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Dryad's Ring FAQ
How long do alch rings last?
Alch rings last roughly 30-45 days of unchested play-time. Only time out-of-chest
counts towards a ring's age, so they'll last forever if left in a chest. If you
chest your rings when not in use and play an average of 4 hours a day, your ring
will last approximiately 6-9 months from creation.
I like to keep several sets of alch rings around at a time. I wear two wis rings
that I never bother to chest -- I just replace them every 4-6 weeks. This is how
most players seem to treat rings, at least tanks w/fighting rings and casters with
int/wis rings. Then the other sets of rings I own I keep in chests and pull out
only when I need them. At the moment, I keep a set of dex rings for dex-boosts
(for reagents, chests, refining, etc), a set of charisma rings (with my money
exchanging set), and a few random +skill and +spell rings that I pull out only when
needed. These chested rings will last for many years, as long as I am diligent
about chesting them once I'm done using them.
Does ld time count towards age?
Yes, according to Shinarae, any time out of chest counts towards a ring's age,
including time spent link-dead. The only way to extend a ring's life-span is to
put it in storage, such as in a chest or a merchant cart.
How do I determine how much life my ring has left?
You can look at your ring with 'see magic' to determine its age. If you don't
have see magic, you can buy a ring of see magic from Barnum's ring shop in BC for
4k gold. All alch rings begin life as 'extra powerful'. As time passes, the
power rating decreases. Though power ratings decrease, the ring's magical
abilities remain the same over time. When the ring's time is past, you'll get
the message "The ring's magic is used up, and it turns to dust."
extra powerful
powerful
strong
moderate
weak
extremely weak (time to sacrifice)
See notes at the bottom of the page on how long rings last in each stage.
How can an alch ring be named?
Player names can be added to alch rings during the boot of their creation.
There are two methods, one during creation and one after creation (but still
only during the same boot the ring was created). Once that boot passes,
a ring can not be named.
The first method is free but requires the player to be logged in at creation.
To name during creation, the ring has to be powerful enough to allow the alch
to give it a custom description. The alch sets the short description, long
description (optional), and then can give the ring one owner's name.
The second method can be done after creation is complete. The alch brings
the ring to the alch guild and pays the GM a fee for each name added. The
first name costs 5k, 2nd costs 10k, and so on. A ring already named during
creation can have additional names added to it, at a cost of 10k for the first,
20k second, etc. The players do not have to be in the game for their names
to be added by this method.
Is there a name bonus?
Yes, stat-boosting alch rings do give a name bonus. A +6 wis alch ring
worn by its owner will give a range of +6 to +8 wis, which varies somewhat
with time (more info next paragraph). Skill and spell rings do not give
name bonuses. I don't know if non-stat rings, such as pr, hpr/spr, avoid,
and hit, give bonuses. If someone else knows more about this, please
let me know.
For stat-bonus rings (such as +str, +int, +wis, etc), the name bonus
ranges from 0 to 2, and it changes in something like 8-hour periods.
Amd has tested this a bit and also notes that boot seems to change the
bonus while chesting/unchesting does not. He also says that the amount
of time needed for the bonus to change varies among your items, and item
bonus change times differ every boot too.
Note: Item name bonuses were tuned down in late March 2006. I
haven't thoroughly tested out how this tune affects alch ring name bonuses.
It is probably in-line with the tune to all other eq/weapons, so anticipate
that ring name bonuses are now LESS than they used to be.
Does having the ring in my name affect its sacworth?
Short answer, no. I've tested this on rings in my own name, and I find
that the ring's sacworth is unaffected by naming. However, I've been told
that rings used for spider demons do see a bonus (in the resulting demon)
when the ring is in the player's name. The rings most often used for demons
are in the 800-900k sacworth range, and I price them at 10% if the ring is
un-named and 15% if the ring is in your name.
You put a lame price tag on my ring. How do I fix that?
Easy one.. "label ring as ______" to fix that. I'll usually give my rings
a custom name, like "Kinblighter's Ring of Revenge". You're stuck with that
part. But then I'll put some additional information, such as "+4 dam, +1 avoid,
425k" on it. The second bit of information is what you can name with the
label command. You can do this labeling yourself, just as you can with purses
and chests.. you do not need a merchant to use the labeling skill.
Is there any convenient way to store a bunch of alch rings?
Yes, there is. In February of 2006, Shinarae introduced jewelry boxes
into the game. They come in two sizes (6 slot and 12 slot) and are sold in
the alchemist guild. The smaller boxes are made of cedar and cost 25k; the
larger boxes are made of ebony and cost 50k. Both types of boxes are in
slightly-damaged condition when purchased, and since they're made of wood,
they take damage rather quickly. Keep an eye on their conditions, so that
they don't dest with your rings in them. Shinarae also attaches a warning
to the jewelry boxes, saying that they shouldn't be stored alongside other
jewelry boxes -- it's best to store them alone in a 1-slot chest. Also,
be careful about handling multiple boxes in inventory, since that's also
somewhat risky. I've handled and stored several boxes together without
incident, but that's apparently tempting fate.
