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How to craft ring of slaying

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How to craft ring of slaying
December 14, 2018 Books 5 comments

If you’ve found yourself here, you’re likely leveling up a Samurai. Welp! You’ve found the right place. Hopefully, our Samurai Leveling Guide helps you out – especially with setting up and the early L50+ rotation!

Samurai Leveling Guide – Navigation:
Page 1:Unlocking | L50 Skills & Rotation | L50 Gear | Class Quest List
Page 2: SAM Leveling 50 to 60 (Basic info for now)
Page 3: SAM Leveling 60 to 70 (Basic info for now)

For those who jumped right into this page, we will add a little blurb about unlocking Samurai, if you haven’t already.

Unlocking Samurai (SAM) Job

Quest Name:The Way of the Samurai
Quest Location: Ul’dah – Steps of Nald (X:9, Y:9)
NPC Name:Ul’dahn Citizen

You will be rewarded with the Soul of the Samurai, your main hand weapon (Mythrite Uchigatana), and a free coffer of 115 left side gear (Nameless Armor Coffer)! Equip them as soon you have them!

Since Samurai starts at level 50, there are a few things you have to “catch up on”. Namely, your Skills, Rotation, and to a lesser extent, Gear.

Fresh Level 50 Samurai Rotation & Skills

SAM Rotation Summary

Lemme tell you the absolute basics of the Samurai rotation. It revolves around generating any number of those three fancy orbs (called Sen – Samurai’s Primary Resource) “Getsu, Ka, and Setsu” then expending these using Iaijutsu. Depending on how many of these you have, Iaijutsu’s actual skill changes.

At 52 onwards (I might as well mention it now), you will gain a secondary resource called Kenki to expend on various utility skills. You can Kenki naturally as you do various weapon skills.

In the next tab we go into the nitty gritty, and talk about EVERY SKILL you’ve unlocked just now.

L50 Samurai Single Target Rotation

Samurais have “3 basic combo trees” since you need to gain three different types of Sen. This is a basic single target rotation.

L50 SAM Basic Single Target Rotation

Hakaze (L1)
Jinpu (L4) (Grants 10% Damage up buff)
Gekko(L30) (Gain Getsu!)

Hakaze (L1)
Shifu (L18) (Grants 10% “Offensive Speed” buff)
Kasha (L40) (Gain Ka!)

Hakaze (L1)
Yukikaze (L50) (Gain Setsu!)

Iaijutsu (L30) (3 Sen: Midare Satsugekka)


Note: For long fights such as bosses (or anything more than a minute) using Iaijutsu on 1 Sen is Higanbana – a ONE MINUTE DoT!

Note: Try to keep up both the “Speed” buff from Shifu and the damage buff from Jinpu at all times. Remember that while the Samurai doesn’t care WHICH Sen you choose for Iaijutsu, choosing the wrong “path” might lead to dropping one of these powerful buffs.

Note: Personally, I start with the chain which leads up to the “speed bonus” buff – as it’s more “valuable” than 10% damage UNLESS you plan to open with 1 Sen Higanbana – then the 10% Damage buff is better.

L50 SAM Basic AoE Rotation

L50 SAM Basic AoE Rotation

This is typically used on “3 or more guys”.

Fuga (L26) : This is a cone skill.
Mangetsu (L35) (Gain Getsu!) : Circular AoE centered on yourself.

Fuga (L26) : This is a cone skill.
Oka (L35) (Gain Setsu!) : Circular AoE centered on yourself.

Iaijutsu(L30) (2 Sen: Tenka Goken) : Large cone nuke.

Note: Against 2 guys, the “SPEED” wherein you gain sen is the upside here. You will be using Tenka Goken every 5th GCD. Using the AoE rotation against 2 enemies has a very very strong case, unlike most other classes whose clear breakpoint is usually at 3.

Note: The problem with this rotation is heavy TP use, and you will never actually trigger your buffs. This is the primary reason why the AoE rotation “sucks” against 2 enemies.

L50 SAM Misc (Cooldowns, Utility)

L50 SAM Misc skill rundown

Meikyo Shisui(L50): God… discussions on this can get complicated at max level but for now basically it allows you to “cheat” combos. If it isn’t obvious by now, the best use of this is to do combo finishers which grant you Sen! (Gekko – Kasha – Yukikaze > Midare!)

