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Fix relic frags

Theo_GL

Grand Poobah
Stratics Veteran
Stratics Legend
UNLEASHED
Somewhere this thread got hijacked I guess.

I fight in the cavern 4 to 8 hours at the time. I have to repair my axe several times a day, but I go weeks to months without having to repair the invidual pieces of armor. I keep a blacksmith in the abyss and I let it go down real low because it makes no sense not to. For sure, I don't have to repair even every week and I've got a LOT of dex. The axe however takes MASSIVE damage. The only reason I still have it is its not imbued. I don't advise anyone that really plays uo to imbue their weapons.
That is laughable.

Everyone should run with imbued weapons. It is too easy to make exactly what you want and replace it at will.

In the time it takes you to completely destroy a weapon (255 repairs) you can make enough gold to buy it 100 times over.
 
S

Smokin

Guest
I run items that require relic frags on a shard with no insurance. I REALLY don't wanna hear production players crying about losing items.
Well that has little to do with what I am saying, I am talking about failure rate. My crafter never runs where he could lose items generally. After I make the item that you don't care about losing, well guess what If I give it away or sell it, I really don't care what happens to it either. I have only looked at this thread from a crafters point of view.

It seems to me you must have tons of relics and just want others not to have them. Much like every other nerf the relic fragment gathering thread posters.

All and all like another poster said, if you don't want to hear about prodo shard players then you should ask for stuff only for Siege.
 
V

Verdivier

Guest
Boo hoo, the method you use to farm relic frags isn't as good as mining/crafting. Who cares.

1. Who ever said relic fragments are supposed to be super rare and hard to get? obviously they're used in abundance in imbuing, and even with mining/crafting they're still greatly more rare then residue and essence.

2. Imbuing still helps PVM. More people are making more characters/suits now that the crafted armor pieces are so accessable, and thus need more useful arties. Also imbueing has made 1 or 2 of the useless arties actually desirable. not to mention farming of max intensity mats in the SA dungeon.

The main justifiable complaint about pvm post SA that I can see is that the new SA peerless drop all trash/gargoyle items.


Just because you're interpretation of the expansion and relic fragment crafting methods was "relic fragments are only supposed to come from peerless and doom because that's what I like" doesn't mean that's what was intended. I've gotten relic fragments off rotting corpses.


I think the only real issue is unattended scripting of mining/lumberjacking. But if they make peerless/doom the only places to get relics you're just going to see a lot more sampires at dreadhorn looping their way to a solo kill tieing it up for half an hour, and more afk monster farming scripts at high fame monsters.
 

Speedy Orkit

Grand Inquisitor
Stratics Veteran
Stratics Legend
Boo hoo, the method you use to farm relic frags isn't as good as mining/crafting. Who cares.

1. Who ever said relic fragments are supposed to be super rare and hard to get? obviously they're used in abundance in imbuing, and even with mining/crafting they're still greatly more rare then residue and essence.

2. Imbuing still helps PVM. More people are making more characters/suits now that the crafted armor pieces are so accessable, and thus need more useful arties. Also imbueing has made 1 or 2 of the useless arties actually desirable. not to mention farming of max intensity mats in the SA dungeon.

The main justifiable complaint about pvm post SA that I can see is that the new SA peerless drop all trash/gargoyle items.


Just because you're interpretation of the expansion and relic fragment crafting methods was "relic fragments are only supposed to come from peerless and doom because that's what I like" doesn't mean that's what was intended. I've gotten relic fragments off rotting corpses.


I think the only real issue is unattended scripting of mining/lumberjacking. But if they make peerless/doom the only places to get relics you're just going to see a lot more sampires at dreadhorn looping their way to a solo kill tieing it up for half an hour, and more afk monster farming scripts at high fame monsters.

My problem once again, is not that crafters can get relic fragments, before making half asses responses go back and read the thread. Crafters should be able to get relic fragments, I just don't think this is a legit way. BoD turn in could give relic fragments, like getting rid of some of the crappier rewards like bear rugs, stretched hides, you are given an "Artisan's Satchel" which has a chance to give a few high tier ingredients, such as relic fragments, abysmal cloth, etc.

