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
*NOTE to SELF: Mythic/Mystic/Astral upgrade wands require: blueprint, Enchanted Wood, Brilliant Blue soul shard and Brilliant Red soul shard.