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Nod's blazing academy
Old 01-06-2017, 03:37 PM   #1
Blaze
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Smile Nod's blazing academy

Welcome to Nod's Blazing Academy. At Nod's Blazing Academy you can have all your questions answered and be given as much guidance as you require (and my free time allows).
How to enroll? Simple. Don't be a spammer, or beggar in civil and you can become a pupil of Nod's Blazing Academy (NBA... *Gets sued*)
*Disclaimer: Nod's Blazing Academy reserves the right to reject all pupils based on if they commit shady actions, one of the above mentioned issues, speak very little English so need to explain 3x as much, are just plain annoying, or any other issues we find.*


Notice: Players cannot Private Message (PM) someone else on a different server. I am a Server One player. While i do have a character on Server Two (Blazeservertwo) he is rarely logged. So while players from both servers can read the Academy thread here.. if you want anything more in-depth you will need to create a Server One account to pm me. Trying to reach me through world chat/civil is not very effective as i often am in another tab just listening for the PM sound or have civil off entirely.


Questions about the Academy (because FAQs is being used in tips section)
Q: How to contact me in game? A: The most reliable way currently is to pm Alana (/t Alana). If you pm when I'm not online you can leave 'offline' messages and i'll respond when i log.
Q: Does it cost anything to enroll? A: No. It's completely free unless you're a cap I think is trolling. *See disclaimer about reasons you may be refused though*
Q: Are there any benefits to enrolling? A: If you are genuinely trying to learn I will do my best to accommodate trying to answer all your questions and give my advice.
Q: Is there a clan for Nod's Blazing Academy? A: No.
Q: Are there any downsides to enrolling in Nod's Blazing Academy? A: I'm not 100% liked by everyone, but only douches would give you a hard time just because you're asking for help. So no glaring demerits.

Nod's Blazing Academy ad: Are you new or inexperienced at Nod? Lost on where to go or what path to take in this big world? Message me to enroll in Nod's Blazing Academy today where all your questions can be answered. Let us make you into the champ you're destined to be.


Credits:
Nod's Blazing Academy headmaster and founder: Blaze/Ipoophard/Alana/Alastrina
Nod's Blazing Academy name creator: Clementine

Sources: Not all of this info is mine. Some is copy/pasted and if need be edited from:
Dennisthemenace's crafting thread, Fior's Legendary thread, Nodtools.net,Davross' Pilgrimage thread, Wiki, Flashus' forums, tinyurl.com/nodclassca, help from various players in civil.
A special thanks to Lobstermobster for finding T2s of legendaries to add to the thread.
Another one to Tipcrys for grammar editing/proofreading.
Yet another to Strelok for the tinyurl.com/nodclassca

Nod's Blazing Academy teachers:
Blaze/Ipoophard/Alana/Alastrina

Nod's Blazing Academy alumni (must cap to become an alumni):
Lordzeno
Clementine
Zazza



Ctrl+f NBAx to find table of contests:

Nodiatis Slang Section NBA1 (or go to top of post #2)

Clan Section NBA2 (or go to the middle of post #2.)

Class Briefing Section: NBA3 (or go to the bottom of post #2)

Crafting Section: NBA4 (or go to post #3. Can also search for the type of crafting you're looking for.)

Resourcing explanation NBA5 (bottom of post #3.)

FAQs NBA6 (or go to post #4)

Tips section NBA7 (middle of post #4)

PK Tips NBA8 (bottom of post #4)

Deleveling Example: NBA9 (top of post #5)

Reroll explanation NBA10 (upper middle of post #5)

What is a Pilgrimage Section NBA11 (middle of post #5)

Travel Gear path NBA12 (lower middle of post #5)

Nod Math NBA13 (bottom of post #5)

Legendaries NBA14 (Search specific name for sections. Example: 1 handed slashers or forged hydrafang dagger. Didn't want 15 NBAs for LGs alone.) pets; 1 handed slashers; 2 handed slashers; 1 handed piercers; 2 handed piercers; 1 handed crushers; 2 handed crushers; staves; whips; arrows; bows; quivers; shields; helms; chests (incomplete. arms/legs coming soon. epics to be added in different list.) (post #6)

Epics NBA15 (post #11) still lacking but some added

Town numbers NBA16 (top of post #8)

Epic tool/legendary armor Locations NBA17 (top of post #8)

Keyboard Shortcuts NBA18 (middle of post #8)

Potion Locations NBA19 (middle of post #8)

Arena explanation NBA20 (bottom of post #8)

Build Briefing Section NBA21 (top of post #9)

Epic Beast Section NBA22 (middle of post #9)

Aura Section NBA23 (bottom of post #9)

Basic Leveling Guide NBA24 (post 13)

Nodiatis Class Rpg Test Images & Potion Faces Ctrl+f: IMG1

Update 4/1/17: NBA 24 created.


Right Click Menu Explained:

Arena Admin Options:
Form Team: Costs 25k to form an arena team to enter arena.
Show Stats: You can view your rating; wins and losses of the season; double drop chance; matches remaining; and how long before inactive decay strikes.
Enter Queue: Enter the queue to fight other teams.
Leave Arena Team: Leaves arena team.

Clan Admin Options:
Can switch between main, spy, and officer chats. (must be officer/master or spy to use any chat besides main)
Purchase rune power to help support the clan (requires paid account)
Show Clan Stats: Can view Alignment, clans you are at war with, current Rune Power, Territory, and Dominance, and see all the current online members.
Officer Options:
List Spies: See list of clan spies.
Kick Player: Enter name manually to kick a player from clan.
Expand Clan: Pay a gold fee to expand the clan (max 100)
Modify Clan Tax: Set clan tax anywhere between 0-50%.
Surrender All Wars: Lose half your Dom, Terr, and RP but become unaligned and not at war with anyone.
Join the Valiant/Malevolent: Become an aligned clan at war with 75% of Nod (2 clans means a lot of people are both alignments).

Interface Options:
Override Player Colors: Make everyone's font but your own white.
Chat Sounds: Toggle whether the chats trigger a sound or not.
Large Chat Faces: Makes font slightly bigger.
Floating Messages: Toggle whether messages float on the screen or not.
Single Button Mouse: Nod treats you like your mouse only has 1 button.
Interface Fading: Turning this off makes it so your gem slots stop being translucent if you move your mouse away.
Battle Text Bloom: Makes battle damage/heals etc go in 3 random directions (I've heard this makes you more laggy. Never tested myself)
Battle Text Sort: Makes each type of text (dot, damage/heals, Blocks) etc go in their own specific rows.
Directional Battle Text: Shows arrows to tell you who hit you. 500 > The guy on the right hit you for 500.
No Menu in Combat: Makes it so left clicking doesn't open the menu while in combat.
Auction Embargo: Makes it so any character you ignore cannot buy your items off auction house.
Damage Flashes: Turning this off lowers risk of seizures from those stupid flashes every time a crit happens.
Clan War Fading: Makes yellow tints solid instead of waxing and waning.
Chat Without Pressing Enter: Allows you to chat just by hitting the keys directly to type the words.
Fps Options: Change various FPS settings.

Window Options: (downloadable client only)
Fullscreen: Makes Nod's black background go fullscreen. Floating windows can fill up the black.
Floating Windows: Can see your inventory, equipment (or gem pouch), and storage in windows outside of the normal Nod window.
Window Options: Can change zoom.

Filter and Status Options:
Allow War Offers: Can recieve war offers from other clans (must be veteran+)
Prevent Non-Buddy Offers Spam: Cannot be traded more than 1 time per 15 seconds by non-buddies.
Block All Non-Buddy Offers: (Automatically turned on when going PK) Blocks all trade and duel offers from non-buddies.
Force Combat on All Grouped Players: For the stupid lowbie pks out there who wish to ignore messages about the level 20 you're forcing combat on being grouped with a cap.
Filter Thank You's: Will not see TY spam in civil for 20 seconds after a bliss.
Filter Dirty Words: ***** out dirty words.
Ignore Free Accounts: Ignores all N accounts automatically.
Ignore Under Level 5: Ignores all under level 5 automatically.
Ignore Clan Logins/Battle Notifications: Turns off blue spam from arena, clan battles, and logins.
Ignore Clan chats: turns off those chat channels.
No Beast Messages: Turns off xxx was slaughtered by the EpicBeast spam.
Do Not Disturb: also /dnd. Cannot be pmed. Pming someone turns off. Group chat can be used to talk to someone privately. They cannot invite you with it on however. You can invite them.
Away From Keyboard: also /a. If you time out you remain in group instead of fully logging off. If you close tab instead of logging out you can collect shared bliss while offline, keep items on auction house until the reset, and get extra rested time at the daily reset.

Default Chat Options: Changes where your chats go automatically (without typing /c or whatever). I recommend group chat so you don't have possibly embarrassing wrong chats for all of nod to see.

Account Options:
Free/Paid Reroll: See NBA10
Change Account Password: Can change your account password once per day. Cannot be over 22 characters long.
Set Account Email: Changes account email. If you do not click the link in email sent to the old registered account it takes 7 days to change. Instant if you click the link. If the account is registering an email for the first time they will get 3 hours of rested time.
Shared Bliss Options: When you spend real life money there is either Shared Bliss that will say your character name, Anonymous Shared Bliss which will say 'A Nodiatan', and finally no shared bliss cuz screw sharing.
Disable Auto Stat Skill Cycling: Something that should be off. You get 340 stat points at 85. The main Stats go to 140. 140 1 140 99 helps melee more than 85 85 85 85.
Referral Link: Can send to people. If they join on your referral link you get a time card and recruitment exp for every $20 they spend.
Referral Signature: For message boards.
Account Log: List of account actions.