Third Eye (L6): Reduced your damage taken on the next hit by a tiny amount. This is connected to other skills later on, but try and practice it early and often.

Ageha (L10): Only usable on low life enemies. Grants a Kenki (more on this at L52…) bonus if its a “last hit”.

Enpi (L15): Is a ranged skill typical of most melee classes. Junk (for now…).

Iaijutsu (L30): Again, I might as well mention it here.
1 Sen: Higanbana – Long DoT, only used for long fights.
2 Sen: Tenko Goken – Large cone AoE.
3 Sen: Midare Satsugekka– Massive single target damage.

L50 SAM Role Actions

L50 SAM Role Actions

To summarize, for general purposes use:
Invigorate > Second Wind > Leg Sweep > Any

For more information about this, check our Melee DPS Role Actions Guide.


Fresh level 50 Samurai: Gear Check

The free gear you get from completing the Samurai quest is item level 115. All things considered this ain’t so bad. HOWEVER, it is missing the right-side accessories, and belt.

Ignore this section if you plan to sully yourself in PotD forever.

I want better than 115 item level!

There are only 2 possible item level upgrades from 115, and 4 possible sources:

  • 120 gear fromWorld of Darkness (hassle if you don’t have it already)
  • 120 Ironworks gear from “old tomestone” (not too bad to obtain!)
  • 130Dreadwyrm gear fromFinal Coil (hassle if you don’t have it already)
  • 130 Augmented Ironworks gear (needs Carbontwine and Carboncoat…)

While I imagine many people have these lying around – I can only faithfully vouch for only ONE of these tiers – 120 Ironworks from older tomestone gear is easy to obtain, and can be fairly worth it as they’re shared between many classes.

And, if you happen to get Carboncoat and Carbontwine from WoD (queue up that Alliance Raid!), great!

If you read the clicky above, you can FILL UP THE BLANKS with the left table, or TRYHARD AND UPGRADE with the right table. I will not be listing Dreadwyrm or WoD gear in these tables, due to their difficulty to obtain for people who weren’t there at the time.

L50 SAM Basic GearL50 SAM Better Gear

L50 Samurai Gear – Basic of the Basic (i115)
WeaponMythrite UchigatanaFREE from coffer
HeadNameless HachiganeFREE from coffer
ChestNameless TogiFREE from coffer
HandsNameless TekkoFREE from coffer
BeltHQ Archaeoskin Belt of StrikingCrafting / Market
LegsNameless HakamaFREE from coffer
BootsNameless KyahanFREE from coffer
EarringHQ Mythrite Earrings of SlayingCrafting / Market
NeckHQ Rainbow Ribbon of SlayingCrafting / Market
WristHQ Mythrite Bangle of SlayingCrafting / Market
RingHQ Agate Ring of SlayingCrafting / Market
RingHQ Agate Ring of SlayingCrafting / Market
L50 Samurai Gear – Tomestone (i120+)
WeaponIronworks Magitek Samurai BladeTomestone
HeadIronworks Visor of StrikingTomestone
ChestIronworks Cuirass of StrikingTomestone
HandsIronworks Armguards of StrikingTomestone
BeltIronworks Belt of StrikingTomestone
LegsIronworks Hose of StrikingTomestone
BootsIronworks Sollerets of StrikingTomestone
EarringIronworks Earrings of SlayingTomestone
NeckIronworks Choker of SlayingTomestone
WristIronworks Bracelet of SlayingTomestone
RingIronworks Ring of SlayingTomestone
Ring(Cannot use 2 of the same!)

Purchased from Auriana – Mor Dhona (X: 22.7, Y: 6.6)
For the other ring, use one from the other tab, Dreadwyrm, or Augmented Ironworks.

Samurai Class Quests: Where!?

It happens to everyone, dont worry. If you’re lost we have reminders on the relevant pages AS YOU LEVEL UP, but we may as well put the entire list here… for reasons.