I am not against crafters getting relic fragments, I am just against the fact it is making a never ending loop of top tier items. Try to follow this:

-Burn the bronze hammer/emeralds, get 45 relic fragments.
-Burn cheap shadow hammers to get weapons with things such as Sc no-1, HCI/DCI, etc. Use those weapons and the 45 relic fragments to make a handful of top notch weapons.

That just doesn't seem right to me. I don't like the fact that so much is being gained from so little. Just because people don't want to work for their items doesn't mean those of us who do work for them should be penelized because:

A) You're lazy
and
B) Other people run scripts
 
V

Verdivier

Guest
Boo hoo, the method you use to farm relic frags isn't as good as mining/crafting. Who cares.

1. Who ever said relic fragments are supposed to be super rare and hard to get? obviously they're used in abundance in imbuing, and even with mining/crafting they're still greatly more rare then residue and essence.

2. Imbuing still helps PVM. More people are making more characters/suits now that the crafted armor pieces are so accessable, and thus need more useful arties. Also imbueing has made 1 or 2 of the useless arties actually desirable. not to mention farming of max intensity mats in the SA dungeon.

The main justifiable complaint about pvm post SA that I can see is that the new SA peerless drop all trash/gargoyle items.


Just because you're interpretation of the expansion and relic fragment crafting methods was "relic fragments are only supposed to come from peerless and doom because that's what I like" doesn't mean that's what was intended. I've gotten relic fragments off rotting corpses.


I think the only real issue is unattended scripting of mining/lumberjacking. But if they make peerless/doom the only places to get relics you're just going to see a lot more sampires at dreadhorn looping their way to a solo kill tieing it up for half an hour, and more afk monster farming scripts at high fame monsters.

My problem once again, is not that crafters can get relic fragments, before making half asses responses go back and read the thread. Crafters should be able to get relic fragments, I just don't think this is a legit way. BoD turn in could give relic fragments, like getting rid of some of the crappier rewards like bear rugs, stretched hides, you are given an "Artisan's Satchel" which has a chance to give a few high tier ingredients, such as relic fragments, abysmal cloth, etc.

I am not against crafters getting relic fragments, I am just against the fact it is making a never ending loop of top tier items. Try to follow this:

-Burn the bronze hammer/emeralds, get 45 relic fragments.
-Burn cheap shadow hammers to get weapons with things such as Sc no-1, HCI/DCI, etc. Use those weapons and the 45 relic fragments to make a handful of top notch weapons.

That just doesn't seem right to me. I don't like the fact that so much is being gained from so little. Just because people don't want to work for their items doesn't mean those of us who do work for them should be penelized because:

A) You're lazy
and
B) Other people run scripts


So you just want it to be harder for crafters to get relic fragments then the method you use which is obviously is less efficient then the method that's been in common use since SA launched?

Look at how laughably easy it is to get residue/essence, look at how in the last patch they made you get EVEN MORE residue/essence/relics when you unravel. Those materials appear to be the imbuing equivalent of ingots, with relics being the upper end valorite/slightly more rare resource, not relic fragments = 1 artifact's worth of work, they don't yield an artifact's worth of gain when used either.

It's not like the majority of PVM loot that drops that you unravel into relics is stuff you'd actually even use before imbuing, it generally just items with lots of poorly matched high intensity mods.

Since you're tossing out the helpful imbuing tips, instead of burning hammers for sc, a trivial residue using mod, burn until all your relic mods are there and still have a constant supply of top end items without the need for relics to begin with. Relics generation isn't why imbuing makes top end gear easily obtainable, it's the foundation of imbuing. I actually don't like it either, but it's what imbuing is, roll with it or find a different game that still lets you over-gear to win.




my point with scripting is, without it, the emeralds and hammers are harder to come by then PvM relics. since it is prevalent, you can just buy them for gold. If you make pvm the best method of relic generation, the bots will just be killing corpses/balrons instead of mining. People will go to whatever the most efficient method of getting relics is. The value of them is plummeting because the number of competent players with imbuing keeps going up.
 

Demonous

Rares Fest Host | Ches Jul 2010
Stratics Veteran
Stratics Legend
If we're going to assume most people sleep 8 hours a day, and work 8 hours a day.... I doubt a "casual" player is playing 4 hours a night. Sorry.
do you really think that most people who play uo are employed?
 
G

gjohnson5

Guest
That is laughable.

Everyone should run with imbued weapons. It is too easy to make exactly what you want and replace it at will.

