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	<updated>2026-05-07T21:03:02Z</updated>
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	<entry>
		<id>https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Talk:Mage_guide&amp;diff=1305</id>
		<title>Talk:Mage guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Talk:Mage_guide&amp;diff=1305"/>
		<updated>2023-08-16T11:36:40Z</updated>

		<summary type="html">&lt;p&gt;Goober: Created page with &amp;quot; Tips and Tricks for very new Mages outside of the guide currently posted.  As a completely new player to Astonia, Two of the most important things you should do instantly on your mage is type the commands /autopulse and /autobless ... This will allow your character to automatically bless itself when its duration is running low and when killing enemies, once their health is low enough, the Pulse spell will auto cast to kill the enemy and return your mana.  When it comes...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Tips and Tricks for very new Mages outside of the guide currently posted.&lt;br /&gt;
&lt;br /&gt;
As a completely new player to Astonia, Two of the most important things you should do instantly on your mage is type the commands /autopulse and /autobless ... This will allow your character to automatically bless itself when its duration is running low and when killing enemies, once their health is low enough, the Pulse spell will auto cast to kill the enemy and return your mana.&lt;br /&gt;
&lt;br /&gt;
When it comes to gearing, understand the importance and value of Intuition and Wisdom gear, &lt;br /&gt;
&lt;br /&gt;
While most people will scream Lightning, Magic shield and Immunity as a response when you ask for advice on which stats are best, They are also the most expensive and hardest items to acquire. Every 2.5 Intuition and every 5 Wisdom stat, will grant you +1 to ALL your mage &amp;quot;spells&amp;quot;  and the best bit is, they are so common that the gear is very cheap to buy and lots of players will be able to help you out with selling them. Welding yourself a +15 Int/Wis item early on in the game, will give you +9 to ALL spells , Bless,Heal,Frz,Lf,Ms,Fire,Pul and +6 to immunity, one of your most vital stats.&lt;br /&gt;
&lt;br /&gt;
Don't OVERCAP on defences.&lt;br /&gt;
&lt;br /&gt;
While very low level the game may feel challenging, particularly with no gear but once you get yourself sorted out with a few bits and bobs and reach around the lv70 odd range, you will find its less of a challenge. A lot of mages make a vital mistake, of staying balanced with their stats, so Lightning Flash = Magic Shield = Immunity for example. &lt;br /&gt;
&lt;br /&gt;
When you reach Ice pents (about lv75), the demons have their own Magic Shield &amp;amp; Mana bar like you, and they will use their mana to heal and cast MS to live longer. It is at this point, you will want to stop playing your mage, if you have kept your &amp;quot;main stats&amp;quot; balanced and your pulse slightly lower, you would be looking at probably something like this. (on a Maxing set)&lt;br /&gt;
&lt;br /&gt;
Int/Wis 110/220,&lt;br /&gt;
LF/MS/Imm - 110/297, (with imm being in the range of 280 because of Str)&lt;br /&gt;
Pulse 100/282&lt;br /&gt;
&lt;br /&gt;
Now if i told you, that to survive the start of Ice pents as mage, you need roughly 3x the demons level in Ms/Imm to not die so 220-230 range is enough, You are overcapped by 70+ mods, which is wasted experience that could be in offensive spells. For the same experience you could be running the below.&lt;br /&gt;
&lt;br /&gt;
Int 122/244,&lt;br /&gt;
Wis 110/220,&lt;br /&gt;
LF 107/301,&lt;br /&gt;
MS 66/231,&lt;br /&gt;
Imm 76/230,&lt;br /&gt;
Pulse 122/321&lt;br /&gt;
&lt;br /&gt;
With enough defences to comfortably pent, Similar LF mod but with an additional 40+ Pulse mod, to help u slaughter the ice demons with ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A solid understanding of this will drastically improve your build as you go into hell pents and start playing with PTMs (past the max)  For instance, saving experience by not maxing out stats you do not need, but instead putting that exp into Pulse ptms, will give you a head start into getting the desired pulse cap you need to stay on top of demons.&lt;br /&gt;
&lt;br /&gt;
Alternatively, as a newer mage, i would 100% suggest, swapping from penting to doing jobbington missions, this will allow you to do missions much much quicker, but you will miss out on all that pent Exp and drops. Doing this at the lv90-130 range, will majorly help, with motivation, as mage are really not fun to pent in that range, due to a lack of ptms and demons strength being at its highest. Once you have reached a point where you either have a lot of LF or Pulse ptm'd so you can slaughter demons, You can move back to pents if you wish, without spending 1 hour + doing insanes.&lt;/div&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
	<entry>
		<id>https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Stats&amp;diff=153</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Stats&amp;diff=153"/>
		<updated>2023-03-21T23:37:40Z</updated>

		<summary type="html">&lt;p&gt;Goober: Filled out a stats page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strap in, because this is where we get our Nerd on! &lt;br /&gt;
&lt;br /&gt;
Astonia is a game that has many stats you can raise individually but beyond that a lot of them are intertwined meaning that raising 1 stat, could potentially affect a couple of others. You have stats you can directly raise and then stats that are increased based on the stats you have chosen to raise.&lt;br /&gt;
&lt;br /&gt;
The main sub classes of stats would be split as below&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Description&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Hit Points&lt;br /&gt;
|Your amount of Health, increasing this allows you to take more damage before you die.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Endurance&lt;br /&gt;
|Endurance is used for running faster in F5 mode, its used by to cast Warcry and its consumed while in /Thief mode&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana&lt;br /&gt;
