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Eternium Walkthrough
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11. Advanced mechanics
Eternium has deeper rabbit holes to explore, such as; how formulas are coded into the game; advantageous techniques; differences between platform versions.
First stop is Nhat's Eternium Files.
The old release notes archive also contains mechanics released by the developers.
11.1. Navigation
There are useful pointers, techniques, and abilities for moving heroes around Eternium.
The warriors leap is the only ability that can bypass inaccessible terrain. Vast distances can be crossed by casting this ability on impassable terain within range of the desired destination.
Destinations across impassable terrain can be reached with auto pathing by targeting impassable terain within range of a desired destination. For eg the boss location can be reached with one tap at the Seeds of Life stage.
This technique can also be used to determine if a warrior can leap over terrain to a desired location. Anywhere a warrior can leap to can be ran to by auto path with a tap.
Some stages have hidden paths in what looks like impassable terrain (map glitches essentially) that do not lead anywhere by foot. These can be utilised by a leaping warrior, however.
Whilst in combat with auto attack engaged a hero will pursue the previously targetted enemy until auto attack is disengaged. Selecting a new target can also prevent pursuit somewhere undesired.
11.1.1 Mobile
To continuously move in a desired direction tap and hold the screen. Sliding around the character then alters direction without stopping.
Targeting terain rather than a destination when enemies are nearby helps avoid accidentally attacking.
When maps are transitioning to or from home town the screen will register commands before loading. When trying to move this way avoid starting locations of enemies.
Narrow bridges can mess up auto pathing when too distant to a character. This includes the quest objective path arrows.
11.1.2. PC
If I end up playing the PC version I'll be able to add this section unless someone is willing to contribute prior. Some of the mobile techniques will likely have the same utility on PC.
11.2. Combat
Also referred to as agro, combat is initiated when an enemy is within site, sustains damage, or when spawning.
Enemies on some stages (such as Scartree Forest) do not immediately enter combat when spawning.
Enemies have animations when seeing a hero or sustaining damage, and when being blinded.
Combat ends when all enemies that initiated combat are killed, blinded, or out of attacking range for a period of around 20 seconds. This applies to all game characters, and is possible for one character to be in combat, but not it's opponent until triggered. Enemies timing out of combat will return to their starting positions and sight will not trigger agro until returning.
Auto attacking is initiated after casting any offensive ability (active or passive), or moving when selected in settings. The nearest enemy in range or that has aggro triggered will be targeted and pursued until killed.
Auto attack is disengaged when all enemies in combat and attack range are killed, or by moving when deselected in settings.
Smoke Screen stealth prevents sight triggered combat. Stealth is broken when using any offensive ability or damage is sustained. Mercinaries accompanionied will not stealth. DOT affects such as burns from attacks or enemy imolator auras can prevent stealth while in effect after the initial casting immunity is lost.
A spawned enemy will still enter combat with a stealthed hero automatically and pursue until timing out unless stealth is broken sooner. Basic attacks require vision, however other offensive abilities such as leap/charge do not.
How to optimize Champion Points for maximum damage?
CP distribution & DPS.
11.3. Level scaling and diminishing returns
Stats scale based on your hero and gear levels vs the enemy levels.
Quoting Schmilo directly from here, diminishing returns are one of the most common ways for developpers to avoid stacking a certain stat, and end up with a ridiculous result (as in, stacking enough armor to get "100% damage reduction", or more than 100).
The other, less elegant way, is capping that stat to a certain maximum (dodge,block, parry are capped at 95%).
The basic logic behind diminishing return for a stat is: the more you have of it, the more you need to achieve the same increase. Which leads to the conclusion: the more you have of it, the less valuable it becomes. This can be attenuated by certain things, but i'm saving this for later.
There are 2.5 types of diminishing returns in this game:
TYPE 1 : ACTUALLY DIMINISHING RETURNS
This means that the stat efficiency is not proportional to the stat score. For instance : to get 10% chance to crit at level 70, you need about 389 crit rating.
Now to get 90%, you'd expect 9 times what you need to get 10%, right? Wrong! You need 31500 crit rating to get 90% chance to crit. Affects crit chance, armor, and ability rate.
TYPE 2 : STAT BECOMING LESS EFFECTIVE BECAUSE IT'S ADDITIVE
This means, that the more you get of a certain stat, the less valuable it becomes, not because it gives less, but because being additive makes it give proportionally less.
This sentence barely makes sense, even to me (and i'm the one who wrote it), so i'm gonna give an example to illustrate: let's take power. A certain amount of power always increases the "bonus damage" by the same number. But let's take two cases:- Going from damage increased by 0% to damage increased by 100%: this means that you're going to do double damage
- Going from damage increased by 1000% to damage increased by 1100%: even though it still gave you "100% more", the result is merely a 10% increase in your damage. Because power is additive (Your_Power + bonus) and not multiplicative (Your_Power * bonus) Affects Power.
TYPE 2.5 : DIMINISHING RETURNS FROM MISLEADING DISPLAY OF INGAME STAT
As it's the case for critical damage or attack speed. When you see "+ 14,4%"atsp, it doesn't increase your atsp by 14,4%, but rather by 14,4% of your base atsp, which is 1.
Regardless of what your atsp is, 14,4% more is always gonna give you 0,144 more attacks per second. This makes it go back to type 2 diminishing returns. Affects attack speed, critical damage.
11.4. Attributes
Stats, what they mean, how they work.
Base Stats.
Damage.
Ability Rating and Alacrity.
Life on hit.
11.5. XP
Once reaching end-game the best times to farm XP are during boosted events.
How XP is Calculated.
The XP Grind.
XP formulas.
Tabulating XP.
