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Created by Guest
Created on May 22, 2024

230 GS Resource Revamp - Community Theorycraft Project

Greetings Devpeoples,

Here is a community theory crafted exercise around taking the existing 230 Gear Score POI Resources and changing their stats, adding / expanding their uses, including new processes and classifications.
The purpose of this is to propose a larger degree of feedback focused around specific elements, in this case, the 230 GS Resources, in order to bring these materials into a desirable category, to make going and seeking these resources a purposeful task, and giving value to the scarce quantity of them. Part of this is to add some consumability to them, so players have a reason to seek them out.

At certain points we have altered existing things to balance around new resource values and processes. We delved into the Faerie Lore of certain elements to bring things into a thematic sense (Britomart being an almost undefeated enduring Knight, from the Faerie Queen epic poem, for instance). We also made some proposed changes to existing recipes.

Edit: We have updated several of the materials statistics here to better reflect the games statistical environment post v0.3 update.

Materials Changes:

New Stat:

Physical Resistance
Reduces physical damage taken.

Fibres:

Britomart’s Locks
Stats become:
Injury Resistance 10%
Physical Resistance 10% (value uncertain due to potential power of such a stat)

Grendel Druid Thread
Stats become:
Magick 30
Maximum Stamina 15

Luminous Spores
Stats become:
Magick 30
Maximum Health 15
Luminous (Items crafted using this fibre cause the character to have a very slight glow. Non-stacking.)

Weald Bear
Stats become (T1/T2/T3):
Durability 10/15/20
Physical Resistance 2.5%/5%/7.5% (value uncertain due to potential power of such a stat)

Gems:

Spyglasses:
All Spyglasses -should- require the Lens refined item, not molded glass.

New Statistic:
Magnification %
The bigger the value, the greater the “view” distance when used in vision devices as Lenses, such as the Spyglasses. Add this statistic to the majority of gems.

Pandora’s Purity
Has mid-range Magnification (not best in class).
Other stats become:
Health Regeneration (/m) 30
Poison Resistance 15%
Pure Sight - Lenses made from this Gem allow you to see through obstructions, such as Fog and Poison clouds.

Abalonite
Stats become:
Poison Damage 25%
Movement Speed 1.5%
Stamina Regeneration (/s) 1.5

Awenite
Stats become:
Fire Damage 25%
Fire Resistance 15%
Environmental Resistance 15%

Losrewn
Stats become:
Ice Damage 25%
Ice Resistance 15%
Injury Resistance 15%

Spyrys Obsidian
Stats become:
Lightning Damage 25%
Maleficium Resistance 15%
Stealth Rating 30%

Petrified Ichor
T1 / T2 / T3 Stats become:
+15 / +20 / +25 Magick Power
+5% / +10% / +15% Maleficium Damage
+5% / +7.5% / +10% Maleficium Resistance

Fossilised Ichor
T1 / T2 / T3 Stats become:
+20 / +25 / +30 Magick
+5% / +15% / +25% Maleficium Damage
+7.5% / +10% / +12.5% Maleficium Resistance
+0.5 / +1 / +1.5 Stamina Regeneration (/s)

This gives each of these gems a use in crafting for magickal damage and towards gearing up to complement specific damage types, rather than just “ranged”. It allows further depth in build styles and crafts.

Ores:

Bound Metals:
Create a new Category of metals, in the style of Precious, Alloy, etc.
All metals dropped by the Bound should be in this category.

Fae Metals:
Create a new Category of metals, in the style of Precious, Alloy.
Fae Metals are rare Faerie touched metals.
Fae Metals Include:
Einaidia
Titan’s Fingernail
Pellucidic

Interestingly, these 3 are spread across all 3 biomes (1 each), and all 3 main damage types (ranged / melee / magick), and all are suitably mystically Fae.
The category creation should be quite simple, and can be expanded nicely in the future.

Einaidia:
Stats become:
Ranged Damage 30%
Stealth Rating 50%

This metal is too good currently, being best in class for ranged damage, tied for best on movement, best in stealth, and 2nd best in dura. Plus it’s -so proliferate-, you can get up to 7x Einaidia pillars on a single realm.

New Objects / Items:

Faeric Resonator
Augment.
Crafted using Sync Lotus, Fae Metal Engine, Focal Shard
Provides Fae Touched Augment Buff to nearby Workbench.
Fae Touched:
Crafted Ranged Weapons gain Silent Shot.

Silent Shot Effect:
Shots made have dramatically reduced noise when fired.

Crude Creature Lure
Buildable item – requires Sync Lotus
Fae Machine that emits an effect that draws creatures toward it within a radius, plus allowing special baits to be “consumed” (like playing a realm card in transmuter), to release a special effect.

Bait

Multiple types of Bait, used both to “fuel” the Crude Creature Lure, and in fishing. Is consumed when used. Has both “simple” early/cheap baits to craft, and rarer “special” baits using special resources.
Bait can be crafted in batches, so multiple bait per craft.

Simple Bait (Predator):
Required Prey meat to craft.
Draws Predator creatures toward it within a radius.
In Fishing:
Used to give a minor fishing rating boost.

Simple Bait (Prey):
Requires raw edible plants to craft.
Draws Prey creatures toward it within a radius.

