SKAAVVEEK

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Last edited
#1
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The purpose of this guide is to assist players in developing their ideal gear build. We will be diving into each of the core mechanics one at a time, and throughout the process I will attempt to elaborate on any important details.

Table of Contents
  1. Power Rating
  2. Gear Types
  3. Rarity
  4. Enhancement
  5. Stats
  6. Character Sheet
  7. Leveling Up
  8. Diminishing Returns
  9. Master Crafting
  10. Runes
  11. Rune Chart
  12. Gnogmentation
  13. Preparations
  14. Buffs
  15. Sub-Class Builds

Power Rating

The power rating on a piece of gear will allow you to determine, at a glance, whether or not the item is satisfactory for your level. The power rating is located on every single piece of gear between the description and stats section.

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The power rating is determined by two factors. First, is the gear level, and next is the rarity. The power rating on the item is the item's level multiplied by 10 plus an additional number which is dependent on the rarity. Divide the power rating by 10 to determine the approximate level of the gear based on its stat values.

In the image above: 881 / 10 = 88 (level 88)

The gear above has a power rating of 881 (level 88) while the item level is 83. We already know that 830 of those points are calculated from the item level (83 * 10 = 830). So where does the rest of the 51 points come from? That is where rarity comes into play.

Gear drops have several rarities, and sometimes you'll discover gear which is labeled as uncommon or perhaps epic. Even though the gear may be the same level, their power ratings will differ. This establishes a parallel relationship between rarity and power rating. When comparing two pieces of gear that are the same level, whichever has the higher power rating, has the higher rarity - and vice versa.

Gear with higher rarities will provide more powerful stat bonuses. If an uncommon and epic piece of gear of the same level both have the armor stat for example, then the actual value of the stat bonus will be higher on the epic gear. This is because higher rarity gear effectively means that you are equipping a higher level item. Recall that the power rating indicates the approximate item level, based on the value of the gear's stats.

Let's break it down with a quick example:

Uncommon level 80 piece of gear would have a power rating between 806 and 820. Let's say that for this example, it is 810
A rare level 80 piece of gear would have a power rating between 821 and 835. Let's say it is 830

If you use the formula above (Power Rating / 10 = Gear's Stat Level):

Uncommon: 810 / 10 = 81 (The stats on this gear are standard for a level 81)
Rare: 830 / 10 = 83 (The stats on this gear are standard for a level 83)

That is why higher rarity gear will have more powerful stat values, and a greater power level.

So you may be wondering, what is the highest power rating, relative to the level of gear? The formula is below:

(Gear level * 10) + ~55

Here is a quick breakdown of power rating ranges in comparison to rarity: *Note that the "-" symbol denotes a range.
  • INFERIOR: (Gear level * 10) + (1 - 5)
  • COMMON: (Gear level * 10) + (1 - 5)
  • UNCOMMON: (Gear level * 10) + (6 - 20)
  • RARE: (Gear level * 10) + (21 - 35)
  • EPIC: (Gear level * 10) + (36 - 45)
  • LEGENDARY: (Gear level * 10) + (46 - 55)
Keep in mind that the ranges are taking enhancements into account. If you do not know what enhancements are, I'd suggest skipping ahead and reading that section, then returning here.

Enhancement will allow players to achieve power rating values that would otherwise be impossible to find on natural loot drops. For example an inferior item with a power rating of (Gear level * 10) + 3 would not be possible to find without enhancement. Enhancing increases the power rating of gear by +3 with each enhancement for a total of 5 enhances. Meaning a maximum of +15 power rating. So why does enhancement always increase the rarity of the gear on the 4th or 5th enhance? It is due to the fact that 'natural' loot drops and gear rewards always have a power rating on the lower end of their rarity spectrum, but due to the size of the rarity range itself (15 levels) it will inevitably dip into the next rarity spectrum once it gains the +12 or +15 power rating boost.

Here is a quick breakdown of what standard level of item you are essentially wearing, based on rarity. Simply add the corresponding number to your gear's level: *Note that the "-" symbol denotes a range.
  • INFERIOR: + 0
  • COMMON: + 0
  • UNCOMMON: + (0 - 2)
  • RARE: + (2 - 3)
  • EPIC: + (3 - 4)
  • LEGENDARY: + (4 - 5)
As you can see, wearing legendary gear means you are effectively wearing gear with stat values 5 levels higher than your current level's standard values.

Gear Types

Below is a chart with information regarding each type of gear, its starting level, crafting interval and availability.

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Rarity

The rarity of a piece of gear will determine the amount, type and power of the base stats that will appear on it.

There are currently 6 tiers of rarity:
  1. Inferior
  2. Common
  3. Uncommon
  4. Rare
  5. Epic
  6. Legendary
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The rarity of a piece of gear can be determined in its description or by its color. Higher tiered rarities have a greater number of stats, which are also more powerful. The chart below has a detailed breakdown of rarity for different types of gear.

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Enhancement
Enhancement increases the power of a gear's stats and can also increase the tier of its rarity. Enhancement is a feature available to all players living in a village with the appropriate station ranks. The higher the rank of the stations, the greater number of enhancements are possible. View the project board description to see how many enhancements are possible at your current rank. Any type of gear can be enhanced up to 5 times.
  • Rank 2 Station: Enhance 1 / 5 times
  • Rank 3 Station: Enhance 2 / 5 times
  • Rank 4 Station: Enhance 3 / 5 times
  • Rank 5 Station: Enhance 4 / 5 times
  • Rank 6 Station: Enhance 5 / 5 times
The type of station is as important as its rank when determining its capability to enhance. The station must be associated with the piece of gear that the player is attempting to enhance - a smithy cannot enhance a wizard's robe for example. Players must also have their crafting levels greater than or equal to the level of the gear itself in order to enhance it. If that is not the case, gear can be traded and enhanced by another individual so long as the gear is not soulbound. Enhancing will not cause a piece of gear to become soulbound.