|A casters resource used to cast spells and heal, each spell has a specific amount of mana requirement.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Attributes&lt;br /&gt;
!Description&lt;br /&gt;
!Comments&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Increases all Spell skills, along with Perception and Immunity&lt;br /&gt;
|5 Wisdom Converts to +1 Spell Mod/+1 Immunity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Intuition&lt;br /&gt;
|Increases all Spells &amp;amp; Melee skills, along with Immunity&lt;br /&gt;
|2.5 Intuition Converts to +1 Spell mod, 5 Intuition Mod Converts to +1 Melee skill mod &amp;amp; +1 Immunity mod&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Agil&lt;br /&gt;
|Increases all Melee skills, along with Speed and Stealth&lt;br /&gt;
|5 Agility Converts to +1 Melee skill mod, Every 2.5 Agility mod converts to +1 Speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Increases all Melee skills, along with Speed and Immunity&lt;br /&gt;
|5 Strength Converts to +1 Melee skill mod &amp;amp; +1 Immunity mod &amp;amp; +1 Speed, Every 2.5 Strength Mod Converts to +1 Twohanded skill mod&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TBC...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Melee Skills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Melee skills, this is where you will notice you have an Offense value and a Defense value, these two values are worked out using a combination of certain skills combined together, Below is a breakdown of all the melee skills showing how much Offense and Defense is applied PER MOD of that particular stat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Melee Skills&lt;br /&gt;
!Comments&lt;br /&gt;
!Offense Value&lt;br /&gt;
!Defense Value&lt;br /&gt;
!Surround hit Value&lt;br /&gt;
!Weapon Value&lt;br /&gt;
!Armor Value&lt;br /&gt;
|-&lt;br /&gt;
|Hand to Hand&lt;br /&gt;
|No Weapon Used, Instead you punch people in the face with your fists&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dagger&lt;br /&gt;
|Not commonly used by melee, due to the Weapon value being lower than other weapons&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|Weapon used for melee, allows you to wield a torch for light in dark areas&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|A Bigger sword that requires 2 hands to use, +3 Weapon value on Sword but cannot use a torch&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Applies directly to your Offense value&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parry&lt;br /&gt;
|Applies Directly to your Defense value&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tactics&lt;br /&gt;
|Applies Directly to your Offense &amp;amp; Defense values along with increasing Spells &amp;amp; Immunity &lt;br /&gt;
|0.375&lt;br /&gt;
|0.375&lt;br /&gt;
|0.375&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Body Control&lt;br /&gt;
|Increases your Weapon value &amp;amp; Armour values&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|Warcry&lt;br /&gt;
|For warriors it creates their Shield on top of their HP but can stun &amp;amp; slow enemies&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Surround Hit&lt;br /&gt;
|The ability to deal damage to enemies on the sides of you, Has its own Surround hit Value&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Speed skill&lt;br /&gt;
|Every 2 Speed skill mod, will increase your Raw Speed value by 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rage&lt;br /&gt;
|Builds Off/Def values per hit landed and falls off over time (at full rage bar)&lt;br /&gt;
|0.2&lt;br /&gt;
|0.2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Using the above, you can work out your Offense, Defense and Surround hit Values by multiplying your mods from your character sheet for each stat by the values provided above. As an example, if you had a Warrior with the following stats, this is how you would work out your total values.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Stat&lt;br /&gt;
!Mod&lt;br /&gt;
!Offensive Value&lt;br /&gt;
!Defense Value&lt;br /&gt;
!Surround Hit Value&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|110&lt;br /&gt;
|220&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parry&lt;br /&gt;
|90&lt;br /&gt;
|&lt;br /&gt;
|180&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tactics&lt;br /&gt;
|60&lt;br /&gt;
|22.5&lt;br /&gt;
|22.5&lt;br /&gt;
|22.5&lt;br /&gt;
|-&lt;br /&gt;
|Surround Hit&lt;br /&gt;
|60&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|&lt;br /&gt;
|342.5&lt;br /&gt;
|302.5&lt;br /&gt;
|242.5&lt;br /&gt;
|}&lt;br /&gt;
For the Seyan'du Class, they also have access to spells, tactics is a skill that is only available to Warriors &amp;amp; Seyans but it provides a hidden buff to the damaging spells available to them. To work this out, you just need to take your tactics mod and divided it by 8 to find the modifier to add onto your spell.  ( Note that this only applies to Freeze, Lightning &amp;amp; Fire Spells and the Warcry melee ability. )&lt;br /&gt;
&lt;br /&gt;
Tactics also provided a hidden bonus to your Immunity mod, this is called by the following formula - (Tactics Mod +14) / 8 ...  as an Example, having 66 Tactics mod, would give you +10 immunity mod, 66+14 = 80/8 = 10&lt;br /&gt;
&lt;br /&gt;
== Magic Skills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Mage class, they do not have any of the melee abilities apart from their weapon skill of choice, Instead they have a set of Magic spells they can cast. Because they deal damage via their spells, they do not have an offensive stat such as Attack on the melee classes, this means that when they are fighting enemies their own level, you will struggle to kill it with an auto attack as you are missing a huge chunk of offense value compared to a melee class, Instead of you left to kill with damage from your spells, which is a direct (Spell mod vs Immunity mod) to determine the damage dealt. See below for a list of spells and their purpose.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Magic Skills&lt;br /&gt;
