Any chance of posting a screenshot of the combined shard? Did it read something like this:
Ethereal Earth Escalation: This shard has been imbued with the energy of Ethereal Earth Escalation
Balance of Land and Sky: This item has been imbued with the power of Balance of Land and Sky
Garth
Garth 20/ftr (Kensei) Haeson 20/clr Cairis 12/ftr 6/rgr 2/rog Xortan 20/wiz
Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)
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Just thinking a little here, based on Shade's comments above.
We have 6 pure element/energy paths that are easy to upgrade.
We have 8 quasi-elemental paths which require another step, but follow the same path (Aspect of Mineral to Mineral).
Then, we have 4 para-elementals that should also require 2 shards, but should also follow the same path.
Finally, we have 3 special para-elemental/para-energy combos that do not exist in D&D planar lore, Tempered, Balance, Stalemate.
These specials are just that, special. And I think we need to look at what they are before upgrading.
Balance of Land and Sky = Air + Earth.
Tempered = Fire + Water.
Existential = Positive + Negative. Which we have already seen upgraded with Pos+Neg to = Concordant Opposition. That makes sense because there are no other energies to add to the Stalemate.
But, "Balance" and "Tempered" are elemental combos. To achieve greater Balance, it follows that you need to add the other elements. Perhaps, Balance + Tempered = Balance II (some sort of Total Elemental Harmony). The question arises whether Tempered could be similarly upgraded to Balance II by adding Tempered + Balance.
And as Shade suggested, Tempered could be an easy path to Tempered II by adding a Tempered Shard (more Fire and Water), under the logic that tempered metals can be improved by continuing the process.
Hopefully, but since it's one of the 3 weird ones I'm not really confident in that guess.
I think since existensial stalemate was always just a description of what it does and had no real powers it was easy - just add more stalemate, that worked and changed it into coconrdant oposition - making that useless effect now useful. Altho at the same time I have a small feeling that thats not it, and you can somehow make it even better, thats probably not right tho..
However tempered and balance both have already useful things for there actaul effect name.. Tempered giving more durability and hardness, and balance adding +3 saves/ac. Thus they might be both be difficult and more interesting - I mean the final upgrade probably will improve upon these efects by removing/upgrading them to higher levels. As such I think they might even need 3 supreme shards of power!
Balance of everything heh.. Pos + neg, air + earth and fire + water = Balance of land and sky removed and changed to: Ultimate Elemental balance = +6 resistance to saves +6 deflection AC - incredibly expensive and time consuming, but an extremely powerful effect as the reward.
Tempered might infact need something more difficult as well as its powerup could be equally as impressive. Further durability and hardness increase, material change to Adamantine and vorpal ability added (perhaps banishing for blunt weapons).. Could be a 3 supreme shard upgrade as well.
All other things are "Aspect Of" upgrades and none offer effects based on the aspect, but rather gain other effects in addition to the aspect description.. So they should be straighforward upgrades. Since they can just leave Aspect of mineral on there and it doesn't matter..
I mean it could sorta make sense..
6 Single supreme shard upgrades
13 Double supreme shard upgrades
2 Triple supreme shard upgrades
Well I got some feedback on this from Eladrin , it appears that the "special" advancement paths are occasionally slightly more complicated than the para- or quasi-elemental combinations.
Last edited by Raidon; 03-06-2008 at 12:15 PM.
So I created +5 will save (Pos) and Improved HP Regen (Pos) goggles. This was actually a mistake but either way the HP regen is not working. It should be 1hp every 30 seconds, yet I have been standing in vale for 10 min with a help ticket and have not regained 1 HP. Does anyone know if this ability is bugged or there is a way to fix items that have been upgraded but are not working properly? Any help would be cool.
In Game- Hsc, Malcis, ESD, Narsfilth, Nashnarlar, Axeslar, Darksilence, Nullnvoid, Norvex, Takanobu, Warzerk, Harshnarlar, Antibio, Zintarnarlar, Zorest, Axenroses and Intherear Originally Posted by kaidendager "I find a larger flaw with gathering data from dissatisfied customers and forcing proposed changes on a satisfied player base"
It is not bugged.
It functions as positive healing energy, so you must have as least 100% posistive healing or it will not function.
Let me guess, you are a warforged. You can get it to work, but it is very difficult for warforged... As 1 - 50% = 0.5 .. round down for the healing you get.. so 0 per tic.
Garth 20/ftr (Kensei) Haeson 20/clr Cairis 12/ftr 6/rgr 2/rog Xortan 20/wiz
Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)
As you are not a WF I'm wondering why it is not working. are you cursed? Are you wearing demonic items? Are you wearing/holding anything that would give you negative levels?
Beyond that the only thing I can think is post your log. You'll probably have to use a quest timer to prove what you've stated (time wise) as I don't know if there is a clock function other wise in the game.
Unfortunately no. The regeneration mechanic for this item works like clerical healing, it is based off positive energy. Thus, if you are warforged and you do not have 100% healing from clerical magic via enhancements/items, the regeneration will not work for you.
Do you have anything that would decrease clerical healing towards you that you are wearing, or any other effects? Otherwise may be a bug, not sure.
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