Accel/Double Accel/Travel Mode: Paid Upgrade toggles.
Reroller's Boon: x3 exp/trophies (Soulbound) toggle.
Heroic Mode: Makes monsters gain 50% more HP and increases their damage to ~200-300%. Gives +1 tier when resourcing and a chance of heroic ess. level 50+
to toggle.
Enchantrashing Mode: See NBA4. Toggle.

Civil Channel: Turns Civil channel on and off.
Uncivil Channel: Turns Uncivil Channel on and off.
__________________







tinyurl.com/nodsacademy
The link to the official forums thread for Nod's Blazing Academy. more useful info being added to it by the day.

Last edited by Blaze; 04-13-2017 at 05:51 PM..
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Old 01-06-2017, 03:38 PM   #2
Blaze
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Nodiatis Slang Guide NBA1
Note: Nod has too much slang for me to remember all at once. More will be added as I think of them.

AC: Armored Companion Legendary pet or Armor Class.
AFK: Away From Keyboard.
AH: Auction House.
AoE: Area of Effect (basically means it affects multiple people)
Cap: Player level 85+ or skill level 100/140. ie maxed.
BM: BeastMaster
BCA: Blue Crystal Axe level 52 slasher.
BCH: Blue Crystal Halbred level 53 slasher.
DA: Double Accel paid upgrade.
DD: Direct Damage gems
DC: Double Cast (PA/PD = Poison Archer/Dotter)
DoF: Dagger of Flames gem.
DoT: Damage over Time gems.
DPS: Damage Per Second (or someone who focuses on the damage role in a team).
DW: Dual Wield
EF: Earthfusion Legendary armor.
EHT: Elk Horn Thruster level 33 piercer
Exp: Experience
Farm: Killing monsters for gold/trophies/resources/exp.
FC: Flame Call aura.
FDA: Focused Defense Aura.
Fleshies: Flesheater Legendary pets.
F&I: Fire and Ice skill under petmanship.
GR: Gold Rush
HoT: Healing over Time gems
HP: Health Points
HTS: Haunted Totem Sword.
IE: In Other Words
IIRC: If I Remember Correctly
KoE: Kiss of Embers gem.
Kok: Helkok Instigator Legendary whip.
LFBG: Looking For Beast hunting Group
LFSG: Looking For Solo Group (see group acumen skill)
LG: Legendary items or the player Lordguy depending on context.
LoD: Lick of Death Legendary whip.
LTB: Looking To Buy
LTS: Looking To Sell
MC: Max Coinage skill under Stats.
MD: Moss Dungeon.
Mez: Mezmerise
Mil: Million
Bil: Billion
MoB: Originally meant Mob or Boss. Today it is basically exclusively used to refer to non-boss monsters.
Nlake/Slake: North/South Lake Halcyon zones.
OOC: Out Of Combat.
PK(K): Player Killer (Killer).
PL: Power Level (group with someone far stronger than you who can kill monsters rapidly to help you level)
PNP: Pain and Pleasure Legendary staff.
Pot: Potions.
PvE: Player vs Enemy (computer).
PvP: Player vs Player.
Q: Arena Queue.
RP: Rune Power
RT/RRT: (Rollover) Rested Time
(Toon)Sharer: Someone who either logs someone else's toon or lets someone else log there toon for one of various reasons such as arena/farming/crafting/etc.
Sitter: Person who farms another player's toon for profit.
(UN)SB: (Un)Soulbound
SB: Spellbound Legendary armor.
SC: Superior Cleansing skill under Stats.
SD: Soul Devourer Legendary pet.
SE: Stat Enhancement skill under Stats.
Skele: Skeleton Beach zone.
SNM: Spoil & Misery Legendary staff.
SP: Self Protection skill under Stats.
SR: Self Reflection skill under Stats.
SS: Secondary Specialization skill under Stats.
S&W: Stone and Water skill under Life Magic.
Tank: The person who taunts/is 'tanky' and hard to kill in a team.
TC: Time Card
TCW: Tree Claw Whip
T followed by a number: Either town (Castille is T1 the first town) or Tier (T1 plants are the easiest to get when you forage).
Terr: Territory.
TG: Travel Gear
TM: Travel Mode paid upgrade.
VD: Vampire Dungeon.
WC: Either Mount Whitecap (zone) or Wrong Chat.
WM: Weapon Master.
ZSC: Zombie Scale Claw level 28 slasher.
WoW: Weight of Wisdom skill under Learning.







Clan Section: NBA2

In nod there is 1 major thing that basically everyone has in common at higher levels. They're all in clans. This is because of runes.
There are multiple ranks in clans:
Initiate: Can do nothing except see clan chat.
Civilian: Can do nothing except see clan chat.
Soldier: Can use runes, start being taxed, can participate in clan battles (CBs to be explained later.),
and can donate rune power (RP to be explained later.).
Veteran: Can invite new members and promote people to soldier. They can also add Runes to the clan vault, but cannot destroy runes.
Officer: Can use clan officer chat, activate runes, destroy runes, add runes to vault, kick members, and promote people to veteran.
Master: Can promote people to officer/master.

Of course each rank can do everything that the ranks listed above them can do. IE lower ranked in clan.
There is a feature called clan spy but has no purpose really.
Spies cannot do anything except chat in clan and spy chats.


Next I'll explain the 3 clan stats. There is:

1) Dominance. Dominance is gained from members soldier or above winning in either clan battles or arena. Runes require dominance (the highest r6+++ requiring 10,000,000 to be placed in vault/activated). Dominance stays forever.

2) Territory. Terr is same as Dom for how it is gained/purpose. The highest runes require 1,000,000 Terr. The difference is that Terr decays 2% daily so needs to be maintained.

3) Rune Power. RP is the hard part of clans. There are 2 ways to get RP. Soldier and above can donate RP if they have a paid account, or via the clan tax. Tax is automatically taken out of every gold chest you open and goes straight into RP. An average clan has 10-15% tax - Above or below this is uncommon. RP is consumed monthly to keep runes active, and each rune can cost up to 10,000,000 per. Not all runes are the same for RP requirements.

As high rank runes are so costly a lot of clans have a minimum RP per month. Some examples are 250,000 in Stats. 2.5mil in LoOnY (0% tax though). 750k in Merc (15% tax). 1.7mil in WPack (0%) tax. Min RP is a factor in deciding if you want to join a clan at cap. Other factors are how good their runes are, how stable the clan is (can upkeep their runes), & how much their tax is (min rp is a flat #. Tax though.. 20% tax on say my character Blaze comes out to 2.5 mil a month, but on Alastrina it'd be probably closer to 7.5 mil a month. So gotta decide if high min rp or tax is better for you).

This can make it hard for new players to get a clan but there are a few clans like Tical; Otcst and Guide on server 1 that have little to no min RP.

Next are runes. There are a large variety of runes that can increase damage, block chance, stats, exp gains, gold gains, and much much more.
There are 4 rarities of runes. I'll use rune of pain for example.
rune of pain (common rarity) takes most rp but least dom/terr
rune of pain + (uncommon) takes less less rp but more dom/terr
rune of pain ++ (rare) ^
rune of pain+++ (epic) takes most dom/terr but least rp.
The rarity also effects equipping.
common requires +20 archeorunology skill level to use but i've never seen a clan actually use one.
uncommon requires+10 which sometimes is seen but it's not often.
rare is +/- 0.
epic is best with -10.

Some useful runes:
Rune of Pain increases all your damage (except for dots)
Rune of the Wise is a staple for any clan giving extra exp whenever it is linked.
Rune of Aggression/Swiftarrow/Quicksteel all speed up the form of your non magic damage.
Rune of Assurance gives you a bonus to hit chance.
Rune of Invention is another staple. Letting you craft items up to a total of 12 points beyond your normal skill limit.
Mana/Energy Theft Runes let you upkeep auras without mre/pre.
Manatic/Energetic/Euphoric are very important to capped casters.
Rune of Riches gives a bonus to the gold found in chests.
Vampiric Rune helps heal you with every hit you land on the enemy.

Most other Runes are more build specific for if they're useful.

How to use Runes: After you join a clan in the bottom left hand corner there are 3 chests below chat. Chest 1 is your storage. Chest 2 is primary clan Rune vault. Chest 3 is secondary clan Rune vault. You can link any rare or epic active rune to slot 1 with no skill required. You must be in a town to change runes.

There are also 6 ranks of runes with r6 being the best. Increase to % or stat depends on the rune generally.
You can use your first rune with no skill at all if rare or epic.
Epic runes reduce skill requirement by 10 if in last rune slot you can use. epic levels will be in (_)
2nd rune requires a standard account and 20 (10) archeorunology which is under adventuring.
3rd rune takes premium account and 40 (30) archeo.
4th rune and on does not require a paid account. Takes 60 (50) archeo
5th rune requires 80 (70) archeo.
6th and final rune requires 100 (90) archeo

You can buy 4 more rune sets if one isn't enough so you got a variety of setups like PvE set PvP dps set crafting set PvP tank set etc. Extra rune sets cost:
2nd rune set 1m.
3rd rune set 5m.
4th rune set 15m.
5th rune set 30m.
Not worth it at low levels and even at cap going past 3rd is debatable for value.
Right click inventory button to switch between rune sets.

Now to explain clan battles.
Enemies you are at war with have yellow tints on their faces.
There are 2 types of clan battles. Neutral and Aligned.

Neutral clans get a lot less dominance and territory per clan battle than Aligned. Most if not all Neutral clans have some capped alts in an "alt clan" that they go to war with so they kill every 4 hours daily to upkeep dom/terr.
You cannot group someone you are at war with.