XP class and build discussion.
11.6. Abilities
11.6.1. Bounty Hunter
Smoke Screen.
TBC...
11.6.2. Mage
TBC...
11.6.3. Warrior
Leap.
Shield Slam.
TBC...
11.7. Equipment
Max attribute values.
How to buy a CT for 2 gold!
Salvaging.
Trial gear farming data.Last edited by Keaven; 06-02-2020, 09:28 AM.
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10. Character builds
There are many competitive and functional builds for each class.
Doing all general farming from 1 class frees up inventory space, only requiring gear sets focused on climbing the ranks for other classes without need for XP or gold gain.
This post will be updated based on suggestions replied here or by pm.
10.1. Bounty Hunter
The Bounty Hunter has the highest base speed, and an inate dodge rating of 1,050.
The best class at farming from story mode by speed running for gems, gold, Gemstones, and essences all at once.
This class is capable of reaching the furthest in Trials, however is mostly suited for PC players in general.
Mobile friendly styles are also suitable for all isolated farming.
Bounty Express - gem, gold, stone, essence farming.
Stalker.
10.2 Warrior
Warriors are the most efficient at farming Trials for XP and/or MoTs with mobile and PC friendly play styles.
10.2.1. Frogger
Designed for farming only gems from story mode by leaping over obstables, avoiding/crushing mobs, defeating the boss(es), and using town portal ASAP forsaking loot.
Sets; 4 Warlord; 2 Juggernaut; 2 Bladestorm; IM; DPS jewellery.
Gear stat priorities; movement speed; ability; parry; DPS
Abilities; Frenzy, Leap, Fleet Footed
The 2 gear set bonus could be any, Juggernaut is used over warlord as most opponents don't fall below 35% health.
This build can take some practise to learn when to; proc frenzy movement bonus; fight or flight; leap and where.
Being familiar with stages from speed running with BH helps here.
When running through mobs Whirlwind can proc on parry for additional movement speed.
DW Warrior.
Shield Warrior.
XP SW.
10.3. Mage
Thanks to the GMC weapon set the mage is best suited for isolated gold/stone farming, for either mobile or PC players.
Goldstone farming.
XP ELR.Last edited by Keaven; 06-01-2020, 05:52 AM.
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7. Companions
There are 4 classes of companions, dealing negligable attack damage, chosen based on their utility abilities and passive aura effects.
Companions do not draw aggro or become injured during trials.
7.1. Warrior
Casting his Charge may stun enemies and draw aggro.
Deafening Shout draws aggro.
Armor Aura increases party armour and HP by 7%.
7.2. Healer
Casting Vortex stacks enemies in range together for maxing AoE damage.
Heal restores life to party [can someone confirm the values for this?].
Regeneration Aura boosts regeneration by 20 per level, and damage by 2% for party.
7.3. Marksman
Casting Multishot tickles enemies.
Disengage freezes enemies similar to Frost Nova.
Haste Aura boosts haste by 2% for party, as well as a 5% attack speed increase to the synergy bonus.
7.4. Mage
Casting Chain Shock tickles enemies.
Arcane Blast tickles enemies too.
Spell Haste Aura boosts party ability by 6%.
8. Equipment
TBC
9. Events
It's particularly good to farm XP during boosted events, and at end-game may be the only time worth doing it, as higher CLs come few and far between with escalating requirements.
9.1. Season
Season milestones earn useful resources and exclusive rewards. Season passes are also the best bang for your buck.
Milestones are remarkably easy to achieve.
9.2. A New Beginning (ANB)
These events are crucial to end-game, so it is vital to read the FAQ and plan ahead.
It is more important to preserve gems for these events than anything else.
9.3. War Supplies
War supply events usually occur before ANB events and reward with different combinations of gold, gemstone, and XP boosts.
The special deals are also worth checking out for spenders.
9.4. Holiday promotions
These events combine specific deals in game and some other rewards like special boosters for gold/stones/XP.Last edited by Keaven; 04-22-2020, 08:50 AM.
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6. Story mode
Story mode is arguably the most enjoyable mode of playing Eternium given the diversity of 55 stages, however lacking rewards if not speed running for gems.
It is the main source of all resources aside from high level gear (either dropped or crafted from salvaged MoTs) and XP from grinding trials.
6.1. General info
Quests are given by NPCs which apply to each stage of story mode. The total gems earnt from these is 140, in addition to other resources looted along the way.
Resources gained during stages such as gold, XP, loot, and gemstones scale up for each of the three difficulties, and scale according to hero level vs enemy level. Each difficulty is unlocked when completing the final stage of the previous.
The stage enemy level determines the min and max level of monsters faced, and loot (hero level is min, and +2 is max). This is balanced to a hero's level after completing the final stage for the first time and can be adjusted ten above or below on normal difficulty. Prior, enemy levels will scale based on stage and hero level (all the way to level 70 for the final 2 stages).
Enemy level vs hero level heavily affects the potency of atributes, so the first clear of normal stages on will get easier as a hero levels up if getting stuck.
Gemlocked chest gear level is 2 above the enemy level, however, since the last update increasing gear levels and crafting efficiency it is not worth spending gems on these at all.
1 gem is earnt twice completing any stage on each difficulty except gauntlet and training grounds, however, ☆ are still awarded. The following two completions award 2 gems each, and the final awards 4. A total of 10 gems per ☆☆☆☆☆.
This makes a grand total of 1,730 gems to be earnt from story mode per hero. This is limitless as it only costs 50 gems to delete a character, remaking and starting again.
Only 795/825☆ can be awarded from stages.
While any quest remains incomplete an annoying prompt will appear before loading another stage.
Completing quests during Act I Elderath will prevent a hero from leaving town before claiming awards.
