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I think you can get the Runecrafter by completing a quest (if I remember correctly you had to retrieve a clock from the Kobold King for him).
Hope this helps. ^^
I see that stat runes are important.
Am I right that I want to wait for crafting runes as it is the same costs for crafting 1x out of 5 fragments or 10x out of 50 fragments (=its always 4200 gold)?
Then: What does the choice of "base" runes mean? I guess that an Epic Master rune will give better results than a Magic or Rare Master Rune. If so, how?
And then there is 4 slots in the bottom that can be filled up. What is that good for?
2) The base rune is the minimum required rune to activate the slot. Putting a Rare or Epic in the first slot will not improve the results, and putting an Epic in the second or third slot will not improve the results.
3) The four slots in the bottom add Essence Capacity to the item. Due to there being +10 Capacitative Essences, it's usually best to only fill the first three slots in order to get 30 Essence Capacity, then once the item is created, go to the Alchemist and add two +Capacitative Essence to bring the total to 50.
Be aware that the largest factors for statistic increase for Runecrafted items is the level of the base item and the number of Stat Runes used to create the item. For Example: If you are making a level 60 Hat with Willpower, +Crit%, Luck and Dexterity, you will need to have 1 Magic Master Rune, 2 Rare Master Runes, 1 Epic Master Rune, and 3 each of the stat Runes. If you don't have those 3, you will not receive the highest value allowable.
The other important detail is that any baseline values for the item will transfer over to the new item as well, such as rings providing their Attribute Boosts, Trophies providing their All Resists bonus or weapons setting the baseline damage value before Enchants. So choose which items you use as your template item carefully, so as to get the maximum effect out of them.
Lastly, adding more enchantments through Rune crafting will increase the total level required to wear the item. Take our hat example: if we start with a basic Autumn Ranger Hat, which is level 48-51, and we add in the above listed abilities the result will be a level 53-55 item with +48 Will, +48 Luck, +48 Dex and +4% Crit as well as three randomly determined enchantments that we can manipulate at Saffii the Enchanter. If we had used a level 59-60 Cultist Hood, we would end up with +51 and +5% Crit to our attributes and it would be either a Level 60 or 61 required item.
You don't really need to go too deeply into the math to get effective equipment, but keep these basic factors in mind when selecting the base item and when picking your runes to construct it.
And what's the difference to a Magic one then?
What about essence capacity? Does the choice of base runes have an influence here?
The quality of the master runes affect the value rolled onto a stat. For example, if you use a Body rune with an Epic Master Rune, it will roll a higher value, around 40-42 than a Rare Master Rune would.
When runecrafting, you originally roll 3 random enchants, then have options to insert up to 4 more via master runes, for a total of 7.
Later you can add normally one enchant from enchanter, making it 8.
If you have runecrafted the item with at least 3 master runes in Capacity, you can later fill the rest with 1-2 Capacitive Essences. This will allow you to also "socket" the essence into the item, meaning that your "custom-crafted" item has practically 9 stats.
It's also important to make sure that the item you craft has highest possible roll of default stats, like rings with +allstats, or armor with resistance/defense. For instance, the highest roll of +stats on a ring is 29, although you can get 26 on 58-60 rings. Better not to invest so much into a ring with not optimal roll.