Evoliths
guide ยท Server guide
Evoliths are small stones of power you set into your gear. A piece of crafted gear can carry up to three runes. Each rune has a shape, an element and a size, and each one holds one evolith. A settled evolith adds its effect whenever you wear the gear: HP, a resist, accuracy against one monster family, a shorter 1-hour ability recast, weapon skill bonuses and more.
Everything happens at the Synergy Engineers and Synergy Furnaces in the cities. There is no separate evolith NPC.
Getting evoliths
- Hunt Registry. Every hunt pays one evolith on top of its scylds. Each NM always gives the same effect. Some give a size range, and the size is rolled when you turn the hunt in. Keep a free inventory slot: with a full bag the registry holds your reward until you come back.
- Brown Treasure Caskets (the locked ones) in the outdoor areas of the original regions sometimes hold an evolith. What you can find depends on the area (see the table below).
- Evoliths you don't need can be sold to any conquest outpost vendor for gil, more for larger ones, and they add conquest points for your nation.
Casket evoliths by area
Area | Possible evoliths |
Beaucedine Glacier | HP+, MP+, Dark weather: sleep |
Buburimu Peninsula | HP+, Resist Silence, Resist Gravity |
Eastern Altepa Desert | HP+, MP+, Earth weather: earth damage, Earth weather: slow |
Western Altepa Desert | HP+, MP+ |
Sauromugue Champaign | HP+, Resist Silence, Resist Paralyze, Resist Gravity |
The Sanctuary of Zi'Tah | HP+, MP+, Lightning weather: lightning damage |
Konschtat Highlands | MP+, Resist Slow, Resist Petrify, Resist Poison |
Valkurm Dunes | MP+, Resist Virus, Resist Sleep, Resist Bind |
Ru'Aun Gardens | MP+, Dark skillchain: magic burst damage |
Batallia Downs | Resist Virus, Resist Paralyze, Resist Bind |
Jugner Forest | Resist Virus |
La Theine Plateau | Resist Virus, Resist Sleep, Resist Bind |
West Ronfaure | Resist Virus, Resist Bind |
North Gustaberg | Resist Slow |
South Gustaberg | Resist Slow, Resist Petrify, Resist Poison |
Pashhow Marshlands | Resist Slow, Resist Petrify |
Rolanberry Fields | Resist Slow, Resist Petrify, Resist Poison |
East Sarutabaruta | Resist Silence, Resist Paralyze |
West Sarutabaruta | Resist Silence, Resist Paralyze |
Tahrongi Canyon | Resist Silence, Resist Gravity |
Meriphataud Mountains | Resist Paralyze |
Xarcabard | Dark weather: dark damage, Dark weather: sleep |
Yuhtunga Jungle | Water weather: water damage, Water weather: poison |
Yhoator Jungle | Water weather: poison |
Ro'Maeve | Light weather: light damage, Light weather: defense down, Light and Dark skillchain damage |
Qufim Island | Light weather: defense down, Lightning weather: lightning damage, Lightning weather: stun |
Behemoth's Dominion | Light weather: defense down |
Cape Teriggan | Wind weather: wind damage, Wind weather: silence, Dark skillchain: accuracy |
Step 1: the rune check
Trade a piece of gear to a Synergy Engineer. They tell you whether it can take runes, which runes it will get (shape and element) and which Mordant it needs.
Gear that can take runes:
- crafted (synthesized) weapons and armor for the main, sub, ranged, head, body, hands, legs and feet slots, level 75 or lower
- with no Rare, Ex or Augmented tag
- not instruments, fishing rods or grips, and nothing with an Additional Effect or Physical Damage Taken
- Machismo and Furia gear are allowed
Weapons get double circle, black down-triangle and black diamond runes. Armor gets black triangle and white triangle runes. Higher level gear can hold bigger runes, up to size 8.
Step 2: buy a Mordant
Talk to the Synergy Engineer and pick Mordant and Revertant. A Mordant works on gear of its level or lower.