All story mode quests can be suspended without annoying prompts by leaving a completed (main) quest unclaimed after Act 1, indicated by a gold ? over the issuing NPCs head. Quests can be resumed at any time thereafter by claiming this quest.
Reward item levels are based on either your current hero/gear level when first the quest first appears as a gold ! over the NPC, however this is of no significance as all are useful temporarily during early-game at best. Quest items will be unlocked to the hero's level when completing the quest.
Five documents of lore will drop from enemies during specific stages unless held by the current hero or stash.
TBC...
6.2. Speed Running
This part of the guide is an update on the topic Speed Running For Gems, which is now significantly out of date with improved strategy developed for much higher rewards. Essentially double the gems can be earnt with this update by unlocking item levels.
6.2.1. Goals
The primary goal of speed running is to earn gems by achieving stars on story mode missions with temporary characters as efficiently as possible. Maximum efficiency of speed running can award over 200g/h.
The benefits of high gem income scales exponentially inversely proportional to time played, allowing for quicker account wide upgrades (such as stash increasing) and a main hero of each class to be fully developed (using ANB events), as well as having enough income to socket and reforge (even temporary) gear.
People playing this way have testified to an increased longevity of gameplay, as the other (less efficient methods overall) of farming resources are more cumbersome and repetitive, relying on far fewer stages. Personally having completed over 35 runs, would argue that this is more significant than the primary goal.
The (optional) secondary goal is maximising other resources at the same time for additional efficiency. Prior to end-game this style of play can provide everything you need.
6.2.2. Hero builds
Bounty Hunters are the most suited for speed runs due to their high movement speeds and abilities.
Warriors can also be used as leap can navigate through levels quicker than a bounty hunter can sprint.
It's recommended to begin by using Bounty Hunter as it takes a while to learn stages well enough to take full advantage of a warriors leap.
Both builds are detailed later in this topic and best to familiarise with the BH before starting to read the method and strategy section of this guide.
Using incrementing numbers for speed runner names can keep track of how many speed runs have been accomplished. Adding my signature friend code will allow you to count how many runs completed since writing this portion of the guide (currently starting run XXXVI) and even work out gems earnt in that time.
Given the primary goal, gems are only spent on character development for enjoyment and/or efficiency. For eg one inventory expansion requires salvaging loot for essences 50% less frequently, slightly reducing the real time and tedium of an entire run.
Having as many character slots available for speed runners improves the efficiency of each run as abilities can be upgraded whilst completing ☆ on a hero with key abilities already fully upgraded.
6.2.3. Item unlocking
Item unlocking is reducing the level restrictions of gear or jewellery with gems so it can be used by any hero according to usual class restrictions at the unlocked level.
Items can be unlocked by a maximum of 10 levels below their current level restriction by a hero of any class. This can be done multiple times with new heroes, making it possible to have a level 1 hero equipped with max level gear (77) and jewelry (70).
The cost in gems is a function of the gap between required level to equip and current hero level as per below.
This table shows total gem costs and also gems per level to compare efficiency if chosing to use this strategy for speed running.
Levels 1 2 3 4 5 6 7 8 9 10 Gems 5 8 13 20 29 40 53 68 85 104 G/L 5 4 4.3 5 5.8 6.6 7.5 8.5 9.4 10.4
As shown the costs start to scale much higher when unlocking item levels more than 5 at a time, however, enough gems are earnt while speed running to afford this.
This can also be achieved in theory with the Master Crafter perk when crafting using a level 1 hero. Good luck with that though.
Stats scale very differently for heroes depending upon their level. As a result extremely high stats can be gained when equiping high level gear on low level heroes, dramatically decreasing the time to complete stages.
Speed running is the only known beneficiary of unlocking item levels.
5☆ on each stage and difficulty for a level 70 hero can take around ten hours of gameplay earning roughly 100g/h. The same can be achieved with a hero (starting) at level 1 using the same items in under five hours, earning over 200g/h.
This income rate is comparable to the time spent watching 45 second adds for 5 gems, but is not limited like 50 add boxes every 24 hours, and can be achieved offline.
In addition, gold, gemstone, and all other resource farming (except MoTs) becomes more efficient.
If ever deciding to try a warrior build after speed running a BH for a while their gear can be unlocked by BHs in preparation.
6.2.4. Preparation
The first thing needed is to craft a set of gear and jewellery to be used (and unlocked) during runs, ideally with max crafting mastery level (however not essential as the key items can be improved later). This may be difficult for anyone recently reaching mid-game, and is best done with some trial grinding for the needed materials.
Begin speed running with XP gear as this speeds up the process of unlocking the initial items prepared.
Once end-game is reached and the set is unlocked to level 1 (taking at least 7 runs) XP will need to be reforged off, so do not use gear that has been reforged already, unless it was reforged to XP.
The other stats to focus on in order of priority are Movement Speed (perfect of 84.4 at lvl 77 desired), Gold, and lastly DPS. Of the DPS stats, crit damage/rate are less important than in normal trial gear given the way power and haste scale up at lower levels, but should still be used a bit.
The first set of perfect jewellery desired is XP jewellery, which does not require gemstones, and also a set of gold jewellery for gold+gemstone farming from suitable stages at the end of each speed run.
The gold set need not be unlocked initially as level 70 will be reached before using.
The best single stat legendary gold/XP jewellery (without jewellery boxes) are 132.3%.
More than one box for each piece is not needed to slightly improve the end result, and is worth it for the gold set if you have them because these will be frequently used and never replaced, unless max jewellery levels increase (which has not yet happenned).
The XP only jewellery may not be used again once reaching end-game as farming XP from trials requires XP fused with DPS.
