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  1. #1

    Legendary Armor & Jewelry. Grows with us and ends constant replacement of gear.

    Introduction
    Reasoning

    In the past few years, I have really started to dread having to completely re-gear myself when new level caps come into games. I don’t think it’s too much to ask to have equipment that grows with you, so that you don’t have to keep replacing it. Ideally, it would have lore significance, to explain why it is so powerful and capable of being strong throughout the entire game (which I have kind of done - using Dunedain equipment), but as a consumer of a grindy game, I don’t really even care about that, I just want it to be less of a burden to have to increase as the level increases.

    At this point in my gaming career, I largely dislike the idea of levels in the first place, at least in terms of gating content and stat creeping, so I want to mitigate that as much as possible. But, I doubt they will ever go with fully scaling gear that you earn and never have to upgrade (and as that hasn’t been the model of the game ever, I don’t expect to be able to completely 180 the design choices), so I have instead tried to make a compromise. It should work fairly similarly, in practice, to Imbued Legendary Items; when the legacy tiers increase, you can increase the LI’s total power by a fair bit without doing much (just gaining IXP). But, if you want to min-max, you can work to get it further that the new default cap, but generally, it isn’t needed. Well, I have tried to create a system that does a similar thing, but in a way that consolidates all of armor and jewelry into just 2 new Legendary Items.

    I have also been frustrated by how cumbersome, space-consuming, grindy, tiered, and constantly progressing the essence system has become, and I have tried to make it a fair bit simpler by integrating essences into this system, but in a way that makes all essences (even ones seen as trash) useful - by deconstructing them and using the component in a new way, to upgrade the Legendary Armor and Jewelry.

    Acknowledgements

    Well, the intro is about done. This may be complicated to understand, and may be a bit strangely laid out, but given that it’s a whole new system, I have to start somewhere, and it will inherently be confusing, so, hopefully, you can get a grasp of the ideas by just looking through this post. I start by introducing the new items, before the mechanics that the items are needed for, so keep that in mind.

    Also, I know that this isn’t NEEDED for the game, but it’s an improvement and would be a great quality-of-life change in my opinion, and that’s what the suggestion forum is for, so don’t bash it’s improbability of happening too much. And hopefully, with SSG being the new studio, the devs may look at doing something like this. It actually shouldn’t be too much work, all things considered; many of the mechanics are either modular/scaling or are copied, in some way, from other systems (mostly Legendary Items)... so it wouldn’t be that hard to tweak a few things and make this happen. And once it’s done, they don’t have to do much at all to keep supporting it for forever; they don’t need to keep making new essences or anything, they just need to keep making more content and levels so that the purpose of Legendary Items that grow with us can actually mean something.

    Feel free to ask questions for clarification on anything if you don’t understand stuff.

    It may be advantageous to look at this thread through google docs, as it's where I made it, and some things don't copy over perfectly. You can do so by clicking here.

    New Items
    Barter Items

    • Reclaimed Armor Scrap
      • Account-shared “Item Advancement” barter item
      • Barter uses
        • Armor Refinement Kit (Account Bound)

      • Obtained from
        • Killing loot-bearing humanoid enemies +/- 5 levels of yourself (0-2 scraps, of all types, can drop for each kill. ~5-50% per chance per kill, depending on difficulty of mob (5% swarm, 15% normal, 25% signature, 50% elite)
        • Daily quests

    • Reclaimed Jewelry Scrap
      • Account-shared “Item Advancement” barter item
      • Barter uses
        • Jewelry Refinement Kit (Account Bound)

      • Obtained from
        • Killing loot-bearing humanoid enemies +/- 5 levels of yourself (0-2 scraps, of all types, can drop for each kill. ~5-50% per chance per kill, depending on difficulty of mob (5% swarm, 15% normal, 25% signature, 50% elite)
        • Daily quests

    • Reclaimed Weapon Scrap
      • Account-shared “Item Advancement” barter item
      • Barter uses
        • third age LI troves (5 -> 1) (Account Bound)
        • Fused Aged Relic (tier 5) (5 -> 1) (Account Bound)

      • Obtained from
        • Killing humanoid enemies (0-2 scraps, of all types, can drop for each kill. ~5-50% per chance per kill, depending on difficulty of mob (5% swarm, 15% normal, 25% signature, 50% elite)
        • Daily quests


    • Discarded Dunedain Equipment
      • Account-shared “Item Advancement” barter item
      • Barter uses
        • Repurposed Dunedain Jewelry (8 -> 1) (Bound)
        • Repurposed Dunedain Garments (7 -> 1) (Bound)

      • Obtained from
        • Completing Epic Books: 1 granted per complete book

    • Essence Dust
      • Account-shared “Item Advancement” barter item
      • Functionally, this will largely act as the counterpart to Shards (which are for Legendary Weapons and Class Items) when it comes to Legendary Armor and Jewelry. They are used a bit more in crafting than Shards are though.
      • Obtained from
        • Details can be found in the Essence Dust section below.