Aligned clans include clans like LoOnY to represent malevolent and Wpack to represent valiant. Members of opposite alignments can clan battle each other. They either wait 3 minutes stalking if you're in combat and combat is interrupted, or the clan battle starts when you exit combat. Whichever happens first. Then it is a 1v1-3v3 battle depending. Some people hunt in a group of 3, some go solo, but vast majority are 1v1 with some 1v2. The winner gets dom/terr and can loot 1 stack of trophies or destroy if they beat a free account. This is extremely uncommon and only done by douches generally.
Clan Battles are rather uncommon before level 75 since you cannot clan battle a player more than 10 levels below yourself. They do happen though.
You can group someone of opposite alignment.
You can be in 2 clans of opposing alignment.

The skills Leadership, Earthscorcher, and Faithkeeper are all unlocked at level 80, and can increase the Dom/Terr you can get from arena/CBs.
Leadership affects all clans.
Earthscorcher affects malevolent clans.
Faithkeeper affects valiant clans.

/1 to talk in primary clan chat.
/2 to talk in secondary clan chat.

/cm1 to set primary clan message.
/cm2 to set secondary clan message.
(Must be officer+ to set clan message).

Clans can have at the start 10 members, but this can be expanded several times maxing at 100.
If I remember correctly it is:
250k to go to 25.
1 mil to go to 50.
5 mil to go to 75.
10 mil to go to 100.

Creating a clan costs 50k but is basically impossible to get going. At best most clans that get started these days can get maybe 50 mostly low level members and they don't make enough rune power to upkeep much in the way of runes.

There are also some clans that are social clans. An example of such a clan would be Hai. These clans have 0% tax and are purely for chat. They are mainly used when players have another strong clan so they don't need a 2nd clan's runes or they just don't want to be taxed twice like a person in Wpack and Loony has to pay out 4.2 million a month.


Class Briefing Section: NBA3

Here are classes and my thoughts on them/suggestions.
Note: These are based on my opinions and experiences so they may be
somewhat biased, and despite my putting down some classes or raising up
others.. classes play a fairly minor role unless you are a DPS (damage
dealer). Every class has ways it can be utilized. Sometimes the path is
undiscovered even. So no matter what class you picked don't feel
discouraged. It's not too bad to be unique instead of a cookie cutter.
You may be mocked bit but.. people laughed at regeners like Flipynifty
and Scrambles before they proved how amazing regen could be. People
laughed at healers before Excellence, Brickk, and I won arena with a
heal team. Maybe you'll be awful like everyone says, but you never know
unless you try.
Note 2: CA stands for Class Ability (the little button you push for a
special effect).
Note 3: The number in parenthesis () is bonus as the secondary class.
Note 4: Listed CAs are at 85. Player level strengthens the CA
naturally.
Note 5: I personally prefer Dual Wield pve and 2h pvp so my tips will
reflect that.
Note 6: Since most classes have dozens of ways they can be utilized if
you want specific guidance on how to raise your stats based on your
class/build pm (/t playername) me on Alana in game.
Note 7: This is a brief version. Even this took me several hours >.<

Classes: (in order of the selection screen)
Note: You cannot choose a secondary class until level 40 and you have 1 point or more in secondary specialization.
Mini Table of Contents:
CT1 Warrior
CT2 Druid
CT3 Ranger
CT4 Guardian
CT5 Warlock
CT6 Magician
CT7 Necromancer
CT8 Paladin
CT9 Archer
CT10 Priest
CT11 Trader
CT12 Craftsman
CT13 Vampire
CT14 Angel
CT15 Dark Knight
CT16 Wizard
CT17 Regener
CT18 Beastmaster
CT19 Tactician
CT20 Trapper
CT21 Adventurer
CT22 Weapon Master
CT23 Rogue
CT24 Alcoholic
CT25 Jeweler
CT26 Enchanter

Warrior CT1
Bonus: 5% up to 15% (10%) bonus to max melee damage.
CA: 406 damage & 4 second mesmerise
Tips: I'd recommend going crushing or slashing as a warrior. Piercing
is focused on min damage so warrior boosting max limits it to the other
2. Crushing is good in pvp as it can stun with a level 40 skill.
Slashers are good for burst damage since they can do double damage
sometimes with their level 40 skill. At cap a couple good warrior
builds are the Vile Tomahammer+Sword of Solar Sheen (1h crusher 1h
slasher combo) or Forged Dragontooth Dagger+Forged Hydrafang Dagger (1h
slasher & 1h piercer..unique for being the only 2 weapons made as a
pair) for pve. Melee recently won Team Arena using the 2h crusher
Cudgel of Solar Fury primarily.
Secondary Classes: Weapon Master if using crusher/slasher. Rogue if
using piercer/slasher. Not really my choice but some recommend
Beastmaster if using Lick of Deaths for melee damage. There are a few
others depending on what you want to do. Vampire to be more tanky
without relying on regen. Regener to be more tanky relying on regen.

Druid CT2
Bonus: 5% up to 15% (10%) bonus to green gem magic effects.
CA: does 520 damage. Nothing special.
Note: Can use resurrection gems at level 20 when primary. (Though that
gem is rather lacking. Can only be used in looting.)
Tips: I only really recommend druid for 1 build. (Maybe as a secondary
class for Staff DD caster or healer... but that's not really what i'd
recommend). I recommend it for archers (not the class) using poison
DoTs only. (This is a late game build so if you can't follow just
ignore it for now but basically) A caster build that relies on archery
gear for certain effects. The level 20 Shaft of Death archer skill
instantly kills a target when the poison/burn damage surpasses their
remaining hp. As you play Nod you'll undoubtedly hear the term 'Double
Caster'. Normally this will refer to double cast DD. The build I'm
talking about is rather similar. Double Cast DoT. The build relies on
gear besides staves to get chances to avoid resists (Black Edge of
Decay slasher gives 33% chance to avoid resist for DoTs) or boost
damage. A staple for the build is the famous double cast gear like the
Opalescence Quiver that gives a 23% chance of making any gem effect go
off twice. Hence the title double caster. Double Cast DoT is good in
both PvE and PvP (though healers counter it fairly well in Team Arena).
Secondary Classes: Necromancer/Ranger/Jeweler/Regener & Rogue are all
choices for DCPA.

Ranger CT3
Bonus: 2% up to 6% (4%) bonus to min and max ranged damage and a 3% up
to 9% (6%) bonus to green gem magic effects.
CA: 526 AoE damage CA. 1077 vs single target.
Tips: This is a class i only recommend for 2 paths. Pure (your main
focus is bow) archer.. (though archer primary is considered better by
most) or Double Cast Poison Archer like the above class Druid.
Secondary Classes: Druid/Necro/Jeweler/Regener if DCPA. Archer if pure
archer.

Guardian CT4
Bonus: 4% up to 12% (8%) bonus to clock chance.
CA: 512 non fading shield.
Tips: Honestly I do not really recommend Guardian. When it comes to
tanks.. some of the best tanks in the game are.. Brickk. A Rogue and
the current arena champion. Thorin. A Weapon Master and a former arena champion. Brookeland. A Warrior and former arena title contender.
Billyrules. A Beastmaster and former arena title contender.
ie... none of them are tanky classes as a primary. Yet they're among
the best tanks in the game. This class is only useful if you want to
tank super high bosses or arena in high end pvp as a tank, and in both
situations it has been proven unneeded.
Seconday Classes: Tactician to stack the tankiness. Paladin to give
your team good support auras while tanking. Angel to revive dead
teammates.

Warlock CT5
Bonus: 5% up to 15% (10%) bonus to all death magic direct damage.
CA: A small 211 damage attack & heal. One of the weakest CAs.
Tips: One of the most popular classes currently. Considered one of the
kings of PvE. For Druids i mentioned DCPA. Warlocks go DCDD. Double
Cast Direct Damage. Same theory. Relying on the archery gear to
multicast. Uses Fang Spear of Conjuration to boost dps a very large
amount. They can also use things like Hellram Shield & Lick of Death to
become tanky yet still do high damage. And they can switch to DCPA
fairly easily. DD is rather lacking in PvP is the downside, but among
PvE builds it's damn near the top if not the top.
Staff DD is also an option as warlock. It's easier to manage stat-wise.
It loses in most fields compared to DCDD however.
Secondary Classes: Wizard/Jeweler/Regener if DCDD. Wizard/Druid if
staff DD.

Magician CT6
Bonus: 3% up to 9% (6%) bonus to both blue and red magic affects.
CA: One of the higher damage aoe CAs (810) and adds a burn effect for ~300 on all
enemies.
Tips: It's the only class with a decent bonus to blue magic. Honestly
it's a rather lacking class. Only a few people use it currently. It's
useful if you want to focus on burning DoTs i guess.
Secondary Classes: Unknown. It's a class with no established 'cookie
cutter' setup so your secondary depends on the path you want to try and
pave.

Necromancer CT7
Bonus: 5% up to 15% (10%) bonus to all black magic gem effects.
CA: 729 damage disease Dot/Hot.
Tips: Honestly Necromancer only has 2 paths to choose from normally as
a primary. (As a secondary it is an option for Beastmasters as it will
boost the Rabid Aura's damage buff from 50% to 55%. Good when
group farming 2 bms) The 2 paths are DCPA (see Druid) or Staff Disease DoT.
Staff Disease Dot is a classic build. Excellent in PvP (unless facing a healer) though rather
lackluster in PvE. Can either rely on regen for self healing or add
energy based heals to keep your HP up.
Secondary Classes: Regener/Enchanter/Angel for Staff Disease Dot.
Druid/Ranger/Regener/Jeweler for DCPA.

