Dyes and symbols: kinds of dyes, how to apply them and where to get them

How dyes raise one base stat and lower another: the +5 limit, the three kinds of bottles, shop and Mammon dyes, three ways to get the balanced ones, what each stat gives and the rules of symbols by profession.

Tattoo dyes are an important component of the game. With a dye you can raise one of the player's basic parameters and lower another. An example: the dye Greater Dye of WIT <Wit+3 Int-3> will raise WIT by 3 and lower INT by 3. The maximum by which one characteristic of a character can be raised is +5. You can apply two identical +4 dyes, which should add up to +8, but no: only +5 will work, and the remaining +3 will not be counted. The minuses, however, are always counted, that is, from two identical +4 dyes you will add only +5 to yourself, while the minus will be the full -8, so dyes have to be chosen wisely. For that the game has dyes +1, +2, +3 and +4; combining them, you can raise one of the characteristics to the maximum while lowering as little as possible another one, not much needed by your class.

How a symbol is made

A dye can be applied only when you have 10 pieces of one kind. You have to go up to the NPC Symbol Maker, who is in all towns, standing either in the magic shop or in an ordinary shop, address him, choose the dye you want to apply and confirm your choice. Bear in mind that in the menu these confirmations are swapped, and instead of the usual "yes" and "no" there will be "no" and "yes", so watch where exactly you click.

A Symbol Maker stands in the magic shop or the grocery of every town; Marsden is one of them. Bring ten identical dyes and pay a fee of about a tenth of their price plus the town tax. Each dye raises one stat and lowers another, for example Greater Dye of STR <Str+1 Con-1>.

If the dye was not applied, check the quantity (there must be at least 10 pieces of the kind you want to apply), the dye itself (there are kinds of dyes that are applied only before the second profession), and also check whether this dye can be applied to your class at all (all this is written on the dye itself; it is enough to hover the mouse over it). For example, if the dye has the text "Can be used by the Wizard class after completion of their second class transfer", it can be applied only to mages after the second profession; if it says "Can be used after completion of first class transfer and prior to completion of second class transfer", such a dye can be used only after the first profession and before the second. All dyes carry a reminder that only a set of 10 pieces of one kind can be applied.

The Symbol Maker also removes a symbol for a fee and gives back half of the dyes that went into it, so think the set over before you pay for greater dyes.

Kinds of dyes by bottle

Where to get the balanced dyes

If the plus in the characteristics is smaller than the minus (+1 -2, +4 -5 and so on), such dyes can only be thin or pot-bellied; all of them are sold in any town for ordinary adena, and there is nothing much to say here. If the plus equals the minus (+1 -1, +4 -4 and so on), these are the Mammon dyes: they can be bought only from the Merchant of Mammon in the week of the Seven Signs victory, crafted if you have mastered fishing (Fishing: rules, skills, lures and fishing shots), or knocked out of mobs.

What each stat gives

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