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RPG Equipment Document

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RPG EQUIPMENT LIST - INTRO

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Equipment follows a uniform in the way they it is laid out. The types of weapons you can wield are restricted only by your Attributes, and perform based on those same Attributes. Armor on the other hand is more based on how you choose to lay out your character and how much Strength and other Attributes you have.

 

Weapons follow a simple method of function to perform and are relatively easy to understand. When applied to a weapon it should look something like this, “Common - Dagger(Dagger) - 5-55, 6% Crit, Dexterity Scale 5.0”. We have a lot of numbers, so let’s go over them. The first is simple, the rarity of the weapon, in this case ‘Common’ determines it’s availability in terms of crafting, followed by it’s name, ‘Dagger’ which is the flag it will have attached to a weapon, the subject in the ‘()’ is it’s in-game weapon subtype, the weapon MUST be assigned to that kind of weapon. Followed by that we have ‘5-55’, this is a flat damage scale assigned to the weapon, whenever it’s used, you’ll get a number in that range added to your weapon damage. Than it adds a flat amount of damage, in this case, your Dexterity multiplied by 5.0. The final thing of note is ‘6% Crit’, This means the weapon has 6% crit(Plus whatever base crit your character has, and it’s modifiers) which will allow it to deal bonus damage if it hits that ‘range’ on an attack.

 

Weapons are very diverse, with everything from shields, to guns, to staves, and each has it’s own effects, with ranged weapons able to be used for ranged attacks, certain staves and offhands giving passive bonuses, and some weapons able to be dual wielded!

 

Armor is a bit easier to follow, in this case, we have an initial functionality, when applied to a chest piece it would appear as this, “Rare - Runic Platemail - Requires 6 Strength, 15% Physical Mitigation, 10% Magical Reduction, Reduces Dodge Rating by 4”. This is again a lot of stuff, but it’s rather self-explanatory. The first item is it’s rarity in this case ‘Common’ determines it’s availability in terms of crafting, next is ‘Runic Platemail’ which is the flag it will have attached to an armor  the subject in the ‘()’ is it’s in-game armor subtype, the weapon MUST be assigned to that kind of armor.The next number is it’s stat requirement to use, in this case you need 6 Strength to wear it in combat. After that, it shows it provides 15% physical mitigation, reducing all physical damage by 15%, the next is similar, with 10% magical mitigation, which reduces magical damage taken by 10%.

 

 

ARMOR

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  • Unarmoured - 0% Physical Mitigation, 0% Magical Mitigation

Cloth

  • Common - Cloth Armour - Armour Rating +5%, Magic Resistance +10%
  • Uncommon - Hierophant’s Robes - Armour Rating +5%, Magic Resistance +5%, Outgoing Healing +4%, Requires 4 Wil
  • Uncommon - Merchant's Armour - Armour Rating +5%, Initiative +10, Requires 3 Ing
  • Uncommon - Wizard’s Mantle - Armour Rating +5%, Magic Resistance +15%, Dodge Rating -2, Requires 3 Wil
  • Rare - Brawler’s Harness - Armour Rating +15%, Physical Damage Dealt +8%, Requires 5 Str
  • Rare - Mana-Enriched Attire - Armour Rating +5%, Magic Resistance +5%, Healing Dealt +4%, Magic Damage +4%, Dodge Rating -2, Requires 3 Str
  • Epic - Phoenix Robes - Armour Rating +5%, Magic Res +5%, Fire Res +75%, Frost Res -50%, Dodge Rating -4, Healing Dealt +15%, Damage Dealt -10%, Requires Str 3, Wil 4
  • Epic - Robes of the Scholar - Armour Rating +10%, Magic Damage +10%, Dodge Rating -4, Requires 3 Str, 4 Wil