    • Crystal Shard
      • Character-bound “Item Advancement” barter item. Cap of 1500.
      • Uses
        • Upgrade effective level cap of item through LI panel button (1000 per upgrade).
        • Barters (intended for if you have no other use and will reach cap)
          • 600k IXP Rune (100 -> 1) (Bound)
          • Scroll of Empowerment (50 -> 1) (Bound)
          • Star-lit Crystal (500 -> 1) (Bound)
          • Garment Refinement Kit (100 -> 1) (Bound)
          • Jewelry Refinement Kit (100 -> 1) (Bound)

      • Obtained from
        • Various time-gated repeatable content at or above level 100 (daily instances/quests, featured instances, raids)
          • ~5 per non-level cap, level 100+ daily instances/featured instance
          • ~15 per level cap daily instances
          • ~25 per level cap featured instance
          • ~5-25 for level 100+ t1 raid boss chest drops (more as you get further)

        • Various one-time content (books, region quests, deeds, etc.)
          • ~25 for some minor regional quests
          • ~50 for major regional quests
          • ~100 for major/finale book quests
          • ~200 for regional meta deeds

        • Crafting recipes
          • All recipes are considered ingredients, therefore being quicker to execute than many recipes. For convenience and to prevent future clutter/conflicts, all of these recipes are found in a section of the Apprentice tier called “Essence Dust”.
          • Details can be found in the Essence Dust section below, when it talks about uses of the dust.

    • Perfect Crystal Shard
      • Unbound barter/consume item
      • Use to grant 10 Crystal Shards, trade with other players, or barter for Unbound Crystals of Knowledge.
      • Consume use
        • Grants 10 Crystal Shards

      • Barter uses
        • Crystal Shards (1 -> 10) (Bound)
        • Crystals of Knowledge (100 -> 1) (Unbound)

      • Obtained from
        • Uncommon drops doing repeatable content (featured instance boxes, raids)
          • ~20% for 1 from colored featured instance boxes
          • ~20-100% for 1 from each raid boss chest, increasing as you get further

        • Common drops from challenging time-gated repeatable endgame (level cap) content (t2 raids)
          • ~2-10 from each raid boss chest, increasing as as you get further


    Upgrade Items

    • Dunedain Temper (for Garments or Jewelry)
      • Used to increase the toughness of Legendary Garments/Jewelry by 1 grade, up to Substantial (2 from Normal).
      • Obtained from
        • Level cap T2/T2C raid rewards (such as 200 Ancient Ithil-coins, or 1 Reclaimed Pelennor Defender’s Gear or direct rare drop) (Unbound)

    • Embroidered Patch (for Garments)
      • Used to add 1 Basic Relic Slot to Garments, up to 2 extra.
      • Obtained from
        • Crafting single-use random rare recipe drop (uses Blemished Symbol of the Elder King, recipe drops from any mob +/- 5 levels of level cap)

      • Unbound

    • Polished Setting (for Jewelry)
      • Used to add 1 Basic Relic Slot to Jewelry, up to 2 extra.
      • Obtained from
        • Crafting single-use random rare recipe drop (uses Blemished Symbol of the Elder King, recipe drops from any mob +/- 5 levels of level cap)

      • Unbound

    • Garment Refinement Kit
      • Used to increase maximum % of SP that can be put into the chosen stat by 1%, up to 100%. Only works for Garment’s stat legacies.
      • Obtained from
        • Bartering with Reclaimed Armor Scrap (5 -> 1) (Account Bound)
        • Featured Instance box drop (~10%) (Unbound)
        • Barter with Long-lost Coins (~10 -> 1), Morgul Crests, Gift Giver’s Brands, Ancient Ithil-coins, Crystal Shards (250 -> 1), etc. (Unbound)