If already at end-game posessing XP fused DPS jewellery this will be sufficient to unlock.
Once end-game is reached perfect DPS jewellery can be used and unlocked. XP is reforged off fully unlocked gear and replaced with a DPS attribute to begin running by restricting level gain as much as possible to take full advantage of high scaling Movement Speed at lower hero levels.
As only 4 pieces of assault gear are needed for the speed bonus, craft a hood, gloves, shoulders, and chest- as the attribute values of these items are least important, and replacing them in future will make negligible difference to speed runs. You may choose to never replace these given gem costs of unlocking to level 1.
As boots and pants can be crafted with the most important stat, Movement Speed, these items can be replaced over time as higher level gear with perfect speed is made or looted. Crafting optimal non set items for these does not require MoTs and is therefore much cheaper and quicker to get the maximum value of 84.4 at level 77.
Gold plus 3 desirable attributes other than speed can be crafted on with speed reforged over the attribute with the highest value when a level 77 item is made. Celestial Orbs can then increase speed to max over time.
Ability does not improve this build, so a Carnival Cape is the best cape option.
Prior to unlocking the entire set of gear needed runs are slower whilst leveling to the level required to equip stored gear.
Whilst a bit of trial grinding can level your hero faster, this negates the goals, so it's still more efficient to level slower gaining stage ☆ in the process.
Crafting rare/epic temporary XP non set gear every 10 levels or so is much cheaper than legendary items and perfectly adequate, until reaching the required level to unlock and equip the main set.
Gold is not needed or helpful at this stage. Level 70 should be attained fairly easily by the first completion of the final stage.
If enough stash space, a bit of time and resources can be saved by keeping some of these temporary sets until the main set is unlocked to replace it.
6.2.5. Method
The method for speed running varies bewteen mid-game and end-game.
Be sure to load up on Elderan Coffee at the start of each run. This can also be used to track your in-game run time which will steadily decrease each run with experience and item unlocking.
Companions draw agro and are not used as they slow down speed runs, Robin can be used when on stages where clearing a lot of mobs if desired.
Auto attack after moving can also make things difficult during this phase of speed running outside of gold boosted stages.
6.2.5.1. Mid-game
Speed running in this game phase is a very good source of all resources needed to reach end-game.
Once at end-game XP needs to be farmed in trials instead, and other resources may not be needed as much, so additional time can be saved focusing on gems as desired.
Before unlocking all item levels to 1 the way to play is fairly different, as the initial goal is to level fast while completing stages quickly. The quest reward XP items are great for this phase of speed running, as well as the smaller XP boosts awarded for other events.
Mobs can be cleared for XP when they do not delay completing the level a great deal, and even additional chests can be looted as desired.
Once the main set of items can be equipped the run really begins. From this point the aim is to complete the level as fast as possible which means ignoring enemies that do not open the portal home.
The ambush style stages where enemies spawn over time are much longer and can be skipped. Once the main set of gear is fully unlocked, any undesired/long stages can be skipped by preference also.
The gold and gemstone rich stages can be left until the end of the run and switching in gold jewellery with as many as 3/4 boosters being used to 5☆ these stages. Killing all mobs for gemstones in these stages takes additional time, but the rewards are even greater than using a main hero, as high as 1.7 brilliant gemstones per hour. The additional XP here also helps reaching end-game. Robin should join for these stages and Multishot is better than Smoke Screen.
During this phase it's best to clear each stage once on each difficulty, completing quests on the first run through. After that point each stage from the beginning can have 5☆ completed on each difficulty before moving to the next, which helps a great deal in getting familiar with them and improving speed.
During this phase of speed running I was completing one run over a fortnight or of real time.
6.2.5.2. End-game
The main difference when reaching end-game doing speed runs is that XP is no longer benificial in story mode, as it is far more efficient to farm this in trials.
5 minutes of trial farming with decent gear is comparable to an entire speed run.
This is the point XP is reforged off items in place of DPS for maximum efficiency.
By getting to end-game with speed runs resources for crafting trial grinding gear are plentiful.
Speed runs can now be played using the faster level limiting method, and even CP points should not be allocated to XP gain.
When trying to gain the least experience possible, heroic difficulty can be unlocked whilst still around level 30.
As the first run through normal mode scales enemy levels the further progressing through stages all the way to 70, not only can damage start to scale against you, a great deal of XP is awarded for killing enemies so far above a hero's level.
In the last few stages it becomes difficult/impossible to tank hits running past mobs, and although easy enough to kill, the goal is avoiding XP.
Unlocking levels on some tanking jewellery can help here if desired.
After first completing the final stage enemy levels now scale to your level helping to reduce XP gains. The remaining normal ☆ can be gained while adjusting to enemy levels 10 less, even further avoiding XP which now favourably scales down.
The remaining ☆☆☆☆ on normal stages can be completed only levelling up once/twice doing this. Movement speed will still noticeably drop each level at this point of a run.
Rather than doing all stages on each difficulty as recommended during mid-game when wanting CL XP, leveling will be slower and lower overall by doing each difficulty before the next.
Quests can be left until the last ☆ of heroic stages to avoid earlier XP slowing the overall run.
Once gemstones and gold become less needed boosted farming time at the end of a run can be reduced to just a single 30 minute booster, or even skipped. Using a booster during Act VI stages can also be sufficient.
Loot can now be scaled up when saving farming stages till last by increasing normal enemy levels by 10.
Don't forget to swap in gold jewellery before starting boosted farming.
This is the point gold jewellery needs to be unlocked 10-20 levels or so.
Currently completing around 2/3 runs in a fortnight this way.