Leather

  • Common - Leather Armour - Armour Rating +10%, Magic Resistance +5%
  • Uncommon - Nature's Armouring - Armour Rating +5%, Magic Resistance +5%, Dodge Rating +2, Requires 3 Dex
  • Uncommon - Wanderer’s Armour - Armour Rating +10%, Magic Resistance +5%, Hit Rating +2%, Requires 3 Str, 3 Ing
  • Rare - Assassin's Armour - Armour Rating +5%, Critical Strike +2%, Initiative +5, Requires 3 Str, 3 ing
  • Rare - Magic Eater’s Garb - Magic Resistance +15%, Arcane, Nature Resistance +15%, Fire, Frost Resistance +15%, Electric Resistance +15%, Requires 5 Wil
  • Epic - Garb of the Bloodthirsty - Armour Rating +5%, Magic Resistance +5%, Physical Damage +10%, Dodge Rating -4, Requires 3 Str
  • Epic - Malorne's Armour - Armour Rating +10%, Magic Resistance +5%, Dodge Rating +2, Magic Damage Dealt +6%, Healing Dealt +6%, Starting Energy +4, Max Energy +2, Requires Dex 3. Wil 4

Mail

  • Common - Light Mail Armour - Armour Rating +15%, Magic Resistance +5%, Dodge Rating -2, Requires 3 Str
  • Uncommon - Heavy Mail Armour - Armour Rating +20%, Magic Resistance +5%, Dodge Rating -4, Requires 4 Str
  • Uncommon - Infantry Mail - Armour Rating +15%, Maximum Health +35, Dodge Rating -4, Requires 4 Str
  • Rare - Bladed Mail - Armour Rating +10%, Damage Dealt +5%, Dodge Rating -2, Requires 4 Str
  • Rare - Ranger's Guile - Armour Rating +10%, Magic Resistance +10%, Dodge Rating -2, Requires 3 Dex, 3 Wil
  • Epic - Flamescarred Scales - Armour Rating +5%, Magic Resistance +5%, Critical Chance +4%, Dodge Rating -2, Requires 3 Str, 3 Wil
  • Epic - Windrunner's Garb - Armour Rating +5%, Magic Resistance +5%, Dodge Rating +2, Initiative Bonus +4, Energy regen +1, HP Bonus -200, Requires Dex 6. Wil 4

Plate

  • Common - Half-Plate Armour - Armour Rating +25%, Dodge Rating -4, Requires 5 Str
  • Uncommon - Full Plate Armour - Armour Rating +30%, Dodge Rating -6, Requires 7 Str
  • Uncommon - Knight’s Armour - Armour Rating +25%, Healing Received +6%, Dodge Rating -6, Requires 6 Str, 2 Wil
  • Rare - Battleplate - Armour Rating +35%, Dodge Rating -8, Requires 8 Str
  • Rare - Runic Plate Armour - Armour Rating +15%, Magic Resistance +10%, Dodge Rating -4, Requires 4 Str, 3 Wil
  • Epic - Lightbringer's Breastplate - Armour Rating +35%, Magic Resistance +10%, Holy Resistance +50%, Shadow Resistance +25%, Healing Dealt +12%, Dodge Rating -8, Damage Dealt -15%, Requires Str 7. Wil 7
  • Epic - Armour of the Invincible Juggernaut - Armour Rating +50%, Magic Resistance +15%, Damage Dealt -20%, Dodge Rating -8, Requires 10 Str


WEAPONS

 

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1-Hand
Dagger

  • Common - Dagger [5-55, Dex 5.0, 6% Crit]
  • Common - Quivering Knife [5-35, Wil 3.0, 0% Crit], Physical Damage Taken -5%
  • Uncommon - Heartseeker's Dagger [5-25, Dex 5.0, 18% Crit]
  • Uncommon - Runeblade Dagger [10-20, Wil 3.0, 4% Crit], Healing Done +4%, Magic Damage +4%
  • Uncommon - Wicked Kris [0-5, Dex 10.0, 6% Crit]
  • Rare - Mage Blade [10-30, Wil 3.0, 0% Crit], Critical Strike +5%
  • Rare - Midnight Blade [-30, Dex 15.0, 8% Crit]
  • Rare - Parrying Dagger [1-5, Dex 4.0, 4% Crit], Dodge Mitigation +1.5
  • Epic - Bloodletter [10-20. Dex 4.0 + Per 3.0. 2% Crit], Weapon Damage Type: Chaos