In the time it takes you to completely destroy a weapon (255 repairs) you can make enough gold to buy it 100 times over.
I would run with imbued super slayers. All other type of slayers or PVP weap I would stick with runic hammers. I still get twinkling scimitars w/bronze hammer that are just as good as anything I can imbue. This way I can enhance it anyway I want and continue to powder the weapon.
 

Freelsy

Babbling Loonie
Stratics Veteran
Stratics Legend
So you can find vendors full of gems all the time, on the most underpopulated shard, and you think you have no scripters or bots? LOL
Never said we didn't have scripters/bots running all the time. The point I was making is that everything is this game is easily accessible.
 

Lorax_Pacific

Lore Master
Stratics Veteran
Stratics Legend
<snip>

Then I imbue with 100 Luck (no relics) and 18% lrc (no relics) and then enhance with spined for the extra 40 luck.
<snip>
Hail friend, I am not being counter to your point, but just wanted to help out on a weighting adjustment you could do. For 6 pieces you could imbue with 17% each piece instead of 18% (or 16% on two) and have a point more weight for something else or 5*18%+ last piece with 10% LRC.

Regarding the premise that relics are too plentiful...That is plain wrong. I have two accounts ~ 14 characters plus friends to supply weapons and armor. Supplying equipment is very expensive especially for my friends that played heavily 10 years ago, but get on for a couple hours a week now. I try to get them to help, but frankly they don't understand the game anymore or have already said they won't imbue since they would rather supply me with ingredients to make them armor.

I would like relics to be easier or unravel to a higher quantity so I could get this process complete. If I was done with my characters and friends maybe I would start supplying the market with ingots or resources. Right now all my time gathering resources is precious and extensive.

-Lorax
 
R

RManthey3

Guest
I'm a little confused. If it is possable to make an item that exceeds the imbuing max by using a good smiths hammer, then why make getting relics so freaking hard? What is the point; there are limitations to imbuing. It is a real problem making an item for one of your charactors when this most holy of ingredients gets dusted off with each failed attempt.

I have found almost all of the other resources used in imbuing on even the lowest creatures in each of the areas in and around the abyss. Yet having killed everthing from snakes to Swoops and greater dragons I have yet to find a single item that unreavels to a fragment.

I think you should be able to craft items that produce relics. Crafting is part of game play. On the other hand hunting is part of game play as well. Why relics are not available in that aspect of the game is beyound me? perhaps they should be tiered the same way residue an enchanted essence are. The more powerful the ingredient the less it falls, but it should fall.

Relics need a fix for sure. They should not be as common as gold but they should be out there for someone to find if they are strong enough to hunt in the abyss.
 
U

UOKaiser

Guest
Less farming/more playing... Sounds like a win to me.
Farming is playing. Less farming less playing. What else you suppose to do with all these monsters roaming in the lands ask them to dance? How many times you got to kill them before they get boring because there not worth getting anything from? We don't hunt mongbats for a reason.
 

FrejaSP

Queen of The Outlaws
Professional
Stratics Veteran
Stratics Legend
Campaign Patron
Make it so crafted items cannot yield relic frags. Or increase the cost of relic frags for items, the market is so flooded it isn't funny.
I don't see the problem here. If it make crafted items cheaper, more will be willing to PvP and maybe support our crafters instead of using stupid faction artifacts.

On Siege where items get lost easy, it can be expensive to replace items after dying.
 
W

Walkerboh77

Guest
the greed in this game has reached an all time low....

the cheapest you make 1 relic frag for IF YOU BUY ALL THE RESOURCES.....comes out to be around 20-40k per relic depending on which method you use....and the cheapest you can buy them for is about 50k each on atlantic...

if you don't buy the resources to save yourself money it takes an enormous amount of time to farm them...

i don't think 30k average relic frags is something to whine about....imbuing ingredients should have NEVER been rare to begin with.....


next i'm sure you will whine that it's too easy to get seeds of renewal from plants!
 
U

UOKaiser

Guest
I don't see the problem here. If it make crafted items cheaper, more will be willing to PvP and maybe support our crafters instead of using stupid faction artifacts.