6.2.6. Strategy
The video below shows the first phase of a new level limiting BH where level 10 is reached to unlock and begin upgrading Pathfinder. All videos in this series can be viewed here.
TBC...
6.3. Stages
The names and descriptions of each stage can be read in the Lore topic.
Over time brief general and speed running strategies will be added here for each stage.
6.4. Quests
Details about each quest will be added/linked here.
Quest gold and gem rewards.
Boss guide.Last edited by Keaven; 05-04-2020, 09:53 AM.
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5. Crafting
In early-game the most useful advice is what resources to conserve until figuring out how best to craft depending on goals and playstyle.
Rare ingredients that should be carefully considered before potentially wasting are; celestial essence (the difficulty acquiring them will likely give the experience needed not to waste); jewellery boxes; and brilliant gemstones.
The other crafting resources, however rare/expensive, are easy enough to farm and shared between all but ANB heroes.
5.1. Recipes
Crafting recipes for set and unique items purchased from Lina are account wide, although class limited when using with Ingrid.
Although the Adventurer set is universal to all classes, there is a recipe for the apparel of each.
All recipes should be purchased for gold, even if only so others desired sooner appear quicker. Ensure enough gold is retained for every free refresh.
If purchasing gems for real money and recipes are desired sooner rather than later, it is much cheaper to refresh Lina's inventory for 50 gems, purchasing new recipes for gold, rather than purchasing specific recipes for 200 gems.
Purchased recipes can be previewed with Ingrid by selecting the items icon before crafting, showing that item's special effects.
5.2. Mastery
Crafting mastery is a time consuming effort that should be the primary expensive exercise undertaken on the way to end-game, as most top-end gear is crafted from the perks unlocked and improved along the way. Very few items looted will compare.
Mastering Crafting has good advice on how the attain mastery most efficiently.
The quicker it is attained the more gold it will cost, so consider time grinding gold vs time crafting for XP.
Fully expanded hero inventory is helpful here.
A good estimation of when inventory fills can be made by paying attention to how far the XP meter progresses between empty and full.
5.3. Weapons & Gear
It's best to focus on attaining (and improving) equipment for farming prior to late-game.
Check out new crafting system introduction video and how to use it tutorial for help crafting.
5.4. Jewellery
The topic by Nhat Jewelery Crafting/Fusing Guide covers everything, but can take a while to digest.
Before learning the depths of jewellery crafting, here are some pointers:
Perfect jewellery will use max stat components and have brilliant gemstones in each piece when the fused result has that primary stat, for a max total of 27 stones.
Ultimately any non perfect jewellery will be temporary.
Best to make do with what can be afforded during early to mid-game.
Perfect jewellery is only desired if reaching end-game.
When making perfect jewellery a lot of max value (or close to it) common rings are needed, so as you begin crafting become familiar with what the max value of each attribute is at level 70, and stash any rings with that value crafted. Not using these in temporary jewellery will save time in the long run, and the difference to temporary pieces will be negligable. This may determine how quickly stash expansion is required. If low on space commons with less desirable attributes can be sold.
Viewing any level 70 gear prior to reforging a stat will display it's min and max values whilst in game if wanting to check what max attributes are for level 70 jewellery when in game.
The most important stats based on use and scaling factors, roughly in order are; XP; Gold; Critical Damage; Critical Chance; Power; Ability; Haste; Vitality.
Block is also worth mentioning, but only for one warrior build. The remaining attributes have some limited use but are not known to be as effective.
The Bounty Hunter cannot craft block rings, so will craft slightly more of the other attributes on average.
It is not worth spending gems to lock an attribute as the value of the attribute is far more important.
Unlocking all of one characters inventory and banking 2 Mil gold before crafting the first perfect piece is ideal. Less gold and time is needed for each after the first when stashing max value commons not currently being fused.
When crafting common rings for fusing perfect jewellery not all items need to be max value to result in a rare piece with max value. Commons with an attribute 1 or 2 less than max can also be stashed.
Fusing results can be compared prior to ensure the new piece has max value.
Jewellery with only one stat will be higher, however 4 stats will still sum higher than a single stat legendary. Combining stats should be done as late in the fusing process as possible.
Higher total stats will be achieved for a 4 stat legendary ring if; 2 of the epics fused are single stat; and the last epic piece is fused from rares made from 4 commons in one stat and 5 of another (3a; 3b; 1a + 2b).
Do not use more than 1 custom rare jewellery crate per stat when fusing, as the highest value ring being fused contributes a vast majority of the resulting ring's value.
Save all crates for crafting perfect jewellery.
Prioritise these perfect sets as they will improve efficiency the greatest:- Gold only set for farming (1 crate each, 3 total).
- If speed running, XP only set. No need to waste boxes on this set as they will be made redundant by the following set at end-game.
- XP fused with 3 DPS stats for trial farming (4 or 6 crates each, 12 or 18 total). Which DPS stats to use is determined by the build chosen for trial farming.
5.6. Enchantments
Craft as desired.
As a lot of gear will be replaced, try not to waste enchantments using gemstones on items that might not get much use or be soon improved.Last edited by Keaven; 04-23-2020, 01:40 PM.
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4. Resource guide
Below are resources used in the game. How best to obtain and use them.
4.1. Time
Time is the most important resource used in Eternium.
4.1.1. Active time
The best advice is to enjoy all time spent playing, and using these forums.
Movement speed reduces play time to achieve goals.
Season passes are currently the best value recommended for anyone spending.
4.1.2. Idle time
Optimise server hosted idle timers.
Phones with voice recognition are handy for easily setting reminders.
4.1.2.1. Ability upgrades
Abilities upgrade quicker by unlocking research slots, however requireing gems better spent elsewhere early-game given pacing.