One Handed Sword

  • Common - Short Sword [20-60, Str 5.0, 0% Crit]
  • Uncommon - Broadsword [0-5, Str 10.0, 6% Crit]
  • Uncommon - Falchion [15-25, Dex 5.0, 16% Crit]
  • Uncommon - Longsword [1-10, Str 6.0 + Dex 6.0, 4% Crit]
  • Uncommon - Rapier [5-25, Dex 5.0, 8% Crit], Dodge Rating +1
  • Rare - Hero's Blade [15-65, 6% Crit], Bonus Damage: [Essence x10]
  • Rare - Sorcerous Sabre [5-35, Wil 5.0 + Dex 4.0, 4% Crit]
  • Rare - Sword of Kept Secrets [10-30, Wil 5.0, 0% Crit], Magic Damage + [Essence x1.75]%, Can only be used in the main hand.
  • Rare - Truestrike Sword [10-35, Ing 2.0, 4% Crit], Magical Hit Rating +2, Physical Hit Rating +2
  • Epic - Gambler's Sword [5-105, Ing 6.0, 2% Crit], Dodge Chance +4, Starting Energy +2, Damage Taken +35%

One Handed Axe

  • Common - Hatchet [5-65, Str 5.0, 2% Crit]
  • Uncommon - Cleaver [10-40, Str 7.0, 8% Crit]
  • Uncommon - Light Kama [5-45, Dex 7.0, 4% Crit]
  • Rare - Rager's Axe [-30, Str 15.0, 8% Crit]
  • Rare - Ripper’s Chopper [5-25, Str 8.0, 12% Crit]
  • Epic - Lightning's Crack [10-60. Str 8.0 + Wil 3.0. 6% Crit]

One Handed Mace

  • Common - Baton [5-85, Str 2.0, 2% Crit]
  • Common - Hammer [30-50, Str 5.0, 0% Crit]
  • Uncommon - Morning Star [10-50, Str 6.0, 8% Crit]
  • Uncommon - Sage's Mace [5-45, Str 3.0, 0% Crit], Healing Done +8%
  • Uncommon - Spiked Truncheon [0-25, Str 9.0, 0% Crit]
  • Rare - Cruel Conjurer's Scepter [10-20, Wil 2.0, 0% Crit], Magic Damage +2%, Starting Energy +6
  • Rare - Eternal Student's Mace [10-30, Ing 3.0, 0% Crit], Critical Strike +5%
  • Rare - Stone Fist [+15. Str 12.0 + Dex -2.0. 0% Crit]
  • Epic - Earthmother's Hand [5-55. Str 10.0. 0% Crit], Magic Damage Taken -8%, Dodge Rating -4

Fist

  • Common - Brass Knuckles [15-45, Dex 6.0, 2% Crit]
  • Uncommon - Heavy Glove [10-20, Str 5.0, Dex 4.0, 4% Crit]
  • Uncommon - Slashing Claws [15-85, Dex 2.0, 14% Crit]
  • Rare - Barbaric Fist [0-40, Dex 5.0, 6% Crit], Physical Damage +7%
  • Rare - Claw of The Beast King [10-20, Dex 10.0, 0% Crit]
  • Rare - Lazy Fist [0. Dex 18.0 + Ing -10.0. 0% Crit]
  • Epic - Shredding Talon [-15-45. Str 7.0 + Dex 5.0. 0% Crit], Dodge Rating +2, Physical Damage Dealt +8%, Physical Damage Taken +8%

Off-Hand
Shield

  • Common - Kite Shield [5-10, Str 2.0, 6% Crit], Dodge Rating +4, Dodge Mitigation +1, Requires 5 Str
  • Common - Round Shield [10-20, Str 4.0, 0% Crit], Dodge Rating +2, Dodge Mitigation +1, Requires 3 Str
  • Uncommon - Buckler [5-10, Str 1.5, 12% Crit], Dodge Rating +1, Dodge Mitigation +2.5, Requires 4 Str
  • Rare - Tower Shield [0-5, Str 4.5, 0% Crit], Dodge Rating +9, Dodge Mitigation +1.5, Requires 8 Str 
  • Epic - Madman's Smile [15-75, 20% Crit], Damage Dealt +10%, Damage Taken +20%
  • Epic - Magnetic Shield [10-20, Ing 2.0, 4% Crit], Damage Taken -10%, Dodge Rating -12, Requires 4 Str, 4 Ing

Other Off-Hand

  • Common - Lantern [10-35, 12% Crit], Magical Hit Rating +2, Physical Hit Rating +2
  • Common - Sharp Eye Focus [15-25, 12% Crit], Critical Chance +5%
  • Uncommon - Displacer Ward [10-20, 8% Crit], Dodge Rating +6
  • Uncommon - Mage's Focus [15-45, 12% Crit], Magic Damage +5%
  • Rare - Barbed Trinket [20-80, 10% Crit]
  • Rare - Illusionist Focus [10-20, 12% Crit], Dodge Rating +1, Dodge Mitigation +2
  • Epic - Madman's Legacy [0-130, 12% Crit], Healing Taken -25%, Damage Taken +15%