FAQ for Ring-Creators
===========================================================
Is ring creation the same for everyone?
Ring creation is rumored to be unique for each player, much like
alch potions. However, I suspect that there is a lot more in common
between players than is generally accepted. For myself, I find that
the stronger, more expensive materials tend to produce reliably-better
rings than the weaker, cheaper materials. With gemstones, I get the
best results with those gemstones that sell best in the shops --
for example, diamond, emerald, ruby, sapphire work better than amethyst,
bloodstone, etc.
Are your rings reproducible?
Yes and no. Given exactly the same material and gemstone, I can often
reproduce the same class of effect, such as a particular stat bonus or
type of regen bonus. But it is often difficult to reproduce an identical
ring "to order." If I am looking for a +3 dam ring, I may try 3-4 times
in order to achieve exactly +3 damage, even with knowing exactly how much
material and which gem type produced the same bonus in the past.
My personal record for getting a 4pr ring is 22 tries on proven formulas. :)
How much material should I use?
This depends on the type of material being used. For weak materials,
such as wood-types, you will need to use much more material than you would
with a strong material, like diamond or dukonium. For strong materials,
25-35 kgs is a good place to start.
In practice, I usually take 25-80 kg of a material, always in max-divine
condition. What's this 'max-divine'? That's when you make sure the material
is truly top-notch by throwing an extra refine at it after it reaches divine.
If this is new to you, you'll be surprised at how many times a divine
material can be refined further. Of course, make sure your refining skills
are at 100% -- you will not reach max-divine with 95% skill. Refinement has
a huge impact on ring quality; don't bother testing ring combos with less
than divine quality materials.
What materials should I use?
I usually see better effects with high sturdiness materials than with low.
However, it's worth testing anything you can get your hands on. You may be
able to produce the same effect with wood as I can with dukonium!
What types of gems should I use?
Rumor has it that all gem materials can be used and are random in their
effects. So again, it's probably useful to test out everything, in case
cheaper gems are as useful for you as expensive ones. In my experience,
the tougher, more expensive gemstones produce the most useful gems for
ring-making. My favorites at the moment are diamond, ruby, sapphire, and
emerald. But I've had some success with a few other, cheaper gems.
What quality of gems should I use?
I generally use only the top 3 quality gems: perfect, flawless, and huge.
I sometimes use magnificent and large gems.
What percentage does my mould ring spell need to be at?
100%, of course! No, really.. you CAN create rings with less training,
but your results will be more random and of lower quality, most of the time.
I made the mistake of trying to test rings with my spell only at 50%.
(This was out of sheer stupidity -- I had forgotten to study the spell to
max in my re-reinc, and I thought I had it at 100%). Once I realized my
error, I maxxed the spell and continued testing. I found that the
same material/gem combinations still produced the same class of effects, and
my ring bonuses were much improved. So instead of producing a +2 dex ring,
I was producing +5 dex.
What is the syntax for casting mould ring?
'cast mould ring at mould gem ______ material _______'
for example:
'cast mould ring at mould gem diamond material ebony'
The ring mould, gemstone, and material all need to be on the ground. If you
have several gems on the ground, the spell will only affect the first gem (gem 1)
on the ground. The material can only be in several chunks.. the spell will
amalgamate material for you. So if you have 2 50-kg chunks of ebony on the
ground, the ring will be created with 100 kg of ebony.
I have some low-stat or mostly useless rings that I can't sell on sales.
What do I do with them?
Ring's Sales Skeep BC Lux Caly Rilynt Pcity
Sacworth Value Armour Armour Armour Armour Armour
-----------------------------------------------------------------
67k 6700 7042 6566 6470 5613 6237
94k 9400 8256 7778 7682 6821 7389
129k 12900 9687 9207 9111 8247 8746
147k 14700 10392 9911 9815 8949 9415
148k 14800 10430 9949 9853 8988 9451
156k 16600 - 10254 10158 9292 9741
165k 16500 - 10593 10497 9630 10063
183k 18300 - 11257 11160 10293 10694
229k 22900 - 12882 12785 11916 12237
819k 81900 - 29662 29564 28687 28178
856k 85600 - 30580 30482 29605 29051
For rings starting at about 100k sacworth, it's most profitable to sell the
ring as a sacring on sales channel. Traditional pricing for sac rings is 10%
of their sacworth. If you choose not to sell the rings on sales, your best bet
is to sell any you can at Skeep, then shift to BC's luxury armoury for the rest.