4.1.2.2. Recipe refresh
Every recipe may be purchased for 50K gold. Reserve enough to avoid delays completing collection.
4.1.2.3. Dungeon keys
If holding 2 or 3 keys, and it's been over 16 hours since you last received a key, using all keys while offline will award more than 1 key in your next mail.
If playing Misty Island with all stars achieved the highest difficulty will slightly improve gear drops.
Set items dropped in this mission are unlikely to be end-game worthy, but can be farming suitable.
If speed running gems can be earnt for each key used. Store keys outside of the shared stash to accumulate more than 3.
4.1.2.4. Rewards
Blue daily quests only need to be started while online, and if completed another day a new quest can be started emeidiatly after.
Reward calendar is dated so you miss rewards for days not played.
4.2. Gems
Gems are the most important game currency before end-game.
Whilst end-game can't be reached with gems alone, not having a reliable income will cause the most delay.
Celestial Transforms become the most important resource at end-game.
4.2.1. Obtaining gems
Ordered by frequency, gems are obtained by:
4.2.1.1. Spending money
Go nuts.
4.2.1.2 Gaining stars
There is no limit to gems awarded by completing stars when using 1 or more character slots for this purpose, deleting and restarting as neccissary.
By using 2 slots abilities can be upgraded longer, leaving 1 main slot for each hero class. More slots can be used prior to developing a hero of each class.
This strategy of farming gems, called speed running, is quicker than ad box farming and also a good source of all other resources needed to progress to end-game.
From personal experience, speed runing almost exclusively from mid-game using the Bounty Express build, it's highly recommendation to start as early as possible.
This strategy alone can take you all the way to end-game, and remains useful thereafter.
4.2.1.3. Ad boxes
If not spending or farming story mode for gems, 50 ad boxes per day can be your biggest source of gems.
4.2.1.4. Rewards
140 gems are awarded for completing gold story mode progression quests.
5 blue per-profile daily online quests award 20 gems each as long as you have 1 hero that has completed story mode.
An additional blue per-character daily quest can be completed from Quack at Marcus Village awarding 1 gem.
Blue quests can award up to 105 gems per day.
Gems awarded from the login calendar average a maximum of 11.5 per day.
At the completion of a season your bank will award it's gems.
If 9 recruited players use a public ID when requested by mail notification in game 450 gems total can be awarded.
Gems are also awarded when entering someone's public ID from the same mail received when starting. Feel free to use Canard's code: VUFE LILA TOZU 7580
4.2.2. Spending gems
Enjoyment is most important factor on when and where to spend gems. Made unwisely, these decisions can significantly delay end-game.
Items that increase gem income are priority.
4.2.2.1. Account costs
These costs affect gameplay shared by all characters where applicable, in order of priority:
4.2.2.1.1. Character slots
Most important to unlock are the first 2/3 character slots if doing speed running to earn gems so that abilities can be upgraded further while completing with an already upgraded hero, while saving gems to develop end-game heroes for each class during ANB events.
4.2.2.1.2. Deleting characters
Useful for farming story mode when all stars and quests are completed.
Although it costs 50 gems to delete a character, story mode quests alone more than cover this cost.
A deleted characters inventory and equipped items are lost.
4.2.2.1.3. Stash
Unlock as needed. Becomes more important at end-game when collecting gear and crafting high quality jewellery.
4.2.2.1.4. Item unlocking
The only practical use for unlocking items to reduce the level requirements is for the purpose of speed runs.
The longest and most arduous phase of a new speed runner is reaching level 70 to equip gear stored for completing story mode stages quickly.
Each speed runner played can lower the level required to equip the gear you are using by a maximum of 10 levels (all the way down to level 1).
As this decreases time taken completing story stages this has a ROI (more efficiently the less levels unlocked at a time), but only worthwhile if speed running is enjoyed and items reused frequently.
4.2.2.1.5. Unlocking chests
Level 72 items can be found in gemlocked chests after reaching level 70, as gear is 2 levels higher than the stage enemy level. Stage enemy levels do not exceed 70.
These items are not worth the gems since the latest increase in gear levels to 77.
Set items do not appear, however unique items class locked to your hero can be found, including Integralas Mantles, and Carnival Capes.
High Gold/XP/Movement Speed boosted normal gear for farming can also be useful.
If interested early mid-game, these can be checked during speed runs, or repeat abandoning levels that have a chest near the starting location to find something specific most efficiently.
4.2.2.1.6. Reforging
Reforging costs are determined by gear quality. Once one attribute has been reforged the others become locked.
One legendary gear attribute can be reforged with 20 gems for a chance to improve, or change it. This cost increments by 10 gems for that item to a maximum of 50.
Atributes offered can be lower than the replaced one, so be aware of what the ranges are.
The min and max values for each possible attribute are shown when selecting before gems are paid and the reforging is complete. Do this to see stat ranges for whatever level of equipment desired.
Attribute ranges are the same for all items at equal levels. Useful before crafting uncommon jewellery intended for fusing. Always keep level 70 jewellery with max attributes for future.
This can make crafted gear more versatile than dropped gear.
Whilst a high level looted set piece with more than one undesired attribute can be reforged once and still be useful, crafting all desirable attributes means it can be repurposed as desired, with or without XP gain for eg.
Gear made celestial has all attributes near perfected. After reforging celestial gear the new s
attribute will be improved after restarting, so multiple attempts are not needed for higher values.
Attributes can also be improved with Celestial Orbs.
4.2.2.1.7. Socketting
Socketting costs are determined by the gear level and quality.
Unless gem income is high, the amount of use gear will have should be considered before spending gems socketting before other one-off costs are made.
