Varmundt rune gear (Varmundt's Biosphere)
| Level | 230 and up |
| Where | The seven Varmundt's Biosphere fields (Field Guide in the hub); Omega and Beta in the hub row Biosphere |
| Cost of a full set | An armor: base piece + 30 runes + 300,000 z; manteau 20 runes + 200,000 z; boots 15 runes + 150,000 z. A rune is 10 Rune Fragments + 20,000 z. |
| Enchant route | Two random enchants per piece (5 runes and 100,000 z for the second slot); upgraded Rune pieces get three. |
| Related lines | Nebula armors; Engraved and Deep rune armors |
Hours (expected hours alone / calendar weeks, all lines):
| What | Daily player | Two evenings a week | Daily, on Hell |
|---|---|---|---|
| Varmundt Fire rune armor, manteau and boots | 1.4 h / 0.14 wk | 1.4 h / 0.24 wk | 1.4 h / 0.12 wk |
| Rune upgrade of the Varmundt Fire armor (reform) | 37.5 h / 3.8 wk | 37.6 h / 6.3 wk | 38.6 h / 3.1 wk |
| Varmundt rune gear enchants (three pieces, one pass each) | 0.40 h / 0.04 wk | 0.40 h / 0.07 wk | 0.40 h / 0.03 wk |
What it is
- Varmundt rune gear: an armor (a robe for Death), a manteau and boots in four elements: Glade (grassland), Fire, Ice and Death. Each piece is made from a plain Varmundt base piece and runes of its element.
- Rune upgrade: a +7 Varmundt piece becomes the stronger Rune Armor, Manteau or Boots of Plain, Flame, Ice or Death (the reform window; refine, cards, enchants and grade stay).
- Varmundt rune rings: the Varmundt Soul, Venom and Temple Rune Rings, made from the plain Varmundt Rune Ring, and their upgrades, the Soul, Venom and Temple Rune Rings and Magic Rings (below).
Sol added the seven official Biosphere fields behind Varmundt's mansion, with their monsters, which the server software lacked: Ice, Fire, Grass and Death, and the newer Soul, Temple and Venom fields. The Episode 17.2 story and the Biosphere daily quests are not on Sol, and nothing here needs them. The Engraved equipment is on Sol too (Deep rune armors).
Who uses it
Level 230+ characters of every class: armor, garment and shoes with an element of your choice, long-lasting through the 250s once upgraded.
How to get there
- The Field Guide in the hub (Services row) takes you to the hallway of Varmundt's mansion
(
ba_in01) from base level 230. The warper also has the four fields ("Varmundt's Dungeon"). - In the hallway, four doors lead to the fields; each opens from level 230. Ice: the west door; Fire, Grass and Death: the three doors on the north side, west to east. Every field has a portal back to its door.
- Soul, Temple and Venom: their doors stand in a second hallway. Take the passage at the west end of the first hallway, where the corridor to the Ice door starts; the three doors are on the north side, Soul, Venom and Temple from west to east. Officially they open at level 240; on Sol they are open to everyone. A passage at the second hallway's west end leads back.
- Their monsters take only a tenth of normal damage, the field bosses a hundredth. Come with your best gear and bring a party for the bosses.