Paladin CT8
Bonus: 8% up to 24% (16%) bonus to beneficial ('buff') auras.
Note: Can use resurrection gems at level 30 when primary. (Though that
gem is rather lacking. Can only be used in looting.)
CA: Gives half of your HP to a teammate or heal yourself for ~1.2k.
(The skills Self Preservation & Self Reflection lower the damage
inflicted by giving away half your hp by up to 66%).
Tips: Honestly my favorite class in the game. It is a great class for
tanks. Tanks are the most frequent users for beneficial auras. Casters
use them at the start of combat but 'self shatter' them to cast at max
speed normally. Beastmaster's famed Rabid Aura is a neutral not
beneficial aura. The regen gems are not auras. Tanks meanwhile can use
gems like Deft Draw; Death Resist; Flame Call or use weapons like the
Vile Tomahammer to buff their teammates and themselves even more than
the auras normally do. If I had to pick a flaw it'd be that it's a
support class. If you want to play solo... It's not the best class
entirely. Those buffs help yes, but is a bit more speed/damage from the
bonus worth losing say 15% max damage for warrior primary?
Secondary Classes: Depends on the color of the auras you want to boost.
Want to help resist gems even more? Enchanter boosts the resist gems
even further along with Paladin from 40% base to 40%+25% (Shared Bliss)
+24% Paladin + 10% Enchanter to a whopping 68.2%. Want to boost your DD
friend/other character's damage? Magician. 120+25% (Shared) +24%
Paladin + 6% Magician = 197.16 max damage boost for their DDs. Other
options are choosing a class like Warrior/Archer or something to farm
better PvE, or pick a class like Angel or Tactician for PvP.

Archer CT9
Bonus: 5% up to 15% (10%) bonus to max ranged damage.
CA: Deals 405 damage and stuns enemy for 4 seconds.
Tips: Honestly only a class I'd recommend as a primary if pure archer
is your dream. Use a few poison dots to help the Shaft of Death skill
but mostly focusing on ranged damage. Some of the best burst potential
in the game (Piotrq has screenies of 30,000 damage openers). For PvP
some archers rely on high regen and tankiness so they can aim to
instakill the enemy in damage bonus. Archers normally use Thunder Eye Quiver; Thraki's Fury Bow or Demontendon Bow & Fateseal Arrow.
Secondary Classes: Ranger.

Priest CT10
Bonus: 5% up to 15% bonus to all healing gems.
Note: Can use resurrection gems at any level when primary. (Though that
gem is rather lacking. Can only be used in looting.)
CA: AoE team heal for 2025. 2800 when solo. Rather weak heal
at cap when PvPing.
Tips: Honestly not a class i recommend.. for basically anything. Going
Priest is similar to Guardian. A PvP only class that people have proven
things can be done without. In exchange you're weakening yourself PvE
by losing a useful class bonus. Unlike Angel the CA can't revive
either. Unless you want to be 100% dedicated to PvP/healing.. not
really a useful class. Angel revive is better than the bonus to green
heals.
Secondary Classes: Angel. Enchanter. Druid. Regener. Paladin.

Trader CT11
Bonus: 25% up to 75% (50%) reduction to the goblin tax on player to
player gold transactions with an extra 5 (up to 15 (10) with skills)
auction slots.
CA: 860 damage and a 10 second blind.
Tips: You may think 'he bashed other classes like guardian and priest
which are only useful in PvP. Trader is useless everywhere right?'.
Well. If you did you're wrong. Trader has 1 advantage no other class
has. Starting in the level 128 zone Halcyon River Mouth and every zone
that follows.. monsters cannot be stunned, mesmerized, or dazed.
However, they can be blinded. A team of Traders with Double Accel
upgrade is 30 seconds of blind per 60 seconds of battle. If they're
also archers with the Blinding Arrow skill... Trader has 1 purpose.
To avoid damage from things like the 142 heroic boss that does such
insane damage that it's hard to tank.
Secondary Classes: None. You're a rather odd duck to be trader primary.
Primary Classes: Any. You're just abusing the CA for a few fights.

Craftsman CT12
Bonus: 15% up to 45% (30%) bonus to experience gains in all crafting
and artistry skills.
CA: 1012 damage and instantly escapes if possible.
Tips: Honestly a kinda useless class unless you really want the exp
buff. It has 1 great use though. 100% escape chance. As a PK... that is
rather nice. I don't recommend PK in general but if you're not a staff
user with a Rank 6 Escape gem in first slot.. Craftsman is a fairly
reliable way to escape.
Secondary: Adventurer or Trapper if you really wanna rake in the exp.
Tactician if PK.

Vampire CT13
Bonus: 5% up to 15% (10%) HP 'vamp' (heals you 5 up to 15 (10) % of the
damage you do) for melee, ranged, and pet attacks. DOES NOT AFFECT
DIRECT DAMAGE GEMS OR DAMAGE OVER TIME GEMS.
CA: Immortal for 10 seconds. Can still be injured so your hp remains at
1. Deals 407 damage.
Tips: A good secondary class if you dislike the idea of being a regener
with its numerous drawbacks. It goes great with Warrior, Beastmaster,
or Archer. The CA is inferior to Tactician for tanks. Not a good class for piercers since the HP vamp is based on the damage you deal. Slashers/crushers do high damage. piercer focuses on min damage+bloodlets.
Secondary classes: Honestly I recommend vamp as the secondary but like I said above. It goes great with Warrior, Beastmaster, or Archer. Either as primary or secondary.


Angel CT14
Bonus: 5% up to 15% (10%) bonus to all white magic gem effects.
Note: Can use Resurrection gems at any level. (Why would an angel use those crappy gems though?)
CA: 4050 heal OR will revive dead target at 50% hp. (Ie if you use CA on a living target they heal 4k and keep gems. If you let the say 25k hp tank die and revive him.. he'll lose gems but it's a 12.5k heal)
Tips: Good secondary class for healers. Bonus to heals & can revive. Don't recommend as primary much but it's better than priest at least.
Can go basically any build since angel only gets bonus to white gems. Excellence (the current arena champion healer) uses a Beastmaster setup to farm.
Secondary classes: Enchanter/Priest/Paladin/Alcoholic/some damage related class.

Dark Knight CT15
Bonus: 2% up to 6% (4%) bonus to all melee, range and pet attack damage. 7% up to 21% (14%) bonus to all detrimental auras (auras that affect your opponent like melee slow aura) and a flat 3% bonus to all non aura detrimental affects vs player targets.
CA: The highest damage CA in the game (1458 over 10 second disease). 729 if AoE.
Tips: I recommend it as a secondary class. As a primary it's a good class for a new player I guess. As it can do melee, beastmaster, and archer. The aura part of the bonus is rather lacking. There are a lack of detrimental auras. There are a few good ones though. Such as Degen, Devastation, Reaper, & Gravebound.
Primary Classes: Beastmaster/Warrior/Weapon Master/Archer.

Wizard CT16
Bonus: 4% up to 12% bonus to all direct damage magic.
CA: 708 damage & places a 'devamp' (opposite of vamp. when the monster hits you you vamp from them) mana and energy aura for 10 seconds on the enemy.
Tips: Good class if you wish to be a Staff DDer. Otherwise i'd mainly recommend it as a secondary class for DCDD with Warlock primary.
Staff DD generally uses a full mana pouch with a mix of green & red mana DDs.
Secondary classes: Warlock/Druid

Regener CT17
Bonus: 8% up to 24% (16%) bonus to hp/mana/energy regeneration.
CA: regenerate 312 hp/mana/energy over 10 seconds.
Tips: Good support class for casters so they don't need as much Mre/Pre. Drawback is it boosts flesheater damage against you in PvP. Melee/Archer can use it to get even more regen, but that's your call on if you need more reg or dps. Regener is not a very good combo with Beastmaster as Beastmasters use pets for damage. This means they lose out on two 75% regen boosts & 10% miti boosts from the legendary pet 'Timmy the Turtle'. (1 if whip+shield. Can have Timmy above the shield).
Secondary Classes: Any caster or melee class can go well with it. Beastmaster is the only lacking one.

Beastmaster CT18
Bonus: 8% up to 24% (16%) bonus to all pet attacks and pet heals.
CA: 486 (1 pet) 972 (2 pets) damage bleed over 10 seconds. (Cannot be used with 0 pets equipped)
Tips: Really the work your way up build in Nod. This may be confusing so sorry. At cap there is a thing called 'uptiering legendaries'. When you uptier the item gets stronger. An example would be Weapons gain more min/max damage & their procs increase. Like the Helkok Instigator whip gives 12% pet haste & 12% pet max damage at t1.
At t2 it gives 14% both. To uptier an legendary from t1-t2 means you need two t1s. from t2-t3 means two t2s, and so on. Given how expensive LGs (armor aside) are.. A Tier one legendary whip is ~25 million right now. So t2 is 50mil. t3 100m. t4 200m. t5 400m. t6 800m. t7 1.6b. t8 3.2b. Now that you understand uptiering a bit..
At t1 bm is meh. Mediocre pve squishy pvp normally. Rather lacking dps unless they got the flesheater pets vs a regener. However, as Beastmasters uptier.. they catch up to and surpass other builds. Beastmasters get some of the best uptiers in the game. They start at weak but grow and grow working their way up to the top. The opposite of Double Cast Direct Damage Archer. DCDD starts out strong but gets some weak uptiers on legs/sleeves/quiver (piercer has a great one though) so while they start at the top each uptier they both do a Beastmaster will close the gap until they're basically on par and perhaps even surpass at t6-7ish. Note i mean full t6-7ish on both parties not just 1 whip. Flesheaters are the Beastmaster pet made to kill regeners as it both avoids miti and gets huge damage boosts vs regeners. It's often to see Beastmasters also autoshooting as Helkok (the best whip currently) has very low melee damage. There are arrows such as the Degeneration Arrow and Fateseal Arrow to help kill regeners or boost their damage even further. The downside would be you lose your stuns from the whip skill Intimidate. Gain Blinding Arrow in return. It's your call so use your best judgement in the situation. PvE the bow has more dps than the whips for attacking.
Secondary classes: The main BM aura is Rank 5 Rabid aura that boosts pet max damage by 50%. It is a neutral aura so neither Paladin nor Dark Knight affect it. Only Necromancer does. 10% boost as secondary means 55% pet damage as a Necro.However Necromancer is if you wanna group farm two Bms. Other classes would include Archer (not recommended. your gear should focus on either bow or pets, and if it's the bow... why aren't you pure archer), and Dark Knight. 4% boost to pet 4% boost to bow 14% boost to the Fateseal and Degeneration arrow auras make it rather nice.
Higher max pet damage with dk than Necromancer when solo.