Samurai Job Quests 50 to 60







50Master MusosaiUl’dah – Steps of Thal912Musosai
52The Sands of DebtUl’dah – Steps of Nald1210Musosai
54Blood on the DeckLimsa Lominsa Upper Decks1111Musosai
56A Fraudster in the ForestNew Gridania1213Musosai
58Tears in the SnowFoundation1413Musosai
60The Face of True EvilFoundation1412MomozigoMeditate

Samurai Job Quests 60 to 70







60A Dignified VisitorUl’dah – Steps of Nald1210Momozigo
63Trials of the SekiseigumiUl’dah – Steps of Nald1210Momozigo
65Matsuba MayhemKugane148Makoto
68The Hunt for UgetsuKugane148Makoto
70The Battle on BekkoKugane148MakotoHisatsu: Guren; Myochin Armor Coffer

Samurai Leveling Guide – Navigation:
Page 1:Unlocking | L50 Skills & Rotation | L50 Gear | Class Quest List
Page 2: SAM Leveling 50 to 60 (Basic info for now)
Page 3: SAM Leveling 60 to 70 (Basic info for now)

Well, hopefully this page helped you out in setting up your Samurai so your leveling process will come along much more smoothly. Proceed to the next pages with the links above!

Don’t forget to like us on Facebook!

Pages:Page 1, Page 2, Page 3

3rd Party Publisher Magic Rings


Ring of Animal Influence

Ring, rare

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

Ring of Djinni Summoning

Ring, legendary (requires attunement)

While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.

While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.

After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.

Ring of Elemental Command

Ring, legendary (requires attunement)

This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane.

While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

Ring of Air Elemental Command: You can expend 2 of the ring’s charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.

If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:

  • You have resistance to lightning damage.
  • You have a flying speed equal to your walking speed and can hover.
  • You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).

Ring of Earth Elemental Command: You can expend 2 of the ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.

If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:

  • You have resistance to acid damage.
  • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
  • You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).

Ring of Fire Elemental Command: You can expend 2 of the ring’s charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.

If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:

  • You are immune to fire damage.
  • You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).

Ring of Water Elemental Command: You can expend 2 of the ring’s charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.

If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:

  • You can breathe underwater and have a swimming speed equal to your walking speed.
  • You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).

Ring of Evasion

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Ring of Feather Falling

Ring, rare (requires attunement)

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Ring of Free Action

Ring, rare (requires attunement)

While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

Ring of Invisibility

Ring, legendary (requires attunement)

While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

Ring of Jumping

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Ring of Mind Shielding

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

Ring of Protection

Ring, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Regeneration

Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Ring of Resistance

Ring, rare (requires attunement)

You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.

d10Damage TypeGem

Ring of Shooting Stars

Ring, very rare (requires attunement outdoors at night)

While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire: You can expend 1 charge as an action to cast faerie fire from the ring.

Ball Lightning: You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

SpheresLightning Damage

Shooting Stars: You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Ring of Spell Storing

Ring, rare (requires attunement)

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 ? 1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Ring of Spell Turning

Ring, legendary (requires attunement)

While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Ring of Swimming

Ring, uncommon

You have a swimming speed of 40 feet while wearing this ring.

Ring of Telekinesis

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Ring of the Ram

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

Ring of Three Wishes

Ring, legendary

While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.

Ring of Warmth

Ring, uncommon (requires attunement)

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as ?50 degrees Fahrenheit.

Ring of Water Walking

Ring, uncommon

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Ring of X-ray Vision

Ring, rare (requires attunement)

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

The Warrior Ring is a ring that can be crafted after earning the recipe at Combat Level 4. Warrior Occasionally infuses the wearer with "warrior energy" after slaying a monster. Information. Source: Crafting with Combat Level 4.

Smoking Kills Rewards

After you've finished Smoking Kills you can gain points for different Slayer assignments given to you. The slayer Masters will have a "Reward" option when you right click them, you will have to gain points by completing tasks given by Slayer Masters. Each Slayer Master gives a different amount of points, the harder masters give more and the easier masters give less. Below is a chart that shows the amount of points given per task, notice you get more points for more tasks in a row. Also, if you get a task from the Burthorpe, your task count will be reset to 0.
MasterPoints for 1 TaskPoints for 10th TaskPoints for 50th Task

Below are the 3 tabs that you will see.

On this tab, you can buy multiple items with the points you have received from completing slayer tasks.
  • Buy Slayer Experience
    You can spend 400 Slayer Points and gain 10,000 slayer exp instantly.
  • Buy Ring of Slaying
    For 75 points you can buy a Ring of Slaying.
  • Buy Runes for Slayer Dart
    For 35 points you can buy 250 Casts of Slayer Dart. Each cast consists of 4 Mind Runes and 1 Death Rune.
  • Buy Broad Bolts
    For 35 points you will receive 250 Broad Bolts.
  • Buy Broad Arrows
    For 35 points you will receive 250 Broad Arrows.