On Siege where items get lost easy, it can be expensive to replace items after dying.
Siege is a whole different world. Everyone goes that plays there want to pvp or at least are willing to. On production anybody who wants to pvp already does. Items don't limit them from pvp they just don't like it. PVP has the lowest amount of active players in it from the playerbase. Only because the rest of the people see no reward in killing another player .
Those in production most who pvp have there own crafters especially how easy things has become so they don't need us pure crafters anymore. So we get left out in the loop. After we craft for ourselves there not much of a playerbase to craft to if they all can get there items easily and can use there own 30 second crafters. The only reason we craft is not because we just enjoy it but for profit,recognition of our work,quiet pastime and more.
 

FrejaSP

Queen of The Outlaws
Professional
Stratics Veteran
Stratics Legend
Campaign Patron
Siege is a whole different world. Everyone goes that plays there want to pvp or at least are willing to. On production anybody who wants to pvp already does. Items don't limit them from pvp they just don't like it. PVP has the lowest amount of active players in it from the playerbase. Only because the rest of the people see no reward in killing another player .
Those in production most who pvp have there own crafters especially how easy things has become so they don't need us pure crafters anymore. So we get left out in the loop. After we craft for ourselves there not much of a playerbase to craft to if they all can get there items easily and can use there own 30 second crafters. The only reason we craft is not because we just enjoy it but for profit,recognition of our work,quiet pastime and more.
On Siege we do have player who love being crafters, we have players who love farm resources and sell them to crafters and we do have players who love PvP.

The crafters and the farmers do accept the risk for get killed but they do not really want to PvP.

The PvP'ers don't really want to use time for crafting and resource farming. If crafted items are not to expensive, they will buy them instead of using time to make their own.
The resource farmers will also buy their combat gear or trade resources for it.

SA had been good for Siege because crafting and gathering do take time now but alot can be sold for gold so all need each others. Crafters need the resource farmer and they need the PvP'ers to buy their wares.

The PvP'ers also need the crafters and some of them need the farmers as victims.

The farmers do sell items to both crafters and PvP'ers.

This is what I like with Siege, we are not splitted in PvP'er and non PvP'ers, we are all a part of the community and all needed.
 
V

Vyal

Guest
Your an idiot to pay someone 15 mil for a weapon.

Go out farm the regs make it yourself or better yet buy the regs and make it I don't understand how people jack up the cost of a weapon from the cost of the regs say a mill or two tops to 15 mil.

Don't buy anything imbued for 15 mil!
 
U

UOKaiser

Guest
On Siege we do have player who love being crafters, we have players who love farm resources and sell them to crafters and we do have players who love PvP.

The crafters and the farmers do accept the risk for get killed but they do not really want to PvP.

The PvP'ers don't really want to use time for crafting and resource farming. If crafted items are not to expensive, they will buy them instead of using time to make their own.
The resource farmers will also buy their combat gear or trade resources for it.

SA had been good for Siege because crafting and gathering do take time now but alot can be sold for gold so all need each others. Crafters need the resource farmer and they need the PvP'ers to buy their wares.

The PvP'ers also need the crafters and some of them need the farmers as victims.

The farmers do sell items to both crafters and PvP'ers.

This is what I like with Siege, we are not splitted in PvP'er and non PvP'ers, we are all a part of the community and all needed.
Siege economy is very different actually opposite of the production shards economy. This is where things end up merky. Vyal just mention in the following post that 15 mil is too much for a imbued item. 15mil in production= 1.5 mil in siege. Now am not sure if Vyal point of view is from siege or production. But would a siege player pay 1.5 mil for a top of a line imbued item? If so in production 15 mil should be the equivelent price actualy more so as the item is permanent until durability because of insurance.
Where siege items get lost,stolen,looted and keeps a crafter busy production items rarely have these troubles. Once durablity is gone thats the only time another one is needed and depending on the playstyle it could take anywhere from a month to who knows how long.
While in siege you can only have 1 character in production you can handle all your needs so us crafters/merchants are in trouble when everyone can make there own items easily that takes not much effort. What are we to do? Easier items to comein siege is fine and the economy of siege supports it as thats how it's design. But production easier to come items destroy the economy.

So here we have 2 completely opposite economies but only one dev. team.
When they role out a opublish it applies to all shards so either production gets screwed or siege does. They have to consider the impacts of both shard types and roll out 2 different publishes for the difference but this is more complicated and the team does,nt have the funds. Which one day i hope they look at these things so neither one will get messed up.
 

