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EQL Radiant Titanite of Pure Sight

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Anonymous
March 7, 2005 7:21:17 PM

Archived from groups: alt.games.everquest (More info?)

Radiant Titanite of Pure Sight
MAGIC ITEM ATTUNEABLE AUGMENTATION
This Augmentation fits in slot types: 7, 8, 12
Effect: Faerune (Worn)
Regeneration: +3

Restrictions -
Slot: CHEST
Recommended Level of 65
Class: ALL
Race: ALL
---
Ingredients:
Step 1.
Radiant Cut Titanite = Titanite + gem cutter + Fine Hydroabrasive in jeweler's kit,
collapsible jeweler's kit

Step 2.
Radiant Titanite of Minor Sight = Dihedral Burin + Mark of Sight + Radiant Cut Titanite +
Reduced Amber Resin + Treanic Acid in medicine bag, foldable medicine bag, mortar and
pestle, marble mortar and pestle, collapsible mortar and pestle

Step 3.
Radiant Titanite of Pure Sight = Radiant Titanite of Minor Sight + Black Gold Inlay in
medicine bag, foldable medicine bag, mortar and pestle, marble mortar and pestle,
collapsible mortar and pestle
---
Rare OOW drops:
Trean Flys (tradeable, anywhere from 2.5-80k)
Titanite (tradeable, 65k)
---
Trivials:
62 Alchemy or Poison (Reduced Amber Resin)
151 Alchemy or Poison (Treanic Acid)
327 Smithing (Black Gold Inlay)
351 Jewelry (Radiant Cut Titanite)
UNKNOWN (Radiant Titanite of Minor Sight, Radiant Titanite of Pure Sight)
---
QUESTIONS:

Not being a tradeskiller, I know not what I ask. But I'll ask anyway.

Is this thing as much of a PITA to obtain as it sounds?

Are those sky-high combines reason for pause?

Best regards,

Tim ==
(substitute 'tcsys.com' for 'nospam.co.uk')
_________________

Seeq Endestroi
Paladin of Mithanial Marr, The Rathe
http://www.magelo.com/eq_view_profile.html?num=507035

Grave Wisdom / Grave Intentions - a Rathe Guild
http://www.gravewisdom.com
Anonymous
March 7, 2005 8:02:23 PM

Archived from groups: alt.games.everquest (More info?)

<seeq@nospam.co.uk> wrote:
> Radiant Titanite of Pure Sight
> MAGIC ITEM ATTUNEABLE AUGMENTATION
> This Augmentation fits in slot types: 7, 8, 12
> Effect: Faerune (Worn)
> Regeneration: +3
>
> Restrictions -
> Slot: CHEST
> Recommended Level of 65
> Class: ALL
> Race: ALL
> ---
> Ingredients:
> Step 1.
> Radiant Cut Titanite = Titanite + gem cutter + Fine Hydroabrasive in jeweler's kit,
> collapsible jeweler's kit
>
> Step 2.
> Radiant Titanite of Minor Sight = Dihedral Burin + Mark of Sight + Radiant Cut Titanite +
> Reduced Amber Resin + Treanic Acid in medicine bag, foldable medicine bag, mortar and
> pestle, marble mortar and pestle, collapsible mortar and pestle
>
> Step 3.
> Radiant Titanite of Pure Sight = Radiant Titanite of Minor Sight + Black Gold Inlay in
> medicine bag, foldable medicine bag, mortar and pestle, marble mortar and pestle,
> collapsible mortar and pestle
> ---
> Rare OOW drops:
> Trean Flys (tradeable, anywhere from 2.5-80k)
> Titanite (tradeable, 65k)
> ---
> Trivials:
> 62 Alchemy or Poison (Reduced Amber Resin)
> 151 Alchemy or Poison (Treanic Acid)
> 327 Smithing (Black Gold Inlay)
> 351 Jewelry (Radiant Cut Titanite)
> UNKNOWN (Radiant Titanite of Minor Sight, Radiant Titanite of Pure Sight)
> ---
> QUESTIONS:
>
> Not being a tradeskiller, I know not what I ask. But I'll ask anyway.
>
> Is this thing as much of a PITA to obtain as it sounds?

Yes.

> Are those sky-high combines reason for pause?

Not in the slightest. Reason for cursing on a failure? Sure. =)
Anonymous
March 7, 2005 9:12:16 PM

Archived from groups: alt.games.everquest (More info?)

On Mon, 07 Mar 2005 17:02:23 -0600, Faned <faned@wyld.qx.net> wrote:
>> Are those sky-high combines reason for pause?

>Not in the slightest. Reason for cursing on a failure? Sure. =)

Um, I know this is a loaded question, but how likely is failure? Or rather, what is
necessary to minimize the chance of failure? Are all items lost when a combine fails?
Anonymous
March 8, 2005 4:19:17 AM

Archived from groups: alt.games.everquest (More info?)