!Comments &lt;br /&gt;
!Defense Value&lt;br /&gt;
|-&lt;br /&gt;
|Bless&lt;br /&gt;
|Every 4 Bless mod (unblessed) Grants +1 WIAS mod up until Cap of 50% of Base WIAS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heal&lt;br /&gt;
|Uses mana to directly heal your character&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Freeze&lt;br /&gt;
|Slows an enemy - (length of spell is increased by Duration) Formula to work out speed loss is -- (Frz mod - Imm mod)*11+200&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magic Shield&lt;br /&gt;
|Acts as a mages shield on top of their HP, and Acts as Parry providing 2 Defensive value per mod&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Lightning&lt;br /&gt;
|Increases damage done by Lightning Flash ( close combat spell ) &amp;amp; Lightning Ball spells ( Aoe Ranged spell )&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fire&lt;br /&gt;
|Increases damage done by Fire Ring ( close combat spell ) &amp;amp; Fire ball spells ( Ranged spell with splash damage )&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pulse&lt;br /&gt;
|Kills off Low health enemies, Converting their remaining health into Mana to be used for more spells&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Duration&lt;br /&gt;
|Increases the length of time spells such as Freeze, Bless and Lightning Flash are active for.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Profession&lt;/div&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
	<entry>
		<id>https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Mechanics&amp;diff=152</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Mechanics&amp;diff=152"/>
		<updated>2023-03-21T17:27:32Z</updated>

		<summary type="html">&lt;p&gt;Goober: /* Enhancing */ Basic Information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To begin with, there are only 2 classes to pick on Astonia, A Warrior which is a melee based class, using physical damage to kill enemies most commonly wielding either a sword with a torch or choosing to deal more damage by using a two handed weapon which removes their ability to hold a torch. The other starting class is the Mage, using mana as a resource to cast a variety of spells to defeat their enemies. There is however a third character class which can be unlocked by completing the 5 Labyrinth quests and choosing to become a Seyan'du when battling the Gate keeper. The Seyan'du is a hybrid of the 2 classes, having access to both melee abilities and spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As part of the games character progression, each class will have to face the Gate keeper, which once defeated, will allow you to increase your stats beyond the initial soft cap base of 50, along with each class gaining a unique ability once the Gate keeper has been defeated. Warriors gain access to the ability Rage, which increases  their Offense/Defence values the longer they are in battle, Mages gain access to the Duration ability, which will increase the length of time their spells are active for per cast, allowing for more efficient used of their mana pool and finally  the Seyan'du gain a level based duration on their spells, becoming longer lasting the higher level you achieve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although the choice in classes may seem to be limited compared to the conventional MMOs out today, Astonia has a subclass system which unrivalled, The games levelling system works on the basis of you gaining experience from killing enemies and completing quests and it allows you to pick and choose every stat you want to raise and by how much,  giving 100% of the control to the player also means that even though characters will specialise into similar sub classes, it actually means  that no two characters would have the exact same build. Creating a competitive environment particularly in the PVP scenario of Build vs Build. &lt;br /&gt;
&lt;br /&gt;
=== [[Attributes]] ===&lt;br /&gt;
There are 4 attributes in the game, that are present for all 3 classes, Wisdom, Intuition, Agility and Strength. Each one, affects certain other skills allowing you to indirectly increase your main skills by applying experience to these attributes. Often referred to in the game as your WIAS, Certain attributes are more beneficial to a specific class.&lt;br /&gt;
&lt;br /&gt;
As a melee class, the Warrior &amp;amp; Seyan'du will have a focus on Intuition, Agility and Strength, all 3 adding +1 to your main skills for every 5 mod of the attribute. E.g 20 Intuition will covert to +4 main stats&lt;br /&gt;
&lt;br /&gt;
As a caster class, the traditional Mage or a Magic Seyan'du will have more of a focus on Wisdom &amp;amp; Intuition as  these 2 attributes will add skills to your magic spells, With casters you should prioritise Intuition over Wisdom as it provided +1 skill mod for every 2.5 Intuition mod, compared to Wisdom which provided +1 skill mod for every 5 Wisdom mod.&lt;br /&gt;
&lt;br /&gt;
Although certain attributes are more beneficial to certain classes, none should be ignored entirely, as they will all provide some small benefit to your overall characters stats.&lt;br /&gt;
&lt;br /&gt;
=== [[Professions]] ===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Astonia all gear is general found as a drop, meaning you kill something and it leaves behind a piece of gear for you. There are some chests located around the start zone with some starter items that can be obtained but for the majority of the game, its a random drop chance from killing an enemy. The gear can drop as either a Single stat , Dual stat or Tri stat increasing in rarity as you add additional stats to the piece of gear.&lt;br /&gt;
&lt;br /&gt;
It can drop on a soft slot or on an weapon/armour slot, The Soft slots are shared across all 3 classes and can be worn by all, The Weapon slot, will be specific to the weapon skill that you choose to raise on your character (and you should only be raising one, either Hand to Hand, Dagger, Staff, Sword and Two Handed Sword) This means if you raise Sword on your warrior, you will not be able to wear a higher level Two Handed weapon.&lt;br /&gt;