2-Hand
Two Handed Sword

  • Common - Claymore [15-75, Str 6.5, 10% Crit]
  • Uncommon - Barbarian Blade [15-45, Str 12.0, 0% Crit]
  • Uncommon - Katana [15-45, Dex 10.0, 10% Crit]
  • Rare - Estoc [20-40, Str 8.0 + Dex 8.0, 2% Crit]
  • Rare - Greatsword [5-45, Str 15.0, 4% Crit], Dodge Rating -2, Damage Taken +10%

Two Handed Axe

  • Common - Great Axe [10-70, Str 8.0, 10% Crit]
  • Uncommon - Battleaxe [15-75, Str 9.0, 6% Crit]
  • Rare - Edgelord's Cleaver [25-35, Str 15.0, 6% Crit], Dodge Rating -2, Damage Taken +10%
  • Epic - Horrific Executioner's Axe [10-200, Str 3.0 + Dex 3.0, 16% Crit], Physical Damage +15%, Damage Taken +25%

Two Handed Mace

  • Common - Mace [20-100, Str 6.0, 0% Crit]
  • Uncommon - Massive Magus Focus [10-50, Wil 5.0, 6% Crit], Magic Damage +5%
  • Uncommon - Maul [20-80, Str 10.0, 0% Crit]
  • Rare - Divine Great Hammer [20-30, Str 5.0 + Wil 3.0, 0% Crit], Healing Done +16
  • Rare - Nature's Fist [5-45, Dex 5.0, 8% Crit], Dodge Rating +6
  • Epic - Keeper's Gavel [40. Str 15.0. 0% Crit], Initiative Bonus -10

Polearm

  • Common - Spear [15-55, Dex 7.0, 12% Crit]
  • Uncommon - Halberd [30-50, Dex 10.0, 4% Crit]
  • Uncommon - Pike [10-30, Str 10.0, 12% Crit]
  • Rare - Bloody Voulge [25-40, Dex 15.0, 4% Crit], Damage Taken +10%
  • Rare - Lance [25-50, Str 7.0 + Dex 7.0, 4% Crit]
  • Epic - Runic Glaive [15-35. Dex 12.0. 0% Crit], Magic Damage Dealt +12%

Staff

  • Common - Fighter's Staff [10-20, Str 5.0 + Dex 4.0, 4% Crit], Physical Damage +10%
  • Common - Warden's Staff [5-45, 0% Crit], Damage Taken -7%
  • Uncommon - Beast-Kin Staff [20-40, Dex 10.0 + Str 2.0,  8% Crit]
  • Uncommon - Stalwart Staff [10-20, 0% Crit], Dodge Rating +5, Dodge Mitigation +.5
  • Rare - Healing Chime [20-30, Wil 3.0, 4% Crit], Healing Done +20%
  • Rare - Wizard's Staff [15-40, Wil 4.0, 0% Crit], Magic Damage +14%
  • Epic - Chaos Beckoner’s Pylon [0-40, 4% Crit], Critical Strike Chance +18%, Damage Taken +25%
     

Ranged Weapons
Bows

  • Common - Short Bow [25-60, Dex 5.0, 6% Crit]
  • Uncommon - Composite Bow [15-55, Dex 7.0, 2% Crit]
  • Uncommon - Longbow [10-20, Dex 6.0 + Str 5.0, 4% Crit]
  • Rare - Slayer's Bow [-10, Dex 15.0, 10% Crit]
  • Epic - Truestrike [10-15, Dex 5.0, 100% Crit], Damage Taken +15%


Crossbows

  • Common - Crossbow [20-75, Dex 3.5, 6% Crit]
  • Uncommon - Hunter's Cranequin [10-45, Dex 7.0, 4% Crit]
  • Rare - Arbalest [40-80, 6% Crit]
  • Rare - Deadaim Crossbow [35-55, Dex 8.0, 10% Crit]
  • Epic - Ballistae [10-25. Dex 15.0 + Str 7.0. 0% Crit], Hit Chance -8, 

