- 1 "Tested " marking
- 2 Additional combinations
- 3 A few runes
- 4 App?
- 5 Update
- 6 new up
- 7 Potential 2 rank 2 (the one at the bottom)
- 8 Name Changes
- 9 Some notes
- 10 Made and Tested Advance I
- 11 Fatal Rune
- 12 (Rank 5)
- 13 Revolution II
- 14 Wall VI & Advance VI
- 15 Charges
- 16 Transmutation Recipes
- 17 Ranks
- 18 Rank 7 Runes?
- 19 Foutain IV
- 20 Making Wall Runes
- 21 Burst
- 22 Destruction rune
- 23 Quick Updates
- 24 Yellow and Blue highlighting
"Tested " marking
We need to have a separate color or something that we can do to the text to indicate a rune has been actually made and tested. Meaning, not just simply viewed as the result from the transmutor, but actually created and then inserted into an item and tested.
Any ideas on what the most efficient way of doing this would be? maybe different levels of "tested" like if something was simply previewed in the transmutor, then another for runes actually made, and another where they're actually tested to see if they work.Salima 08:16, 25 February 2009 (UTC)
Yeah I think this is a great idea, I will make a quick something so we can change the colors easy. --Satire 11:19, 25 February 2009 (UTC)
I made a template, but then I thought of a more simple idea.(lol)
When you go to add/edit runes, all you have to do now is change a little bit of the table to show a new color. for example.
<nowiki><td class="stnd">+5 HP recovery</td>
Right now it would have no background color. To change the color, all you need to do is change the "stnd" part.<br. Simply change it to "stndt" for tested, "stndc" for created and "stndu" for used.
<nowiki><td class="stndt">+5 HP recovery</td>
Would result in a red-ish background color. --Satire 11:53, 25 February 2009 (UTC)
I added Tiers 5-10 into the layout and a bunch of the theoretical values from getbuffed. Feel free to revert the page if you don't like it.
I don't believe coloring values to denote their accuracy is necessary any longer and I believe it detracts from legibility. I have reformatted the data for easier legibility and brevity. Invalid values can still be fixed but I think we can live without off-putting warnings now. --Stanza 6:55, 24 October 2009 (UTC)
ok, but what was wrong with the old chart? couldn't you just take out the coloring but leave the chart the same? Mizuki 04:10, 25 October 2009 (UTC)
I wanted to jot these down without messing up the tables, so I'm putting them here so someone can enter them into the chart and make some sort of new section:
(These are all tier 1 runes, both input and results)
resistance+mind=quickness resistance+vitality=power resistance+shield=endurance
vitality+strike=mind vitality+shell=magic vitality+magic=shell
Salima 08:56, 25 February 2009 (UTC)
A few runes
I have some runes for you. They are all "created", so brown.
Might / Tier 2 / +4str +4sta
Anger / Tier 1 / +7physical atk +1int
Rouse / Tier 1 / +3dex +1sta
Defense / Tier 1 / +5sta +10def
Sorcery / Tier 1 / +3int +3wis
Excite / Tier 1 / +3str +1int
Guts / Tier 1 / +3sta +1wis
Barrier / Tier 1 / +7def +1wis
Passion / Tier 1 / +3hp recovery (only for ornaments)
Excite / Tier 3 / +6str +3int
Fearless / Tier 3 / +25all resistances (only for ornaments)
Passion / Tier 3 / +17hp recovery (only for ornaments)
Might / Tier 3 / +6str +6sta
Fountain / T3 / +17mp recovery (only for ornaments)
These runes are listed in the getbuffed db but missing from the chart. I have only listed the tier 1 values. I also have no idea the rank they fall into or the runes needed to make them.
Burst / Tier 1 / +30 Magical Critical Hit Rate
Fatal / Tier 1 / +60 Critical Hits
Loot / Tier 1 / +10% Magic Find Rate (rank 6) < Based off picture colors of icon at getbuffed
Miracle / Tier 1 / +11 Magical Damage Points
Wrath / Tier 1 / +11 Damage
Wonder if its possible to someone to create a app to DL or a web based one for ppl to calculate all the transmutions. Example:
You want to create a Tire 2 [rune], then the app tells you to get Barrier x 5 Resist Magic x 6
1 Barrier = Guts x 1, Triumph x 1
1 Resist Magic = Guts x 1, Rouse x 1
You need 11 guts, 5 triumph and 6 Rouse
This is just something I've made up from looking at the table, I haven't really use transmutions in the game, so it might as well be a useless app to create :P --Glericus 14:42, 10 March 2009 (UTC)
I updated the fearless rune. I've tested the tier1 but not the other tiers yet.