&lt;br /&gt;
Both Weapon and Armour slots require a minimum base to equip and generally provide more Damage/Damage mitigation the higher the skill is, Mages are not able to wear any Armour slots, instead they gain a small amount of armour value for every spell mod they increase, meaning that their entire gear set will be soft items apart from the weapon.&lt;br /&gt;
&lt;br /&gt;
Gear can range from +1 to +20 in power, each having a minimum required level to wear. See Below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Power Level&lt;br /&gt;
!Minimum Level&lt;br /&gt;
!Additional Comment&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +6&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +7&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +8&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +9&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +10&lt;br /&gt;
|30&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +11&lt;br /&gt;
|33&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +12&lt;br /&gt;
|36&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +13&lt;br /&gt;
|40&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +14&lt;br /&gt;
|43&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +15&lt;br /&gt;
|46&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +16&lt;br /&gt;
|50&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +17&lt;br /&gt;
|53&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +18&lt;br /&gt;
|56&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +19&lt;br /&gt;
|60&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +20&lt;br /&gt;
|63&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhancing ===&lt;br /&gt;
Along with the 100% customisable character stat choice, Astonia's Gear system is also the same. Giving you complete control over what stats you put on your gear. There are several items in the game that can be used to enhance your gear in one way or another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Item&lt;br /&gt;
!Effect&lt;br /&gt;
!Requirements&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
|Silver Units (SU)&lt;br /&gt;
|Increases your current piece of gears stats by +1&lt;br /&gt;
|The Next Power level x100 &lt;br /&gt;
|For Example a +1 piece requires 200 SU to become +2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Units (GU)&lt;br /&gt;
|Increases a currently Silvered piece of gears stats by +1&lt;br /&gt;
|Item must currently be Silvered &amp;amp; The Next Power level x100&lt;br /&gt;
|For Example requires a +2 Silvered item &amp;amp; 300 GU to become +3&lt;br /&gt;
|-&lt;br /&gt;
|Silver Bar&lt;br /&gt;
|Reduces the base skill requirement of an Armour/Weapon slot&lt;br /&gt;
|10000 SU converted into a Silver bar in Grimroot zone&lt;br /&gt;
|For Example a Weapon skill (WS) 90 Sword, can become WS 80&lt;br /&gt;
|-&lt;br /&gt;
|Gold Bar&lt;br /&gt;
|Increases the base skill requirement of an Armour/Weapon Slot&lt;br /&gt;
|10000 GU converted into a Gold bar in Grimroot zone&lt;br /&gt;
|For Example a WS80 Sword, can become a WS90&lt;br /&gt;
|}&lt;br /&gt;
The other option for enhancing your gear, is using Stat orbs, These can be obtained on any character, at 10 level brackets between Lv10 - Lv90 from the Orb Hall at the north west of the Aston City map. Orbs will respawn every 30 days, so once after making a few characters, you will start to build up your own resource pool every 30 days. The below table shows how many orbs are available.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Character Level&lt;br /&gt;
!Number of Orbs&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Welding (Shrine)|Welding]] ===&lt;br /&gt;
As mentioned previously, when gear drops, it has a chance at dropping as a Single stat, Dual stat or a Tri stat piece of gear. There is no difference in level requirement between wearing a Single stat piece of gear or a Tri stat piece of gear, so once you have established yourself on the server, you will be looking to make yourself a Tri stat gear  set, to get the most amount of mods for your character available. One way of doing this is by using the Weld shrines, that are available in the below Random Dungeons.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Random Dungeon&lt;br /&gt;
!Minimum Level&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|64&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|77&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|87&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|95&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|103&lt;br /&gt;
|}&lt;br /&gt;
What these weld shrines do, is they allow you to Combine the stats of 2 individual pieces of gear by moving one stat off its current piece of gear and onto the second piece of gear. Now this can be a gamble, unless you do something called force welding. Even though Astonia lets you create completely customisable gear, with up to 3 stats on each piece of gear,  You cannot have the same stat on a piece of gear twice, which works in your favour when trying to make sets. Below is an Example of how you would Weld a Tripple Stat ring a Attack/Parry/Immunity.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Item&lt;br /&gt;
!Stat1&lt;br /&gt;
!Stat2&lt;br /&gt;
!Stat3&lt;br /&gt;
!Comments&lt;br /&gt;
|-&lt;br /&gt;
|Ring&lt;br /&gt;
|Attack +7 UE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|We want to make the Ring +7 UE (meaning Un-Enhanced) Attack/Parry/Immunity&lt;br /&gt;
|-&lt;br /&gt;
|Cape&lt;br /&gt;
|Parry +7 GE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|We have 3 Single pieces of gear&lt;br /&gt;
|-&lt;br /&gt;
|Boots&lt;br /&gt;
|Immunity +7 SE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The First weld, we want to add the Parry stat, to the Attack ring. To do this, we know that a piece of gear &lt;br /&gt;
cannot have the same stat on it twice, so Force welding is a method of blocking certain movements of stats,&lt;br /&gt;
to only leave 1 move possible. We do this, by using an orb, to block the movements we don't want to occur. &lt;br /&gt;
|-&lt;br /&gt;
