This page (revision-19) was last changed on 20-May-2022 16:03 by Administrator

This page was created on 26-Apr-2021 10:45 by UnknownAuthor

Only authorized users are allowed to rename pages.

Only authorized users are allowed to delete pages.

Page revision history

Version Date Modified Size Author Changes ... Change note
19 20-May-2022 16:03 17 KB Administrator to previous
18 05-May-2022 18:30 17 KB Administrator to previous | to last
17 05-May-2022 18:09 17 KB Administrator to previous | to last
16 05-May-2022 18:06 17 KB Administrator to previous | to last
15 09-Sep-2021 17:23 12 KB Administrator to previous | to last
14 26-Apr-2021 10:50 12 KB Administrator to previous | to last
13 26-Apr-2021 10:45 9 KB Administrator to previous | to last
12 26-Apr-2021 10:45 9 KB Administrator to previous | to last
11 26-Apr-2021 10:45 9 KB Administrator to previous | to last
10 26-Apr-2021 10:45 9 KB Administrator to previous | to last
9 26-Apr-2021 10:45 9 KB Administrator to previous | to last
8 26-Apr-2021 10:45 9 KB Administrator to previous | to last
7 26-Apr-2021 10:45 9 KB Administrator to previous | to last
6 26-Apr-2021 10:45 9 KB Administrator to previous | to last
5 26-Apr-2021 10:45 9 KB Administrator to previous | to last
4 26-Apr-2021 10:45 9 KB Administrator to previous | to last
3 26-Apr-2021 10:45 4 KB Administrator to previous | to last
2 26-Apr-2021 10:45 4 KB Administrator to previous | to last
1 26-Apr-2021 10:45 4 KB UnknownAuthor to last