Guns

  • Common - Old Rifle [10-50, Dex 2.0 + Ing 4.0, 8% Crit]
  • Uncommon - Cartridge Rifle [25-40, Dex 6.0, 8% Crit]
  • Uncommon - Gunslinger’s Long Pistol [15-25, Dex 8.0, 2% Crit]
  • Rare - Flamespitter [20-40, Wil 6.0 Dex 6.0, 4% Crit]
  • Rare - Sniper Rifle [20-55, Dex 10.0, 0% Crit]
  • Epic - The Cannon [-40-120, Ing 10.0, 12% Crit], Damage Taken +15%

Wands

  • Common - Old Wand [20-60, Wil 3.0, 4% Crit]
  • Uncommon - Magic Wand [10-80, Wil 3.0, 14% Crit]
  • Uncommon - Stylus of the Magi [10-20, Wil 5.0, 6% Crit], Magic Damage +5%
  • Rare - Inventor’s Focal Wand [10-40, Wil 6.0, 12% Crit], Critical Chance +5%
  • Epic - Jr. Mage's Wand [10-40, Wil 5.0, 0% Crit], Magic Damage Dealt +8%, Magic Damage Taken -10%

ENCHANTMENTS

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Weapons and armor have three enchantment slots each.
Runes & Engravings are flat static bonuses to a statistic which can be applied to a piece of equipment. Runes fit to weapons, Engravings and fit to armor.
Sigils & Aegis' are bonuses that activate under certain, general chance based conditions. Sigils fit to weapons, Aegis' attach to armor.
These are crafted by Mystics.

Weaponstones provide a flat, static damage bonus to a weapon(+5 or +10), as well as set the damage sub-type to the type of the stone. This does not change the main type, physical damage is still physical damage when it comes to armor rating. These are crafted by Weaponsmiths.

Armor Undershirts and Armor Linings are crafted by Armorsmiths & Outfitters. These provide various levels of resistance to the damage sub-types. Some stronger undershirts and linings also add a weakness to the opposing type.

In the current system, enchantments are not replaced by changing the RPG token attached to the piece of gear.

Runes

  • [Small Rune of Clarity] +1 Magical Hit Rating
  • [Small Rune of Accuracy] +1 Physical Hit Rating
  • [Small Rune of Revenge] +5% Damage Dealt, 5% Damage Taken
  • [Small Rune of Benevolence] +3% Healing Dealt
  • [Small Rune of Sorcery] +3% Magic Damage 
  • [Small Rune of Anger] +3% Physical Damage 
  • [Small Rune of Ferocity] +2% Critical Strike
     
  • [Rune of Clarity] +2 Magical Hit Rating
  • [Rune of Accuracy] +2 Physical Hit Rating
  • [Rune of Revenge] +8% Damage Dealt, 8% Damage Taken
  • [Rune of Benevolence] +5% Healing Dealt
  • [Rune of Sorcery] +5% Magic Damage
  • [Rune of Anger] +5% Physical Damage
  • [Rune of Ferocity] +4% Critical Strike

Sigils

  • [Small Sigil of Peace] 15% Chance to heal +7 damage when you heal.
  • [Small Sigil of Rejuvenation] 20% Chance on Healing with a Spell or Buff to Restore 1 Energy to the Target.
  • [Small Sigil of Affection] 20% Chance to heal 25 Health to your target and yourself when you deal damage.
  • [Small Sigil of Experimentation] 30% Chance on Dealing Magic Damage to deal an extra +30 Magic Damage to your Target and 30 Chaos Damage to Yourself
  • [Small Sigil of Recklessness] 30% Chance on Dealing Physical Damage to deal an extra +30 Physical Damage to your Target and 30 Chaos Damage to Yourself
  • [Small Sigil of Refreshment] When one of your Heals Critically Strikes, it Heals for 12 Additional Health.
  • [Small Sigil of Blasting] On Magical Crit deal +14 magical damage.
  • [Small Sigil of Crushing] On Physical Crit deal +14 physical damage.
  • [Small Sigil of Calm] 10% Chance to heal yourself for 10 health when you deal damage.
  • [Small Sigil of Curses] 15% Chance on Dealing Magic Damage to deal an extra 7 Magic Damage to the Target
  • [Small Sigil of Hate] 15% Chance on Dealing Physical Damage to deal an extra 7 Physical Damage to the Target
     