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Open up the enhancing window and drop your gear into the slot. The window will display the benefits of each enhancement as well as the currency cost. Each enhancement will increase the power rating of the gear by 3, for a total of +15 power rating. At 4 or 5 enhancements a gear will increase one tier in rarity (depending on its initial power rating).

An important point to note is that this rarity increase is due to the power level of the stats matching that of higher level gear. A rarity increase via enhancement will NOT add additional stats onto the gear that is inherit with naturally acquired gear of said rarity.

Stats
Stats are the backbone of the gear system. Players will want to focus on increasing specific stats that promote the type of subclass and play-style they are focusing on. There are three different ways to raise stats.

The first is via your base gear. The higher your rarity, the more stats you'll find on your gear. It is not possible to directly control the types of stats you find on any piece of gear you craft or find. The base stats are randomized from a pre-set pool and cannot be swapped via gnogmentation.

The second method towards raising your stats is adding reinforcement runes to your gear. These can only be acquired through crafted gear and will be explained in detail in a later section.

The final way to increase your stats is through the use of preparations and buffs. Gear can be infused with preparations, which are essentially another permanent stat, and consumables can temporarily boost stats as well. Both will be explored in detail further below.

The following chart will assist you in mapping stats to gear. Plan your stat loadout effectively for maximum gain.

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Now I will go into more detail as to the purpose and possible use cases for each of the stats. It's up to you to decide whether or not they compliment the build and style you are aiming for.

Base Stats
  • Armor
    • Description: Increases your physical protection. This reduces physical damage taken.
    • Cap: 50%
    • Details: The purpose of armor is to mitigate physical damage. Physical is generally melee based attacks, but there are exceptions to this rule. The armor stat will come inherently on all of your primary gear pieces (excluding jewelry, weapons).
  • Damage
    • Description: Increases your damage output.
    • Cap: N/A
    • Details: Damage is found inherently on weapons.
Common Stats
  • Mastery
    • Description: Increases your mastery power. This increases the power of whichever abilities align with said mastery.
    • Cap: 30%
    • Details: There are two mastery stats which can be built up, depending on your class. It is recommended to focus on one as increasing mastery directly correlates to higher ability power. Hover over a spell on your feat bar and you will notice a tooltip appear for that spell. There will be a line stating something similar to: Deals X (+ Y) damage. The X is based on the level of the ability rune, whereas the Y is calculated from your mastery stat. Whichever subclass's mastery that particular spell falls under. Increasing your mastery will therefore increase the Y value, and thus increase your overall ability power.
  • Vitality
    • Description: Increases your maximum health.
    • Cap: N/A
    • Details: Each point invested into vitality will grant 4 points of health. There is no cap nor diminishing returns on vitality, so players can invest as many points as they desire. Think of your health pool as a buffer. Whatever incoming damage isn't mitigated by physical protection and magic resistance will subtract health from this buffer. It's important to balance these 3 stats effectively.
Uncommon Stats
  • Bonus Armor
    • Description: Increases your physical protection. This reduces physical damage taken.
    • Cap: 50%
    • Details: Armor is generally sought after by tanks, as they are mostly on the receiving end of enemy aggro. Solo players will want to build up a decent amount of armor as well, but damage based classes should not overdo this stat at the cost of their offensive stats.
  • Magic Resist
    • Description: Increases your magic protection. This reduces magical damage taken.
    • Cap: 50%
    • Details: Magic Resist, similar to the armor stat, will mitigate incoming damage. The difference being that magic resist is specifically for magic based attacks. This includes fire, ice, poison, shadow and other types of elemental attacks.
  • Vigor
    • Description: Increases your passive health regeneration.
    • Cap: 2000% (in-combat), 200% (out of combat) | ~280 health per second (in-combat), ~720 health per second (out of combat)
    • Details: Do not let the 2000% in-combat regeneration cap deceive you into thinking it is a massive number. The base combat regeneration rate sits at around 14 health points per second while the out of combat regeneration base is near 360 health points points per second. If that is the case, then the true in-combat health regeneration cap is 2000% of 14 which equals 280 health per second and the out of combat health regeneration cap is 200% of 360 which is 720 health per second. Vigor is a fairly useful stat to invest in for solo-play especially if your sub-class does not have very many healing abilities. For some classes, such as holy priest, vigor would be redundant to invest in as their entire loadout is already built around healing.
  • Intellect
    • Description: Increases your maximum mana.
    • Cap: 3000 extra mana (Base mana is 3000 as well)
    • Details: A larger mana pool will allow your character to sustain spell casting for longer periods of time. This is useful for combat heavy conflicts such as dungeons or elder bosses, that have little rest in between confrontations. A proper mana pool is one of many important aspects of mana management, which in turn is key to efficient monster slaying. Increasing the intellect stat is beneficial for every class. How much is dependent upon how mana heavy the class is. Lightning warriors for instance don't need nearly as much mana as shadow priests do.
  • Will
    • Description: Increases your mana regeneration.
    • Cap: 8 mana per second (in-combat), 20 mana per second (out of combat)
    • Details: The purpose of mana regeneration is to cover spell casting costs. However, clearly, based on the maximum caps listed above the gains will not come close to covering the costs. Having a decent amount of points in will is beneficial, but I would recommend using mana rolls and mana potions as a primary means of restoring mana.
  • Clarity
    • Description: Reduces the mana costs of spells.
    • Cap: 35%
    • Details: Clarity
  • Haste
    • Description: Increases your attack speed.
    • Cap:
    • Details:
  • Expertise
    • Description: Increases your cool-down rate.
    • Cap:
    • Details:
  • Savagery
    • Description: Increases your critical chance.
    • Cap:
    • Details:
  • Brutality
    • Description: Increases your critical damage.
    • Cap:
    • Details:
Epic Stats
  • Berserk
    • Description: After taking damage 30 separate times, you gain increased ability power for 30 seconds.
    • Cap:
    • Details:
  • Blasting
    • Description: After being hit, you have a 10% chance to release a blast of damage to all enemies around you.
    • Cap:
    • Details:
  • Flux
    • Description: After spending 1,500 mana, you gain bonus ability power for 30 seconds.
    • Cap:
    • Details:
  • Glory
    • Description: You gain increased ability power and resistance for every enemy you defeat. Maximum of 5 charges.
    • Cap:
    • Details:
  • Juggernaut
    • Description: You have a 5% chance to deal bonus damage based on your current health.
    • Cap:
    • Details:
  • Lifesteal
    • Description: When you deal damage, you have a 15% chance to heal for a portion of the damage dealt.
    • Cap:
    • Details:
  • Magic Find
    • Description: All dropped gear now has a chance to be upgraded in rarity.
    • Cap:
    • Details:
  • Onslaught
    • Description: You deal bonus damage to enemies that are over the enemy life threshold.
    • Cap:
    • Details:
  • Poise
    • Description: Your ability power is increased while your health is over 95%.
    • Cap:
    • Details:
  • Shielding
    • Description: While not in combat, generate an absorb shield that lasts until used.
    • Cap:
    • Details:
  • Voidstrike
    • Description: After damaging an enemy, you have a 5% chance to gain a voidstrike, causing your next single target ability to deal bonus void damage that ignores enemy armor and magic resist.
    • Cap:
    • Details:
As you can probably tell, the base, common and uncommon stats are your bread and butter, while the epic stats are very play-style oriented. You will want to choose carefully when selecting your epic stats, and focus only on 3 to 4 to avoid stretching them too thin as to be worthwhile.

