Mod16: Enchantments, Runestones, and Insignia

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Michael DarkAngel
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Mod16: Enchantments, Runestones, and Insignia

Post by  Michael DarkAngel  »  Mon Mar 04, 2019 9:21 pm

With all the changes to Stats, Ratings, Item Level, some becoming obsolete, and some new ones on the horizon, I will try an detail some of those changes here. It's a little difficult to do as I need to have the item in my inventory, on Preview, in order to see the changes. So, this is probably going to take some time to cover all the enchantments, runestones, and insignia, which means you'll need to keep coming back as I find and post more details.
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Re: Mod16: Enchantments, Runestones, and Insignia: Scaling

Post by  Michael DarkAngel  »  Mon Mar 04, 2019 9:48 pm

Scaling? What's that? I suppose, as a way to not have your character over-powered for any given area, this is what the Devs came up with. I don't know if anything other than enchantments and runestones is affected by scaling (I did check my chest piece and it was NOT scaled), but if I find anything else I will post it here. Another bit of scaling I found is not area specific, but character level specific, Enchantment Utility Bonuses. What you see below is all taken once I hit level 80. Bonding Runestones will also scale based on character level. I need to do further testing to nail down all the character leveling changes.

Blackdagger Ruins, Blacklake, The Chasm, Ebon Downs, Helm's Hold, Icespire Peak, Mount Hotenow, Neverdeath Graveyard, Pirate's Skyhold, Protector's Enclave, Rothe Valley, Slippery Slope, Spinward Rise, Stronghold, Tower District, Twisted Gate, Vellosk, Well's End, Whispering Cavern, Yawning Portal
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Port Nyanzaru
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Assault on Svardborg, Assault on Svardborg (master), Barovia, Bryn Shander, Cold Run, Cradle of the Death God, Demogorgon (master), Fangbreaker Island, Lost City of Omu, Manycoins Bank Heist, The Merchant Prince's Folly, River District, Sea of Moving Ice, Soshenstar River, Spellplague Caverns (master), Tomb of the Nine Gods
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Caer-Konig, Demogorgon, Dread Ring, Dwarven Valley, The Fiery Pit, Icewind Pass, Illusionist's Gambit (master), Manycoins Bank Heist, The Merchant Prince's Folly, Portal to Tuern, Sharandar: Realm of Malabog, Well of Dragons
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Reclamation Rock, Sharandar: Dark Fey Enclave
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Arcane Reservoir, Castle Never, Cragmire Crypts (master), Drowned Shore, Gray Wolf Den (master), Master of the Hunt, Sharandar, Sharandar: Blighted Grove, Temple of the Spider (master)
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Dread Legion
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Caverns of Karrundax, Ebon Downs: Valley of the Ancients,The Frozen Heart, Gray Wolf Den, Icespire Peak: Information Acquisition, Icespire Peak: Miner's Vale, Kessel's Retreat, Lair of Lostmauth, Malabog's Castle, Mantol-Derith, Mantol-Derith: Beholder Convention, Pirate King's Retreat, Prophecy of Madness, Rothe Valley: Venfithar, The Shores of Tuern, Spellplague Caverns, Temple of the Spider, Throne of the Dwarven Gods, Valindra's Tower, Whispering Cavern: The Searing Reach
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Neverdeath Graveyard: Merchant's Landing
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Hotenow Caldera
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Cragmire Crypts
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The Cloak Tower
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I have the majority of areas, dungeons, skirmishes, and trials covered. There are a few more that I need to check. I may go back and add in character level capping for each of the above, if it doesn't become too convoluted. I will also be adding gear item level capping in the near future.
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Re: Mod16: Enchantments, Runestones, and Insignia: Single Stat Enchantments

Post by  Michael DarkAngel  »  Sun Mar 24, 2019 11:42 pm

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Re: Mod16: Enchantments, Runestones, and Insignia: Double Stat Enchantments

Post by  Michael DarkAngel  »  Sun Mar 24, 2019 11:43 pm

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Re: Mod16: Enchantments, Runestones, and Insignia: Triple Stat Enchantments

Post by  Michael DarkAngel  »  Sun Mar 24, 2019 11:45 pm

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*Note: If I ever find a rank1 or rank 2 triple stat enchantment, I'll fill in those bonuses.
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Re: Mod16: Enchantments, Runestones, and Insignia: Runestones

Post by  Michael DarkAngel  »  Sun Mar 24, 2019 11:50 pm

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Re: Mod16: Enchantments, Runestones, and Insignia: Exchange

Post by  Michael DarkAngel  »  Sun Mar 31, 2019 10:21 pm

Up until the latest patch, Stat Exchange Boxes have been bound-to-account with the Enchantment/Runestone being unbound when pulled from the box. That has changed with the recent patch. All Enchantments/Runestones pulled from these boxes will now be Bound-to-Account.

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Taken from the Preview Shard Feedback Forum
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"I intend to leave a memory of myself in the minds of others."
Leonardo da Vinci,
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