 25 req]
- Nemesis Coif - chain coif: +2def, +2nv 
- Nemesis Shirt - chainmail: +3def, +2mr *{9 glass coins}
- Nemesis Gloves - chain gloves: +2def, +8str, +2dex
- Nemesis Leggins - chain leggins: +2def, +8str, +2dex
- Nemesis Boots - chain boots: +2def, +8str, +2dex

[lvl 50 req]
- Scourge Coif - chain coif: +3def, +3nv 
- Scourge Shirt - chainmail: +4def, +3mr *{18 glass coins}
- Scourge Gloves - chain gloves: +3def, +12str, +3dex
- Scourge Leggins - chain leggins: +3def, +12str, +3dex
- Scourge Boots - chain boots: +3def, +12str, +3dex


# Heavy sets
[lvl 25 req]
- Onslaught Helm - full plate helm: +2def, +2nv 
- Onslaught Aegis - field plate: +3def, +2mr *{9 glass coins}
- Onslaught Gauntlets - gauntlets: +2def, +8str, +2dex
- Onslaught Greaves - greaves: +2def, +8str, +2dex
- Onslaught Boots - plate boots: +2def, +8str, +2dex

[lvl 50 req]
- Dreadnaught Helm - full plate helm: +3def, +3nv 
- Dreadnaught Aegis - field plate: +4def, +3mr *{18 glass coins}
- Dreadnaught Gauntlets - gauntlets: +3def, +12str, +3dex
- Dreadnaught Greaves - greaves: +3def, +12str, +3dex
- Dreadnaught Boots - plate boots: +3def, +12str, +3dex


# Fancy boots
[lvl 25 req]{6 glass coins}
- Snakeskin Boots - swampboots: +2def, +10str
- Snakeskin Boots - swampboots: +2def, +10dex
- Snakeskin Boots - swampboots: +2def, +10int

[lvl 50 req]{12 glass coins}
- Crocskin Boots - swampboots: +3def, +15str
- Crocskin Boots - swampboots: +3def, +15dex
- Crocskin Boots - swampboots: +3def, +15int


# Jewelry
[lvl 25 req]{15 glass coins}
- Battle Band - ring: +3AS/dmg, +1def
- Stout Collar - spiked collar: +3AS/dmg, +2def, +1MR
- Sturdy Necklace - necklace: +3AS/dmg, +2def, +1MR

[lvl 50 req]{30 glass coins}
- War Band - ring: +4AS/dmg, +2def, +1MR
- Steadfast Collar - spiked collar: +4AS/dng, +2def, +2MR
- Stalwart Necklace - necklace: +4AS/dmg, +2def, +2MR


# Sigils
[lvl 25 req]{15 glass coins}
- Battle Sigil of the Mind - mind sigil - +3AS/dmg, +1MR
- Battle Sigil of the Body - body sigil - +3AS/dmg, +1def
- Battle Sigil of the Spirit - spirit sigil - +3AS/dmg, +1def

[lvl 50 req]{30 glass coins}
- War Sigil of the Mind - mind sigil - +4AS/dmg, +3MR
- War Sigil of the Body - body sigil - +4AS/dmg, +3def
- War Sigil of the Spirit - spirit sigil - $/AS/dmg, +3def

Crystal Coin rewards are an entirely different beast than glass. The rewards offered for various crystal coins are blue prints to create very unique items. These items to create via the blueprints often take very unique materials. It will also take 100% in a particular crafting skill as well to use the blue print. Blue prints do no require a level to use but getting a skill up to 100 on any server can be frustrating.

The blueprints: *Blackrock/Ebony Tools are unbreakable.
bprint (blackrock mining pick){9 crystal coins}[req. 95 tinkering, blackrock ingot, pole]
bprint (blackrock shovel){9 crystal coins}[req. 95 tinkering, shovel, blackrock ingot]
bprint (blackrock woodsmans axe){9 crystal coins}[req. 95 tinkering, blackrock ingot, pole]
bprint (blackrock dragonscale saw){9 crystal coins}[req. 95 tinkering, dragonscale saw, blackrock ingot]
bprint (blackrock lockpick){9 crystal coins}[req. 100 tinkering, blackrock ingot]
bprint (blackrock probes)[9 crystal coins}[req. 100 tinkering, blackrock ingot]
bprint (superior ebony fishing rod){9 crystal coins}[req. 100 tinkering, superior fishing rod, ebony log}


bprint (incadescent prism){9 crystal coins}[req. 100 enchanting, diamond, raw glassx10, essence of lightningx10, brilliant red shard, brilliant blue shard](unbreakable torch equivalent lighting)