Character Sheet

Before we head into the process of manufacturing reinforcement runes, it is pivotal to become familiar with the character sheet. This is your reference for all things gear related.

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Begin by hovering over pressing (mobile) on the attack and defense ratings. These ratings are determined based on specific stats, which you will see in the tool-tip that appears. Raising those stats will raise the ratings - simple! Based on your class and specialization, you will likely want one of these ratings to be above the other, for example, a damage dealer will want a much higher attack rating than defense. Make sure you prioritize the stats listed in the attack rating section if that is the case!

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Directly below the ratings is your stats chart. This is a list of all the uncommon stats and includes some very important information. Start by hovering or pressing (mobile) on a specific stat. The tool-tip will describe what exactly that stat does, as well as which gear it can be found on. Specific stats can only be found on certain gear, so if you're farming weapons hoping to find one with an armor stat it will never happen!

The image above shows the current amount of armor points, accumulated from currently equipped gear, in the red box. Following that, is a description of what the armor stat actually does - in the blue box. In the green box is a percentage of your total physical percentage bonus. Lastly, the purple box will show a list of all gear pieces that this stat can be found on.

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Directly to the right of the stat are green chevrons. These will indicate roughly how much of that specific stat you currently possess based on your equipped gear. Hover or press (mobile) on that area for detailed information. The information in the red box indicates how much of a specific stat you have. Either 0 bars, 1 bar, 2 bars or all 3 will be filled. 0 represents none, 1 represents a decent amount, 2 represents a high amount, and 3 represents a heroic amount.

In the blue box, is the maximum cap of a specific stat. This is useful to know, as if you want to prioritize certain stats, you will want to keep track of its current amount as well as its limit. Lastly, the green box will provide a list of ways you can acquire said stat.

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The final section will provide some additional details as to the actual effect of a particular stat. The information within the red box displays your total bonus from that stat. This includes bonuses from talents, consumables, elder buffs, house perks and anything else. That is why the numbers in this field will not necessarily match those in the left field. It depends on whether or not the modifiers effect your stats, or directly go into your power. It's a very important distinction. For example, the final branch of any mastery's talent tree known as the affinity talent will increase your sub-class's power by a maximum of 35%. This is not a 35% increase of your mastery, but your power itself. That is, the numbers you see on the far right of the character sheet.

This is also why, if you remove all your gear, you will notice on the far-right column you will still have some base percentages. Such as 100% attack speed in your haste row, or 150% critical damage in your brutality row. These are the base numbers, and as you add points into particular stats you will improve upon them. Removing all of your gear and viewing your base numbers will provide some decent information regarding how stats work behind the hood, without any stat modifiers.

The blue box will explain, in simple terms, what the stat will actually do. It is your call to decide whether it is worthwhile, and particularly, how much.

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Scroll further down until you reach the epic stats section. Here you will find a list of all the epic stats that you currently have equipped on your gear. Note that this list will not include any epic stats that you do not have equipped - so if you want to check for a full list, then view the epic stats list in the stats section above. The epic stat you have the most amount of points invested in will be at the top, and this list will go in descending order. The epic stats section works must the same way as the uncommon stats, just in a compressed format. Hover or press (mobile) on one to learn additional information.