|Ring&lt;br /&gt;
|Attack +7 Ue&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cape&lt;br /&gt;
|Parry +7 GE&lt;br /&gt;
|Attack +1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|By adding an Attack orb to our Parry cape, it means that when we try to weld these 2 pieces of gear together, &lt;br /&gt;
The Attack cannot move off the Ring, because the stat is already on the Cape. This means the only move possible,&lt;br /&gt;
is for the Parry to move to the ring.&lt;br /&gt;
|-&lt;br /&gt;
|Ring&lt;br /&gt;
|Attack/Parry +7 ue&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Boots&lt;br /&gt;
|Immunity +7 SE&lt;br /&gt;
|Attack +1&lt;br /&gt;
|Parry +1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Repeating the same method, We can add the 3rd and final stat to the ring, by Applying an Attack &amp;amp; Parry orb &lt;br /&gt;
onto the Immunity Boots, Blocking the Attack &amp;amp; Parry stats from moving off the Ring onto the Boots leaving &lt;br /&gt;
the only move available, to be the Immunity to move to the ring&lt;br /&gt;
|}&lt;br /&gt;
Weld shrines are only available once per character, so you will need to choose wisely the stats that you wish to weld.&lt;br /&gt;
&lt;br /&gt;
=== Ruby's Weapons ===&lt;br /&gt;
&lt;br /&gt;
=== Sewer Jewellery ===&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
=== [[Potions]] ===&lt;/div&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
	<entry>
		<id>https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Mechanics&amp;diff=151</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Mechanics&amp;diff=151"/>
		<updated>2023-03-21T14:29:19Z</updated>

		<summary type="html">&lt;p&gt;Goober: /* Attributes */ Basic Information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To begin with, there are only 2 classes to pick on Astonia, A Warrior which is a melee based class, using physical damage to kill enemies most commonly wielding either a sword with a torch or choosing to deal more damage by using a two handed weapon which removes their ability to hold a torch. The other starting class is the Mage, using mana as a resource to cast a variety of spells to defeat their enemies. There is however a third character class which can be unlocked by completing the 5 Labyrinth quests and choosing to become a Seyan'du when battling the Gate keeper. The Seyan'du is a hybrid of the 2 classes, having access to both melee abilities and spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As part of the games character progression, each class will have to face the Gate keeper, which once defeated, will allow you to increase your stats beyond the initial soft cap base of 50, along with each class gaining a unique ability once the Gate keeper has been defeated. Warriors gain access to the ability Rage, which increases  their Offense/Defence values the longer they are in battle, Mages gain access to the Duration ability, which will increase the length of time their spells are active for per cast, allowing for more efficient used of their mana pool and finally  the Seyan'du gain a level based duration on their spells, becoming longer lasting the higher level you achieve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although the choice in classes may seem to be limited compared to the conventional MMOs out today, Astonia has a subclass system which unrivalled, The games levelling system works on the basis of you gaining experience from killing enemies and completing quests and it allows you to pick and choose every stat you want to raise and by how much,  giving 100% of the control to the player also means that even though characters will specialise into similar sub classes, it actually means  that no two characters would have the exact same build. Creating a competitive environment particularly in the PVP scenario of Build vs Build. &lt;br /&gt;
&lt;br /&gt;
=== [[Attributes]] ===&lt;br /&gt;
There are 4 attributes in the game, that are present for all 3 classes, Wisdom, Intuition, Agility and Strength. Each one, affects certain other skills allowing you to indirectly increase your main skills by applying experience to these attributes. Often referred to in the game as your WIAS, Certain attributes are more beneficial to a specific class.&lt;br /&gt;
&lt;br /&gt;
As a melee class, the Warrior &amp;amp; Seyan'du will have a focus on Intuition, Agility and Strength, all 3 adding +1 to your main skills for every 5 mod of the attribute. E.g 20 Intuition will covert to +4 main stats&lt;br /&gt;
&lt;br /&gt;
As a caster class, the traditional Mage or a Magic Seyan'du will have more of a focus on Wisdom &amp;amp; Intuition as  these 2 attributes will add skills to your magic spells, With casters you should prioritise Intuition over Wisdom as it provided +1 skill mod for every 2.5 Intuition mod, compared to Wisdom which provided +1 skill mod for every 5 Wisdom mod.&lt;br /&gt;
&lt;br /&gt;
Although certain attributes are more beneficial to certain classes, none should be ignored entirely, as they will all provide some small benefit to your overall characters stats.&lt;br /&gt;
&lt;br /&gt;
=== [[Professions]] ===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Astonia all gear is general found as a drop, meaning you kill something and it leaves behind a piece of gear for you. There are some chests located around the start zone with some starter items that can be obtained but for the majority of the game, its a random drop chance from killing an enemy. The gear can drop as either a Single stat , Dual stat or Tri stat increasing in rarity as you add additional stats to the piece of gear.&lt;br /&gt;
&lt;br /&gt;
It can drop on a soft slot or on an weapon/armour slot, The Soft slots are shared across all 3 classes and can be worn by all, The Weapon slot, will be specific to the weapon skill that you choose to raise on your character (and you should only be raising one, either Hand to Hand, Dagger, Staff, Sword and Two Handed Sword) This means if you raise Sword on your warrior, you will not be able to wear a higher level Two Handed weapon.&lt;br /&gt;
&lt;br /&gt;