On this tab, you can learn multiple skills.
  • Broad Bolt/Arrow
    These offer a cheaper way to range your slayer tasks. They cost 50 GP each for 3,000 unfinished. You will need to add feathers for them before you can use.

  • Ring of Slaying
    The Ring of Slaying is made from 1 Gold bar and 1 Enchanted gem. It requires 75 Crafting to make. When you right click the ring, it offers 4 teleports (Sumona, Slayer Tower, Slayer Dungeon and Tarn's Lair). The 5th option is available so you can check your task.

  • Slayer Helmet
    You can spend 400 points to learn how to make the Slayer Helm. It is quite useful because it gives a larger defense bonus than any of the items separately. There is a 15% Attack and Strength bonus from the Black mask that only appears during a Slayer assignment. This will give you a boost in the max hit you can do against a monster. You can acquire the knowledge on how to make this item from any of the Slayer masters.
    You will need at least level 55 Crafting to make the helmet after gaining points to learn how to make it. Also you will need 10 Defense to wear it.

This tab is very useful when it comes to dealing with tasks that you are wanting to skip or block.

  • Cancel Assignment
    You can spend 30 Slayer Points and cancel the task you are currently assigned. This is helpful if you get a task you do not wish to complete. This will make it act like you have just completed a task and you will be able to talk to any Slayer Master to receive another task. NOTE: You do have a chance to get the same task you canceled.

  • Never Assign Monster Again
    You can spend 100 Slayer Points and permanently block a task. As you notice in the screenshot, this slayer will never be assigned the five tasks that are listed at the bottom. The number of blocked tasks you are allowed is related to your Quest Points. If you will be allowed 1 blocked task for every 50 Quest Points you have; you are allowed up to 5 blocked tasks. If you wish, you can remove a monster from the blocked list, however, you will not get the 100 points back that you spent to block them originally. You must also receive the task before you can block it.


Do I get normal combat experience when training Slayer?
Yes, you will get experience like normally, in all fighting styles.

Are there any assignments that requires a completion of a quest before I can carry on that assignment?
No. You will only be assigned to kill the monsters you have access to.

Do I get slayer XP if two are fighting on the same monster in mulicombat areas?
You will get 50% experience if you deal the most damage, and you will get 50% experience if you do the last hit. If you hit most, and did the last hit, you will get 100%, if you didn't hit last, nor hit most, you won't get any XP at all.

How much experience do I get when killing monsters?
You will almost always get 1/10 of the monster's life points. For instance, the Goblins have 50 life points. So you will get 5 XP by fighting them. However, if you fight Hobgoblins in level 28, you will get 29 XP, since it has 290 life points.

Do I get XP from killing the Slayer creatures?
Only if you are assigned to kill them by a Slayer Master. If the Slayer monster isn't your current task, you won't get any Slayer XP.
Guide credits

Written by: Aliensvortex
Guide and images by: Aliensvortex, Lil McGinley
Special thanks to: Mike, Psi Command, Chokelius, Tim, Moon Switch, Tristipen, Slim50, Predator, Kaleb, commandd, Nightmare
Last update:14-Aug-2012 09:23 by Mike

FFXIV Samurai Leveling Guide

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Price History



160,0001160,000Ryobuki Aristy02/23/2018 02:55:49131638281490000000


160,0001160,000Ryobuki Aristy02/25/2018 13:31:22131640390820000000


150,0001150,000Toshi Hono03/03/2018 22:27:08131645896280000000


150,0001150,000Kiddo Southway03/06/2018 02:09:20131647757600000000


99,185199,185Hosenka Starcaller03/16/2018 17:48:18131656960980000000


99,200199,200Mavrandan Inigo03/17/2018 17:51:36131657826960000000


150,0001150,000Naminami Neko03/20/2018 03:36:53131659906130000000


150,0001150,000Bell'um Occi'dere04/07/2018 01:41:10131675388700000000


150,0001150,000Bell'um Occi'dere04/07/2018 01:41:12131675388720000000


150,0001150,000Nyri Zaypyssol04/15/2018 18:40:41131682912410000000


150,0001150,000Nyri Zaypyssol04/15/2018 18:40:43131682912430000000


150,0001150,000Marielle Jandelaine05/31/2018 00:50:22131722014220000000
20,000120,000Doctor Pink06/11/2018 03:15:37131731605370000000


