//Jako imprint za 1M goldu se posrali ? :-)
Crafters
General
Material costs no longer scale with Item Power. Gold cost has remained unchanged.
Developer’s Note: Crafting Costs will generally never cost more than two types of crafting materials.
Alchemist
Eternal-only conversion recipes for legacy materials will no longer appear for seasonal character.
Added new recipes for converting Salvage Materials.
Enrich Scrap: Convert Rawhide and Iron Chunks into Veiled Crystals.
Refine Materials: Convert Veiled Crystals into Forgotten Souls or Legendary Salvage.
Occultist
Imprinting
Material cost for Imprinting has been adjusted.
Examples:
Previous:
Rare: 5-10 Common Salvage (Iron Chunk, Silver Ore/Superior Leather, Rawhide), 3-7 Veiled Crystals, 0-3 Legendary Salvage(Abstruse Sigil/Baleful Fragment/Coiling Ward), and 5000-200,000 gold.
Ancestral Legendary: 25 Common Salvage, 15 Veiled Crystals, 8 Legendary Salvage, 5 Forgotten Souls, and 325.000 gold.
Now:
Rare: 5 Veiled Crystals and 5000-200,000 gold.
Ancestral Legendary: 5 Forgotten Souls and 1,000,000 gold.
Enchanting
Material cost for Enchanting has been adjusted.
Examples:
Previous:
Rare: 5-10 Common Salvage 2-5 Veiled Crystals, and scaling(with re-rolls) gold.
Ancestral Legendary: 30 Common Salvage, 20 Veiled Crystals, 2 Legendary Salvage, 5 Forgotten Souls, and scaling(with re-rolls) gold.
Now:
Rare: 10 Veiled Crystals and scaling(with re-rolls) gold.
Ancestral Legendary: 10 Forgotten Souls and scaling(with re-rolls) gold.
Blacksmith
Yields for Item Salvage has been adjusted.
Examples:
Previous:
Salvaging a Rare item provides 1 Common Salvage(Iron Chunk, Silver Ore/Superior Leather, Rawhide) and 2 Veiled Crystals.
Salvaging an Ancestral Legendary Item provides 10 Common salvage, 10 veiled crystals, and 10 Legendary salvage(Abstruse Sigil/Baleful Fragment/Coiling Ward).
Salvaging a Mythic Unique provides 100 Common Salvage, 100 veiled crystals, 100 legendary salvage, and a Resplendent Spark.
Now:
Salvaging a Rare item provides 5 Common Salvage and 2 Veiled Crystals.
Salvaging an Ancestral Legendary Item provides 5 Legendary Salvage and 1 Forgotten Soul.
Salvaging a Mythic Unique provides 1000 legendary salvage, 100 Forgotten Souls, and a Resplendent Spark.
Tempering
Tempering has been redesigned. Instead of randomly gaining an affix from the desired Temper Manual, any learned temper affix can be selected specifically and rolled onto the item.
The number of Temper rolls available on an item has changed.
Rare
Previous: 5 Tempers
Now: 1 Temper
Legendary and beyond
Previous: 5 Tempers, plus one per Greater Affix.
Now: 3 Tempers, plus one per Greater Affix.
Scrolls of Restoration have been redesigned.
Scrolls of Restoration no longer restore all temper charges to an item. Instead, they restore 1 temper charge.
There is no limit to the number of times a Scroll of Restoration can be used on an item.
Material cost for Tempering has been adjusted.
Previous:
Rare: 10-25 Common Salvage and 2-5 veiled Crystals.
Legendary: 10-25 Common Salvage, 2-10 Veiled Crystals, and 0-1 Legendary Salvage.
Ancestral Legendary: 40 Common Salvage, 15 Veiled Crystals, 2 Legendary Salvage, and 1 Forgotten Soul.
Now:
Rare: 25 Common Salvage and 5 veiled Crystals.
Legendary: 15 Veiled Crystals and 5 Legendary Salvage.
Ancestral Legendary: 25 Legendary Salvage and 25 Forgotten Souls.
Masterworking
Masterworking has been redesigned. Items have a new stat, Refinement, which is displayed on the item tooltip.
Each time the player Masterworks an item, the refinement value of the item is increased by a random tunable amount (1-3%), up to a Max Refinement Threshold (20%).
Once at the cap, the item is considered Masterworked.
The base properties of an item are scaled by Refinement at a 1:1 bonus.
Example:
A Chest item with 100 armor
Refinement 0% = 100 Armor
Refinement 5% = 105 Armor
Refinement 20% = 120 Armor
A Masterworked item can be refined one more time to upgrade an affix to a GA.
Players may re-roll the Masterworked Greater Affix by spending Neathiron, a returning resource to once again discover in Sanctuary.
The quantity of Obducite you ear has been adjusted. Players will earn 85% less Obducite, and recipes requiring Obducite have been similarly reduced.
Items no longer need to have been tempered to be masterworked.
Vendors
The sell value of items has been reduced by 60%.
The gold cost of items has been reduced by 90%.