NOTE: These Next 3 Wands need MYTHIC MATERIAL

bprint (ebony disenchanting wand){15 crystal coins}[req. 100 enchanting, disenchanting wand, mythic material, brilliant blue shard, brilliant red shard]
bprint (ebony wand of deconstructing){15 crystal coins}[req. 100 enchanting, wand of deconstruction, mythic material, brilliant blue shard, brilliant red shard)]
bprint (ebony polypile wand){30 crystal coins}[req. 100 enchanting, polypile wand, mythical material, brilliant blue shard, brilliant red shard]

bprint (upgrade wand magic resist){30 crystal coins}[req. 100 enchanting, enchanted wood, brilliant blue shard, brilliant red shard](Allows upgrade of item magic resistance to +5)
bprint (upgrade wand of vigour +15){30 crystal coins}[req. 100 enchanting, enchanted wood, brilliant blue shard, brilliant red shard](Allows upgrade of item vigour to +15)




The blueprints: Mythic/Astral/Mystic Upgrade Wands
bprint (felmythic upgrade Wand){6 Crystal coins}[req. 100 enchanting, enchanted wood, brilliant blue shard, brilliant red shard](upgrades from mythic <red>+2def, +1mr, +5str or +12% weapons)
bprint (dunmythic upgrade Wand){6 Crystal coins}[req. 100 enchanting, enchanted wood, brilliant blue shard, brilliant red shard](upgrades from mythic <red>+2def, +1mr, +5dex or +12% weapons)
bprint (balmythic upgrade Wand){6 Crystal coins}[req. 100 enchanting, enchanted wood, brilliant blue shard, brilliant red shard](upgrades from mythic <red>+2def, +1mr, +5int or +12% weapons)


bprint (felmystic upgrade Wand){6 Crystal coins}[req. 100 enchanting, enchanted wood, brilliant blue shard, brilliant red shard](upgrades from mystic <orange>+2def, +3vig, +5str or +12% weapons)
bprint (dunmystic upgrade Wand){6 Crystal coins}[req. 100 enchanting, enchanted wood, brilliant blue shard, brilliant red shard](upgrades from mystic <orange>+2def, +3vig, +5dex or +12% weapons)
bprint (balmystic upgrade Wand){6 Crystal coins}[req. 100 enchanting, enchanted wood, brilliant blue shard, brilliant red shard](upgrades from mystic <orange>+2def, +3vig, +5int or +12% weapons)


bprint (felastral upgrade Wand){6 Crystal coins}[req. 100 enchanting, enchanted wood, brilliant blue shard, brilliant red shard](upgrades from astral <green>+2def, +1nv, +5str or +12% weapons)
bprint (dunastral upgrade Wand){6 Crystal coins}[req. 100 enchanting, enchanted wood, brilliant blue shard, brilliant red shard](upgrades from astral <green>+2def, +1vn, +5dex or +12% weapons)
bprint (balastral upgrade Wand){6 Crystal coins}[req. 100 enchanting, enchanted wood, brilliant blue shard, brilliant red shard](upgrades from astral <green>+2def, +1nv, +5int or +12% weapons)


bprint (adamantium transmutation apparatus){30 crystal coins}[req. 100 tinkering, mythic material, khaki potion, silver sheetsx20, brass sheetsx30, cursed lightning rod, cursed fire ward, sievesx3, enchanted woodx10, alembic, dragon scalesx15](Transforms glass item into adamantium)

Vermilion Weapons:{9 Crystal Coins}[All Vermilion weapons gain the blackrock/ebony/darkweave bonuses associated with extra damage][All Vermilion weapons are considered +5AS/dmg and have VF(fireball enchant) Level Req. is 50]