150,0001150,000Ayumia Hikaru06/25/2018 18:44:16131744258560000000


78,000178,000Ronqu Requ07/18/2018 14:18:57131763971370000000


150,0001150,000Lane Solidor09/03/2018 00:37:22131804086420000000


150,0001150,000Lane Solidor09/03/2018 00:37:23131804086430000000


100,2851100,285Caros Eldin09/17/2018 07:47:16131816440360000000


130,0001130,000Mori Hamaon10/26/2018 09:07:39131850184590000000
50,000150,000Sapphire Waltz02/01/2019 04:42:30131934697500000000


50,000150,000Leo Riffin02/10/2019 02:17:07131942386270000000


70,000170,000Yuni Braska02/16/2019 05:10:51131947674510000000


119,6691119,669Bruno Starz02/22/2019 01:31:04131952726640000000


120,0001120,000Bruno Starz02/22/2019 01:31:05131952726650000000


68,869168,869Sanaisk Tyrfallis02/24/2019 10:21:21131954772810000000


67,085167,085Dartanial Omokyo02/27/2019 10:22:30131957365500000000


66,285166,285Albel Lansfeld03/03/2019 08:52:06131960767260000000


67,000167,000Albel Lansfeld03/03/2019 08:52:07131960767270000000


66,169166,169Taiga Saejima03/04/2019 22:41:23131962128830000000


66,169166,169Taiga Saejima03/04/2019 22:41:24131962128840000000


66,285166,285Sky Breaker03/05/2019 19:44:42131962886820000000


70,285170,285Sky Breaker03/05/2019 19:44:44131962886840000000
25,000125,000Rango Django03/14/2019 00:44:26131969978660000000
30,000130,000Rango Django03/14/2019 00:44:28131969978680000000
40,000140,000Rango Django03/14/2019 00:44:30131969978700000000


66,000166,000Bubu Berry03/15/2019 17:39:28131971451680000000


67,000167,000Bubu Berry03/15/2019 17:39:30131971451700000000


70,000170,000Arthur Levin03/20/2019 06:10:21131975358210000000

Ultros Cross Server Data for Imperial Jade Ring of Slaying on Primal

ServerLowest PriceQuantity for saleLowest HQ Lowest NQ7 Day AverageWorld-Visit Profit?Last Sale Gil Traded Last WeekSold Last WeekUpdated
Behemoth 64,000 2 64,000 0 000 0 0 2/24/19 2:03:50 PM
Excalibur 9,950 9 24,999 9,950 000 0 0 11/4/19 2:59:36 AM
Exodus 199,284 1 199,284 0 0 -199,2840 0 1 7/12/19 1:12:55 AM
Famfrit 60,000 3 99,999 60,000 0 -60,0000 0 1 9/28/19 8:41:37 PM
Hyperion 133,285 2 133,285 0 0 -133,2850 0 1 4/29/19 4:22:29 AM
Lamia 83,500 2 83,500 0 000 0 0 7/12/19 7:43:58 PM
Leviathan 85,000 3 85,000 0 000 0 0 6/4/19 4:45:32 PM
Ultros 100,000 1 100,000 0 000 0 0 3/27/19 9:04:37 PM

Fairy Ring Teleportation System, Old School Runescape. See more ideas about Crafts, Craft organization and Craft storage. How to Slay in RuneScape.

Dauntless Hits Xbox One Today with 10 Tips to Slaying with Style

The team here at Phoenix Labs is excited to welcome the Xbox One community into Dauntless, our co-op action RPG launching today! Dauntless is all about teaming up with your friends to take down larger-than-life behemoths, crafting epic gear, and taking on larger and more difficult challenges to forge your legend as a Slayer in the Shattered Isles.

Dauntless has been in development for over four years now, and we spent a great deal of time taking in feedback from the community. Because so much has changed in the last year alone, I wanted to take the opportunity to provide some tips for rookie Slayers to get the most out of their Dauntless experience.

1. Never Stop Dodging: We designed combat in Dauntless to feel fast and fluid, and the behemoths you fight will never give you an inch so dodging is integral to successfully taking down your target. After fighting the same behemoth a few times you’ll be able to start reading their movements and prepare to dodge out of the way of a projectile or tailspike that could easily ruin your day.