Seeq Endestroi wrote:
<snip>
> ---
> QUESTIONS:
>
> Not being a tradeskiller, I know not what I ask. But I'll ask anyway.
>
> Is this thing as much of a PITA to obtain as it sounds?
>
> Are those sky-high combines reason for pause?
>
> Best regards,
>
> Tim ==
> (substitute 'tcsys.com' for 'nospam.co.uk')
> _________________
>
> Seeq Endestroi
> Paladin of Mithanial Marr, The Rathe
> http://www.magelo.com/eq_view_profile.html?num=507035
>
> Grave Wisdom / Grave Intentions - a Rathe Guild
> http://www.gravewisdom.com

Short answer is yes, the augs are a major PITA.

Maybe the RNG just hates me, but I had a horrible failure rate on them
in spite of my tradeskills being as high as they possibly could be, and
having the appropriate trophy equipped for the small skill mod. This was
before the tradeskill caps were raised, mind you, so it might not be
quite as painful now.
Anonymous
March 8, 2005 6:02:21 AM

Archived from groups: alt.games.everquest (More info?)

Seeq Endestroi <seeq@nospam.co.uk> writes:
> Um, I know this is a loaded question, but how likely is failure? Or
> rather, what is necessary to minimize the chance of failure? Are all
> items lost when a combine fails?

The chance of failure depends on the "trivial level" you showed,
and your tradeskill level. You can increase the latter by training
on cheaper stuff, though getting it past 200 generally takes a lot
of effort. You can also get a Geerlok for that tradeskill, which
will add 5% to your skill (e.g., turning 240 into 252 skill).

There are formulas known (or at least educatedly guessed) for the
chance of success; you should poke around www.eqtraders.com for
details.

Your chance of improving your skill through practice depends on
(a) whether you succeed or fail on the practice item and (b) the
higher of WIS or INT. (Some tradeskills can also use STR or DEX
if higher, but not the tradeskills you're looking at.) But WIS/INT
does not have any effect on whether you succeed or failure.

-- Don.

---------------------------------------------------------------------
-- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
--
-- Sukrasisx, Monk 52 on E. Marr Note: If you reply by mail,
-- Terrwini, Druid 49 on E. Marr I'll get to it sooner if you
-- Wizbeau, Wizard 36 on E. Marr remove the "hyphen n s"
-- http://www.iCynic.com/~don
Anonymous
March 8, 2005 6:40:31 PM

Archived from groups: alt.games.everquest (More info?)

Seeq Endestroi <seeq@nospam.co.uk> wrote in
news:4drp21l3ac6q05surdt67bc4a44ohf721j@4ax.com:

> On Mon, 07 Mar 2005 17:02:23 -0600, Faned <faned@wyld.qx.net> wrote:
>>> Are those sky-high combines reason for pause?
>
>>Not in the slightest. Reason for cursing on a failure? Sure. =)
>
> Um, I know this is a loaded question, but how likely is failure? Or
> rather, what is necessary to minimize the chance of failure? Are all
> items lost when a combine fails?
>

Find someone with 300 Alchemy or Poisonmaking, and the best tradeskill
enhancement item for that skill (probably alchemy, with the pouch off the
alchemist in Grieg's End), make sure they have Salvage 3 and alchemy or
poison master 3. Do the same for the blacksmithing part, 300 smithing, +
15% mod item, and salvage 3 and smithing mastery 3, and the same for the
JC part, 300 JC, +5% (I don't know of better) item, and salvage 3 and JC
mastery 3.

That will give you the best chance at success. The odds are still not
great with that many combines at high levels, depending on what is
returned by a failure. For the final combine, I know the gem is not
normally returned, having failed a lower level one for someone.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 27 Dwarven Mystic, 23 Sage
Aviv, 15 Gnome Brawler, 28 Provisioner
Anonymous
March 8, 2005 6:42:26 PM

Archived from groups: alt.games.everquest (More info?)

Don Woods <don-ns@iCynic.com> wrote in news:7wy8cyn8lf.fsf@ca.icynic.com:

> Seeq Endestroi <seeq@nospam.co.uk> writes:
>> Um, I know this is a loaded question, but how likely is failure? Or
>> rather, what is necessary to minimize the chance of failure? Are all
>> items lost when a combine fails?
>
> The chance of failure depends on the "trivial level" you showed,
> and your tradeskill level. You can increase the latter by training
> on cheaper stuff, though getting it past 200 generally takes a lot
> of effort. You can also get a Geerlok for that tradeskill, which
> will add 5% to your skill (e.g., turning 240 into 252 skill).

Tradeskill caps are now 300 keep in mind, not 252 (modified). Also, as I
stated in my earlier post, make sure the people in question have the
relevant tradeskill AAs Mastery 3, and Salvage 3. Salvage gives a chance
of recovering components even on a failed combine. Salvage 1 has already
saved me over 30k plat.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 27 Dwarven Mystic, 23 Sage
Aviv, 15 Gnome Brawler, 28 Provisioner
!