The red box displays the amount of points you currently have invested into the stat. The green box provides a detailed explanation of what the stat does. The blue box provides a list of gear that this stat can be found on. The purple box will indicate how much of the stat you have compared to its stat cap - as well as how to acquire said stat.

Stats will grow based on the amount of points you invest into them. You'll notice on gear you find that it boosts a stat by +[X] that means you are adding X amount of points into that stat. The more points invested, the more powerful the stat becomes. As you level up however, the more points are needed in order to gain the same output as previous levels. This is why higher level gear provides greater stat numbers, as well as why it is important to keep updating gear.

We will explore the other half of the character sheet's window later on.

Leveling

As you level up you will notice your attack and defense ratings go down. Why is that? You haven't changed any of your gear! Correct, but remember that your attack and defense rating is based on your stats at the current level. A certain amount of haste points at level 70 is not worth as much at level 80 for instance.

For example, a hunter who is level 62 may have 932 points in haste. This equals +14.6% attack speed and is 2 out of 3 green bars filled. A level 83 warrior though, has 8,772 points in haste. This equals +23.1% attack speed. As your character levels up, the amount of points needed to gain the same bonus from a stat increases. This is why it is recommended to update gear often if you wish to remain at your maximum potential at all times. This is also why, if you're lower in level, you might be in awe at some of the stat point numbers you'll see in this thread. How can you invested 30,000 points into armor when I'm only getting a couple hundred per gear! That's simply due to the difference in level. Higher levels require a greater amount of points invested into their stats, but by the same token, gain a greater amount of points from gear their level.

Personally, I would recommend upgrading gear every 5 to 10 levels to save gold and sockets.

Diminishing Returns

As you invest more points into a specific stat, your gains will decrease. This is known as diminishing returns, and is why it is essentially impossible to hit the cap on any stat. Since it is impossible to maximize your stats, it is therefore impossible to reach 10.0 in Attack and Defense rating. (Perhaps buffs will allow the player to reach this number!)

Take a look at the images below. You'll notice that with 30,386 points invested into my armor stat, I gained a 48.6% physical protection bonus. However, at 24,228 points (almost 6,000 point difference), I still managed to retain 47.1% physical protection. Those 6,000 points are worth about 5 reinforcement runes at the level this screenshot was taken. Keep in mind that the cap for armor is at 50%, so as I get closer and closer to 50%, my points are worth less and less in terms of percentage gains.

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So what does this mean? It means that I can sacrifice that 1.5% of physical protection, and replace some of those armor stats on my gear to another one of my stats which may be lacking. If my savagery for instance has a cap of 20%, but I only have enough points currently to get it to 4%, then it is nowhere near the cap. I can invest those 6k stat points from armor into savagery instead, and gain much more from the same amount of points!

It's important to find the 'sweet spot' on your stat numbers. The amount where additional point investment no longer feels like it is worth the percentage gain. When you hit that point, focus on other stats instead.

Master Crafting

Master crafting is the only way to obtain reinforcement runes. Recall, that reinforcement runes can be slotted onto your gear to boost certain stats. The type of gear that you'll find a stat on applies to reinforcement runes as well, so keep checking your character sheet to determine which pieces of gear you need to craft to earn the runes you are after.

Head over to a crafting station and click on any piece of gear. At the top right, you'll see a question mark. Hover or press (mobile) on this to learn about master crafting.

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Essentially, to fully master a particular piece of gear you will need to craft it a total of 30 times. This means you have mastered (otherwise known as 5 starred) the recipe and are able to produce a rare version of that gear that has a chance to come with reinforcement runes. Again, look at the image to see specific percentages.

Players who opt to obtain the master armor or weapon specialization for charter tokens are able to craft epic armor or weapons. This could be an alternative way to acquire epic gear rather than finding it from loot or as elder restorations.

Runes


Reinforcement Rune
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This is what a reinforcement rune looks like. Notice the key-word "Reinforce".

Augmentation Runes
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On certain gear you may notice runes that look like the above. Signified by the plus sign, these are known as augmentation runes. Their purpose is to boost a specific spell. If you had to choose between a reinforcement rune and an augmentation rune, I would always suggest going for the reinforcement rune. Stat increases are much more beneficial than single spell bonuses.

Since reinforcement runes are only found on crafted gear, certain pieces of gear are incapable of having any (as they cannot be crafted). This includes rings, necklaces and the class token. While the class token only has 1 slot for a spell, your two rings each have 3 slots and necklace has 6 slots available. These 3 gear items are prime real-estate for augmentation runes. Farm jewelry from enemies and gnogment the augmentation runes onto these pieces of gear rather than on gear which could alternatively house a reinforcement rune.