  • [Sigil of Peace] 25% Chance to heal +14 damage when you heal.
  • [Sigil of Rejuvenation] 30% Chance on Healing with a Spell or Buff to Restore 1 Energy to the Target.
  • [Sigil of Affection] 20% Chance to heal 40 Health to your target and yourself when you deal damage.
  • [Sigil of Experimentation] 30% Chance on Dealing Magic Damage to deal an extra +50 Magic Damage to your Target and 50 Chaos Damage to Yourself
  • [Sigil of Recklessness] 30% Chance on Dealing Physical Damage to deal an extra +50 Physical Damage to your Target and 50 Chaos Damage to Yourself
  • [Sigil of Refreshment] When one of your Heals Critically Strikes, it Heals for 24 Additional Health.
  • [Sigil of Blasting] On Magical Crit deal +25 magical damage.
  • [Sigil of Crushing] On Physical Crit deal +25 physical damage.
  • [Sigil of Calm] 17% Chance to heal yourself for 10 health when you deal damage.
  • [Sigil of Curses] 25% Chance on Dealing Magic Damage to deal an extra 15 Magic Damage to the Target
  • [Sigil of Hate] 25% Chance on Dealing Physical Damage to deal an extra 15 Physical Damage to the Target

Engravings

  • [Small Engraving of Denial] +1 dodge mitigation.
  • [Small Engraving of Shifting] +2 dodge rating.
  • [Small Engraving of Faith] +10% healing taken.
  • [Small Engraving of Silk] -7% magical damage taken.
  • [Small Engraving of Iron] -7% physical damage taken.
     
  • [Engraving of Denial] +2 dodge mitigation.
  • [Engraving of Shifting] +4 dodge rating.
  • [Engraving of Faith] +15% healing taken.
  • [Engraving of Silk] -12% magical damage taken.
  • [Engraving of Iron] -12% physical damage taken.

Aegis'

  • [Small Aegis of Desperation] 20% Chance on taking damage to heal for 12 health.
  • [Small Aegis of Solidarity] 30% Chance on receiving healing to heal for 12 health.
  • [Small Aegis of Billowing] 35% Chance on taking damage to gain 1 dodge mitigation for 1 round.
  • [Small Aegis of Agility20% Chance on taking damage to gain 3 dodge rating for 1 round.
  • [Small Aegis of Disbelief] 20% Chance on taking magical damage to gain 10% magical mitigation for 1 round.
  • [Small Aegis of Pride] 20% Chance on taking physical damage to gain 10% physical mitigation for 1 round.
     
  • [Aegis of Desperation] 20% Chance on taking damage to heal for 24 health.
  • [Aegis of Solidarity] 60% Chance on receiving healing to heal for 12 health.
  • [Aegis of Billowing] 35% Chance on taking damage to gain 2 dodge mitigation for 1 round.
  • [Aegis of Agility40% Chance on taking damage to gain 3 dodge rating for 1 round.
  • [Aegis of Disbelief] 40% Chance on taking magical damage to gain 10% magical mitigation for 1 round.
  • [Aegis of Pride] 40% Chance on taking physical damage to gain 10% physical mitigation for 1 round.


RINGS

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These rings may be obtained by completing Level 85 Bulk Orders. 
Other rings may exist in the world, but their effects shall be discovered in game.
You may use the [Identifying Glass] object on a ring to see their effect in game. It can be bought from the Bag-selling NPC.
All of the profession rings require attunement. (Must be equipped for 1h to take effect, may only wear 2 attuned item at any time.)

Armorsmith

  • [Defender's Band] +5% Damage Reduction, -5% Damage Output
  • [Ring of Cooperation] +5% Healing Taken
  • [Heavy Silver Ring] -5% Physical Damage Taken

Weaponsmith

  • [Slayer's Band] +2.5% Physical Damage
  • [Ring of Bravery] +3% Outgoing Damage, +3% Incoming Damage
  • [Stratagem Band] +2 Dodge Rating

Outfitter

  • [The Jade Eye] +1 Dodge Mitigation
  • [Cutthroat Band] +2% Critical Strike
  • [Falcon's Hook] +1 Hit Rating

Provisioner

  • [Clergy Ring] +2.5% Outgoing Healing
  • [Quicksilver Ring] +2 Initiative
  • [Band of Vigor] +25 Maximum HP, +1 Starting Energy

