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Boora
04-19-2011, 09:41 PM
Most of these have been moved to the Auction folder: Fusion Orb Auction (http://forum.gsplayers.com/showthread.php?t=63666)

Now is the time to buy fusion orbs and fusion wares while the Spitfire docked! After the Spitfire leaves in two days, the fusion wares will rise sharply in price! Get the orbs now, pick your weapons, armor and shields from the Spitfire and you are set.

Level restrictions are listed within the parentheses. I have the following fusion orbs for sale:

I'll consider reasonable offers and trades.

What are these dang fusion orbs and what the hell do you do with em?

Read this excellent review by Nilandia:

http://www.nilandia.com/merchants/fusion.htm

Now that you KNOW... Buy some orbs!


ORBS –



ORB1
a star-marked sunset orange orb + 2 to Strength Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
600k

GREAT starter orb here!!!!




ORB2
an ivy-marked sunset orange orb + 2 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
750k

GREAT starter orb here!!!!




ORB3
a cross-marked sunset orange orb + 3 to Constitution Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
500 k

GREAT starter orb here!!!!




ORB4
an apple-marked sunset orange orb + 1 to Aura Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
750k

GREAT starter orb here!!!!




ORB5
an apple-marked sunset orange orb + 2 to Aura Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
1.5 mi

GREAT starter orb here!!!!




ORB6
an apple-marked cardinal red orb + 8 to Aura.
This enhancement may not be used by adventurers who have not trained 43 times.
3.5 mil




ORB7
a star-marked sunset orange orb + 4 to Strength Bonus.
No level restriction.
3 mil




ORB8
a demon-marked sunset orange orb + 4 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
3.5 mil




ORB9
a demon-marked cardinal red orb + 6 to Dexterity.
This enhancement may not be used by adventurers who have not trained 13 times.
2.5 mil




ORB10
a demon-marked cardinal red orb + 8 to Dexterity.
This enhancement may not be used by adventurers who have not trained 22 times.
3.5 mil




ORB11
an aegis-marked cardinal red orb + 10 to Agility.
This enhancement may not be used by adventurers who have not trained 33 times.
4 mil




ORB12
a moon-marked cardinal red orb + 14 to Logic.
This enhancement may not be used by adventurers who have not trained 42 times.
10 mil




ORB13
an imp-marked cardinal red orb + 17 to Intuition.
This enhancement may not be used by adventurers who have not trained 61 times.
8 mil




ORB14
a heron-marked hoarfrost white orb + 4 to Edged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
2 mil




ORB15
a heron-marked hoarfrost white orb + 5 to Edged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
3 mil




ORB16
a dragon-marked hoarfrost white orb + 6 to Edged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
4 mil




ORB17
a heron-marked moonlit silver orb + 7 to Edged Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 56 times.
4.5 mil




ORB18
a heron-marked hoarfrost white orb + 8 to Edged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
5 mil





ORB19
a bone-marked hoarfrost white orb + 11 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 40 times.
10 mil




ORB20
a spear-marked moonlit silver orb + 5 Polearm Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 30 times.
4 mil




ORB21
a saber-marked hoarfrost white orb + 5 to Two-Handed Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
4 mil




ORB22
an arrow-marked hoarfrost white orb + 2 to Ranged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 2 times.
1 mil

GREAT starter orb here!




ORB23
a sun-marked dark indigo orb + 6 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 13 times.
1 mil




ORB24
a wave-marked hoarfrost white orb + 4 to Elemental Lore - Water Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
1 mil




ORB25
a plume-marked hoarfrost white orb + 5 to Combat Maneuvers Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
2 mil




ORB26
a plume-marked hoarfrost white orb + 4 to Combat Maneuvers Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
1.5 mil




ORB27
a map-marked dark indigo orb + 3 to Mana Recovery.
This enhancement cannot be used by adventurers without at least a strong amount of skill in Two Weapon Combat.
300k





I'll consider reasonable offers and trades.