    • Jewelry Refinement Kit
      • Used to increase maximum % of SP that can be put into the chosen stat by 1%, up to 100%. Only works for Jewelry’s stat legacies.
      • Obtained from
        • Bartering with Reclaimed Jewelry Scrap (5 -> 1) (Account Bound)
        • Featured Instance box drop (~10%) (Unbound)
        • Barter with Long-lost Coins (~10 -> 1), Morgul Crests, Gift Giver’s Brands, Ancient Ithil-coins, Crystal Shards (250 -> 1), etc. (Unbound)

    • Crystal of Knowledge
      • Used to increase the maximum effective level for Garment/Jewelry. Each use increases max level by 1, up to 5 above your current character’s level. These increases are not preserved forever.
        • If you are level 105 and use 5 crystals to increase the maximum effective level to 110, when the level cap raises to 110, your cap will still only be 110 (or whatever the new level cap is), which you will gradually unlock as you level yourself. If you want to increase it from 110 to 115, you will need to use another 5 crystals.
        • This is an alternative method to upgrading the effective level cap of a piece of legendary equipment; the normal way being spending 1000 Crystal Shards from the LI panel.

      • Obtained from
        • Perfect Crystal Shard barter (100 -> 1) (Unbound)
        • Uncommon drop in T2C non-scaling raids at level cap (Unbound)
        • Deconstructing Supreme essences (.1-2% chance) (Unbound)
        • Epic story volume meta deeds (Account Bound)



    Essence Dust
    Essence dust is essential to progressing the Legendary Garments and Jewelry. Essence Dust is used for some trades, especially for unlocking relics, but they are also used for directly providing EEXP to the Garments and Jewelry (they are like the liquid IXP that people have wanted IXP runes to be).


    • Obtained from
      • Deconstructing Essences
        • Minor essences give [1 * level of essence * tier of essence**]
        • Major essences give [2 * level of essence * tier of essence**]
        • Greater essences give [4 * level of essence * tier of essence**]
        • Supreme essences give [7 * level of essence * tier of essence**] + 20% chance to receive a Universal Solvent + .1-2% chance to receive a Crystal of Knowledge (Unbound) (chance varies based on level of essence)
        • Exceptions:
          • Major level 100 essences give only 100 Essence Dust (the amount that you could get by trading Marks for Essence Dust)
          • Major level 105 Ithilien essences give 6 * level of essence * tier of essence
          • Greater level 105 ilvl 246 Ithilien essences give 8 * level of essence * tier of essence
          • Greater level 105 ilvl 258 Ithilien essences give 9 * level of essence * tier of essence

      • Barters
        • 5 Mark = 1 Essence Dust
        • 1 Medallion = 2 Essence Dust
        • 1 Seal = 10 Essence Dust
        • Guild-crafted Relic Barter Items (Such as Tailor Tapestries, Scholar Chronicles, Metalsmith Crests, etc.) can be traded for essence dust
          • Supreme 3d cd = 1.5k Essence Dust
          • Supreme 7d cd = 4.5k Essence Dust
          • Westfold 3d cd = 1.75k Essence Dust
          • Westfold 7d cd = 5.25k Essence Dust
          • Eastemnet 3d cd = 2k Essence Dust
          • Eastemnet 7d cd = 6k Essence Dust
          • Westemnet 3d cd = 2.25k Essence Dust
          • Westemnet 7d cd = 6.75k Essence Dust

        • Regional reputation barters
          • Friend: Trade 10 regional currencies for x Essence Dust.
          • Ally: Trade 7 regional currencies for x Essence Dust.
          • Kindred: Trade 5 regional currencies for x Essence Dust.
            • Each of these trades will grant the same amount of Essence Dust.
            • Trades give [5 * average level of region] Essence Dust