I took my info on the getbuffed database. All runes are described with their effect. We could take that to update the chart.
The rune can be upgrade till tier 10. (but I don't know how to modify the chart to create columns)
edit : i updated passion too. The tier 2 rune is +11hp recovery.
I began to update runes occording to what is said in getbuffed ROM data. All runes I've tested were corresponding to their database so I think they're up to date.
I updated all rank 2 and rank 3 runes, but I had to remove background colors, because I think the runes were tested before games updates and actual runes. I left background colors for runes I've tested personnaly.
I'm gonna continue the update soon.
Just tried to make this and it does not appear in the preview window =/
Some of the names have changed and unfortunately, I did not track them. Below is all I have
6 Physical Attack
6 Magical Attack
According to the table, these two should make 1 Potential 2 II but I get nothing in the preview window =/
I started making some runes and I marked them in parenthesis some of the name changes that I got these were Tier 3 when I made them.
Resistor III + Mayhem III = Fountain III
Guts III + Excite III = Mayhem III
Guts III + Rouse III = Resistor III
seems to be same just name change.
Someone stated above in February that potential runes are useless, they are in fact very useful and can be used in armors and weapons.
++yeah when I made my comment about the Potential, it was when they first did the changes, that comment is now null and void, since they made changes to the runes (I'll remove it to stop further confusion).--Satire 21:54, 4 July 2009 (UTC)
After reading the chart I came across Might and loved the amount of stamina. I tried to make a Might III. I have in fact created it and it's sitting in my inventory, although unused. That stats are: 10 strength and 4 Stamina.
(I do not know how to edit the chart so if someone that does know could for me it would be much appreciated. Thanks.)
(I do not take any credit for this site, it is one that I have been told about and think theromwiki would benefit from it. Please remove it if it goes against any rules: http://nico001.free.fr/rom/runes_craft )
Made and Tested Advance I
I have made and inserted Advance I into a staff I am using. Do you folks need a screen shot or anything?
I have made a Defense V rune. It is indeed +26 defense...I have not added it to any item though.
Added Fatal I Rune
--Samtrion 18:57, 5 August 2009 (UTC)
Wall (Rank 5) is not working (patch 22.214.171.1242). Sorcery + Passion don't combine.
== Marking working recipes
Making rank 3-6 with rank 0 is impossible why don't we mark it ?
--Neouni 17:03, 26 September 2009 (UTC)
Shield (Rank 5) on the last step, the rune "Reason".... what is that?
i try to mix Fountain + Might,... but, don't work!
I created the rune and it gives +8 Dex +6 PAtt, not +6 Dex +16 PAtt as claimed in this chart. Not tested in an item yet. Mic 05:28, 15 October 2009 (UTC)
Changed the extrapolation based on your input Neouni 11:01, 15 October 2009 (UTC)
Wall VI & Advance VI
-I have made a Wall VI and an Advance VI in-game and they match the chart. You may color color them in green up-to 6 for those 2 as I have them and they work correctly.
- Note: Wall doesn't match the description on the chart. Can you give the exact combination of runes? As Neouni described, Sourcery & Passion doesn't combine to Wall.
I want to put the charges needed for every rank nextto the rank on the main page. Is that OK for everyone ?
Rank 1: 1
Rank 2: 2
Rank 3: 7
Rank 4: 15
Rank 5: 31
Rank 6: 63
Rank 7: 127
Please vote for or against (wiki has voting options, check it out, I forgot)
I recommend against overloading the tables with this information. There are applications out there, both in game and outside, which can help you calculate the runes and charges necessary. These tables should be kept concise and legible. Stanza
I would not recommend the number of charges. But maybe a separate table at the bottom explaining how many runes you would need going from one tier to the next.
Can we get the recipes back.. I will be happy to help put them together. That was one of the greatest strengths of this page. --Blackruby 00:43, 25 October 2009 (UTC)
Stanza, what was wrong with the old chart? seems people like the old chart(including me). Mizuki 04:10, 25 October 2009 (UTC)
I don't mind the new chart, but we need to list the recipes so that the information doesn't get lost in translation. --Blackruby 07:09, 25 October 2009 (UTC)
I feel that the current page suffers from the following issues.
- The table is huge and isn't easy to visually parse.
- The color coding is only of importance to the people collating the data and not to readers.
- Stat name abbreviations will not be immediately clear to new players.