2. Always Check Your Smiths: You should be making countless trips to visit Moyra the Armoursmith and Wils the Weaponsmith over the course of your journey. It’s always good to check in with them following a hunt to see if you have any new gear available to craft or upgrade. Even if you can’t make anything new, take a peek at what materials you need for that next level. If ranged combat is more your cup of tea, Janek Zai on the western side of town is your go-to source for Repeaters and Grenade crafting. Repeaters are super flexible weapons but will take a little extra time to craft all their requisite customizable parts.

3. Pursue Mastery for New Combat Options: Mastery is a new system in Dauntless that grants rewards for just about everything you do in the game. Each behemoth and weapon in the game has its own unique Mastery achievements. Enjoy hunting with the Hammer? You’ll earn Hammer mastery experience every time you take your cudgel out on a hunt. Check out the Mastery screen from the main menu, and you’ll see all the objectives you can meet – it’ll be worth it to unlock new abilities for your weapons, such as alternate Special Attacks and powerful Weapon Mods!

4. Visit Gregario to Grab Hunt Pass Rewards: The Hunt Pass gives Slayers the ability to earn seasonal rewards across 50 levels. Even if you don’t want to drop some Platinum for the Elite Pass (which has some pretty sweet cosmetic rewards), all Slayers will receive rewards for gathering certain items around the city, getting special Break Parts off behemoths, or completing weekly challenges in the quest log. Platinum is Dauntless’ premium currency and can be used to purchase cosmetic items like weapon and armour skins, emotes, flares, dyes, and more.

Players can purchase Platinum in the Dauntless store and earn it through both the basic and Elite tracks of the Hunt Pass. Players cannot use Platinum to buy stronger weapons and armour – those are strictly earned through progression. Break parts are pieces of behemoths that players break off during combat, and they’re also rewarded at the end of a hunt. Break parts are the key ingredients to crafting and upgrading weapons and armour. Hunting a behemoth like Koshai can net you parts like the Vital Thorn, Imposing Antler and Vinetooth. Break parts have different rarity levels as well. Each weapon and armour piece has a specific recipe that players will discover through progression.

5. Keep an Eye on Elements: Each behemoth in Dauntless has an elemental affiliation that you can use to your advantage as you prepare for a hunt. For instance, Frost behemoths are weak against Blaze weapons. You’ll also gain a defense boost by wearing armour that matches the behemoth’s element! Build up an arsenal of different elemental gear sets so you’re ready for any enemy you’ll find in the Maelstrom.

6. Keep the Middleman Busy: Cells are enhancements that you can socket into you gear and are a critical part of your Dauntless loadout. Cells range from uncommon to epic rarity and range from granting +1 to +3 levels of a particular perk. If you visit the Middleman, you can drop off two cells of the same rarity, which he will turn into a cell of the next rarity level up. You can also mix and match cells to get different outcomes: match two of the same cell exactly to receive a powerful version of that cell, match categories for a random cell of that category, or just roll the dice by dropping off two totally random cells. Upcycle strategically to strengthen your build!

7. Stay Alive with Bulwark Tonics: If you’re finding yourself getting downed a bunch while learning the behemoths and getting your footing with combat, don’t hesitate to keep an eye out for Ironthistle and craft yourself some Bulwark potions. They’ll massively reduce the damage you take for the next three hits in combat, so chug one during a break in combat for a little safety net.

8. Don’t Waste Cell Power: Perks don’t get more powerful than their +6 bonus level, so make sure you don’t waste any valuable itemization power by going over the limit. You’ll get some perks from gear and the rest from cells, so try to hit the magical +6 sweet spot for a sizable effectiveness bump with no wasted power.

9. Don’t Sleep on Lanterns: When you gain the ability to craft new lanterns, don’t miss out on the huge power bump you’ll get from using them effectively. Each lantern has a “tap” ability and a “hold” ability which charge in combat. Using lantern abilities frequently (yet still at the best strategic windows) is a huge way to optimize your DauntlessDPS (damage per second)!

10. Practice Makes Perfect: Every time you fight a behemoth, you’ll learn more about the encounter and get closer to mastering it. Learn those DPS windows. Learn those attack patterns! Be like me and keep it a total secret that you chugged a thousand Bulwark Tonics learning the Rezakiri fight! Keep at it, gather your friends, and show those behemoths the power of a Slayer’s determination.

See you in the Shattered Isles, and clear skies, Slayers!

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how to craft ring of slaying
Written by Zulushakar
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