Fabled Bait:
Requires Carnute Ichor to craft.
In Creature Lure:
Draws a Fabled creature on the map toward it.
If multiple fabled, higher chance to draw the closest.
In Fishing:
Used to catch extremely rare Fabled fish at a higher chance.

Irresistible Bait:
Requires Dulcet Lapis to craft.
In Creature Lure:
Draws all creatures towards it in a larger radius. Creatures approach faster.
In Fishing:
Used to catch higher tier fish (non-fabled) more frequently.

Poisoned Bait:
Requires Hoe Flies to craft.
In Creature Lure: Draws Prey creatures towards it in a radius. Once creatures are close, they fall asleep and have reduced awareness.
In Fishing:
Reduces the fight fish provide when being reeled in.

Savage Bait:
Requires Bound Ichor to craft.
In Creature Lure:
Draws Predator creatures towards it within a radius. Once creatures are close, they become savage, aggressively attacking everything around them as if an enemy (including own pack).
In Fishing:
Used to catch rare aggressive kinds of aquatics?

New/Changed Weapons:

Grenade Satchels
Grenades become Consumable single use items, you throw them, they explode. Recipe instead is treated like Ammunition, crafting in batches, and the same Minor Cards that increase ammunition crafting quantity also increase Grenade quantity.
Base Craft Quantity: 10 per craft cycle
Bonus Minor Card Craft (Industry): 20 per craft cycle

Recipe Changes:
Simple – Glass, Crude Gunpowder, Twine
Refined – Ingot, Gunpowder, Wick
Excellent – Reservoir, Gunpowder, Wick
Prodigious – Steel Reservoir, Gunpowder, Wick

Magickal Grenades
Grenades that do various additional damage types in an AoE (fire sets them on fire to separate from normal explosive grenades). As with normal grenades,
Base Craft Quantity: 5 per craft cycle
Bonus Minor Card Craft (Industry): 10 per craft cycle

Incendiary – Fire, sets everything on fire in the area, DoT
Freezing – Ice, debuffs everything in the area (slower movement/attack)
Thunderous – Lightning, stuns/staggers/knockbacks everything in the area
Toxic – Poison, poisons everything in the area, DoT
Miasmic – Maleficium, debuffs everything in the area (reduced damage)

Each grenade has 3 tiers, like the normal explosive grenade, skipping simple. Increases damage and radius as expected.
Crafting the grenades requires:

Refined:
Incendiary - Precious Metal Ingot, Gunpowder, Wick, Raw Ruby
Freezing - Precious Metal Ingot, Gunpowder, Wick, Raw Diamond
Thunderous - Precious Metal Ingot, Gunpowder, Wick, Raw Amber
Toxic - Precious Metal Ingot, Gunpowder, Wick, Raw Emerald
Miasmic - Bound Metal Ingot, Gunpowder, Wick, Bound Ichor

Excellent:
Incendiary - Precious Metal Reservoir, Gunpowder, Wick, Powdered Ruby
Freezing - Precious Metal Reservoir, Gunpowder, Wick, Powdered Diamond
Thunderous - Precious Metal Reservoir, Gunpowder, Wick, Powdered Amber
Toxic - Precious Metal Reservoir, Gunpowder, Wick, Powdered Emerald
Miasmic - Bound Metal Reservoir, Gunpowder, Wick, Powdered Petrified Ichor

Prodigious:
Incendiary - Fae Metal Reservoir, Gunpowder, Wick, Powdered Awenite
Freezing - Fae Metal Reservoir, Gunpowder, Wick, Powdered Losrewn
Thunderous - Fae Metal Reservoir, Gunpowder, Wick, Powdered Spyrys Obsidian
Toxic - Fae Metal Reservoir, Gunpowder, Wick, Powdered Abalonite
Miasmic - Bound Metal Reservoir, Gunpowder, Wick, Powdered Fossilised Ichor

Tier 2 Elemental Ammunition:
Next tier up of Fire/Ice/Lightning/Poison ammo.

Incendiary creates a small explosive radius on the impact.
Freezing applies stacking debuff on the target to move/attack speeds.
Thunderous sends out a chain lightning affect near the target point, stunning a small number of creatures for a short duration.
Toxic creates a small toxic cloud on impact, high poison tick.

Crafting requires:

Incendiary - Fae Metal Ingot, Gunpowder, Focal Shard Ruby, Powdered Star Ruby
Freezing - Fae Metal Ingot, Gunpowder, Focal Shard Diamond, Powdered Star Ruby
Thunderous - Fae Metal Ingot, Gunpowder, Focal Shard Amber, Powdered Star Ruby
Toxic - Fae Metal Ingot, Gunpowder, Focal Shard Emerald, Powdered Star Ruby
See Ore section for Fae Metals

Thank you for reading 😊

Contributors:
Iceheart, Kahz, Katari, Kaxorian, Phylon, Shrike

Category Tags Crafting, Resources, POIs, Realm Travel, Combat
Mode Both Online & Offline
Sentiment Feature Request
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  • Guest
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    Jun 17, 2024

    Since the v0.3 Update added Tier'd Bound materials, and changed some values for things resulting in much higher statistics from Apex vault materials, we have updated the values for the materials suggested here to better reflect the rarity and usefulness of the materials when compared to existing ones.

    Kind Regards,

    - Kahz