    • Uses
      • Crafting recipes for Crystal Shards
        • Default. All professions (including harvesting) have a recipe unlocked, by default. No cooldown, 500 Essence Dust -> 1 Crystal Shard (500 dust per shard).
        • Profession Mastery. All professions (including harvesting) have a recipe unlocked when they reach Anorien Master. 6 day cooldown, 2000 Essence Dust -> 10 Crystal Shards (200 dust per shard).
        • Guild. When you are Westemnet Master of a Guild, and have Anorien Master, you can learn a recipe. 6 day cooldown, 4500 Essence Dust -> 30 Crystal Shards (150 dust per shard).
        • Single-use recipe. These are obtained as choice-boxes, which have a recipe for each and every profession (even harvest professions). The recipes have no requirements except to be a trained in the associated profession. The recipes are bound to character (you can barter any recipe in for a bound choice-box again, if you need to). They have no cooldown. Can be obtained in various ways, such as Seal barter, kindred reputation barter, rare drops, long lost coin barter (~30 -> 1), etc. 3000 Essence Dust -> 20 Crystal Shards (150 dust per shard).
        • Kindred with reputations. You can now go to a Guild Master and purchase recipes, if you qualify to, to make use of your great renown throughout the world. Each recipe requires kindred with the associated reputation, Westemnet Master with the respective guild, and Anorien Master crafting proficiency to unlock. The recipes are all identical, but because they all have a 6 day cooldown, having as many copies of the recipe as possible helps you make the most of your Essence Dust, and helps to earn as many Crystal Shards from crafting as possible. Each recipe has a 6 day cooldown, 300 Essence Dust -> 2 Crystal Shards (150 dust per shard). Nearly all reputations qualify, but those that don’t are ones that don’t reach kindred, and festival-based ones (Hobnanigans, Inn League, Ale Association).

      • Barters for Relics
        • Details can be found in the Obtaining Relics section at the bottom of this post.

      • Barters for IXP runes
        • 1 Essence Dust -> 50 IXP


    Notes:
    **tier of essence: I would recommend the tiers be changed now, and probably implement essences from level 10 up, just so that if you ever did so in the future, things would be all figured out now. This would cause all current tiers to go up 4, as we would likely see new essence tiers for levels 10, 20, 30, 40.


    Equipment Overview
    Two new equipment slots are added on the character panel, 1 at the bottom below jewelry, and 1 below armor. This is where you can equip legendary Jewelry and Garments. If an item is in these slots, all other equipment in the respective areas will not contribute their stats to you, they will simply be stored until the Legendary equipment is removed, afterwhich their values will be re-activated.

    Here are some of the details about the Garments and Jewelry as items, as well as some explanations on how to upgrade the items.

    Repurposed Dunedain Garments
    Detail Minimum Detail Amount Maximum Detail Amount Upgrade Mechanic Upgrade Details
    Effective Level 10 110
    (Level cap + 5)

    (You can earn levels higher than the maximum, but with realistically- unachievable diminished IXP returns. Details in Upgrading Mechanics section below.)
    As your level increases, the maximum effective level increases. You “level” up with IXP. Use a Crystal of Knowledge or 1000 Crystal Shards to increase the maximum effective level by 1, up to 5 times. Each level needs IXP equal to 100% of the value of Experience that you would need to earn the same level. Reference for XP values per level.
    Stat Points (SP) (lvl 10)
    40
    (lvl 110)
    5938
    As the equipment’s effective level increases, you gain more Stat Points. See details here to see how many SP are awarded per effective level.
    Minimum Level 10
    Binding Bind on Acquire (Barter items are Account Bound though)
    Durability 100/100
    Normal
    100/100
    Substantial
    Use a Dunedain Temper or 50 MC to increase the Durability grade. 100/100
    Tough
    100/100
    Substantial
    Stats
    Armor Light: 260
    Medium: 364
    Heavy: 451
    (at level 10)

    See details here.
    Light:
    9240

    Medium: 12936
    Heavy:
    16041

    (at level 110)


    See details here.
    Tied directly to the current Effective Level of the item. No Stat Points need be invested into Armor Value. Includes the combined Armor Value of all pieces of armor.
    Primary Stats 40%
    40%
    40%
    40%
    40%
    If upgraded, it is possible to let any given stat use 100% of the total SP. Agility
    Will
    Might
    Vitality
    Fate
    1 SP = 1
    Mastery Stats 20%
    20%
    5%
    Use Refinement Kits to increase the maximum % Physical Mastery
    Tactical Mastery
    Critical Rating
    1 SP = 9.03
    Avoidance/Mitigation Stats 10%
    10%
    10%
    5%
    5%
    of SP that can be invested in any given stat,
    up to 100%.
    Evade
    Parry
    Block
    Physical Mitigation
    Tactical Mitigation
    1 SP = 20.3
    Other Stats 5%
    20%
    20%
    20%
    20%
    20%
    Certain things like Mitigation may not be useful at 100%. Incoming Healing Rating
    Resistance
    Critical Defense
    Finesse
    Morale
    Power
    1 SP = 18
    1 SP = 13.76
    1 SP = 22.70
    1 SP = 27.57
    1 SP = 6.43
    1 SP = 5.55
    Relic Slots
    Basic Relic Slots 7 9 Use a Crystal of Remembrance or Embroidered Patch to unlock an additional Basic Relic slot. If a Crystal is used, it must be Anfalas or level-less.
    Set Bonus Relic Slots 6 6 n/a n/a