Winker

Babbling Loonie
Stratics Veteran
Stratics Legend
No need to go back to the state when only rich could get good armor.
Wish you would make your mind up mate. A year a go only the rich had the power you now complain everyone has. You hate everyone having this power so much you have started a few thread about it.

I say its good that everyone can now make top of the line armor and weapons, it puts everyone on a even footing. This time last year my suit and weapons would have cost way over 200 million, now the lot can be made for under 8 mill. This has to be good for the player who has not as much time to spend on the game as the power gamer does.

Power to the people!
 

FrejaSP

Queen of The Outlaws
Professional
Stratics Veteran
Stratics Legend
Campaign Patron
Yes that's the problem and most times it's Siege that get screwed.
In some cases it may not be so difficult, just like normal shards do have better loot/resource drop in Felucca and get more fame in Felucca, so should we on Siege.
 

Freelsy

Babbling Loonie
Stratics Veteran
Stratics Legend
Siege economy is very different actually opposite of the production shards economy. This is where things end up merky. Vyal just mention in the following post that 15 mil is too much for a imbued item. 15mil in production= 1.5 mil in siege. Now am not sure if Vyal point of view is from siege or production. But would a siege player pay 1.5 mil for a top of a line imbued item? If so in production 15 mil should be the equivelent price actualy more so as the item is permanent until durability because of insurance.
Where siege items get lost,stolen,looted and keeps a crafter busy production items rarely have these troubles. Once durablity is gone thats the only time another one is needed and depending on the playstyle it could take anywhere from a month to who knows how long.
While in siege you can only have 1 character in production you can handle all your needs so us crafters/merchants are in trouble when everyone can make there own items easily that takes not much effort. What are we to do? Easier items to comein siege is fine and the economy of siege supports it as thats how it's design. But production easier to come items destroy the economy.

So here we have 2 completely opposite economies but only one dev. team.
When they role out a opublish it applies to all shards so either production gets screwed or siege does. They have to consider the impacts of both shard types and roll out 2 different publishes for the difference but this is more complicated and the team does,nt have the funds. Which one day i hope they look at these things so neither one will get messed up.
Very nice post.
 
L

LordDextonious

Guest
Everyone crying about not being able to get relics?? Didn't even waste time reading this whole thread. Just wanted to share I got 32 relic fragments last night after I did Travesty 4 times, and unraveled all the items. I was wearing max luck plus statue. Not sure what my luck is with statue, but I loot items with 6 mods on them, several of them. Total time, little under an hour, not counting time to get keys.

Not to mention, you can easily make relics for cheap. 2.5k different gems,1000 residue, 100 essence, and about 40 valorite cleavers will yield you 40+ relics. Take you about thirty minutes to make, and unravel with a garg imbuer at queens forge. Sound like too much work??? then quit making a fuss about the people who take the time to do it, and make a profit.
 
B

BeefSupreme

Guest
If you're burning hammers to make relics, you're
doing it wrong. Way to expensive per relic!

Won't be much longer til relics are 30k on all shards.
 
L

LordDextonious

Guest
problem #1.....thinking your input is useful w/o educating yourself on the subject at hand....
By reading the first post... which by the way, an "educated" person would know there-in resides the "topic", the misconstrued topics deriving from this threads author should coincide. No??

If you're burning hammers to make relics, you're
doing it wrong. Way to expensive per relic!

Won't be much longer til relics are 30k on all shards.
Exactly on topic. Exactly my point.
 

FrejaSP

Queen of The Outlaws
Professional
Stratics Veteran
Stratics Legend
Campaign Patron
If you're burning hammers to make relics, you're
doing it wrong. Way to expensive per relic!

Won't be much longer til relics are 30k on all shards.
I brought relics for 20k each on Siege, not sure if I just was lucky to get a good deal but I think 20-30k each is the right price on Siege as it do allow the crafters to craft good items players can affort to lose.

I personly had been very busy with SA so I rather buy them than make them myself.
 
W

Walkerboh77

Guest
By reading the first post... which by the way, an "educated" person would know there-in resides the "topic", the misconstrued topics deriving from this threads author should coincide. No??



