Shard

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Mysterious Crystal Shard

The mysterious shard of some unknown crystal hums with energy. Using it on a piece of equipment will grant the item to magical modifications.

Shards are essentially permanent weapon enchantments that have their own category and stack with school based weapon enchantments (i.e. holy weapon, enchant weapon, etc), as well as weapon modifiers (magic weapons found by drop chance). The strength of the random enchantments provided by a shard are dependent on the item level of the equipment in question. A lvl 200 sword dropped from a high level mob will have much stronger random enchantments when a shard is used than, say, a lvl 20 weapon.




Minor Shard


This mysterious shard will imbue a piece of mundane equipment with one(1) or two(2) magical modifications. Enchanting the minor shard to a mundane equipment:


Bonus:

+ Equipment is Indestructible.

+ Defense/offense rating bonus.

+ Random bonus on Resistance.

Minor Shard.jpg



Major Shard


This mysterious shard of some unknown crystal hums with energy. Using it on a piece of equipment will grant the item three(3) to six(6) magical modifications.


Bonus:

+ Equipment is indestructible.

+ Defense/offense rating.

+ Base damage

+ Magical resistance.

+ Random Bonus on Stat (Might, Agility, Aim, Health, Vigor, etc)

+ Random bonus on Resistance.

Major Shard.jpg



Shard of Empowerment


This mysterious shard of some unknown crystal will add a magical modification to a piece of equipment is already powerfully enhanced.

Shard Of Empowerment.jpg



Augmenting Shard


This mysterious shard of some unknown crystal will add a second magical modification to a piece of equipment that only has one.
Augmenting Shard.jpg



Draining Shard


This mysterious shard of an unknown crystal will drain away all magical modifications on an item.

Draining Shard.jpg



Instilling Shard


This mysterious shard of some unknown crystal hums with energy. Using it on a piece of magical equipment will instill the existing modifications with randomized new values.

  • It rerolls existing mods between their minimum and maximum values based on ilvl.
  • It does not 'keep' bonuses from weighted shards like heartstones.

This shard drops in the Desert

Instilling Shard.jpg



Shards of Improvement


This mysterious shard of some unknown crystal will add a third magical modification to a piece of equipment that has two, upgrading its classification from weak to strong.

  • It will add one mod to an item that has two mods, thereby upgrading it from 'weak' to 'strong' where shards are concerned.
  • This shard can only add modifications to items that currently have two.

This shard drops in the Desert'

Shards of Improvement.jpg



Shards of Disturbance


This mysterious Shard of some unknown crystal will disturb the modifications on a weak magical item, changing their nature.

  • The first rerolls a weak magical item's mods to different types and values. The result will have 1 to 2 mods.
  • The second rerolls a strong magical item's mods to different types and values. The result will have 3 to 6 mods.
  • This shard can only change the modifications on a weak magical item.

This shard drops in the Desert

Shards of Disturbance.jpg



Shards of Disruption


This mysterious Shard of some unknown crystal hums with energy. It will disrupt the magical modifications in a powerful item and change their nature.

  • The first rerolls a weak magical item's mods to different types and values. The result will have 1 to 2 mods.
  • The second rerolls a strong magical item's mods to different types and values. The result will have 3 to 6 mods.

This shard drops in the Desert

Shards of Disruption.jpg



Heartstones as Major Shard


Heartstones can now be used as Major Shards that apply extra weighting and power to certain mods. For example, a red heartstone makes Fire Resistance and Health more likely to roll, and if they do roll, they'll be stronger. This effect improves both the minimum and maximum range a mod can roll. This effect cannot add mods an item can't normally get.


Heartstone Shard # Element Effect Stats Bonus
Red + Fire Resistance & Fire Damage + Health
Blue + Cold Resistance & Cold Damage + Mana
Green + Acid Resistance & Acid Damage + Vigor
Sky + Shock Resistance & Shock Damage + Offense
Rheartstone.png


NOTES/Tips

SHARDS You can now obtain a shard one tier higher for some of the previous shard, using a shard fusing device. You can also split a shard into some of the next lower tier, using a shard shattering device. Both devices are available for purchase as guild hall upgrades. The efficiency of the devices depends on the quality of the hall. The lowest quality halls can fuse 8 into 1 of the higher tier and shatter 1 into 2 of the lower tier. The highest quality halls can fuse 4 into 1 of the higher tier and shatter 1 into 4 of the lower tier.

Minor > Augmentation > Improvement > Major > Disturbance > Disruption > Draining > Instilling > Empowerment

Heartstone shards have been upgraded from weighted Majors to weighted Disturbance shards. What this means is that instead of 3-6 mods, they will generate 1-2. However, there are two buffs. First, their effects have been improved: their weighted mods can be stronger now. Second, they don't require a draining shard to use repeatedly. They will reroll over items with 1-2 mods like a Shard of Disturbance. The new item creation path with these (instead of heartstone, drain, heartstone, drain, etc), goes like this:

Unlike normal shards, with heartstones you can't rely on Instilling Shards to fine-tune rolls on your item. The boosted mod that heartstones give will be reduced to normal values if you use an Instilling Shard.

Major hearstone shards - the kind you get from beating a Prism dungeon - can now be used as Shards of Disruption. This means they will generate 3-6 mods; aka they are better heartstone shards. However, they are also used as Bond reagents, so employ sparingly.


SHARD DEVICES

By using the power of the guild hall as a forge, these offer the long-awaited ability to combine and downgrade shards as needed. Fusing rates range from 8 into 1 higher (worst) to 4 into 1 higher (best). Shattering rates from 1 into 2 lower (worst) to 1 into 4 lower (best).

Ratios:

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