Both Weapon and Armour slots require a minimum base to equip and generally provide more Damage/Damage mitigation the higher the skill is, Mages are not able to wear any Armour slots, instead they gain a small amount of armour value for every spell mod they increase, meaning that their entire gear set will be soft items apart from the weapon.&lt;br /&gt;
&lt;br /&gt;
Gear can range from +1 to +20 in power, each having a minimum required level to wear. See Below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Power Level&lt;br /&gt;
!Minimum Level&lt;br /&gt;
!Additional Comment&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +6&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +7&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +8&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +9&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| +10&lt;br /&gt;
|30&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +11&lt;br /&gt;
|33&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +12&lt;br /&gt;
|36&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +13&lt;br /&gt;
|40&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +14&lt;br /&gt;
|43&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +15&lt;br /&gt;
|46&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +16&lt;br /&gt;
|50&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +17&lt;br /&gt;
|53&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +18&lt;br /&gt;
|56&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +19&lt;br /&gt;
|60&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|-&lt;br /&gt;
| +20&lt;br /&gt;
|63&lt;br /&gt;
|Requires Arch to Wear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enhancing ===&lt;br /&gt;
Along with the 100% customisable character stat choice, Astonia's Gear system is also the same. Giving you complete control over what stats you put on your gear. There are several items in the game that can be used to enhance your gear in one way or another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Item&lt;br /&gt;
!Effect&lt;br /&gt;
!Requirements&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
|Silver Units (SU)&lt;br /&gt;
|Increases your current piece of gears stats by +1&lt;br /&gt;
|The Next Power level x100 &lt;br /&gt;
|For Example a +1 piece requires 200 SU to become +2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Units (GU)&lt;br /&gt;
|Increases a currently Silvered piece of gears stats by +1&lt;br /&gt;
|Item must currently be Silvered &amp;amp; The Next Power level x100&lt;br /&gt;
|For Example requires a +2 Silvered item &amp;amp; 300 GU to become +3&lt;br /&gt;
|-&lt;br /&gt;
|Silver Bar&lt;br /&gt;
|Reduces the base skill requirement of an Armour/Weapon slot&lt;br /&gt;
|10000 SU converted into a Silver bar in Grimroot zone&lt;br /&gt;
|For Example a Weapon skill (WS) 90 Sword, can become WS 80&lt;br /&gt;
|-&lt;br /&gt;
|Gold Bar&lt;br /&gt;
|Increases the base skill requirement of an Armour/Weapon Slot&lt;br /&gt;
|10000 GU converted into a Gold bar in Grimroot zone&lt;br /&gt;
|For Example a WS80 Sword, can become a WS90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Welding (Shrine)|Welding]] ===&lt;br /&gt;
&lt;br /&gt;
=== Ruby's Weapons ===&lt;br /&gt;
&lt;br /&gt;
=== Sewer Jewellery ===&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
=== [[Potions]] ===&lt;/div&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
	<entry>
		<id>https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Mechanics&amp;diff=150</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Mechanics&amp;diff=150"/>
		<updated>2023-03-21T13:45:40Z</updated>

		<summary type="html">&lt;p&gt;Goober: /* Characters */  Basic information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To begin with, there are only 2 classes to pick on Astonia, A Warrior which is a melee based class, using physical damage to kill enemies most commonly wielding either a sword with a torch or choosing to deal more damage by using a two handed weapon which removes their ability to hold a torch. The other starting class is the Mage, using mana as a resource to cast a variety of spells to defeat their enemies. There is however a third character class which can be unlocked by completing the 5 Labyrinth quests and choosing to become a Seyan'du when battling the Gate keeper. The Seyan'du is a hybrid of the 2 classes, having access to both melee abilities and spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As part of the games character progression, each class will have to face the Gate keeper, which once defeated, will allow you to increase your stats beyond the initial soft cap base of 50, along with each class gaining a unique ability once the Gate keeper has been defeated. Warriors gain access to the ability Rage, which increases  their Offense/Defence values the longer they are in battle, Mages gain access to the Duration ability, which will increase the length of time their spells are active for per cast, allowing for more efficient used of their mana pool and finally  the Seyan'du gain a level based duration on their spells, becoming longer lasting the higher level you achieve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although the choice in classes may seem to be limited compared to the conventional MMOs out today, Astonia has a subclass system which unrivalled, The games levelling system works on the basis of you gaining experience from killing enemies and completing quests and it allows you to pick and choose every stat you want to raise and by how much,  giving 100% of the control to the player also means that even though characters will specialise into similar sub classes, it actually means  that no two characters would have the exact same build. Creating a competitive environment particularly in the PVP scenario of Build vs Build. &lt;br /&gt;
&lt;br /&gt;
=== [[Attributes]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Professions]] ===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Enhancing ===&lt;br /&gt;
&lt;br /&gt;
=== [[Welding (Shrine)|Welding]] ===&lt;br /&gt;
&lt;br /&gt;
=== Ruby's Weapons ===&lt;br /&gt;
&lt;br /&gt;