Item | Price |
Mordant 15 | 500 gil (6 for 2,500, 12 for 4,500) |
Mordant 30 | 25 Pz of cinder |
Mordant 45 | 50 Pz of cinder |
Mordant 60 | 75 Pz of cinder |
Mordant 75 | 100 Pz of cinder |
Revertant | 25 Pz of cinder |
Revertant: Singulus | 50 Pz of cinder |
Cinder comes from synergy crafting.
Step 3: etch the runes
Trade the gear and the Mordant to a Synergy Furnace. The runes are etched into the gear and listed in your chat log with their sizes. Rune size depends on how well the synergy goes: often a size or two below the gear's best, sometimes the best.
When Synergy is open on the server, etching costs a little fewell of each rune's element (about one per 10 levels of the gear).
Etched gear counts as augmented: it can't be traded, put in your bazaar or sold at the auction house. You can still sell it to an NPC.
Step 4: settle an evolith
Trade the etched gear and an Evolith to a Synergy Furnace. The evolith settles into a rune when:
- the rune has the same shape and the same element as the evolith, and
- the rune is larger than the evolith (a size 4 rune takes evoliths up to size 3).
An empty rune is filled first. If every matching rune already holds an evolith, the new one replaces the old one, and the old evolith is lost. Fitting an evolith also costs a little fewell when Synergy is open.
To see what your gear holds, trade it to a Synergy Engineer again.
Removing runes
- Revertant: trade it with the gear to a furnace to remove every rune and evolith. The gear goes back to normal and can be traded and sold again.
- Revertant: Singulus: takes the last rune down one size, or removes it at size 1. If its evolith no longer fits, that evolith is lost.
Which shape does what
Shape | Effects | Element |
Double circle (weapons) | 1-hour ability recast, 30 seconds less per point | Light |
Black down-triangle (weapons) | Weapon skill attack / ranged attack | Fire |
| Weapon skill accuracy / ranged accuracy | Lightning |
| Weapon skill enmity down (Enmity up for katana) | Light (Fire) |
| Weather added effects: fire, ice, earth, water and dark weather | Dark |
| Weather added effects: wind, lightning and light weather | Light |
Black diamond (weapons) | Weapon skill critical hit rate | Lightning |
| Weapon skill double / triple attack | Fire |
| Weapon skill TP bonus | Wind |
| Weapon skill skillchain damage | Dark |
| Light skillchain: damage, accuracy, magic burst damage | Light |
| Dark skillchain: damage, accuracy, magic burst damage | Dark |
Black triangle (armor) | Vs. family: attack, ranged attack | Fire |
| Vs. family: defense | Earth |
| Vs. family: accuracy, ranged accuracy | Lightning |
| Vs. family: evasion | Wind |
| Vs. family: magic attack | Ice |
| Vs. family: magic defense | Light |
| Vs. family: magic accuracy | Water |
| Vs. family: magic evasion | Dark |
| Resist Bind, Resist Paralyze | Fire |
| Resist Gravity, Resist Silence | Ice |
| Resist Petrify, Resist Slow | Wind |
| Resist Poison | Lightning |
| Resist Virus | Water |
| Resist Sleep | Light |
White triangle (armor) | HP+ | Light |
| MP+ | Dark |
| Spell enmity down (Ninjutsu enmity up) | Light (Fire) |
| Conserve MP | Earth |
| Recast time down | Wind |
| Magic accuracy (and physical blue magic accuracy) | Water |
| Magic attack (and physical blue magic attack) | Ice |
| Casting time down | Dark |
| Magic critical hit rate | Lightning |
How the effects work:
- Vs. family effects count against that monster family only (beasts, plantoids, vermin, lizards, birds, amorphs, aquans, undead, elementals, arcana, demons, dragons, the Empty and Luminians).
- Spell effects are for one school and element, for example "Enhancing magic (Wind): Conserve MP" only helps wind enhancing spells. Divine and healing effects are for light spells, dark magic effects for dark spells.
- Weapon skill effects count during weapon skills of that weapon type.
- Weather added effects can trigger on your melee hits while that weather is up in the area. Damage effects trigger now and then; status effects trigger more often the bigger the evolith.
- Skillchain effects count for skillchains of their alignment: Light covers Transfixion, Fusion and Light; Dark covers Compression, Gravitation and Darkness.
- HP, MP and resist evoliths work al [cut off]