| Map | Monsters | Level |
|---|---|---|
Biosphere Ice (bl_ice) |
Glacial Ice Titan, Siroma, Snowier, Centipede, Aqua Elemental, Angelgolt, Rhyncho; the boss Glacial Ktullanux | 252-255 (boss 260) |
Biosphere Fire (bl_lava) |
Blazing Explosion, Sky Deleter, Jakk, Lava Golem, Majoruros, Hydrolancer, Black Acidus; the boss Blazing Detardeurus | 252-255 (boss 260) |
Biosphere Grass (bl_grass) |
Verdant Corinus, Pinguicula, Hunter Fly, Rocker, Savage, Flora, Hill Wind; the boss Verdant Mistress | 252-255 (boss 260) |
Biosphere Death (bl_death) |
Grave Ancient Mummy, Lude, Ragged Zombie, Wraith Dead, Flame Skull, Banshee, Abysmal Knight; the boss Grave Lord of the Dead | 252-255 (boss 260) |
Biosphere Soul (bl_soul) |
Soul Nightmare, Whisper, Marionette, Noxious, The Paper, Gajomart, Odium of Thanatos; the boss Soul Gloom Under Night | 253-255 (boss 260) |
Biosphere Temple (bl_temple) |
Temple Rudo, Arc Angeling, False Angel, Plasma, Solace, Anopheles, Gryphon; the boss Temple Randgris (Valkyrie Randgris) | 253-255 (boss 260) |
Biosphere Venom (bl_venom) |
Venom Comodo, Poison Toad, Side Winder, Cramp, Kukre, Nephentes, Angra Mantis; the boss Enhanced Venom Chimera | 253-255 (boss 260) |
The seven bosses come back about every 6 hours. The Soul, Temple and Venom monsters use the skills of the monsters they are named after (kRO publishes none for them).
What drops
Every monster of a field (its boss too) can drop the field's own items, besides its usual loot:
| Item | Chance a kill |
|---|---|
| Rune Fragment of the field's element (Glade, Fire, Ice, Death) | 15% |
| Rune of the field's element | 3% |
| Essence of the field's element (Plain, Flame, Ice, Death) | 1% |
| Varmundt Rune Armor, Varmundt Rune Pauldron, Varmundt Rune Greaves (the base pieces; Ice, Fire, Grass and Death) | 0.15% each |
| Varmundt Rune Ring (the plain ring; Soul, Temple and Venom) | 0.15% |
On the Soul, Temple and Venom fields the fragments, runes and essences are Soul, Temple and Venom ones. These field drops are not raised by the server's 20x rate; Advanced Looting and Bubble Gum raise them. The monsters also drop Zelunium and Shadowdecon (raw and refined). The bosses drop a box of 5 runes of their element; their essence or magical water and Blacksmith's Blessing rows are behind the rune box (the boss pays only its first reward that hits). The Soul, Temple and Venom bosses also drop Blacksmith's Blessing (about 30%) and the Varmundt Armor Refine Hammer (about 2.8%) as ordinary loot (iRO's numbers, with the 20x rate included).
These field chances are a first proposal and may change after testing.
How to get the gear
| What | Cost | Where |
|---|---|---|
| A rune | 10 Rune Fragments of its element + 20,000 z | Omega in the mansion hallway (ba_in01 358,50) or in the hub (row Biosphere) |
| Varmundt rune armor (or robe) | Varmundt Rune Armor + 30 runes + 300,000 z | Beta (ba_in01 359,53) or the hub |
| Varmundt rune manteau | Varmundt Rune Pauldron + 20 runes + 200,000 z | Beta |
| Varmundt rune boots | Varmundt Rune Greaves + 15 runes + 150,000 z | Beta |
The runes decide the element: Glade Runes make the Glade pieces, and so on. Omega also makes the magical waters and Beta the Soul, Venom and Temple rings, as officially (below). Soul, Temple and Venom runes and essences drop on their fields and in Biosphere Depth 1 (Deep rune armors).