Fusion orb tip: This is what you should see when you look at your fusion gear indicating it is safe to remove your orb without possibility of damaging it:

The chamber surrounding a shining hoarfrost white orb is alive with steady radiance. It appears to have come a bit loose in its depression, and could easily be pried free without causing any damage.

Bocha
04-19-2011, 10:04 PM
6 to STR Bonus Swirling cardinal red orb (17)

so this is the equivalent of +12 to strength stat?
i would think the level restriction would be higher then 17 for that

Inspire
04-19-2011, 10:04 PM
9 to DEX Swirling cardinal red orb (27) - 4.5m

10 to Spell Aim Bonus shining hoarfrost white orb (33) - 10m

6 to Edged Weapons Bonus Shining hoarfrost white orb (13) - 6 mil



Is that what you meant?

Boora
04-19-2011, 10:35 PM
Thanks Bocha for pointing that out. That orb is from a set of brawling vambraces and requires 50 ranks of brawling to use the bonus.

Edited for clarity.

Morrff
04-20-2011, 09:26 AM
I'll take this one

10 to Spell Aim Bonus shining hoarfrost white orb (33)

Boora
04-21-2011, 08:56 PM
added a couple
sold a couple

Boora
04-25-2011, 12:26 PM
Couple sold

Couple added

Summertime
04-25-2011, 01:00 PM
I'm seriously out of the loop, could someone please explain the orbs and all the info about them? Thanks

Boora
04-25-2011, 01:44 PM
Here's a little info and a link to more info.

http://forum.gsplayers.com/showthread.php?t=60567

Essentially, armors, weapons and shields have been created that hold 2 to 4 orbs. Orbs are generated by players extracting 1 enhancive ability from enhancive pieces that hold little utility, destroying the enhancive item. This is done via the Fusion Shaman Merchant, first was at EG '10 and just left on the Spitfire. Next appearance will likely be EG '11.

Orbs can range from adding ranks or bonus to any skill, adding to stat or stat bonus or adding to mana/spirit/health max or regen. Orbs will retain the same restrictions the original enhancive item possessed.

The orbs are put into fusion weapons/shields/armors thereby granting the same enhancive property to that fusion piece. The fusion piece can then be charged using BPs in the same manner that normal enhancive items can be charged.

Charges are used just like they charges for any other enhancive gear. Random uses. I've read that there is an increase in the chance of using a charge when wearing an enhancive, but I don't think this has been confirmed. And of course, charges can not be used when not wearing or using the enhancive item.

Fusion orbs are persisting. When the charges run out of orbs while in fusion gear, the fusion gear then simply acts like it normally would without the enhancive until the enhancive is recharged again with BPs or by a merchant.

Once an orb is put into fusion gear, the orb should not be removed until there is a clear sense that it could be removed without damaging the orb when you look at the fusion gear. Removing prior could result in zero damage, damage or 1 unit off the enhancive to catastrophic damage - destroying the orb.

To put the orb into fusion gear: put orb in <gear>
To remove from gear requires first removing all the remaining charges: exhale <gear>
then: pry <gear>

At this point, all fusion gear sold off the shelf is 4x with two orb slots. There have been a few items raffle/auctioned/prized that have 3 and 4 orb slots.

Hmm...that's all I got for now...

Boora
05-01-2011, 09:44 PM
Feel like shopping?

Boora
05-03-2011, 04:50 PM
prices lowered

Boora
05-07-2011, 03:20 AM
bump

Boora
05-12-2011, 11:01 PM
bump

Boora
05-31-2011, 02:28 AM
Bump

Boora
06-08-2011, 10:40 PM
updated

Boora
06-13-2011, 11:29 PM
Updated

Boora
06-19-2011, 02:09 AM
Updated

Boora
06-28-2011, 12:48 AM
Many orbs moved to auction folder.

Jeauxonme
11-07-2011, 11:11 PM
Dont suppose you'll cut a deal if I buy 2 +5 spell aiming orbs?

Boora
11-14-2011, 04:01 PM
bump for new orb goodness!

Boora
11-18-2011, 01:17 PM
bump

Boora
11-24-2011, 04:36 AM
many prices lowered