Mystic

  • [Invoker's Signet] +2.5% Magic Damage
  • [Starry Band] +1 Maximum Energy
  • [Cobalt Ring] -5% Magic Damage Taken

 

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FOR THE PURPOSES OF CRAFTING, HERE ARE THE IDs OF ALL WEAPON AND ARMOR TOKENS

300001 Dagger
300002 Rapier
300003 Short Sword
300004 Longsword
300005 Hatchet
300006 Hammer
300007 Buckler
300008 Kite Shield
300009 Tower Shield
300010 Estoc
300011 Claymore
300012 Great Axe
300013 Maul
300014 Spear
300015 Halberd
300016 Short Bow
300017 Longbow
300019 Crossbow
300020 Old Rifle
300021 Sniper Rifle
300022 Old Wand
300023 Cloth Armour
300024 Leather Armour
300025 Light Mail Armour
300026 Heavy Mail Armour
300027 Half-Plate Armour
300028 Runic Plate Armour
300029 Full Plate Armour
300030 Mage's Focus
300031 Sharp Eye Focus
300032 Wizard's Staff
300033 Stalwart Staff
300034 Fighter's Staff
300035 Wizard’s Mantle
300036 Nature's Armouring
300037 Ranger's Guile
300038 Parrying Dagger
300039 Heartseeker's Dagger
300040 Cleaver
300041 Baton
300042 Morning Star
300043 Greatsword
300044 Mace
300045 Battleaxe
300046 Edgelord's Cleaver
300047 Lance
300048 Composite Bow
300050 Arbalest
300051 Cartridge Rifle
300052 Magic Wand
300053 Magic Eater’s Garb
300054 Brawler’s Harness
300055 Illusionist Focus
300056 Brass Knuckles
300057 Slashing Claws
300058 Heavy Glove
300059 Light Kama
300060 Mage Blade
300061 Sage's Mace
300062 Gambler's Sword
300063 Magnetic Shield
300064 Nature's Fist
300065 Horrific Executioner's Axe
300066 Hunter's Cranequin
300067 Barbed Trinket
300068 Madman's Legacy
300069 Madman's Smile
300070 Slayer's Bow
300071 Jr. Mage's Wand
300072 The Cannon
300077 Quivering Knife
300078 Eternal Student's Mace
300079 Barbaric Fist
300080 Robes of the Scholar
300081 Garb of the Bloodthirsty
300082 Flamescarred Scales
300083 Armour of the Invincible Juggernaut
300084 Broadsword
300085 Falchion
300086 Sorcerous Sabre
300087 Hero's Blade
300088 Rager's Axe
300089 Wicked Kris
300090 Spiked Truncheon
300091 Displacer Ward
300092 Katana
300093 Barbarian Blade
300094 Massive Magus Focus
300095 Pike
300096 Warden's Staff
300097 Inventor’s Focal Wand
300098 Gunslinger’s Long Pistol
300099 Flamespitter
300100 Truestrike Sword
300101 Midnight Blade
300102 Ripper’s Chopper
300103 Round Shield
300104 Lantern
300105 Healing Chime
300106 Chaos Beckoner’s Pylon
300109 Divine Great Hammer
300110 Bloody Voulge
300111 Deadaim Crossbow
300112 Runeblade Dagger
300113 Sword of Kept Secrets
300114 Cruel Conjurer's Scepter
300115 Claw of The Beast King
300116 Beast-Kin Staff
300117 Stylus of the Magi
300118 Merchant's Armour
300119 Hierophant’s Robes
300120 Mana-Enriched Attire
300121 Wanderer’s Armour
300122 Assassin's Armour
300123 Infantry Mail
300124 Bladed Mail
300125 Knight’s Armour
300126 Battleplate
300127 Phoenix Robes
300128 Malorne's Armour
300129 Windrunner's Garb
300130 Lightbringer's Breastplate
300131 Lightning's Crack
300132 Earthmother's Hand
300133 Truestrike
300134 Bloodletter
300135 Ballistae
300136 Shredding Talon
300137 Keeper's Gavel
300138 Runic Glaive
300139 Lazy Fist
300140 Stone Fist

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Major Token = Chest, legs, head, shoulder.

Minor Token = Hands, waist, wrist, feet, cape.

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