bprint (Vermillion main gauche)[req. 100 smithing, vermilion, blackrock main gauche+5](Creates Vermilion main gauche +5AS/dmg, VF(fireball))
bprint (Vermillion epee)[req. 100 smithing, vermilion, blackrock epee+5](Creates Vermilion epee +5AS/dmg, VF(fireball))
bprint (Vermillion crossbow)[req. 100 woodcrafting, vermilion, ebony crossbow+5](Creates Vermilion crossbow +5AS/dmg, VF(fireball))
bprint (Vermillion sling)[req. 100 smithing, vermilion, darkhide sling+5](Creates Vermilion sling +5AS/dmg, VF(fireball))
bprint (Vermillion scimitar)[req. 100 smithing, vermilion, blackrock scimitar+5](Creates Vermilion scimitar +5AS/dmg, VF(fireball))
bprint (Vermillion claymore)[req. 100 smithing, vermilion, blackrock claymore+5](Creates Vermilion claymore +5AS/dmg, VF(fireball))
bprint (Vermillion spear)[req. 100 smithing, vermilion, blackrock spear+5](Creates Vermilion spear +5AS/dmg, VF(fireball))
bprint (Vermillion scythe)[req. 100 smithing, vermilion, blackrock scythe+5](Creates Vermilion scythe +5AS/dmg, VF(fireball))
bprint (Vermillion warhammer)[req. 100 smithing, vermilion, blackrock warhammer+5](Creates Vermilion warhammer +5AS/dmg, VF(fireball))
bprint (Vermillion morningstar)[req. 100 smithing, vermilion, blackrock morningstar+5](Creates Vermilion morningstar +5AS/dmg, VF(fireball))
bprint (Vermillion shillelagh)[req. 100 woodcrafting, vermilion, ebony shillelagh+5](Creates Vermilion shillelagh +5AS/dmg, VF(fireball))
bprint (Vermillion tomahawk)[req. 100 smithing, vermilion, blackrock tomahawk+5](Creates Vermilion tomahawk +5AS/dmg, VF(fireball))
bprint (Vermillion labrys)[req. 100 smithing, vermilion, blackrock labrys+5](Creates Vermilion labrys +5AS/dmg, VF(fireball))
bprint (Vermillion gloves)[req. 100 tailoring, vermilion, darkweave gloves+5](Creates Vermilion gloves +5AS/dmg, VF(fireball))
bprint (Vermillion neko de)[req. 100 smithing, vermilion, blackrock neko de+5](Creates Vermilion neko de +5AS/dmg, VF(fireball))


Vermilion is rather easy to make. First it takes 75% alchemy, a vial and a glowing ember to create essence of fire. Next it takes 80% enchanting, 10 essence of fire, and a brilliant red soul shard to create but a single vermilion.

Embers are often collected from fire golems, fire dragons, and perhaps a few other creatures. Inferno dragons explode into dozens of embers.

And that's the short of the Scavenger hunts. I'm sure there are parts I don't know yet and perhaps more hunts will come to play into the future with even more fantastic items. BTW, the VF effect does pretty decent fire damage up into the 30s. I've had good results with it and have created 6 items thus far.

Have fun and do a hunt today!
Last edited by Keighn on Thu Apr 25, 2019 1:34 pm, edited 4 times in total.
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Re: Enchanting/Polypiling/Mythicing Guide

Post by Turtle »

Is making an item mystic or astral the same process as making an item mythic?
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Re: Enchanting/Polypiling/Mythicing Guide

Post by Keighn »

Yes. If you have the appropriate materials to make a facilitator then it will give you the choice of making one of three types from the onset:
Mythic
Mystic
Astral


All facilitators take the same materials to make; you just get to choose which one it makes.
Last edited by Keighn on Tue Jan 24, 2017 8:23 am, edited 1 time in total.
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Re: Enchanting/Polypiling/Mythicing Guide

Post by Mackey »

Anyone ever figure out what mobs give what type of shard?
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Re: Enchanting/Polypiling/Mythicing Guide

Post by Eclips »

It's fairly random. Dragons give a good range if you're just looking to collect in general. Ballys are good for brights and brilliants.
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SHARD DROPS: WIP

Post by Keighn »

I have a pretty good idea but here's a simple big for sharding:

Slimes are friggin awesome but any parasite creature and low end undead/humanoids up to orcs are good for dull red/blues. The chance for either is probably 50/50%

Dims can be found on slightly higher mobs like trolls, ettins, headless, goblin shamans, shadow orcs and stuff.

Brights can be found on golems and sometimes even minotaurs.