Tactician CT19
Bonus: 3% up to 9% (6%) bonus to both preventing and performing parries.
CA: 10 seconds invulnerable. Take 0 damage so you can heal to full hp during this time. Also cannot be stunned, dazed, or mesmerized in this state I believe. Does ~400 damage.
Tips: Mostly just used as a secondary class for arena fights. No builds really made around it or anything. Just people abusing the CA.
Primary classes: any.


Trapper CT20
Bonus: 15% up to 45% (30%)bonus to experience gains in all resourcefulness skills.
CA: 708 damage & a slow aura that affects the target's melee, ranged, and pet attacks.
Tips: Honestly a kinda useless class unless you really want the exp buff. Unlike Craftsman even the CA isn't very special. Basically 0 reason outside of the exp boost to use it.
Classes: Adventurer/Craftsman to get even more exp.

Adventurer CT21
Bonus: 3% up to 9% (6%) bonus to all experience gains.
Note: An unknown passive % to avoid encountering enemies.
CA: 304 damage.
Tips: Honestly probably the best class for a first time player. You can raise all your skills. Test every build, and find your passion. Then build up exp and reroll (see NBA 15 for more about reroll) to the class and build that you found yourself enjoying the most. It's a common secondary class during Epic Pilgrimages (See: NBA 19). Besides raising exp and using it to get a feel for various builds in Nod it doesn't have much purpose.
Secondary Classes: Trapper or Craftsman for exp. If you want a more damage based class that still can do multiple builds Weapon Master helps all 3 Melee setups. Dark Knight helps all 3 melee setups + archery & BM. Jeweler gives a tiny bonus to all gem effects.

Weapon Master CT22
Bonus: 3.5% up to 10.5% (7%) bonus to all melee damage.
CA: 405 damage & 20% melee/ranged haste solo. 10% grouped.
Tips: It's a good secondary class for any melee build. As a Primary class it's good if you're unsure which melee build you want to use.. or plan to use a combo like the slash/pierce combo of Forged Daggers.
Secondary Classes: Warrior, Rogue, Dark Knight, & Vampire.

Rogue CT23
Bonus: 10% up to 30% (20%) bonus to min melee damage and 3% up to 9% (6%) bonus to all poison gem damage.
CA: 607 damage and adds ~250 poison damage if target is poisoned when CA is used.
Tips: Rogue is good for 2 things. Boosting poison damage in poison setups, or being a piercer. Piercers focus on high min damage with constant bloodlets that do high damage (bloodlets deal equal damage to your min) and can ignore Armor Class. The ignoring Armor Class is rather lacking as it is suspected Monsters have no AC and players often have mitigation on top of Armor Class. However with the rise of the Flesheater pets that ignore miti and dot becoming less useful as healers counter it... More players are using things like Hellram Shield to boost their AC to ~4000. So piercers may yet find their use. PvE it isn't the best. It isn't the worst. All depends on how you build it. The 2 main piercer builds are focused on Demon Ranseur for 2hs and the slash/pierce combo Forged Hydrafang Dagger/Forged Dragontooth Dagger.
Secondary Classes: Druid/Necro/Regener/Jeweler for DCPA. As a 2h piercer Weapon Master boosts all damage so that's a good class to focus on the Min. Could also go Regener to have more survivability (tho the class alone is minor for that). Warrior clashes with piercers but is a good secondary class if you're using the slash/pierce combo.

Alcoholic CT24
Bonus: 33% up to 99% (66%) chance to be buzzed (immune) instead of dazed and a 5% up to 15% (10%) bonus to potion effects.
CA: 498 damage.
Tips: Honestly a rather rare class. No one really uses it for the potion boost. Honestly mentioned so little I completely forgot it got that boost til I made this post. It's a decent support class for a healer. Daze casting heals/Angel CA is very bad. A few tanks have used it as well to avoid daze casting taunts/Angel CA.
Besides that not much use thus far.
Primary Classes: Angel or whatever floats your boat.

Jeweler CT25
Bonus: 8% up to 24% (16%) bonus to gem draw haste & 1% up to 3% (2%) bonus to all gem effects.
CA: Fills all gem slots with gems if possible.
Tips: Honestly a lot of people still swear by the class. Imo it's rather past its prime. Staff Casting has so much haste unless they want to keep out like 4 auras it has little benefit. However it is useful for Archer Casters who do not have all that haste.
Classes: Any caster class.


Enchanter CT26
Bonus: 5% up to 15% (10%) bonus to grey magic effects.
CA: 5 second stun on target. 10 second mesmerize non targeted enemies. 41 damage.
Tips: & finally. The famed 'Winchanter'. Before all the things like War Hogs and Indifference etc came out the Stun+Mez was very op in arena. Triple Enchanter teams locking down tanks & healers. It's a bit past it's prime though for abusing the CA. However as a healer i like the bonus. Grey gems. There are a lot of useful grey gems. It boosts the cure and haste on Focused Defense Aura. It boosts the heal and miti on Angelic Aura. It boosts the resist rate on resist auras. It boosts the drain on mind numbing. It boosts the escape chance on Rank 6 escape to 99% as a secondary. (good for staff users in general but especially staff user pks).
It's a great class for supporting. Especially comboed with Paladin
Secondary Classes: Paladin, Angel, Priest.
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Last edited by Blaze; 03-30-2017 at 03:33 PM..
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Old 01-06-2017, 03:38 PM   #3
Blaze
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Crafting section: NBA4

Note: I do NOT recommend any forms of item crafting at low levels. resource processing/enchanting are fine, but the others are extremely difficult as a new player..

To use recipe loader put master/consumable in top left corner.
To use craft memory re-open tool and click submit.

Note: Enchantrash does not use the enchanting rod.

Level requirements:
Gear/Gems:
Uncommon. Level of item = skill to craft.
Rare. Level of item +5 = skill to craft.
Epic. Level of item +10 = skill to craft.
Legendary. Level of item +20 = skill to craft.

Potions:
Uncommon. Level of item+10 = skill to craft.
Rare. Level of item +15 = skill to craft.

Other (Enchanting; Dyeing Clothworking etc) (going to use T for all of them but for enchanting it's +)
tier === skill
1 ===== 0
2 ===== 3
3 ===== 6
4 ===== 10
5 ===== 13
6 ===== 17
7 ===== 20
8 ===== 24
9 ===== 27
10 ==== 30
11 ==== 34
12 ==== 37
13 ==== 41
14 ==== 44
15 ==== 48
16 ==== 51
17 ==== 55
18 ==== 58
19 ==== 61
20 ==== 65
21 ==== 68
22 ==== 72
23 ==== 75
24 ==== 79
25 ==== 82
26 ==== 86
27 ==== 89
28 ==== 92
29 ==== 96
30 ==== 99
Enchanting only:
31 ==== 103
32 ==== 106
33 ==== 110
34 ==== 113
35 ==== 116
36 ==== 120
37 ==== 123
38 ==== 127
39 ==== 130
40 ==== 134

Brewing requires 2 vegetables of the same tier and 1 fish of any tier. You put them in the oil boiler that is sold in Fenelia to make an oil.

Clothworking makes silk into thread and thread into cloth. 2 silk of the same tier in the hand spindle sold in Castille & Atlimus = 1 thread of that tier. 2 thread and 1 dye of the same tier in the loom sold in Stronhad & Burdinia = 1 cloth of that tier.

Dyeing makes 2 plants of the same tier in the dye press (sold in Fenelia) into 1 dye of that tier.

Flameworking: enter town and go to the armory (red door). click the forge beneath the armor. 3 ore and 1 wood of the same or higher tier = 1 ingot the same tier as the ore.

Gemworking: Gem Working requires a Grindstone: Located in T7 Roggork.

I can't give a detailed guide but they take Master Recipes (which you get by dismantling the gems) and you use the
Quill Pen: to make the Consumable Recipe (called a TP).
Location: T1 Castille T4 Atlimus
to make the Consumable Recipe (called a TP).
You can re-use the master endlessly but TPs are 1 use per.
The TP will require 6 resources of different tiers. I'm not sure but believe all require 2 different tiers of oil 2 different tiers of resins and 2 different tiers of geodes

Potionmaking:
I can't give a detailed guide but they take Master Recipes (which you get by dismantling the potion) and you use the
Quill Pen: located in T1 Castille T4 Atlimus to make the Consumable Recipe (called a TP).
You can re-use the master endlessly but TPs are 1 use per.
The TP will require 6 resources of different tiers. I think 2 are resins 2 are bones and 2 are dyes.
The still is used to make the potions with the TP.
Still:
Location: T13 Reydor


Enchanting
:
The enchanting rod is sold in Stronhad Reydor and Maalin I believe.
Right click the rod. This rod is the most useful tool in the game. Everyone should own one.