Exactly on topic. Exactly my point.
you would make a wonderful trial judge....you would know all you need to know by the opening statements!

who needs a lengthy trial for discussion!?
 

hawkeye_pike

Babbling Loonie
Stratics Veteran
Stratics Legend
It isn't a matter of greed. It's the abuse of game mechanics, just like the previous one they fixed. An elite weapon takes what, 15 frags? Max? Costing the player maybe a few mil? What good are the high end hammers now? Or a set of jewelry with EP, HCI, and 70 skill points can cost a person only a couple of mil, where does farming become viable? That is my problem with it.
The perfect weapon costs only 10 Relic Fragments, which currently are not the limiting factor, since they can be produced so easily. It is much more difficult to gather the required ingrediens for the mods, the most difficult to find being the Seed of Renewal.

I wonder why nobody has asked to increase the chance of those drop rates yet, as the typical UO player hates challenges and wants everything being handed out on a silver platter. I could go on ranting about the regular postings where stat and skill cap increase are demanded to prove this.

(This opinion concerns production shards, not Siege.)
 

FrejaSP

Queen of The Outlaws
Professional
Stratics Veteran
Stratics Legend
Campaign Patron
The perfect weapon costs only 10 Relic Fragments, which currently are not the limiting factor, since they can be produced so easily. It is much more difficult to gather the required ingrediens for the mods, the most difficult to find being the Seed of Renewal.

I wonder why nobody has asked to increase the chance of those drop rates yet, as the typical UO player hates challenges and wants everything being handed out on a silver platter. I could go on ranting about the regular postings where stat and skill cap increase are demanded to prove this.

(This opinion concerns production shards, not Siege.)
The Seed of Renewal is also an extra bonus for the gardeners as around 5 % of their seed will be seed of Renewal and they sell them for 20-30k each.
 

hawkeye_pike

Babbling Loonie
Stratics Veteran
Stratics Legend
The Seed of Renewal is also an extra bonus for the gardeners as around 5 % of their seed will be seed of Renewal and they sell them for 20-30k each.
I know, and I like that idea. However, tending plants until they drop their seeds is a VERY time and ressource consuming business, and 5% chance is quite low. I think it is good that way, but compared to that, other resources (Relic Fragments) are way too easy to get.
 
U

UOKaiser

Guest
The Seed of Renewal is also an extra bonus for the gardeners as around 5 % of their seed will be seed of Renewal and they sell them for 20-30k each.
Thats the siege price right? Which would be good to average each seed of renewal in production at 200k-300k which is a good price comparison. Though I see some undercutting at 180k and over pricing at 500k each on my shard with others in between. Bulk pricing is a little bit cheaper than that so the prices are in good range where needed good balance merchant in fighting. Now if somone ends up having a continous supply that can last for a while and loweres the price to 100k each or lower which would be 10k on siege then there is gonna be trouble for the seeds-botanist grower market lol. But luckly it looks ok for now :) Of course each of the production shard have there own little market range but usually not to off from the others.
 

FrejaSP

Queen of The Outlaws
Professional
Stratics Veteran
Stratics Legend
Campaign Patron
Thats the siege price right? Which would be good to average each seed of renewal in production at 200k-300k which is a good price comparison.
Yes it's Siege. There is a nice demand so prices may end up a little higher.
Around 30k is a fine price on Siege where gold generalt is more worth than on normal shards.

PS, Siege is a production shard too, it's 10 years sinse we moved from test shard to being a production shard.
 

T-Hunt

Sage
Stratics Veteran
Stratics Legend
Hmmm i see this post as someone not making millions again..
But anyways, it was posted how to make frags cheeper if your 116 imbuer up..

you can start this at your house if you wish..

Make 1 valorite carpenters hammer.... must be 50/50 durability or higher

damage incr. 44% = enchanted essence 4 citrins 8
Hit dispell 44% = magic essense 4 amber 8
hit fire area 44%= magic essense 4 ruby 8
fire resists 13% = magic essense 4 ruby 8
luck 79% = magic essense 3 citrins 7

Total price minus the essense and val is 2350 gold grab your gems in sihnard from gypsie camps..


You must unravel at Queens forge... any hammer under 50/50 will not give a relic....

I see people at Queens forge all over making them . yet still charging 60K to 100K each..

On my server i passed the word out and pissed alot of peeps off..
Telling them how to do it on my server...

well good luck all and greedy people should be hung in Luna fair grounds...
 
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