Skeep armour shop pays the best rate per ring but inexplicably won't buy many
of the rings. When you present your inventory, the armourer only values a
few of the rings -- he ignores the rest. Next best is the BC Luxury armour shop.
It quoted prices on all alch rings and beats the other shop values by a smidgen.
For pcity armour shops, I tested several different ones and found the ring values
to be exactly the same at each.
IDs
===========================================================
ring creation id (number in parenthesis shows number of ids cast)
-----------------------------------------------
+4 avoid insig(4)/slightly(3)/moderately(2) improve agility in combat
+3 avoid 171k sac, insig(1)/slightly(4) improve agility in combat
+2 avoid 172k sac, insig(6) improve agility in combat
+1 avoid insig improve agility in combat
-3 avoid slightly reduce agility in combat
-3 cha insig/slightly reduce cha
+5 con slightly/moderate improves con
+2 con insig(4)/slightly(1) improves con
+4 dam slightly(1)/moderately(3)/greatly(2) improve damage
+3 dam slightly(3)/moderately(3) improve damage
+1 dam 50k sac, will not/insig. improve your damage in combat
-3 dam slightly/moderately reduce damage
-4 dam moderately/greatly reduce damage
+6 dex slightly(2)/moderately(2) improve dex
+5 dex 288k sac, +moderate dex
+4 dex 181k sac
+2 dex insignificantly improve dex
+1 dex 13k sac, will not/insignificantly improve dex
-2 dex will not(2)/insig(4) reduce dex
+4 hit greatly/vastly improve how easily you hit your opponents
+3 hit slightly(4)/moderately(1) improve how easily you hit your opponents
+4 hpr moderately(5)/greatly(1) improve physical regen
+3 hpr slightly(5)/moderately(2)/greatly(1) improve physical regen
+2 hpr 190k sac, slightly improves physical regen
+5 int slightly(4)/moderately(6)/greatly(1) improve int
+4 int 181k sac, slightly(2)/moderately(6) improve int
-3 int insig(5)/slight(3) reduce int
+4 pr slightly-moderately improve resist against phys damage
+3 pr 472k sac, insig-slight resistance against phys damage
+2 pr 214k sac, insig improve resistance against phys damage
+1 pr will not(3)/insig(3) improve resistance against phys damage
-1 pr insig reduce resistance against phys damage
-5 pr slightly(3)/moderately(2) reduce resistance against phys damage
+4 spr 843k sac, vastly improve mental regen
+3 spr 447k sac, moderately(5)/greatly(1) improve mental regen
+2 spr 190k sac, insig.-slightly improve mental regen
+1 spr will not(2)/insig(6) improve mental regen
+6 str slightly(1x)/greatly(5x) improve str
+5 str slightly(7)/moderately(6)/greatly(2) improve str
+4 str 181k sac, slightly(4)/moderately(3) improve str
+2 str insig(7)/slightly(1) improve str
+1 str will not(4)/insig(4) improve str
+7 wis max possible for alch rings?
+6 wis moderately(1)/greatly(4) improve wis
+5 wis 288k sac, slightly(2)/moderately(4) improve wis
+4 wis 181k sac, slightly{3}/moderately{4} improve wis
+1 wis will not(1)/insig(6) improve wis
-3 wis slightly reduce wis
+5 skill slight/moderate improve (e.g., firebuilding)
Ring Age Data
===========================================================
I'm currently scoping out how long rings spend in each power rating. Here
are some in-progress notes (Jan 2010).
Age in
Days Hrs Description Date
0 0 Extremely Powerful 12/31/09 9 PM
0 13 Extremely Powerful 1/1/10 10 AM
2 1 Extremely Powerful 1/2/10 10 PM
3 23 Extremely Powerful 1/4/10 8 PM
4 20 Extremely Powerful 1/5/10 5 PM
6 23 Extremely Powerful 1/7/10 8 PM
8 0 Extremely Powerful 1/8/10 9 PM
8 19 Extremely Powerful 1/9/10 3 PM
10 23 Powerful 1/11/10 8 PM
11 23 Powerful 1/12/10 8 PM
15 14 Powerful 1/16/10 11 AM
17 1 Powerful 1/17/10 10 PM
21 12 Powerful 1/22/10 9 AM
30 1 Strong 1/30/10 10 PM
31 1 Strong 1/31/10 10 PM
34 0 Strong 2/03/10 9 PM
35 14 Strong 2/05/10 11 AM
36 19 Strong 2/06/10 4 PM
38 0 Strong 2/07/10 9 PM
"Making the Outerworld Smaller TM"
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