Feature 1: Downtiering. If you place an odd number of a resource in the top right corner and hit submit it will decrease the tier of the stack by 1, and there is a chance for you to get more than you originally downtiered (Ie 20 t5s can become anywhere from 20-40 t4s)

Feature 2: Uptiering. If you place an even number of a resource in the top right corner and hit submit it will increase the tier of the stack by 1, but only half the amount will emerge. To uptier legendaries and other things that don't stack you need to place 1 in the top left and 1 in the top right slot.

Feature 3: Essence Crafting. Put a t30 cloth & dust in the top 2 slots of enchanting rod and hit submit and you will recieve 1 of 11 armor essences used to morph legendary armors. T30 scale and dust for shield essence

Feature 4: Trophy Crafting. (NOT RECOMMENDED. COSTS 33.3 GOLD PER 1000 EXP (G/K)) Placing resins with a buy from store cost of under 75k in the top left slot and hitting submit will create trophies.

Feature 5: Transmutation. Placing a t29 resin and a legendary master in the top of the enchanting rod will transmutate it into another legendary master. Placing 2 of the same armor ess in a stack in top left hand corner will result in 1 random armor ess being created.

Feature 6: Morphing. Top left slot 1 armor ess below that 100 hero ess & top right slot legendary armor/shield will morph it into the type of gear as the armor ess you used.

Feature 7: Blank stones. Open enchanting rod and click submit and you will craft a blank stone. It can be used to wipe an enchantment off an item. Useful when you wanna see your base stats to plan stones on your full suit. Note: must be the first thing you craft after logging with the rod. If you do another action crafting memory takes priority. So gotta log off then log back in to clear craft memory.

Feature 8: Finally. Enchanting stones. The most famous use of it.
Dyes for Str;
Leather for Dex;
Bones for PSt;
Sinews for Agi;
Threads for Cnt;
Planks for Dur;
Scales for Int;
Cloths for Cnc;
Geodes for MSt;
Ingots for PRe;
Skins for MRe;
Oils for Reg;
Raw resources may also be used but randomly result in one of the following:
Carcasses give PSt, Cnt or Str
Sticks, Wood give Str, Int or PSt
Silks give PSt, Int, or MRe
Ores give Str, Agi, or Cnt
Plants give, MSt, Agi, or Cnt
Fishgive MSt, Dur or Agi
Vegetables give PRe, Reg, or Dur
Rodent Parts give Dex, Reg or Cnc

Example 1: Bone Bound Warclub
Base stats: Pst: 1 Mst: 3
3+1 = 4. 4*2 = 8. +8 stone can be used. I want +8 str -8 cnc.
Take enchanting rod (refer to skill levels above for required level)
Dye is Str. Cloth is Cnc. So put cloth in top right slot. Dye in top left. Click submit.
Out comes a +8 str -8 cnc stone. Have club in inventory. Right click stone. Use tool. Click on club.
Your club is now enchanted.

Example 2: Raiden's Sleeve
Base stats: Int: 25 Cnc: 25 Mst: 25
25+25+25 =75. 75*2 = 150. +150 stone can be used, but +40 is the current max. so +40 stone. i want +20 Cnc +20 Int
-20 Agi -20 Dex
Take enchanting rod (refer to skill levels above for required level) (most likely none of you will ever make +40 stones but this is example for any stone +31 or more.)
Cloth is Cnc. Scale is Int. Sinew is Agi. Leather is Dex. So put cloth top left. Scale underneath. (Can switch them. No real change unless they're unbalanced like +25 cnc +15 int. Then they need to be in same row as the equal tier mat on other side) Sinew top right. Leather below. submit.
Out comes +20 Cnc +20 Int -20 Agi -20 Dex.

Example 3: Raiden's Sleeve
(see above for stats) i want a +40 Cnc -40 Reg stone.
Cloth is cnc, but only goes to t30. so take any tier of cloth (above t10). i'll use t25. To give above 30 you need a 'chance' mat. For Cnc the chance mat is rodent parts. So t15 rodent. (1 chance mat makes this stone into a 1/3 chance of success. mats lost on fails). Oil is Reg. Oil is expensive so i'll use t15 oil. Reg chance mats are vegetables or rodent parts. You cannot use the same type of mat twice in one stone so rodent parts are out. That leaves vegetables. t25.
Top right T25 vegetable. below that t15 oil
Top left t25 Cloth. below that t15 rodent. This stone has 2 chance mats so 1/9 chance of success. i mostly recommend splitting negs. Can go pure + if you want, but a 1/9 stone is just throwing money away. 1/3 or sure thing is better.

Brother (Nod's top enchanter) also made an enchanting guide video:
https://www.youtube.com/watch?v=rZwk...=markfrancisop

The following forms of crafting require you to dismantle items to get the master plans. then use quill pen+ materials listed on the master to make the consumable.

Armorcrafting: Use quill pen +dye/cloth & for epics/lgs dust. Forge (in the armory below armor) is needed for helm & breastplates. Arm form sold in roggork for sleeves. Leg form sold in roggork for legs.

Weaponcrafting: Use quill pen +dye/cloth & for epics/lgs dust. Use forge (in the armory below armor) with listed materials.

Leatherworking: The Hide stretcher sold in Castille is used to turn 2 skin & 1 oil of the same tier (though the oil can be higher tier if you're lazy. Not lower.) into 1 leather.
For whips master + use quill pen +dye/cloth & for epics/lgs dust. use the tool 'whip stretch' in Castille.

Fletching: Use quill pen +dye/cloth & for epics/lgs dust. Use fleltcher's handbook (sold in Maalin) with listed materials.

Woodworking: I wouldn't recommend pursuing crafting shields much. For legendaries cheaper to morph. For epics it's rare that they're used. The staves on the other hand: epics are used sometimes & legendaries all are crafted.
The start is just like normal. Use quill pen +dye/cloth & for epics/lgs dust. Then use whittling set (sold in Stronhad) + consumable and listed mats. 115 woodworking + enchanting staff can make Shield Essence for morphing. 1 t30 dust 1 t30 scale in top 2 slots
To make planks buy the planing tool sold in Stronhad. 3 wood of the same tier in planing tool = 1 plank.

Beastcraft:
The table of dark arts (Fa'ar 1.2 million gold) is used to do this. Like other crafting you take the master. Use quill pen +dye/cloth & for epics/lgs dust.
Put in table of dark arts along with the mats listed on the consumable.
Out comes pet.

Skinning: Skinning blades are sold in Stronhad. You simply right click the tool and click on a prey and skin it. Your hunting level decides if you can skin a prey or not. Skinning gives exp in Hunting as well.

Bones: If you leave prey in your inventory/storage they will decay into bones at the daily server reset which occurs at 06:00 server time.

Trapping/Sinew
: If you leave rodents in your inventory/storage they will decay into sinew at the daily server reset which occurs at 06:00 server time.

Geodes: The stone saw is sold in Atlimus. 3 ore of the same tier in stone saw = 1 geode.

Scaling: The scaling knife is sold in Castille. Simply right click it. Use tool. Click a fish. Your fishing skill decides if you can scale it.

Resoucing NBA5

Note: At cap there are epic tools that give +1 tier to anything you resource. Heroic mode also adds +1 tier. The travel gear 'Compass of the Forlorn' adds a final +1 tier. The legendary pet Mongo the Sly has a suspected 20% chance to 'wink' and raise the resource another tier. Two Mongos can wink once each on the same resource.

Hunting: Any bow and arrow can be used.
Minigame Description: Wait for a prey to load then click the center or tap the spacebar while hovering over the center.
Note: Prey can be turned into either bones or skin. So decide which you want more. Skin is easier to manage though as prey does not stack.
Difficulty: Probably the easiest. Don't need to do anything but wait and click. Average length 10 seconds.
Recommended: I'm personally a hunter as i wanted the easiest possible resource to do. I dislike resourcing and crafting so it was easy for me to pick. If lazy describes you this may be the one for you.

Fishing: The fishing pole can only be acquired from the drunken fisherman level 1 boss. (Epic tool can be purchased in Draak though).
Minigame Description: Wait for the fishing pole to become fully bent then tap the spacebar.
Difficulty: Easy. Average runtime 10 seconds ish.
Note: Fish can only be scaled. (They can be used for oils but any tier fish works for oil and everyone can get t1s).
Recommended: No. I personally hate fishing more than any other resource because of 2 reasons. 1) At cap there is a lack of zones you can fish in (goes from level 90 zone to a level 108 zone with no fishing between). 2) There is a chance to pull old boots or seaweed instead of fish. The chance seems to be 59% chance of boot 40% chance of seaweed for me. (Exaggerated but not by much ;-

Trapping: Rodent traps are sold in Castille
Minigame Description: None. On day 1 you kill a mob. You then place a trap in storage. Right click it set trap. Move to next square. Repeat. Once you set all your traps you're done for day 1. On day 2 go back to each square. Kill a mob. Right click trap. 'Check trap'. Wait for green bar. Move to next square. Repeat. Rodents decay to sinew on day 3.
Note: Pro: Trapping gives the most exp out of any resource. Con: Traps all need to be on different squares. Storage is taken up by traps. Rodents do not stack. Storage and inventory taken up by traps & rodents. If you wait until day 3 to check traps you have a 100% chance of finding rodents. Checking on day 2 is ~75% I'd guess based on my experience.
Recommended: No. Demands a lot of storage. Demands a lot of time. Only perk is the massive exp it gives for things like the level 80 skill Tracking.