Page References

Incoming links Outgoing links

Version management

Difference between version and

At line 164 changed 3 lines
!!Shivs
The Alchemy 4 science allows you to rob __Shivs__ in Sarcophagus, if there is a free slot in hero`s bag.
Using __Shivs__ allows to make better basic parameters of some artefacts in the Runemaster window. To do this, it is enough to put the Artefact and the suitable __Shiv__ in the Runemaster window. If the basic parameter of the Artefact and improving by the __Shiv__ parameter are suitable, you will see below the information about chance of successful rite. When clicking the button `Perform the rite` you will see a confirmation window. If the rite is successful, the __Shiv__ will disappear and the basic parameter of the Artefact will increase by the corresponding amount. If the rite fails, the __Shiv__ will disappear and the sharpening level of the Artefact`s basic parameter will decrease to the nearest non-combustible level. \\ Example: There is an Artefact that has +36% Army Strength parameter and the __Shiv__ that has +1% Army Strength parameter in the Runemaster window. If the rite (sharpening) is successful, you will get the Artefact that has +36% and bonus __Sharpened by +1%__ (in total 37% Attack)/ \\
!!Enchanments
The Alchemy 4 science allows you to rob __Enchantments__ in Sarcophagus, if there is a free slot in hero`s bag.
Using __Enchantments__ allows to make better one or more basic parameters of artefacts in the Runemaster window. To do this, it is enough to put the Artefact and the suitable __Enchantment__ in the Runemaster window. If the basic parameter of the Artefact and improving by the __Enchantment__ parameter are suitable, you will see below the information about chance of successful rite. When clicking the button `Perform the rite` you will see a confirmation window. If the rite is successful, the __Enchantment__ will disappear and the basic parameter of the Artefact will increase by the corresponding amount. If the rite fails, the __Enchantment__ will disappear and the enchanting level of the Artefact`s basic parameter will decrease to the nearest non-combustible level. \\ Example: There is an Artefact that has +36% Army Strength parameter and the __Shiv__ that has +1% Army Strength parameter in the Runemaster window. If the rite (sharpening) is successful, you will get the Artefact that has +36% and bonus __Sharpened by +1%__ (in total 37% Attack)/ \\
At line 168 changed one line
An artefact that has been sharpened before can be sharpened again. The higher artefact is already sharpened the less chance it will be sharpened successfully in the future. Each parameter can be sharpened up to a certain value above which it is no longer possible to sharpen.
An artefact that has been enchanted before can be enchanted again. The higher artefact is already enchanted the less chance it will be enchanted successfully in the future. Each parameter can be enchanted to a certain value above which it is no longer possible to enchant.
At line 170 changed one line
When sharpening the Artefact, there are so called `non-combustible` levels. If such level has been reached or the Artefact has been improved above the level, then the next unsuccessful attempt to sharpen the basic parameter of the Artefact will decrease to the nearest such level.\\
When enchanting the Artefact, there are so called `non-combustible` levels. If such level has been reached or the Artefact has been improved above the level, then the next unsuccessful attempt to enchant the basic parameter of the Artefact will decrease to the nearest such level.\\
At line 172 changed 5 lines
__Shivs__ for Army Strength improves the basic parameter of the Artefact by up to +25%. At the same time, non-combustible levels are at levels of +5%, +10%, +15%, +20%. \\
If the Artefact 36% Army Strength has already been sharpened by 4% (40% in total) and the next sharpening fails, then the player will get the Artefact +36%. \\
If the Artefact 36% has already been sharpened by 7% (43% in total) and the next sharpening fails, then the player will get the Artefact 36%+5% (41% in total), so the sharpening level will decrease to the nearest non-combustible level +5%. \\
!!Shiv levels
__Shivs__ can be from level 1 to level 5. The higher level is, the more bonus it will give, in case of a successful rite.
__Enchantment__ for Army Strength improves the basic parameter of the Artefact by up to +25%. At the same time, non-combustible levels are at levels of +5%, +10%, +15%, +20%. \\
If the Artefact 36% Army Strength has already been enchanted by 4% (40% in total) and the next enchantment fails, then the player will get the Artefact +36%. \\
If the Artefact 36% has already been enchanted by 7% (43% in total) and the next enchanting fails, then the player will get the Artefact 36%+5% (41% in total), so the enchanting level will decrease to the nearest non-combustible level +5%. \\
!!__Enchantment__ levels
__Enchantments__ can be from level 1 to level 5. The higher level is, the more bonus it will give, in case of a successful rite.
At line 178 changed 4 lines
__Shiv__ of the 1 lvl. by +1% Army Strength improves the Artefact 36% up to 37% in total for 1 rite, \\__Shiv__ of the 5 lvl. by +5% Army Strength improves the Artefact 36% up to 41% in total. \\
!!Perfect Shivs
Every __Shiv__ can be standard or perfect.
Perfect __Shiv__ always provides the chance of successful sharpening 100%, regardless of the existing level of sharpening of the Artifact on which it is applied. \\
__Enchantment__ of the 1 lvl. by +1% Army Strength improves the Artefact 36% up to 37% in total for 1 rite, \\__Enchantment__ of the 5 lvl. by +5% Army Strength improves the Artefact 36% up to 41% in total. \\
!!Perfect Enchantments
Every __Enchantment__ can be standard or perfect.
Perfect __Enchantment__ always provides the chance of successful enchanting 100%, regardless of the existing level of enchanting of the Artifact on which it is applied. \\
At line 184 changed one line
| __Name__ |__Icon__ |__Available levels__|__Non-combustible levels of Shivs\\ (the last one is of the maximum value)__ | __Shiv properties__
| __Name__ |__Icon__ |__Available levels__|__Non-combustible levels of Enchantments\\ (the last one is of the maximum value)__ | __Enchantment properties__
At line 200 changed one line
|Maximum defence suppression| [enemmaxdef.png] |1-3| 4, 7, __10__ | Decreases the parameter Enemy`s Maximum defence limit
|Maximum defence suppression| [{Image src='enemmaxdef.png' align='left'}] |1-3| 4, 7, __10__ | Decreases the parameter Enemy`s Maximum defence limit