Brilliants are found on top tier mobs from dragons on up. I should probably do a good test field of all mobs. I had started doing that some time back.. lemme see what this old file shows:

Shard Drops:
Dulls:
Artful Dodger
Bandit
Bat
Cow
Fel Orc
Frost ORc *
Gazer
Ghost
Goblin
Goblin Archer
Bruiser
Gremlin
ghoul
Half-Orc
Insects
Mongbat
Mummy
Orc
Orc Brute
RAt
Rat, Giant
Rogue
Snake
Spider
Skeletons
slimes
zombie
zombie Cow
Sandtrap
Shark



Dims:
Basilisk
Fire lizard
Cyclops + Dulls

Ettin
Warlord
Giant Squid
Goblin shaman + Dulls
Headless
Ogre
Phantom + Dulls
Reaper
Sea Horse + Dulls
Shadow Orc + Dulls
Skeleton Mage + Dulls
Skeleton Warrior
Troll + Dulls
Troll Axethrower + Dulls
Troll Priest
wight
Zorn
Wisp
Alligator
Crocodile
Sea Serpent


Bright:
Hellcat bright + dim
frost mephit bright
ice mephit
Hydra + dim + dull
Earth Golem
Iron golem
Mothra
Lich
Tree Ent + dim
Forest golem + dim
Devils
Imps + Dims + dull
Spectral Reaper
Zorn + Dims
Minotaurs + Dim
Minotaur chieftain + dim
Minotaur Shaman
Crossbow golem
Vampires
Crackling Mouse
Evil Mage
Fire Golem

Brilliant:
Sword Golem + bright
Daemons + Bright + Dim
Demi Lich + Bright + Dim
Dragons:
White Brilliant
Green Brilliant
Blue bright dim brilliant
Drake dim bright
Black brilliant
Red brilliant
Fire Bright brilliant
Undead Lord + bright + dim
Shadow Warriors Brilliant

Yeah, I'll definitely be amending this whole thing in this post. It gives me something to do as I always need shards and it helps you guys out. Consider this a go priority.
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Re: Enchanting/Polypiling/Mythicing Guide

Post by EmoMage »

i'm sure you'll change it, but I get a fair amount of brights with white and green dragons. (atm you have just brill)
eggmceye wrote:
ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Enchanting/Polypiling/Mythicing Guide

Post by Keighn »

Yew on that part of the list almost all of those are under the bright category with +Brilliant or the opposite. I was going to do some Sharding on blood/shadows even though I think I know the answer of Brill + Bright. Besides Lowie just dulls I haven't ran into an upper mob of just one shard type.
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Re: Enchanting/Polypiling/Mythicing Guide

Post by Thane »

Holy shit look who is here, and he has a question! Before i do this mythic thing, does it actually work for a LOTL character? I drop all the items... i 'combine' them, but that makes a new item on the ground? What if i cant pick it up? :(
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Re: Enchanting/Polypiling/Mythicing Guide

Post by Onyxt »

Thane wrote:Holy shit look who is here, and he has a question! Before i do this mythic thing, does it actually work for a LOTL character? I drop all the items... i 'combine' them, but that makes a new item on the ground? What if i cant pick it up? :(
http://euotopia.com/plyr.php?p=LotlGoat&serv=PD He mythic'd some of his items, so I'm gonna say that it works just fine.
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Re: Enchanting/Polypiling/Mythicing Guide

Post by Thane »

True but it might of just been a result of using a house to xfer things =/ thats still possible right?
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Re: Enchanting/Polypiling/Mythicing Guide

Post by Onyxt »

Thane wrote:True but it might of just been a result of using a house to xfer things =/ thats still possible right?
I truly doubt he used any illicit means to do the mythic. I'm positive you can mythic your things without issue.
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Re: Enchanting/Polypiling/Mythicing Guide

Post by EmoMage »

about the non picking up issue...

if you uncurse, disenchant, or anything else OUTSIDE of your house, LoTL doesn't have any issues. When you try to do it INTSIDE your house, it will result in you not being able to pick it up. I am not exactly sure why, but i'm thinking there was a cheese/bug that allowed LoTL to get things from the houses. Point being, just don't do anything inside your house, always do it in Nord. (or anywhere else but your house)
eggmceye wrote:
ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Enchanting/Polypiling/Mythicing Guide

Post by Paru »

i made a few items from blue prints, am I correct in assuming all BP items are soul bound?
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Re: Enchanting/Polypiling/Mythicing Guide

Post by mugima »

edit I'm dumb
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Re: Enchanting/Polypiling/Mythicing Guide

Post by Keighn »

Someone Asked So A bump for easy finding. Plus I added some color.
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Re: Enchanting/Polypiling/Mythicing Guide

Post by Keighn »

Re-Edit and content combined from a few threads for ease of location.
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