Passive Runes
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Passive runes are found on certain pieces of gear and will grant bonuses without needing to be used like a a spell. Below is a list of passive runes with information regarding them:
  • Stormpower: Crafted lightning warrior armor / Increases lightning mastery and armor. Increases threat generation by 40%
  • Hysteria: Crafted fury warrior armor / Increases fury mastery and haste. Decreases threat generation by 15%
  • Permafrost: Crafted ice wizard armor / Increases ice mastery and magic resist
  • Pyromania: Crafted fire wizard armor / Increases fire mastery and will
  • Focus: Crafted marksman hunter armor / Increases marksman mastery and expertise
  • Naturalism: Crafted nature hunter armor / Increases nature mastery and vigor
  • Devotion: Crafted holy priest armor / Increases holy mastery and clarity
  • Corruption: Crafted shadow priest armor / Increases shadow mastery and savagery
  • Symbol of Power: Crafted priest shield / Increases intellect and will. Increases block chance by 5%
  • Fortified: Crafted priest shield / Increases vitality and magic resist. Increases block chance by 15%
  • Sorcerous Plating: Crafted warrior shield / Increases magic resist. Increases block chance by 15%
  • Reinforced Plating: Crafted warrior shield / Increases armor. Increases block chance by 20%
  • Swashing: Looted warrior sword / Your masteries are increased. Your cooldown rate and parry chance are increased by 10%. Unable to use a shield if this rune is equipped.
  • Strength of Arms: Looted warrior sword / Your masteries are increased. Your cooldown rate and attack speed are increased by 10%. Unable to use a shield if this rune is equipped.
  • Elder Bane: Elder Gear Restoration / Increases your damage again Elder Bosses and allows you to critically strike against Elder Bosses.
  • Elder Guard: Elder Gear Restoration / Reduces damage taken by Elder Bosses
Active Runes
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Active runes are the spells that are available on your feat bar for you to use in combat. Below is a list of active runes with information regarding them:
  • Rune Name: Where to acquire / Benefit
  • Rune Name: Where to acquire / Benefit
  • Rune Name: Where to acquire / Benefit

Rune Chart

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Open your character sheet and underneath your character image, click the runes button. This will provide you with a full list of all the runes you currently have slotted, including passive, active, augmentation and reinforcement runes. This is a very helpful tool to gauge what you currently have, so you can figure out what you still need.

Runes generally have to be gnogged onto gear. Depending on your level, you will want to limit the number of runes you gnogment as gnogmenting more than 2 slots on a piece of gear will begin to cost you sockets. If you are lower in level you do not want to spend all of your sockets on low level gear that you'll outgrow quickly.

Below is a handy chart that I use. It is not a strict requirement, feel free to modify it for your own needs based on your gold and socket amount.
  • Levels 1 - 40: Uncommon or Rare Gear / Mixed assortment of augmentation runes
  • Levels 41 - 55: Rare or Epic Gear / Phase out augmentation runes on standard gear / 1 - 2 reinforcement runes per gear / 1 Augmentation rune per jewelry
  • Levels 56 - 70: Rare or Epic Gear / 2 - 4 reinforcement runes per gear / 1 - 2 augmentation runes per jewelry
  • Levels 71 - 80: Epic of Legendary Gear / 2 - 4 reinforcement runes per gear / 2 - 3 augmentation runes per jewelry
  • Levels 81 - 85: Epic of Legendary Gear / 3 - 5 reinforcement runes per gear / 4 - 5 augmentation runes per jewelry
  • Levels 86 - 90: Legendary Gear / 6 reinforcement runes per gear / 6 augmentation runes per jewelry

Gnogmentation

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Gnogmentation is the process of combining two pieces of gear, into one - taking the best components of each. It can be a tricky process but it is absolutely necessary in order to acquire optimal gear. Open the gnogmentation window and drop two items of the same type into the slots. You will see a window similar to the one depicted above. Note, that some runes will autofill on the abilities and feats bar. The system automatically calculates which runes of the two to add - choosing the better of 2 if there are duplicates. However, I would recommend resetting it back to the initial position and choosing for yourself. Otherwise, you may not get all the runes you wanted, or spend an extra socket for a very small incremental change.

Looking at the image above. The blue boxes underneath each item contain the feats and runes that are a part of the item. As you click upon the ones you desire on the final product they will drop into the area indicated by the third blue box near the bottom of the window. You'll notice the first two of the 6 available slots at the bottom are clear, while the final 4 have a symbol. This means that, you will be charged 1 socket per slot filled after the 2 initial free ones. Make sure you select the runes you want, compare each one from both pieces of gear.

The arrows protruding from each piece of gear with a red box around them indicate which piece of gear the final product will inherit its stats from. It's important to note that regardless of which gear you select, the final product will always be the level of the highest of the 2 gears. Ever wonder why, when you put a rare gear at 82 and an uncommon at 84, the final product is uncommon level 84 even if you selected the rare gear's stats? It's because, at level 84, the stats of that level 82 piece of gear would be considered in the uncommon range. This applies to all types of gear of all levels of course. Select the arrow from the gear you want the stats from - usually this is the higher quality gear, but that may not always be the case. Hover over the image in the center to see for yourself what the final product will look like.

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As you can see, even though my gear was level 81 Legendary, if I gnogged it with the level 86 gear, and took the stats from the level 81 gear, the final product is common. This is due to the fact that the actual boost of the stats from the level 81 gear would be considered merely common for level 86. The power rating will also help with that. An 864 power rating for a piece of level 86 gear is common. Recall, that power rating rating / 10 formula. (864 / 10 = 86). That means that the rating sits right on the level - whereas, the rating needs to be well above the level for it to be considered a higher rarity. See my level 81 gear in the left pic, is level 81 but with a power rating for a level 86.

Once you have the base stats selected and runes finished, select the final style of the gear. The green underlines in the first image above indicates how to change styles from your available gnogmentation appearances. The cost, which is located in the purple box, will have both a gold and optionally a socket cost depending on if you exceeded 2 runes. Review the final product and finish the gnogmentation. Rinse and repeat as necessary to continue adding runes onto that piece of gear.