4.2.2.1.8. Consumables
These are very useful, particularly the 200% currency & XP boosters, which multiply item attributes.
Ideally always use boosters when farming Gold or XP exclusively.
Tavern items cost gold and with enough income can essentially be permanent. All should be used at least when farming and progressing in trials.
Consumable timers countdown during trails and stages, pausing in menus, home town, and during ads, being helpful in keeping track of in-game time to achieve goals.
Whilst saving boosters for when you are able to use the highest yield farming locations has merits, using them earlier can advance you to that point quicker, potentially scaling exponentially with enough gem income to afford them.
Crates and gemstones are useful during ANB events, and at end-game (using surplus resources) for crafting high quality jewellery and set items.
4.2.2.1.9. Recipes
Unadvised unless gem rich or near end-game lacking desired recipes.
To speed up completing the recipe collection it is cheaper to refresh for 50 gems purchasing with gold, rather than purchasing specific recipes for 200 gems.
4.2.2.1.10. Gold
Useful during ANB events when trying to rank for medals lacking the time afforded to farm. Otherwise currency boosted farming is cheaper.
4.2.2.1.11. Gornathan's gear
No.
4.2.2.2. Character costs
Content unlocked by gems for individual characters is much cheaper during ANB events.
Calculate remaining gem costs for existing heroes to compare. If significantly less, consider using existing characters & slots gem farming, saving for future ANB events.
4.2.2.2.1. Upgrade ability slot
Especially useful during ANB as you can progress all upgrade timers with book rewards earnt from stages and trials that progress all upgrades by 10 minutes, and 1 or 3 hour(s).
4.2.2.2.2. Ability slots
Prior to end-game leaderboard ranking these are not a big priority, but do improve farming efficiency and enjoyment.
4.2.2.2.3 Ability research
Useful for ranking and developing ANB characters quicker.
4.2.2.2.4. Companion slots
These can be left until end-game as long as other costs are priority, and best to avoid costs that are not for end-game heroes developed during ANB.
4.2.2.2.5. Companions
The 3 default companions are sufficient prior to end-game.
4.2.2.2.6. Character inventory
Relatively inexpensive for the first few expansions, the convenience when farming and crafting (jewellery and raising mastery in particular) can't be ignored.
Ultimately increases total storage at end-game.
4.3. Gold
The primary source of gold is story mode chests, with mob drops secondary.
The most efficient way to farm it is with gear and jewellery focusing on gold, movement speed (to maximise booster income), and DPS, with the maximum booster at the same time as gemstone farming when needing those.
Most people prefer hitting Morgenheim repeatedly, which is also the best location for gemstones, and also essences from salvaging gear loot.
If more gold is found in higher difficulties it's negligable, so speed is more important.
The highest yielding missions approximately in order are; 47; 54; 43; 41; 42; 46; and 49. Any of these are worth gearing up for with boosters if also going for mission star gems.
Rather than hitting Morgenheim repeatedly with a main character when wanting gold/gemstones, it's recommended saving 1 or 2 booster(s) worth of the above stages at the end of each speed run to be earning gems at the same time for those speedrunning, only then needing to farm Titans from trials to spend it at end-game.
4.4. Gemstones
Gemstones are not found in chests, only from monster kills, so the best method of obtaining are from small story missions with the most congested mobs, as drops are fairly limited in trials.
All the best gold farming missions as above are also the best locations for gemstones being small and monster heavy in addition to having many chests. Missions 47 and 54 are the best.
Gemstones are key to jewellery crafting and there are many desirables kinds, so demand is high for these until late end-game.
Preserve these until you've learned how best to use them for jewellery crafting.
Space in your stash can be optimized by only storing the quality of gemstones looted, or used for socketting/crafting.
4.5. Crafting Materials
The most important crafting material is the elusive celestial essence, which is exclusively obtained by salvaging celestial gear awarded from ANB events, yielding only 1 per item.
The next most important is Mark of Titans (MoTs), primarily gained from salvaging unique and set items. The chances are increased based on level and rarity, for 0, 1, or 2. The scrapper perk can yield double.
Monsters and chests can also drop these on the rare occasion slightly improved by the scrounger perk.
The most efficient way to farm is from trials in the same way as XP as below, and unless tired of XP farming is best done at the same time.
Essences are the last items to be farmed that are not overly abundant. Most of these are obtained from scrapping any coloured rarity gear.
For this reason, and because of very low gold value, salvage all coloured gear obtained. Only sell common gear (if prefered) as common gear will not award essences, and the basic items salvaged are overly abundant.
Essences are most efficiently obtained farming story mode missions, primarily during gold and gemstone farming, transmuting as required.
Transmuting the more common greater essences like water and earth into those needed more such as fire and air requires significant gold, and becomes the greatest gold sink at end-game.
Although the other less common materials (such as silver dust, mithril, spirits, etc) can be found in chests, monster drops, and from salvaging, these are more commonly transmuted.
4.6. Weapons and Gear
The best gear is obtained from crafting as the most desirable stats can be assured (and best options for reforging later), however luck can go your way farming trials as below.
4.7. XP
Gear drop rates and XP improves as you increase trial level until 120, making it the highest source of XP and end-game set items (including salvaged MoTs used for crafting). The highest trial possible to complete may not be the most efficient based on time, however.
All gear drops are legendary from trial 80.
The most efficient method of farming is to find the right balance of trial completion vs XP gain for current gear and CL to maximise XP boosters.
Trial levels in multiples of 5 are typically the easiest having Kara as the boss (which makes completion much quicker yielding more XP over time).
Gear should be optimised with XP gain and other stats aiming for completion speed, increasing the level of trial used for farming as gear and CL improves over time. Aim for at least trial 80 where gear drops improve the most.