The tables that I introduced separated the ranks into different tables to make jumping to a specific set of runes easier. It also used the actual stat names used in the game to be more clear. Finally, I tried to make it more concise to be easier to read. --Stanza 11:59, 25 October 2009 (UTC)
I can agree with the issue of the table being oversized. However, breaking it up makes it more difficult to find the parts needed to create the runes. What form of interface can be used to do a "link-over" with the two runes required to put the new one together? --Blackruby 08:29, 26 October 2009 (UTC)
I am considering that 2 pages, or at least 2 sets of tables, would be easier to read. The current large table tries to serve 2 different functions. It shows the effect quality for each tier of a rune and it also shows the quantity of runes required to create a particular rune. Splitting the "recipe" type information off to another page would decrease the table overload. It would be possible to make the rune name in the rune requirements table a link to the rune effects table. The following tables demonstrate what I mean.
|Rune||Rank 0||Rank 1||Rank 2||Rank 3||Rank 4||Rank 5|
|Anger||Vitality x 1
Power x 1
Endurance x 1
|Excite x 1
Triumph x 1
This may be appropriate because readers seeking information about rune effects for a certain tier do not need recipe info and the rune recipe is unrelated to tier effect quality. --Stanza 20:43, 26 October 2009 (UTC)
That would definately be a good thing in my mind. I wouldn't mind seeing another actual page with different recipies on it, however I would not like to see the recipies lost. If it is maintained on this page, perhaps a quick navigation link at the top?--Blackruby 16:45, 27 October 2009 (UTC)
The page is called Rune Transmutation, if you want to move something away from here it's the stats The page Equipment_stats has some rune information already there, maybe merge the stat info there or think of a good combined page. Neouni 10:35, 22 November 2009 (UTC)
Do the runes in rank 6 exist? They are all labeled disabled and marked in red. If they do not exist that rank should be removed until such time as they do exist. --Stanza 20:55, 26 October 2009 (UTC)
Just checked and found Hatred III runes (+9% agro) on the Auction House in game. Maybe they're the only ones implemented. I don't know. --Zsaz1029 14:40, 27 October 2009 (UTC)
The Runes do exist, and their effects are in game, however they are only producable for the limited time that the persons running the servers allow them for. Just recently, Frogstar turned on Hatred, and now we are unable to produce them again.--Blackruby 16:43, 27 October 2009 (UTC)
Rank 7 Runes?
Do these exist? Lori Hellakar says that combining a "magic burst" and a Potential will create a rune called "Divine Miracle", which she says does maximum mage damage. Also, Fatality + Potential = Might (max physical damage)?
I made fountain IV just for kicks and in game as of 12/19/09 it is only 20 mana recovery and not 22 as predicted. I have changed it in the page and labeled it green as it is currently sitting in one of my rings reminding me that I used way too many charges on 3 extra mana recovery from Fountain III. Just thought I would put a note here to support the change. I also changed the description of ornamental runes to be rings earring and necklace instead of just necklace and rings. Maybe I was blind yesterday but it seems as of today Fountain IV is 22 mana recovery Ive changed the page to reflect.
Wall III's real stats are +12 STA, +10 PD... and Aggression III's stats are +12 STR, +10 PA... I just bought those runes and can provide screenshot if needed.
--Woogy 09:42, 3 January 2010 (UTC)
Making Wall Runes
Can you really do this? I've seen them for sale on the item shop every so often so i'm wondering if its still possible to make walls from your own base runes. --ZethiirOfArtemis 09:58, 23 March 2010 (UTC)
I might be unearthing long dead discussion but even so. According to informations on US forums rune Destruction is created by 2 x Mayhem, 1 x Guts, 1 x Excite.
Obluda, 7.July 2011, 7:10 CEST
Just been going through the basic run transmutations and testing them every which way. The results of the ones I've tested so far follow:
- Basic rune drops:
Rank 0 up to Tier VII
- Made from runes from the Ancient Treasure Mini-game in Sascilia Steppes:
Rank 1, 2 & 3 up to Tier VI Rank 4 up to Tier IV Rank 5 up to Tier IV -Tier V, VII & X have been sold on the Item Shop in the past
- Made from Item Shop runes:
Rank 6 -Hatred & Reconciliation up to Tier IX
+Tier X has been sold on the IS in the past
-Loot & Experience up to Tier IV
+Made with Tier II runes bought from the IS
Rank 7 & 8 -Tier VII & X available from IS
+Tier VIII made with runes bought from the IS
Yellow and Blue highlighting
Added Yellow and Blue highlighting to the table to indicate:
- Yellow: Runes that have been sold in the Item Shop previously; &
- Blue: Runes that I have made and used from runes bought from the Item Shop
I don't know how to alter the styles to work nicely, so this is a very rough hack and slash method.