Preparations

Preparations are items which can be crafted and infused upon a specific piece of gear. Preparations start at level 4 and the next tier is in intervals of 5. Only one preparation is allowed on a qualified piece of gear at a time. However, it is possible to overwrite an existing preparation with one of higher level. Currently, the preparations in the game are as follows:
  • Embroidery: Tailoring - Starting at level 4 and intervals of every 5 levels / Apply embroidery to armor to increase armor.
  • Powder: Smithing - Starting at level 4 and intervals of every 5 levels / Apply powders to weapons to increase expertise
  • Resin: Woodcrafting - Starting at level 4 and intervals of every 5 levels / Apply resin to gloves to increase savagery.
  • Mineral: Smithing - Starting at level 4 and intervals of every 5 levels / Apply minerals to helms to increase blasting.
  • Stitching: Tailoring - Starting at level 4, and intervals of every 5 levels / Apply stitching to belts to increase poise.
  • Pitch: Woodcrafting - Starting at level 4 and intervals of every 5 levels / Apply pitch to boots to increase onslaught.
The preparations which are colored blue are only available to craft by those who have acquired the Preparation Master specialization. If you do not have the specialization, try and find a player on your server who does and purchase some from them.

Buffs


Buffs will provide temporary boosts to specific stats and are best consumed prior to a combat run such as a dungeon. Below is a list of the different types of combat buffs, how to acquire them, and what benefits they provide.
  • Breakfast: Cooking - Starting at level 5, and intervals of every 1- levels / Increases armor, magic resist, intellect, will, vitality and vigor for an hour.
  • Poached Fish: Cooking - Starting at level 2, and intervals of every 5 levels / Increases your maximum health for an hour
  • Healing Potion: Cooking - Starting at level 4, and intervals of every 5 levels / Restores health over 30 seconds.
  • Mana Potion: Cooking - Starting at level 3, and intervals of every 5 levels / Restores 1000 mana over 30 seconds. (The amount of mana is tripled if not in combat). Grants a mana shield that protects the player from damage.
  • Mana Rolls: Cooking - Starting at level 1, and intervals of every 5 levels / Increases intellect and will for an hour
  • Dram of Armor: Cooking - Starting at level 10, and intervals of every 5 levels / Increases armor an hour
  • Dram of Clarity: Cooking - Starting at level 10, and intervals of every 5 levels / Increases clarity an hour
  • Dram of Magic: Cooking - Starting at level 10, and intervals of every 5 levels / Increases magic resist an hour
  • Dram of Healing: Cooking - Starting at level 11, and intervals of every 5 levels / All healing done to you is increased for an hour.
  • Dram of Treasure: Cooking - Starting at level 11, and intervals of every 5 levels / Increases your magic find for an hour. (Available with potion-master specialization)
  • Dram of Haste: Cooking - Starting at level 12, and intervals of every 5 levels / Increases your haste for an hour.
  • Dram of Malice: Cooking - Starting at level 12, and intervals of every 5 levels / Increases your savagery and brutality for an hour (Available with potion-master specialization)
  • Dram of Expertise: Cooking - Starting at level 13, and intervals of every 5 levels / Increases your expertise for an hour.
  • Dram of Liberty: Cooking - Starting at level 14, and intervals of every 5 levels / Reduces the duration of most stuns, snares and slows for 80% for an hour.
  • Dram of Mastery: Cooking - Starting at level 14, and intervals of every 5 levels / Increases masteries for an hour.
Only one dram is allowed at a time, so choose whichever dram most benefits your play-style.

Sub-Class Builds

You may be thinking, that this is all well and good, but what is the best setup for me? Here is a quick break-down of my personal recommendations for stat setup based on your sub-class. These can change depending on your play-style however.

There will be 6 priority stats as well as 3 priority epic stats. The priority stats indicate that I recommend getting these to 3 bars. Any stats that isn't a priority I would recommend at 2, or 1 if 2 is not possible. For epic stats I personally only focus on 3 and do not invest any points into others. If you spread yourself too thin on epic stats you will not gain as large of an impact from them.

Lightning Warrior
  • Priority Stats
    • Lightning Mastery: Increasing lightning mastery will increase ability power, and by extension, threat generation. This is vital for a tank seeking to establish and maintain aggro.
    • Armor: Armor will reduce the amount of physical damage taken. Tanks who are holding aggro will be taking a large amount of damage, and this will assist with mitigating a large chunk of it.
    • Magic Resist: Magic Resist is similar to armor, except it reduces the damage of incoming magical attacks.
    • Vitality: Vitality will increase your maximum health. The higher your health, the larger the buffer between you and death. Armor & Magic Resist can only mitigate a certain amount of damage. Anything above the threshold will cut into your life-pool, so it is essential to have a high enough pool to take large and frequent hits.
    • Expertise: Expertise will increase the cool down rate of your attacks. This will allow you to generate large amounts of threat very quickly.
    • Haste: Haste will increase the rate of your attacks. Coupled with expertise, your abilities will refresh and you can cast them at a rapid pace. Increasing your threat generation potential once again.
  • Priority Epic Stats
    • Shielding
    • Blasting
    • Berserk
Fury Warrior
  • Priority Stats: Fury Mastery, Haste, Savagery, Brutality, Clarity, Will
  • Priority Epic Stats: Voidstrike, Lifesteal, Glory
Fire Wizard
  • Priority Stats: Fire Mastery, Intellect, Haste, Expertise, Savagery, Brutality
  • Priority Epic Stats: Flux, Glory, Poise
Ice Wizard
  • Priority Stats: Ice Mastery, Intellect, Haste, Expertise, Savagery, Brutality
  • Priority Epic Stats: Flux, Glory, Poise
Nature Hunter
  • Priority Stats: Nature Mastery, Haste, Savagery, Brutality, Will, Clarity
  • Priority Epic Stats: Onslaught, Poise, Glory
Marksman Hunter
  • Priority Stats: Marksman Mastery, Haste, Expertise, Savagery, Brutality, Clarity
  • Priority Epic Stats: Onslaught, Poise, Glory
Holy Priest
  • Priority Stats: Holy Mastery, Expertise, Savagery, Brutality, Intellect, Clarity
  • Priority Epic Stats: Poise, Flux, Shielding
Shadow Priest
  • Priority Stats: Shadow Mastery, Intellect, Will, Clarity, Savagery, Brutality
  • Priority Epic Stats: Voidstrike, Flux, Lifesteal