    Repurposed Dunedain Jewelry
    Detail Minimum Detail Amount Maximum Detail Amount Upgrade Mechanic Upgrade Details
    Effective Level 10 110
    (Level cap + 5)

    (You can earn levels higher than the maximum, but with realistically- unachievable diminished IXP returns. Details in Upgrading Mechanics section below.)
    As your level increases, the maximum effective level increases. You “level” up with IXP. Use a Crystal of Knowledge or 1000 Crystal Shards to increase the maximum effective level by 1, up to 5 times. Each level needs IXP equal to 100% of the value of Experience that you would need to earn the same level. Reference for XP values per level.
    Stat Points (SP) (lvl 10)
    40
    (lvl 110)
    7078
    As the equipment’s effective level increases, you gain more Stat Points. See details here to see how many SP are awarded per effective level.
    Minimum Level 10
    Binding Bind on Acquire (Barter items are Account Bound though)
    Durability 100/100
    Normal
    100/100
    Substantial
    Use a Dunedain Temper or 50 MC to increase the Durability grade. 100/100
    Tough
    100/100
    Substantial
    Stats
    Primary Stats 40%
    40%
    40%
    40%
    40%
    If upgraded, it is possible to let any given stat use 100% of the total SP. Agility
    Will
    Might
    Vitality
    Fate
    1 SP = 1
    Mastery Stats 20%
    20%
    5%
    Use Refinement Kits to increase the maximum % Physical Mastery
    Tactical Mastery
    Critical Rating
    1 SP = 9.03
    Avoidance/Mitigation Stats 10%
    10%
    10%
    5%
    5%
    of SP that can be invested in any given stat,
    up to 100%.
    Evade
    Parry
    Block
    Physical Mitigation
    Tactical Mitigation
    1 SP = 20.3
    Other Stats 5%
    20%
    20%
    20%
    20%
    20%
    Certain things like Mitigation may not be useful at 100%. Incoming Healing Rating
    Resistance
    Critical Defense
    Finesse
    Morale
    Power
    1 SP = 18
    1 SP = 13.76
    1 SP = 22.70
    1 SP = 27.57
    1 SP = 6.43
    1 SP = 5.55
    Relic Slots
    Basic Relic Slots 8 10 Use a Crystal of Remembrance or Polished Setting to unlock an additional Basic Relic slot. If a Crystal is used, it must be Anfalas or level-less.
    Set Bonus Type A Relic Slots 3 3 n/a n/a
    Set Bonus Type B Relic Slots 4 4 n/a n/a
    Premium Relic Slots 1 2 50 Mithril Coins


    Stat Points
    Details on the number of stat points granted per equipment level can be found here.

    Basically, you invest Stat Points similarly to how you would invest Legacy Points. They can be reset the same way, with Scrolls of Renewal. You can invest SP 1 by 1, as opposed to in tiers, where the price gradually increases. Each invested SP grants a regular, linear amount of the stat that it is invested into (although, slight variations occur due to rounding).

    The values are as follows:
    Agility
    Will
    Might
    Vitality
    Fate
    1 SP = 1
    Physical Mastery
    Tactical Mastery
    Critical Rating
    1 SP = 9.03
    Evade
    Parry
    Block
    Physical Mitigation
    Tactical Mitigation
    1 SP = 20.3
    Incoming Healing Rating
    Resistance
    Critical Defense
    Finesse
    Morale
    Power
    1 SP = 18
    1 SP = 13.76
    1 SP = 22.70
    1 SP = 27.57
    1 SP = 6.43
    1 SP = 5.55

    So, as an example, if you had a level 107 Legendary Garment, you would have 5338 stat points to invest. You could put that all into Morale if you wanted (and had upgraded the limit from 20% to 100%, with 80 Garment Refinement Kits), and receive a total of 34,323 Morale (and no other stats at all, except for armor and any granted from Relics).