=== Sewer Jewellery ===&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
=== [[Potions]] ===&lt;/div&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
	<entry>
		<id>https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Pentagram_Quest&amp;diff=149</id>
		<title>Pentagram Quest</title>
		<link rel="alternate" type="text/html" href="https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Pentagram_Quest&amp;diff=149"/>
		<updated>2023-03-21T13:18:30Z</updated>

		<summary type="html">&lt;p&gt;Goober: some spelling, grammar, and trying to add lines!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Pentagram Quest (pents) is the bread and butter of Astonia, it is the place you will visit the most and you generally spend most of your time here outside of doing quests and random dungeons (rds)&lt;br /&gt;
&lt;br /&gt;
With the recent changes to pent system, you now get experience instantly upon touching a pent and the experience has been increase considerably since the original version. With this change in mind, it does not make sense to push your characters limits to fight higher level demons for more experience, As 95% of the experience you will gain comes from touching the pent itself, you should consider fighting demons that are up to -5 of your own level, to make it easier and faster to move through the section, hence touching more pents and awarding you with more experience over time.&lt;br /&gt;
&lt;br /&gt;
There are currently 4 Pentagram zones, that increase in difficulty as your character levels up.&lt;br /&gt;
&lt;br /&gt;
Earth Pents - Level 7-38 Demons   (Health Bar &amp;amp; Mana Bar only)&lt;br /&gt;
&lt;br /&gt;
Fire Pents - Level 39-70 Demons   (Health Bar &amp;amp; Mana Bar only)&lt;br /&gt;
&lt;br /&gt;
Ice Pents - Level 71-102 Demons   (Health Bar, Mana Bar and Magic Shield Bar)&lt;br /&gt;
&lt;br /&gt;
Hell pents - Level 103-118 Demons (Health Bar, Mana Bar and Magic Shield Bar)&lt;br /&gt;
&lt;br /&gt;
The most important stat that you will need to focus on for penting is Immunity, This stat increases your resistance to spells cast on you, reducing their damage, When in a PvE scenario, Once your immunity is a set amount over the NPCs attacking spell mod (fire/frz/lf) the demons will no longer cast spells on you. Trying to pent in Astonia with low immunity is a challenge at lower levels but impossible at high level, due to all demons stats scaling the higher level you go, they have more mana, and deal more spell damage which will just overcome your characters health pool. &lt;br /&gt;
&lt;br /&gt;
Over the years a rough guide as to how much immunity you need is about 3x Demon level. I doubt anyone has actually calculated the exact amount of immunity need for all levels of Pents but you should know that the final level 118 demons require your character to have 335 immunity, to stop them casting spells.&lt;br /&gt;
&lt;br /&gt;
Along with Pents being the main way of obtaining experience, Penting also offers up a good way of obtaining random gear drops from killing demons, Along with demon stones (Earth stone, Fire stone, Ice stone, Hell stone)&lt;br /&gt;
&lt;br /&gt;
Demon stones have a couple of different uses.&lt;br /&gt;
&lt;br /&gt;
1 - Gold - Sell to a NPC trader, If you hand the stones to a Master trader, or just raise your Bartering skill to 220 mod or 120 + Master Trader and sell the stone to an NPC trader, They sell for the following values - Earth Stone 60g, Fire stone 120g, Ice Stone 200g, Hell Stone 280g&lt;br /&gt;
&lt;br /&gt;
2 - Handing to Reskin - The first stone of each type, can be handed to Reskin the bartender in the Cameron start zone for a significantly higher gold value than just selling. There is a minimum level requirement to hand in each one (Earth Stone - lv10, Fire stone - lv30, Ice stone - lv60, Hell Stone - lv80) &lt;br /&gt;
&lt;br /&gt;
3 - Rodney Warped World (RWW) keys - You can hand stones over to the assistant in the lobby of RWW in exchange for the keys required to go through the green doors in RWW.&lt;br /&gt;
&lt;br /&gt;
4 - Alchemy - Stones can be added to potions, to enhance their powers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Building your character for Pents&lt;br /&gt;
&lt;br /&gt;
If your goal to pent as efficiently as you can, you should be focusing on certain stats to increase your performance against demons. When you first start the game and you ask for advice, people will tell you to focus on Swd/att/par/imm or Lf/ms/imm/pul , while this is good advice at lower level, there comes a point about the lv50-60 range, that you can generally raise more stats per level and once you have a max gear set made for yourself, You will be over-capped on those main stats against the demons you are currently fighting.&lt;br /&gt;
&lt;br /&gt;
Astonia works on an Offense Value VS Defence Value mechanic, once your Off value is a certain amount above the enemies def value, its capped, it doesn't make a difference if you add another 100 off value, you are still going to do the same damage. So instead you want to focus on stats that will increase your performance, such as Weapon Value (actual damage per hit from your weapon) and speed skill (making sure you are at your highest Speed break) along with making sure your Surround hit is capped.&lt;br /&gt;
&lt;br /&gt;
If you are a mage the best way to build is to not pump too much experience into defences as you will find you don't need as much as you think and instead you will want to raise your LF or Fire &amp;amp; mainly the Pulse stats as high as you can, increasing the damage you deal to the demons you are fighting. Mages really slow down when they Enter Ice &amp;amp; Hell pents, as demons gain the Magic Shield bar and use their mana bar to heal it up, its at this point you will want to really pump exp into your pulse mod, and practice manually casting pulse, before they start to heal, to begin with I would suggest raising Freeze as well, to help slow them down from healing to give you more time to cast pulse.&lt;/div&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
	<entry>
		<id>https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Pentagram_Quest&amp;diff=148</id>