Woodcutting: The wood axe is sold in Stronhad & Atlimus.
Minigame Description: 3 moving logs. Need good timing. Tap the spacebar to throw axe and hit them.
Note: Wood can be processed into planks. Average time depends on player skill.
Recommended: Depends. If you possess good timing it's honestly the most fun minigame. Can try to do trick shots and enjoy yourself. Enjoyment aside it's not the best resource. T30 is the only tier really used (T1 aside). If your timing is bad it may take a couple weeks to get good at the game.

Mining: The mining hammer is sold in Stronhad.
Minigame Description: Rapidly tap the spacebar to smash the rocks.
Note: Mining skill is also used to process ore into geodes. Average time 5-10 seconds.
Recommended: Yes. Very easy to do and geodes are used for gems which have high demand while ingots are used in crushing, slashing, and piercing weapons. Exp is low however.

Gardening: The gardening shovel is sold in Fenelia.
Minigame Description: A 4x4 grid of the game 'Memory'. Just match the resins.
Note: Vegetables are used for oils.
Difficulty: It is VERY tedious. Average length is ~40 seconds. Only dust collecting has a similar length.
Recommended: No unless you have impressive patience. If you have the patience to do it they sell for more gold than any other resource. Oils are used for all gems which have high demand & can be turned into leather which are used for slashers, piercers, & whips.

Dust Collecting: Unlocked at level 20. No need to buy a tool or epic tool.
Minigame Description: Each click destroys a dust. Any dust of the same type that are connected vertically or horizontally will all be destroyed with 1 click.
Note: Dust is used for all epic and legendary master recipes. Average length ~40 seconds.
Difficulty: Hard. Dusting is one of the longest games. Sell for less than the similar length gardening veggies. High demand is the only perk.

Foraging: The botanist's handbook is sold in Fenelia.
Minigame Description: An invisible moving plant is on the screen. Move your mouse around to find it.
Note: I personally find small circles then gradually expanding them work best. I maintain a 100% success rate unless I'm rather laggy. Plants are used for dyes or quivers.
Difficulty: Pretty easy. Lasts 5 seconds on average. Give or take if lucky/unlucky.
Recommended: Yes. Plants are used to make literally everything. All master recipes require between 1-6 dyes of a certain tier.



Prey/Skin/Bone
tier/prey/skin/bone
t1 mongoose; mongoose skin; mongoose leg bone
t2 quadhorn; quadhorn skin; quadhorn antlers
t3 bison; bison hide; bison hoof
t4 woodland critter; critter skin; critter leg bone
t5 roo pup; roo pelt; roo tail skeleton
t6 swamp elk; swamp elk hide; swamp elk antlers
t7 elder turkey; turkey coat; elder turkey bones
t8 bluebeak penguin; penguin skin; penguin bones
t9 stag; stag hide; stag antler
t10 ostosaur; ostosaur hide; ostosaur claw
t11 bunny darko; bunny skin; bunny bones
t12 mulebok; mulebok hide; mulebok skull
t13 crescent top; crescent top coat; crescent top wing bones
t14 fenelihorn; fenelihorn hide; fenelihorn antlers
t15 prairie hare; prairie hare skin; prairie hare bones
t16 female peacock; peacock coat; female peacock beak
t17 desert camel; desert camel hide; desert camel bones
t18 warpig; warpig skin; warpig skull
t19 giant coonrat; giant coonrat pelt; giant coonrat skull
t20 striped billy; striped billy hide; striped billy bone
t21 night leaper; night leaper pelt; night leaper femur
t22 great eland; great eland skin; reat eland skull
t23 blesbok; blesbok skin; blesbok horns
t24 spotted tapier; spotted tapier skin; spotted tapier leg bone
t25 clawhorn; clawhorn skin; clawhorn skull
t26 sageboar; sageboar skin; sageboar bone
t27 elder kudu; elder kudu hide; elder kudu horn
t28 infernal; infernal pelt; infernal tail skeleton
t29 behemoth; behemoth hide; behemoth skull
t30 pleskorus; pleskorus hide; pleskorn tusk




Leather
tier/leather (2 skin 1 oil same tier)
t1 mongoose leather
t2 quadhorn leather
t3 bison leather
t4 woodland critter leather
t5 roo pup leather
t6 swamp elk leather
t7 elder turkey leather
t8 bluebeak penguin leather
t9 stag leather
t10 ostosaur leather
t11 bunny darko leather
t12 mulebok leather
t13 crescent top leather
t14 fenelihorn leather
t15 prairie hare leather
t16 female peacock leather
t17 desert camel leather
t18 warpig leather
t19 giant coonrat leather
t20 striped billy leather
t21 night leaper leather
t22 great eland leather
t23 blesbok leather
t24 spotted tapier leather
t25 clawhorn leather
t26 sageboar leather
t27 elder kudu leather
t28 infernal leather
t29 behemoth leather
t30 pleskorus leather





Fish/Scales
tier/fish/scales
t1 flounder; flounder scales
t2 giant guppie; giant guppie scales
t3 longhat trigger; longhat trigger scales
t4 cod; cod scales
t5 blue salmon; blue salmon scales
t6 mudbeak; mudbeak scales
t7 skullfish; skullfish scales
t8 flying eel; flying eel scales
t9 crowned seasnake; crowned seasnake scales
t10 angeler fish; angeler fish scales
t11 sockeye; sockeye scales
t12 mudflapper; mudflapper scales
t13 poison scale fish; poison scale fish scales
t14 froghead fish; froghead fish scales
t15 tigertail; tigertail scales
t16 rock bass; rock bass scales
t17 bluegill; bluegill scales
t18 crappie; crappie scales
t19 bluefin shark; bluefin shark scales
t20 gnomefish; gnomefish scales
t21 split tail skate; split tail skate scales
t22 hammerhead; hammerhead scales
t23 monkey tail; monkey tail scales
t24 twitter fish; twitter fish scales
t25 chub sharks; chub shark scales
t26 angel fish; angel fish scales
t27 sunfish; sunfish scales
t28 pumpkinjack puffer; pumpkinjack puffer scales
t29 blueghost fish; blueghost fish scales
t30 arrowhead fish; arrowhead fish scales



Trapping
tier/rodent/sinew
t1 diseased rat heads; diseased rat sinews
t2 slimy rat whiskers; slimy sinews
t3 chewed rat ears; chewed sinews
t4 plague rat tails; plague sinews
t5 moldy rat legs; moldy sinews
t6 bile soaked rat torsos; bile soaked sinews
t7 large rat heads; coarse sinews
t8 white rat whiskers; white whiskers
t9 shriveled rat ears; shriveled ear sinews
t10 pink rat tails; pink tail sinews
t11 meaty rat legs; meaty leg sinews
t12 hairy rat torsos; thick hairy sinews
t13 owlmouse heads; brainy sinews
t14 pink rat whiskers; pink whisker sinews
t15 owlmouse ears; inner ear sinews
t16 long mouse tails; lengthy tail sinews
t17 owlmouse legs; owlmouse leg sinews
t18 vibrant mouse torsos; vibrant torso sinews
t19 vampire rat heads; vampire head sinews
t20 vamprat whiskers; vamprat whisker sinews
t21 blood filled earsacks; bloody ear sinews
t22 night thrashers; thrasher sinews
t23 vamprat legs; vamprat leg sinews
t24 vamprat torsos; vamprat rib sinews
t25 aquamouse heads; aqua brain sinews
t26 flowing mouse whiskers; water whisker sinews
t27 pristine mouse ears; pristine ear sinews
t28 glowing mouse tails; glowtail sinews
t29 aquamouse legs; aqua leg sinews
t30 aquamouse torsos; aqua rib sinews



Wood/Planks
tier/wood/planks
t1 rotting twigs; rotten plank
t2 dry sticks; stickboard
t3 blanched twigs; blanched plank
t4 mossy twigs; mossy plank
t5 sapling bundles; sapling plank
t6 fungal twigs; fungal plank
t7 aqua twigs; aqua plank
t8 bundle of limbs; drywood plank
t9 giant fagot; frail plank
t10 crystalized twigs; brittle crystal plank
t11 oak log; oak plank
t12 petrified log; petrified plank
t13 amber log; amber sealed plank
t14 lava log; lavawood plank
t15 bacteria branch; bacterial hardened plank
t16 jade log; solid jade plank
t17 icey birch log; icey birch plank
t18 stone cacti branch; stone cacti plank
t19 sporewood; sporewood plank
t20 striped sunlog; striped sunlog plank
t21 great oak stump; great oak plank
t22 enchanted magnolia stump; enchanted magnolia plank
t23 amethyst tree stump; wooden amethyst plank
t24 giant cherry stump; giant cherry plank
t25 malachite tree stump; malachite plank
t26 heavenreach stump; heavenreach plank
t27 kettle tree stump; kettle tree plank
t28 deformed shroom stump; shroom stem plank
t29 limbermill stump; limbermill plank
t30 fireheart stump; fireheart plank




Ingots (3 ore 1 wood of equal or higher tier to the ore)
tier/ingot
t1 citrine ignots
t2 liliac ingots
t3 coal ingots
t4 quartz ingots
t5 jonquil ingots
t6 capri ingots
t7 spotted tabac ingots
t8 apetite ingots
t9 amethyst ingots
t10 amazonite ingots
t11 aquamarine ingots
t12 coral ingots
t13 lace agate ingots
t14 emerald ingots
t15 firestone ingots
t16 boreale ingots
t17 volcano ingots
t18 calcite hive ingots
t19 onyx ingots
t20 chrysolite ingots
t21 crystal ingots
t22 erinite ingots
t23 aquadepths ingots
t24 diamond ingots
t25 aurum ingots
t26 nepherite ingots
t27 labradorite ingots
t28 suzulite ingots
t29 temorite ingots
t30 livmalign ingots