Gear Creation Process:


Phase 1: Foundation
Phase 2: Runes
Phase 3: Augmentation
 
Characters
Gentrice, Blue Mouse & 3 more
Platform
PC
#2
Thank you so very much! Even though this guide is still under construction, I have learned so much about how to outfit my gear. The way that you have explained the different variables (runes, enhancements, crafted vs dropped, etc), even without being able to provide exact details, is so helpful! Once the game is back up I know that I will be checking out my gear to see which reinforcement and augmentation runes I've got and moving them to accessories as you've suggested. I am looking forward to using the future completed guide extensively!
 

Zazie

BRA Member
Royal Guardian
Characters
Zazie, Shiny, Skip, Auntie
Platform
PC
#3
One suggestion I have is that you list the class tokens for each class and also mention that trinkets will begin to drop as loot beginning with lvl 35 mobs & that class tokens will begin dropping with lvl 45 mobs/bounties/zingara.

I wasn't expecting you to go into gnogmenting here, so that kind of caught me off guard. LOL It's a related topic and is very important, but imo it's complex enough that it deserves a guide of its own. (Just my opinion, and I think screenshots of the gnogging process and/or videos might be really helpful. When they're up, there were at least 5 how-to gnog videos created for that forum contest last year. Can't remember if any of them were using the mobile UI, but there are some existing videos, which could be linked to a permanent how-to guide.)

To help fill in some of your memory gaps, steaks are at levels ending in 2 and 7 (beginning at lvl 2.)
Breakfasts are at levels ending in 5 and 0, with the exception of the lvl 1 breakfasts.
Mana rolls are at lvls ending in zero and 5 (beg. at lvl 5....or is there a lvl 1 mana roll??? Possible memory leak there. LOL)

Drams are every 5 lvls, but I haven't memorized the level of most of them, since most drams are at more random levels, depending on type (and I simply don't use them.) The ones that I use (and therefore have memorized the level of) are treasure drams (ending in levels 1 and 6) and clarity drams (ending in lvls 5 and zero.)

I'm not confident that I correctly remember the lvls of the common preparation items vs the rares. (I think they're at the same levels??) However, I know that the highest lvl prep items in the game are at lvl's 84 and 89 (because I was grinding hard to get my prep master's tailoring, woodcrafting and smithing up to 89 so that she could make all of the rare prep items before my highest lvl toon hits lvl cap!) :p Prep items are definitely every 5 lvls, and the lvl of the prep item is ALWAYS higher than the lvl of the piece of crafted gear you can apply it to!

And I've been a master crafter long enough that I would be horribly embarrassed if I couldn't rattle off the lists of crafted gear levels off the top of my head:
Hat: lvls ending in 5 and zero, beginning at lvl 10
Armor: lvls ending in 1 and 6, beginning at lvl 1
Gloves: lvls ending in 3 and 8, beginning at lvl 3
Belt: lvls ending in 2 and 7, beginning at lvl 2
Boots: ending in 4 and 9, beg. at lvl 4
Weapon: ending in 1 and 6, beg. at lvl 1
Shield: ending in 2 and 7, beg. at lvl 2
(And I think that the trinkets from woodcrafting are at lvls ending in 3 and 8, but please double check that!)

I'm really impressed by this guide, even just as is. It's a labor of love, and your devotion to the game and love for it shines through. My one other suggestion is that you continue to emphasize the points where you're giving your opinion, instead of stating indisputable facts. (Like socket use, and when you get into which stats you suggest for the different subclasses.)

Sometimes, guides can be misinterpreted easily by new players (especially when the opinions given are from a well-respected, experienced, highly-visible, long-time player)...They sometimes read opinions about preferred builds as set-in-stone FACTS and can become less willing to experiment and try testing things out for themselves, to form their own opinion, as a result. I think you've done a good job of avoiding this so far, I'm simply stressing how important I feel it is to keep these guides subjective and impartial.

Thanks again for all your hard work with this guide! :D
 

SKAAVVEEK

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
#4
Thank you so very much! Even though this guide is still under construction, I have learned so much about how to outfit my gear. The way that you have explained the different variables (runes, enhancements, crafted vs dropped, etc), even without being able to provide exact details, is so helpful! Once the game is back up I know that I will be checking out my gear to see which reinforcement and augmentation runes I've got and moving them to accessories as you've suggested. I am looking forward to using the future completed guide extensively!
Wow I really appreciate the kind words! Very glad to be able to provide some advice.