		<title>Pentagram Quest</title>
		<link rel="alternate" type="text/html" href="https://wiki.astoniaresurgence.com/mediawiki/index.php?title=Pentagram_Quest&amp;diff=148"/>
		<updated>2023-03-20T09:03:38Z</updated>

		<summary type="html">&lt;p&gt;Goober: Created page with &amp;quot; The Pentagram Quest (pents) is the bread and butter of Astonia, it is the place you will visit the most and you generally spend most of your time here outside of doing quests and random dungeons (rds)  With the recent changes to pent system, you now get experience instantly upon touching a pent and the experience has been increase considerably since the original version. With this change in mind, it does not make sense to push your characters limits to fight higher leve...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Pentagram Quest (pents) is the bread and butter of Astonia, it is the place you will visit the most and you generally spend most of your time here outside of doing quests and random dungeons (rds)&lt;br /&gt;
&lt;br /&gt;
With the recent changes to pent system, you now get experience instantly upon touching a pent and the experience has been increase considerably since the original version. With this change in mind, it does not make sense to push your characters limits to fight higher level demons for more experience, As 95% of the experience you will gain comes from touching the pent itself, you should consider fighting demons that are up to -5 of your own level, to make it easier and faster to move through the section, hence touching more pents and awarding you with more experience over time.&lt;br /&gt;
&lt;br /&gt;
There are currently 4 Pentagram zones, that increase in difficulty as your character levels up.&lt;br /&gt;
&lt;br /&gt;
Earth Pents - Level 7-38 Demons   (Health Bar &amp;amp; Mana Bar only)&lt;br /&gt;
Fire Pents - Level 39-70 Demons   (Health Bar &amp;amp; Mana Bar only)&lt;br /&gt;
Ice Pents - Level 71-102 Demons   (Health Bar, Mana Bar and Magic Shield Bar)&lt;br /&gt;
Hell Pents - Level 103-118 Demons (Health Bar, Mana Bar and Magic Shield Bar)&lt;br /&gt;
&lt;br /&gt;
The most important stat that you will need to focus on for penting is Immunity, This stat increases your resistance to spells cast on you, reducing their damage, When in a PvE scenario, Once your immunity is a set amount over the NPCs attacking spell mod (fire/frz/lf) the demons will no longer cast spells on you. Trying to pent in Astonia with low immunity is a challenge at lower levels but impossible at high level, due to all demons stats scaling the higher level you go, they have more mana, and deal more spell damage which will just overcome your characters health pool. &lt;br /&gt;
&lt;br /&gt;
Over the years a rough guide as to how much immunity you need is about 3x Demon level. I doubt anyone has actually calculated the exact amount of immunity need for all levels of pents but you should know that the final level 118 demons require your character to have 335 immunity, to stop them casting spells.&lt;br /&gt;
&lt;br /&gt;
Along with pents being the main way of obtaining experience, Penting also offers up a good way of obtaining random gear drops from killing demons, Along with demon stones (Earth stone, Fire stone, Ice stone, Hell stone)&lt;br /&gt;
&lt;br /&gt;
Demon stones have a couple of different uses.&lt;br /&gt;
1 - Gold - Sell to a NPC trader, If you hand the stones to a Master trader, or just raise your Bartering skill to 220 mod or 120 + Master Trader and sell the stone to an NPC trader, They sell for the following values - Earth Stone 60g, Fire stone 120g, Ice Stone 200g, Hell Stone 280g&lt;br /&gt;
2 - Handing to Reskin - The first stone of each type, can be handed to Reskin the bartender in the Cameron start zone for a significantly higher gold value than just selling. There is a minimum level requirement to hand in each one (Earth Stone - lv10, Fire stone - lv30, Ice stone - lv60, Hell Stone - lv80) &lt;br /&gt;
3 - Rodney Warped World (RWW) keys - You can hand stones over to the assistant in the lobby of RWW in exchange for the keys required to go through the green doors in RWW.&lt;br /&gt;
4 - Alchemy - Stones can be added to potions, to enhance their powers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Building your character for Pents&lt;br /&gt;
If your goal to pent as efficiently as you can, you should be focusing on certain stats to increase your performance against demons. When you first start the game and you ask for advise, people will tell you to focus on Swd/att/par/imm or Lf/ms/imm/pul , while this is good advise at lower level, there comes a point about the lv50-60 range, that you can generally raise more stats per level and once you have a max gear set made for yourself, You will be overcapped on those main stats against the demons you are currently fighting.&lt;br /&gt;
&lt;br /&gt;
Astonia works on an Offense Value VS Defence Value mechanic, once your Off value is a certain amount of the enemies def value, its capped, it doesnt make a different if you add another 100 off value, you are still going to do the same damage. So instead you want to focus on stats that will increase, such as Weapon Value (actual damage per hit from your weapon) and speed skill (making sure you are at your highest Speed break) along with making sure your Surround hit is capped.&lt;br /&gt;
&lt;br /&gt;
If you are a mage the best way to build is to not pump too much experience into defences as you will find you dont need as much as you think and instead you want to raise your LF or Fire &amp;amp; mainly the Pulse stats as high as you can, increasing the damage you deal to the demons you are fighting. Mages really slow down when they Enter Ice &amp;amp; Hell pents, as demons gain the Magic Shield bar and use their mana bar to heal it up, its at this point you will want to really pump exp into your pulse mod, and practice manually casting pulse, before they start to heal, to begin with i would suggest raising Freeze as well, to help slow them down from healing to give you more time to cast pulse.&lt;/div&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
</feed>