The rune rings
| Step | What | Cost | Where |
|---|---|---|---|
| 1 | Varmundt Rune Ring (plain) | drops on the Soul, Temple and Venom fields (0.15% a kill) | |
| 2 | Varmundt Soul, Venom or Temple Rune Ring | the plain ring + 20 Soul, Venom or Temple Runes + 200,000 z | Beta (ba_in01 359,53) or the hub |
| 3 | Enchant it | up to two enchants at any refine (runes of its element and a fee; the window shows them) | Beta (ba_in01 363,53) or the hub's Beta (Varmundt Gear) |
| 4a | Soul / Venom / Temple Rune Ring | the ring + 100 Accessory Upgrade Stones (Superior) + 20 runes + 50 essences + 300 Zelunium + 500 Varmeal Tickets | Beta (Rune Upgrade, ba_in01 368,55) or the hub |
| 4b | Soul / Venom / Temple Magic Ring | the ring + 100 Accessory Upgrade Stones (Superior) + 5 runes + 10 magical waters + 300 Zelunium + 500 Varmeal Tickets | the same Beta (pick the magical water option) |
| 5 | Enchant the upgraded ring | up to three enchants, any refine | Beta (ba_in01 371,55) or the hub's Beta |
The upgrade keeps cards and enchants. A magical water is 5 essences of each of five kinds (the four Varmundt elements and the ring's) + 20,000 z at Omega. Accessory Upgrade Stones (Superior) come from the Regenschirm ore researcher (the hub's Episode 17.2 row).
Rune upgrade (reform)
Beta (ba_in01 368,55, or the hub's "Beta (Rune Upgrade)") opens the reform window. A Varmundt piece refined to
+7 or more becomes the Rune piece of its element for:
- 300 Zelunium
- 500 Varmeal Tickets
- 100 Armor Upgrade Stones (Superior)
- 20 runes and 50 essences of the element
Varmeal Tickets come from the hub's Coin Exchanger and the Episode 17.2 instances; Armor Upgrade Stones from the Regenschirm ore researcher (also in the hub's Episode 17.2 row); Zelunium from the Biosphere and Thanatos Tower monsters.
Enchanting
The Beta (Varmundt Gear) in the hub opens all of these; in the mansion two Betas do (ba_in01 363,53 for the
Varmundt pieces, 371,55 for the upgraded ones).
| Gear | Slots | Cost per enchant |
|---|---|---|
| Varmundt rune armor, manteau, boots (+7 or more) | 2 random enchants | slot 3: 1 rune + 50,000 z; slot 2: 5 runes + 100,000 z |
| Upgraded Rune armor, manteau, boots (+7 or more) | 3 random enchants, and upgrades in slot 2 | slot 3: 1 rune + 50,000 z; slot 2: 5 runes + 100,000 z; slot 1: 5 runes + 5 essences + 300,000 z; upgrade Lv1 to Lv2: 500 Varmeal Tickets + 50 runes + 30 essences (the window shows the rest) |
A reset costs 1 rune + 1,000,000 z and succeeds 70% (80% on the upgraded pieces).
Refine
Normal refining. From +9 the Varmundt Armor Refine Hammer (50 Kachua Mileage Coupons at the Cat Hand Salesmen in the hub's Shadow Gear row, tab "Smelting, Modification, Useful Items", as on kRO) raises a Varmundt rune piece by one (+9 to +10, +10 to +11, +11 to +12) for 14 Blacksmith's Blessings, always successfully; use the hammer from your inventory. It works on the Varmundt pieces, not on the upgraded Rune pieces.
Official vs Sol
The monsters, their damage reduction, their drops and the shop, upgrade and enchant numbers are official. Different on Sol: - No story. Officially the fields open after the Episode 17.2 story; on Sol only the level counts. - No daily quests. The "hunt 100 monsters" dailies are replaced by the Hunting Board: the seven fields are band 231-275 missions. - The field drops. kRO says only that every monster drops the field's fragments, runes and the base pieces "at a low probability"; the numbers above are Sol's (muhRO's and iRO's), and Sol adds the essences there (officially only the bosses drop them). - Open doors. The Soul, Temple and Venom doors check no level (officially 240), and a passage joins the two hallways. - Their skills. kRO publishes no skills for the Soul, Temple and Venom monsters; they use the skills of the monsters they are named after, without calling helpers.
Comes after / leads to
Before it: the Snow Flower set and the Nebula armors (240+). After it: the Engraved and Deep rune armors of Biosphere Depth 1 (250+).
Tips
Pick one element and stay on its field: the runes, fragments and essences there are all of that element. The Hunting Board missions on the fields pay Hunting Coins on top. Bring Bubble Gum: it raises the field drops.
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