One suggestion I have is that you list the class tokens for each class and also mention that trinkets will begin to drop as loot beginning with lvl 35 mobs & that class tokens will begin dropping with lvl 45 mobs/bounties/zingara.
For sure! Those numbers were some of the details that I was unsure of, but now I can edit them in :D

I wasn't expecting you to go into gnogmenting here, so that kind of caught me off guard. LOL It's a related topic and is very important, but imo it's complex enough that it deserves a guide of its own. (Just my opinion, and I think screenshots of the gnogging process and/or videos might be really helpful. When they're up, there were at least 5 how-to gnog videos created for that forum contest last year. Can't remember if any of them were using the mobile UI, but there are some existing videos, which could be linked to a permanent how-to guide.)
I plan to flesh out the gnogmentation some more later on, and will also be adding in a video gear creation process (placeholder at the bottom) eventually once I have some of my stuff set up.

To help fill in some of your memory gaps, steaks are at levels ending in 2 and 7 (beginning at lvl 2.)
Breakfasts are at levels ending in 5 and 0, with the exception of the lvl 1 breakfasts.
Mana rolls are at lvls ending in zero and 5 (beg. at lvl 5....or is there a lvl 1 mana roll??? Possible memory leak there. LOL)

Drams are every 5 lvls, but I haven't memorized the level of most of them, since most drams are at more random levels, depending on type (and I simply don't use them.) The ones that I use (and therefore have memorized the level of) are treasure drams (ending in levels 1 and 6) and clarity drams (ending in lvls 5 and zero.)

I'm not confident that I correctly remember the lvls of the common preparation items vs the rares. (I think they're at the same levels??) However, I know that the highest lvl prep items in the game are at lvl's 84 and 89 (because I was grinding hard to get my prep master's tailoring, woodcrafting and smithing up to 89 so that she could make all of the rare prep items before my highest lvl toon hits lvl cap!) :p Prep items are definitely every 5 lvls, and the lvl of the prep item is ALWAYS higher than the lvl of the piece of crafted gear you can apply it to!

And I've been a master crafter long enough that I would be horribly embarrassed if I couldn't rattle off the lists of crafted gear levels off the top of my head:
Hat: lvls ending in 5 and zero, beginning at lvl 10
Armor: lvls ending in 1 and 6, beginning at lvl 1
Gloves: lvls ending in 3 and 8, beginning at lvl 3
Belt: lvls ending in 2 and 7, beginning at lvl 2
Boots: ending in 4 and 9, beg. at lvl 4
Weapon: ending in 1 and 6, beg. at lvl 1
Shield: ending in 2 and 7, beg. at lvl 2
(And I think that the trinkets from woodcrafting are at lvls ending in 3 and 8, but please double check that!)
Sweet thanks!! I've jotted them down in my word draft and will edit that into this forum version as soon as I work out a better format for organizing the information. Hoping Ivar will add tables at one point :p

I'm really impressed by this guide, even just as is. It's a labor of love, and your devotion to the game and love for it shines through. My one other suggestion is that you continue to emphasize the points where you're giving your opinion, instead of stating indisputable facts. (Like socket use, and when you get into which stats you suggest for the different subclasses.)

Sometimes, guides can be misinterpreted easily by new players (especially when the opinions given are from a well-respected, experienced, highly-visible, long-time player)...They sometimes read opinions about preferred builds as set-in-stone FACTS and can become less willing to experiment and try testing things out for themselves, to form their own opinion, as a result. I think you've done a good job of avoiding this so far, I'm simply stressing how important I feel it is to keep these guides subjective and impartial.

Thanks again for all your hard work with this guide! :D
Thanks for the kind words! That's some good advice, I'll work out a way to distinguish my opinions vs the actual facts in the next iteration
 
Royal Guardian
Characters
Jenny The Brave ...
Platform
Android, PC
#5
Lol Skaveek, I wouldn't have thought that you would have the text almost ready :) We are hardly a day further then when people asked it and there it is :)

Awesome job!
 

SKAAVVEEK

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
#6
Lol Skaveek, I wouldn't have thought that you would have the text almost ready :) We are hardly a day further then when people asked it and there it is :)

Awesome job!
Hehe without V&H I have too much time :p
 

SKAAVVEEK

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
#12
Smallish update for 3 / 10

Added a table of content, some separators, added information to the leveling and sub-class build section.

Next I plan to work on clean-up, organization and data visualization (as in converting raw data into charts, graphics etc.)
 

Chris30s

Adventurer
Characters
Mari Blue, Saffira, Chris30s
Platform
PC
#13
This is wonderful! Thank you so much for putting this all together.

Could I ask, though, if you would change the yellow font you're using for Holy Priest? It's tough to read against the tan page background.
 

SKAAVVEEK

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
#14
This is wonderful! Thank you so much for putting this all together.

Could I ask, though, if you would change the yellow font you're using for Holy Priest? It's tough to read against the tan page background.
Absolutely! That will be updated when I get around to it in the visualization pass.

In the meantime, here is a quick example of what that pass will look like!

Here is the new 'Gear Types' sheet, compared to the old raw text:

(These images are so large that they are embedded in thumbnail form. So click them for the full-sized image)

1552524330674.png
 
Royal Guardian
Characters
See Signature
Platform
PC
#15
Greeting heroes! I finally have the time (and motivation) to continue improving upon this guide. In the coming days / weeks I'll be adding further details, charts and information. Feel free to stop by and provide feedback. It is likely something may be incorrect, so please point it out if you see it.

Some new information has already been added, and more is on the way. If there is anything that is not covered, or you would like to see explored in further detail, please post below. Once this guide is complete I plan to create some others
 
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