The difficulty of story mode is not such that what little XP earned compared to trials cannot be optimised by having XP gain on equipment, especially when farming by speed running mid-game. Enough XP can even be gained this way to take you to end-game before needing to farm trials.
Story mode XP increases with difficulty of stages.
Reasonable XP is also awarded from daily quests.
ANB heroes earn an additional 50% XP during the event schedule, and at end game XP may only be farmed during events, including war supplies when additional XP is gained, or whilst MoT farming in trials for added efficiency.Last edited by Keaven; 05-01-2020, 02:25 AM.
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3. Progression Guide
Needless to say, the best progression requires enjoyment.
Optimal progress depends on current level and method of play.
Play level is classified for the purpose of this walkthrough as early, mid, or end-game. These will be frequently referred to.
3.1 Early-game
Prior to a hero reaching level cap (currently 70) is early-game.
The General Newb Guide has good information, however important details absent/outdated are covered here. A more recent topic for new players is Eternium For Dummies.
Goals in progression should be to conserve resources and unique/special items before learning how best to use them.
The most important resources to preserve are gems, gemstones, and special crafting items including set, or custom rare jewellery crates from events or rewards.
3.2 Mid-game
Any hero reaching level cap earning XP will advance champion levels that award champion points, bringing early-game to a close. CPs can be reallocated (at anytime) to stat boosts for each character independently.
The mid-game goal is to prepare for end-game by unlocking all game and character content, understand how best to obtain resources needed, achieve maximum crafting mastery (50), and obtain gear and jewellery needed to acquire ultimate end-game equipment.
You may obtain some items end-game worthy during this phase.
3.3 End-game
Once everything is completed/unlocked, and around champion level 800+ the end-game begins.
One of each hero class is likely to be fully developed at this point, but uneccissary.
End-game goals are to progress as high as possible in trials, earn medals from leaderboards, and obtain rewards from ANB events; Celestial Transforms; XP; and top tier gear.
Of course, the hunt for better equipment continues, and evolves as game content updates.Last edited by Keaven; 04-22-2020, 03:09 AM.
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Eternium Walkthrough
- Lexicon
- Introduction
- Progression guide
- Early-game
- Mid-game
- End-game
- Resource guide
- Time
- Gems
- Gold
- Gemstones
- Crafting materials
- Weapons & gear
- XP
- Crafting
- Recipes
- Mastery
- Weapons & gear
- Jewellery
- Enchantments
- Story mode
- General info
- Speed running
- Stages
- Quests
- Companions
- Healer
- Mage
- Marksman
- Warrior
- Equipment
- Bounty Hunter
- Mage
- Warrior
- Events
- Season
- A New Beginning
- War Supplies
- Holiday promotions
- Character builds
- Bounty Hunter
- Mage
- Warrior
- Advanced mechanics
- Navigation
- Combat
- Level scaling
- Attributes
- Abilities
- XP
- Equipment
AB - Arcane Bolts
AL - Arc Lightning
ANB - A New Beginning
AOE - area of effect
AR - Ability Rating
AS - Attack Speed
BA - Blackguards Armaments/Assault
BB - Bombardment
BH - Bounty Hunter
BoL - Book of Learning
BR - Block Rating/Battle Rage
CD - Critical Damage / cooldown
CL - Champion Level
CO - Celsestial Orb
CP - Champion Points
CR - Critical Rating
CT - Celestial Transform
CW - Canyon of Whispers
Def - Defender
DFA - Death From Above
DOT - damage over time
DPH - damage per hit
DPS - damage per second
DR - Deflect Rating
DT - Deadly Throw
DW - dual wield
EG - extra gold
ELR - Elemental Lord Regalia
ES - Explosive Shot
FB - Frost Bolt
FF - Fleet Footed
FK - Forbidden Knowledge
FPS - feet per second / frames per second
FN - Frost Nova
FT - Frozen Trap
GBoL - Greater Book of Learning
GC - Glass Cannon
GCD - global cooldown
GE - Greater Essense
GMC - Grand Magister's Command
HP - hit points
HPS - hits per second
IB - Ironbound
IM - Integralas Mantle
ITZ - In The Zone
Jbox - Custom Rare Jewellery
LB - leader board
LE - Lessor Essense
LOH - Life on Hit
LotR - Lord of the Rings (wtf?!)
LR - Life Regeneration/Lightning Reflexes
LS - Leathal Shot
ML - (crafting) mastery level
Morg = Morgenheim
MoT - Mark of Titans
MS - Movement Speed/Multishot
NF - Nimble Fighter
PI - Power Infusion
RF - Rapid Fire
RotS - Runs of the Storm
RS - Rending Slash
SB - Shield Block/Sword and Board
SM - The Severed Mountain
SoA - The Siege of Anderhelm
SS - Smoke Screen/Scatter Shot/Shield Slam
Stone - Gemstone
SW - Shield Warrior/Shock Wave
TBD - The Broken Dragon
TL - trial level
TN - Tough as Nails
TW - Time Warp
Vit - Vitality
WL - Warlord
WTF - what the phuck
WW - Whirlwind
XP/EXP - Experience
2. Introduction
The goal of this walkthrough is to provide a general guide to optimal progression through Eternium, with advice depending on game-phase focusing on the new players, and is a work in progress.
It will not be overly in-depth, as much is learnt by playing, and depends on playstyle. Detailed guides will be linked instead.
Links for anything already covered by other guides, or until the relevant content has been added/updated here will be included.
Focus is on things not currently covered in guides, and where older topics require updating.
Please reply with suggestions and links to relevant content, or post a less frequently asked question.Last edited by Keaven; 07-11-2020, 12:40 AM.Tags: None
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