    Upgrading Mechanics
    Leveling the equipment
    After the equipment is upgraded to your current level (or maximum effective level, if it’s higher), ixp required to reach the next level is dynamically scaled up (100% on level and below, 150% level + 1, 300% level + 2, 1000% level + 3, 10000% level + 4, 100000% level + 5 and on). You can use Crystals of Knowledge to gain up to 5 levels above current cap level (raising your maximum effective level by 1 per use). When the maximum effective level is increased, the xp that you had contributed will dynamically scale back down, using the % complete to determine the value that should be maintained as progress.

    This technically allows for infinite progression of legendary equipment ranks, but it makes it so incredibly grindy that eventually it becomes almost entirely undesirable to do. If it takes 3mil character exp to get from level 109 to 110, then it would take a total of 3bil ixp to get enough ixp to increase the equipment from 109 to 110. If you waited until you got to level 106, it would only take 300mil (10x less) to get enough ixp to get the item from level 109 to 110. If you wanted to get from equipment level 110 to 111 (or anything past that, like 130 to 131), while at level 105, it would take ~3bil ixp each level. I think that’s enough to discourage doing it under normal circumstances (3bil is 5k 600k ixp runes).

    In order to make sure that IXP is not lost at obscene rates, legendary garments and jewelry will only take IXP from indirect sources (quests, kills, etc.) when contributing to diminished xp (above current or artificial cap) if the only things that are enabled/able to take that IXP are those items. If there are any bridles/weapons/class items, those will take all of the indirect IXP. Direct IXP, from things such as IXP runes, can be used as you always could, with no disabling mechanic. But there would be a warning upon use that tells you that it will contribute diminished values, and it will inform you of what the total it applies will be, dynamically.



    Relics
    When slotting relics, each relic will contribute to using up the limit of how many relics can be used, and in return, give its benefits. All Relics (except for Audacity and Premium Relics) will take 1 Basic relic slot; specific Relics may also take up Set Bonus relic slots. Therefore, it is possible to use no set bonus relics by only using Basic Relics, leaving extra Set Bonus relic slots, but no Basic relic slots to allow them to be used. All relics only take 1 Basic relic slot, and up to 1 Set Bonus relic slot. However, in order for a Set Bonus Relic to take full effect, you will need to slot as many as each Relic type will allow. This means you can technically slot 1 (or any odd number of a) Set Bonus Relic but not gain any benefits from it.

    Choosing which relics you use works similarly to how you would choose what Legacies to invest in for non-imbued LI’s, or for what Stats to invest in for these legendary garments/jewelry pieces. Instead of Legacy Points, the points you are working with are Basic Relic Points and various types of Set Bonus Relic Points. As you could reset the Legacy/Stat Points with a Scroll of Renewal, you can likewise reset the Relic Points (all of their types) with a Relic Removal Scroll.

    Relic Slots

    • Basic Relic Slots
    • [Garments] Set Bonus Relic Slots
    • [Garments] Audacity Relic Slots
    • [Jewelry] Set Bonus Type A Relic Slots
    • [Jewelry] Set Bonus Type B Relic Slots
    • [Jewelry] Premium Relic Slots


    Example Relics
    Garments

    • Basic [7 default, up to 9]
      • -10% Item Wear Chance [0/1/0]

    • Audacity [6]
      • Audacity +1 Relic [0/6/0]
      • Audacity +2 Relic [0/6/0]
      • Audacity +3 Relic [0/6/0]
      • Audacity +4 Relic [0/6/0]

    • Set Bonus [6]
      • All of the game’s Light/Medium/Heavy Armor Sets
      • All of the game’s Class-specific Armor Sets

    Jewelry

    • Basic [8 default, up to 10]
      • +2.5% Critical Damage Multiplier [0/2/0]
      • +8% OOC Run Speed [0/1/0]
      • Rohan Ring Procs (Reference)
        • Wyrmfire/Mooncandle/Sunbrand/Starblossom Defender/Huntsman/Sage/Warrior/Mender [0/1/0 each effect]

      • Wildermore Curio Procs (Reference)
        • Defender/Huntsman/Sage/Warrior/Mender/Healer [0/1/0 each effect]

    • Set Bonus Type A [3]
      • Class-specific Epic Battle 2-piece Set Bonus [0/2/0 each set]

    • Set Bonus Type B [4]
      • Class-specific Epic Battle 3-piece Set Bonus [0/3/0 each set]

    • Premium Relic Slots [1 default, up to 2]
      • LOTRO Store-related boost, such as:
      • +25% EXP, IXP earned from all non-item sources [0/2/0]


