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GeomancyGuideGeomancy allows you to create Earthkeys, one-shot items which unlock a single-use personalised dungeon for you and whoever else happens to be in the square when you trigger the item. Each personalized dungeon is full of a certain group of creatures, with an extra-powerful creature guarding the exit the chest and its precious heart gem. There's also a random chance of finding a Vagabond living in your earthkey, if you can manage to kill yours you'll be rewarded with some of the items it's collected. Earthkeys are created out of special beads, meats and optionally heart gems. Include them in youur workbench, use the geomancy skill - out pops a shiny "fresh from the oven" earthkey, ready for you to wander out of town, activate with a group of mates and then do battle with the forces of evil. ps. if you're wondering what happened, Rika tidied it up a little so it's a little easier to read for new players rather than having my commentary on Yuri's notes etc. Also tidied up the credits as they were starting to ramble. Experience to level<current lvl> x <current lvl> x 30 = <next level> XP per combine is currently equal to wv. Bead TypesBeads are sold at any merchant and are used to control the base depth of the earthkey, generally speaking without any gems involved each bead adds X meters to the depth, where X is the total power of the beads used. In other words 2 x glimmering beads (each has 5 power) would make the earthkey 10 meters deeper than normal. The depth formula is covered later on.
Heart Gem TypesHeart gems can only be found inside an earthkey, in the chest guarded the sentinel guards -thankfully it is possible to make an earthkey without using a heart gem though so you shouldn't worry about needing or using them at the start. Heart gems multiply the "base" depth of the earthkey by their total power, so adding a single plain heart gem would double the depth added by your beads - the bigger the gem the better the multiplier it grants you. As with beads you can use multiple gems when making an earthkey. Going into deeper earthkeys allows you to collect more powerful heart gems than you can find nearer the surface, unfortunately gem power doesn't seem to change at the same time as earthkey size, so that's why we don't have one big table. Depths with a question mark are approximate, depths without question marks have been tested and should be exact.
Ultimate Heart Gems are the largest gems found in earthkeys, even going 1,000m or more below ground wont yield a larger gem. Earthkey Depth<depth> = ((<total bead power> + 1) x (<total heart power> + 1)) + 20 Work ValueWork vales seem to relate to your magic stat (<stat>), your skill in that magic (<skill>), guild mage specification (<spec lvl>) and whether you have the token related to that magic (<token>) <work value> = <stat> x <skill> x Random(0.177->0.325) x (1 + <spec lvl> x 0.05) x (1 + <token> x 0.3) Task DiffucultyTask Difficulty <difficulty> = <number beads> x <number beads> x (<total heart power> + 1) x 1.5 Monster levelsTo determine the approximate level of the monsters in your geo, use the following formula; G = (N - 1) x 0.05 x D Where: G is the level of the monster in the Geo N is the natural level of the monster D is the depth of the Geo Special note for spirit monsters: add 1 to final result. Not sure why this is, but it just is, so do it. Please note: This formula becomes less and less reliable the deeper you go, you have been warned! The management recommends not basing any serious level calculations on this formula. Dungeon Sizes & Vagabond positionsDungeon size is affected by depth - the deeper down you go the larger the size of the earthkey. Since size and vagabond position are linked they're pretty obvious, depth is a little more tricky since you need to make a key to see what size it turns out, so we've added what we know and hope it helps you out. Depths with a question mark are approximate, depths without question marks have been tested and should be exact.
If there's a vagabond in an earthkey (it is random remember) they'll be 1/4 (25%) away from the edge of the geo, either in the SW or NE corners. For example in a 10 x 10 ... 25% of 10 = 2.5, so (0 + 2.5)= 2.5 rounds up to 3, and (10 - 2.5)= 7.5 rounds up to 8, so you'd expect to find the vagabond near either 3,3 or 8,8. The same principle applies to non-square earthkeys except you need to work out it out twice, once for each dimension, which is how we filled out the chart above. Meats & the monsters they makePretty close to a complete list
Special meats (such as revenant, sentinel, vagabond, possessed, uber etc.) create keys as per their original form. For example meat from a spider sentinel will make a spider dungeon, ghost vagabond meat makes ghost dungeons, and golem revenant meat makes golem dungeons. Spirit Minotaur and Spirit Dragons are in the Dokk/Dokk Cent family. They create ghost dungeons. Feel free to add any meats not listed. Vagabonds In DungeonsThe types of meat used to create an earthkey control not only the monsters inside, but the type of vagabond present (if any) - a certain type of meat will create a certain species of vagabond. It's worth noting that the level of the vagabond is often much lower or much higher than the regular monsters in the earthkey as their level is based on the type of creature they are, not the level of the regular monsters.
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