    Notes:

    1. The [#/#/#] represents the following: [how many of this relic are currently used in this garment/jewelry / how many of this relic is the limit to be used at once / how many of this relic you currently own (if you own the maximum, which is the second value, then the third number disappears)]
    2. Ideally, all set bonuses would scale values to effective level of item or be % based.
    3. Class Essences were originally going to be included as Relics, but they do not end up working out because you could socket them into many different types of normal Essence equipment; they aren’t restricted to Armor or Jewelry, so I can’t control if people use it elsewhere. I would recommend adding essence sockets to each class’s non-legendary class-related ranged item or class item (depending on class), so that they can still have a few traditional essence slots to make use of these class essences, if they want to, without having to take off the legendary armor/jewelry, simply for that purpose.




    Obtaining Relics

    Audacity Relics
    Barters

    • 2000 Commendations + 10000 Essence Dust = 1x Audacity +1 Relic
    • 3000 Commendations + 30000 Essence Dust = 1x Audacity +2 Relic
    • 4000 Commendations + 60000 Essence Dust = 1x Audacity +3 Relic
    • 5000 Commendations + 100000 Essence Dust = 1x Audacity +4 Relic


    Set Bonuses


    • Most armor set bonus relics can simply be obtained by going to a relic master and spending Essence Dust, Crystal Shards, and Shards to form them. Some can also be bought via Marks, Medallions, and Seals.
    • Jewelry set bonus relics can be bought for Stars of Merit.
    • Deconstructing Class essences will yield the corresponding relic (you can only decon them if you are the required class).
    • For set bonuses that are closer to end-game, they can be obtained by trading in the currencies that would unlock the equipment (or exchange the equipment) instead to grant a relic box, which you can then deconstruct for the relic. This would apply to FI set bonuses, as well as Throne of the Dread Terror.
    Last edited by pittcrew1; Jan 04 2017 at 06:52 PM.
    Baldigar, 105 Burglar on Landroval

  2. #2
    (not needed, will keep in case I ever want to use it, such as for FAQ/official responses/edits)
    Last edited by pittcrew1; Jan 04 2017 at 06:49 PM.
    Baldigar, 105 Burglar on Landroval

  3. #3
    Join Date
    Jun 2011
    Posts
    8,354




  4. #4
    An update like you suggested would only encourage the decline of the game in my opinion, encouraging more of a maintenance mode than a development mode.

    Personally, I enjoy the process of regearing a character when the level cap increases. It helps to keep the game fresh and non repetitive in the sense that your character changes over time for example, depending which set bonuses it can have,

    What I do not enjoy is the essence system.

    In my opinion, the game should go back to having the best items be items with particular stats acquirable from t1, t2, t2c instances, raids, crafting, quests etc. Like at levels 1-95. Essences should be removed. It would be more work for development, yes... but maybe they might start to think about balance a bit harder then they currently do.
    Del || Main: Deldolan - Captain
    Alts: Minstrel, Champion, Guardian, Beorning, Lore-master, Rune-keeper

  5. #5
    Quote Originally Posted by Willj119 View Post
    In my opinion, the game should go back to having the best items be items with particular stats acquirable from t1, t2, t2c instances, raids, crafting, quests etc. Like at levels 1-95. Essences should be removed. It would be more work for development, yes... but maybe they might start to think about balance a bit harder then they currently do.
    ^I agree with that^
    Thorgull lvl 105 Champion - Malendar lvl 115 Warden - Estelldion lvl 101 LoreMaster - Ballduin lvl 36 Runekeeper - Nharduil lvl 17 Minstrel All on Evernight

    Malenborn - Warden & Athanandor - Hunter on Crickhollow (Casual Wanderers)

  6. #6
    Join Date
    Nov 2012
    Posts
    14,370
    Quote Originally Posted by Willj119 View Post
    Personally, I enjoy the process of regearing a character when the level cap increases. It helps to keep the game fresh and non repetitive in the sense that your character changes over time for example, depending which set bonuses it can have,

    What I do not enjoy is the essence system.

    In my opinion, the game should go back to having the best items be items with particular stats acquirable from t1, t2, t2c instances, raids, crafting, quests etc. Like at levels 1-95. Essences should be removed. It would be more work for development, yes... but maybe they might start to think about balance a bit harder then they currently do.
    Amen to that.
    Treat others as you do your best pictures, and place them in their best light.


 

 

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