Ore/Geode
tier/ore/geode
t1 citrine ore; citrine geode
t2 liliac ore; liliac geode
t3 coal ore; coal geode
t4 quartz ore; quartz geode
t5 jonquil ore; jonquil geode
t6 capri ore; capri geode
t7 spotted tabac ore; spotted tabac geode
t8 apetite ore; apetite geode
t9 amethyst ore; amethyst geode
t10 amazonite ore; amazonite geode
t11 aquamarine ore; aquamarine geode
t12 coral ore; coral geode
t13 lace agate ore; lace agate geode
t14 emerald ore; emerald geode
t15 firestone ore; firestone geode
t16 boreale ore; boreale geode
t17 volcano ore; volcano geode
t18 calcite hive ore; calcite hive geode
t19 onyx ore; onyx geode
t20 chrysolite ore; chrysolite geode
t21 crystal ore; crystal geode
t22 erinite ore; erinite geode
t23 aquadepths ore; aquadepths geode
t24 diamond ore; diamond geode
t25 aurum ore; aurum geode
t26 nepherite ore; nepherite geode
t27 labradorite ore; labradorite geode
t28 suzulite ore; suzulite geode
t29 temorite ore; temorite geode
t30 livmalign ore; livmalign geode




Vegetables/Oils
tier/veggie/oil (2 of same tier veggie and 1 fish any tier)
t1 eggplant; eggplant oil
t2 zucchini; zucchini oil
t3 radish; radish oil
t4 red cabbage; red cabbage oil
t5 tomato; tomato seed oil
t6 mushroom; mushroom oil
t7 asparagus; asparagus oil
t8 broccoli; broccoli oil
t9 red onion; red onion oil
t10 sweet pea; sweet pea oil
t11 scallion; scallion oil
t12 artichoke; artichoke oil
t13 bell pepper; bell pepper seed oil
t14 toadstool; toadstool oil
t15 chili pepper; chili pepper oil
t16 squash; squashseed oil
t17 vine plum; vine plum pit oil
t18 aged potato; aged potato oil
t19 avocado; avocado oil
t20 banana pepper; banana pepper oil
t21 kiwanos; kiwano oil
t22 carrots; carrot oil
t23 cucumbers; cucumber seed oil
t24 jellyplums; jellyplum oil
t25 watermelons; watermelon seed oil
t26 green bananas; green banana oil
t27 thornfruit leaves; thornfruit leaf oil
t28 dotted chokos; dotted choko oil
t29 magnolia eyes; magnolia eye oil
t30 slug tuber; slug tuber oil




Plants/Dyes
tier/plants/dyes (2 plants same tier)
t1 elderberries; elderberry dye
t2 tea leaves; tea leaf dye
t3 thistleberries; thistleberry dye
t4 raspberries; raspberry dye
t5 eureka leaves; eureka leaf dye
t6 strawberries; strawberry dye
t7 fenelifigs; fenelifig dye
t8 pea leaves; pea leaf dye
t9 larva pod dye; larva pods
t10 mini pears; mini pear dye
t11 creep leaves; creep leaf dye
t12 spiderfruit; spiderfruit dye
t13 fern seeds; fern seed dye
t14 craw leaves; craw leaf dye
t15 split leaves; split leaf dye
t16 cranberries; cranberry dye
t17 boulder berries; boulder berry dye
t18 juniper berries; juniper berry dye
t19 elk leaves; elk leaf dye
t20 slime leaves; slime leaf dye
t21 winter brushes; winter brush dye
t22 poison frellas; poison frella dye
t23 grasping leaves; grasping leaf dye
t24 palm umbrellas; palm umbrella dye
t25 pitchfork plants; pitchfork plant dye
t26 poison violets; poison violet dye
t27 anglica fingersl anglica finger dye
t28 blunderberries; blunderberry dye
t29 devil's shoe leaves; devil shoe leaf dye
t30 starfire berries; starfire berry dye




Dust (All dust have the virtue courage. The 2nd virtues are all from the first row of 6)
tier/dust/virtue
t1 spare dust (no use for any item. just destroy)
t2 glow dust (no use for any item. just destroy)
t3 molten dust (no use for any item. just destroy)
t4 gold dust (no use for any item. just destroy)
t5 slime dust (no use for any item. just destroy)
t6 amethyst dust; discipline
t7 saphire dust (not a typo); knowledge
t8 emerald dust; knowledge
t9 jade crystal dust; adaptation
t10 dust of depths; humility
t11 tectonic dustl patience
t12 amber dust; discipline
t13 cloud spit dust; knowledge
t14 sky purge dust; knowledge
t15 oceanic dust; adaptation
t16 solar dust; humility
t17 undead essence dust; patience
t18 heaven tear dust; discipline
t19 pulse heart dust; knowledge
t20 slime dust; knowledge
t21 aqueous flame dust; adaptation
t22 fireheart dust; humility
t23 sulfurflame dust; patience
t24 deathbringer dust; discipline
t25 metal afire dust; knowledge
t26 tidal flame dust; knowledge
t27 ghoul blood dust; adaptation
t28 dragon scale dust; humility
t29 pleskhorn horn dust; patience
t30 eternity dust; discipline


Silk/Thread/Cloth

tier/silk/thread (2 silk same tier)/cloth (2 thread 1 dye same tier)
t1 house spider silk; house spider thread; house cloth
t2 grass spider silk; grass spider thread; grass cloth
t3 garden spider silk; garden spider thread; garden cloth
t4 hammock spider silk; hammock spider thread; hammock cloth
t5 banana spider silk; banana spider thread; banana cloth
t6 cave spider silk; cave spider thread; cave cloth
t7 huntsman spider silk; huntsman spider thread; huntsman cloth
t8 crab spider silk; crab spider thread; crab cloth
t9 netcasting spider silk; netcasting spider thread; netcasting cloth
t10 jumping spider silk; jumping spider thread; jumping cloth
t11 bolas spider silk; bolas spider thread; bolas cloth
t12 imperial spider silk; imperial spider thread; imperial cloth
t13 funnelweb spider silk; funnelweb spider thread; funnelweb cloth
t14 camel spider silk; camel spider thread; camel cloth
t15 lynx spider silk; lynx spider thread; lynx cloth
t16 crucifix spider silk; crucifix spider thread; crucifix cloth
t17 tent spider silk; tent spider thread; tent cloth
t18 golden spider silk; golden spider thread; golden cloth
t19 orbweaver spider silk; orbweaver spider thread; orbweaver cloth
t20 spike spider silk; spike spider thread; spike cloth
t21 trapdoor spider silk; trapdoor spider thread; trapdoor cloth
t22 thunder spider silk; thunder spider thread; thunder cloth
t23 desert recluse spider silk; desert spider thread; desert recluse cloth
t24 blood spider silk; blood spider thread; blood cloth
t25 black widow spider silk; black widow spider thread; black widow cloth
t26 emerald spider silk; emerald spider thread; emerald cloth
t27 jewel spider silk; jewel spider thread; jewel cloth
t28 crystal spider silk; crystal spider thread; crystal cloth
t29 tangleweb spider silk; tangleweb spider thread; tangleweb cloth
t30 hellborne spider silk; hellborn spider thread; hellborn cloth




Resins


Town 1 Castille Town 7 Roggork Town 13 Reydor

t1 Waste 1 gold
t2 Old Oak 2 gold
t3 Bulk Pine 3 gold
t4 Milk Sap 4 gold
t5 Camel Toe 5 gold

Town 2 Stronhad Town 8 Dreval Town 14 Dorfelia

t6 Gloopy 7 gold
t7 Violet Flower 12 gold
t8 Cloud Tear 20 gold
t9 Stone Ice 33 gold
t10 Tethered 55 gold

Town 3 Fenelia Town 9 Slevisk Town 15 Ustenar

t11 Sun and Moon 85 gold
t12 Galatai 140 gold
t13 Webbed 230 gold
t14 Dark Ork 375 gold
t15 Alchemar 610 gold

Town 4 Atlimus Town 10 Crella Town 16 Fa'ar

t16 Dwarven Threaded 980 gold
t17 Pure Spun 1,600 gold
t18 Heaven Harbor 2,500 gold
t19 Afar 4,180 gold
t20 Torn Spirit 6,775 gold

Town 5 Burdinia Town 11 Zugrul Town 17 Andol

t21 Venemous 11,000 gold
t22 Echo 17,750 gold
t23 Ancient Throne 28,500 gold
t24 Evil Eye 46,000 gold
t25 Artemis 75,000 gold

Town 6 Maalin Town 12 Aerthol Town 18 Draak

t26 Royal Blood 120,000 gold
t27 Rememberance 195,000 gold
t28 Undead Cyclops 315,000 gold
t29 Starfall 510,000 gold
t30 Everhold 825,000 gold
__________________







tinyurl.com/nodsacademy
The link to the official forums thread for Nod's Blazing Academy. more useful info being added to it by the day.

Last edited by Blaze; 03-15-2017 at 04:24 PM..
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Old 01-06-2017, 03:39 PM   #4
Blaze
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FAQS NBA6

Q: What class is most powerful? What should I be?
All the classes in Nodiatis have the potential to be very powerful in different fields, however, you should play the one you most enjoy. Casters and beastmasters are difficult to play especially at first, however, with time they can become extremely powerful.

Q: How do I equip 2 pets?
A: You need to have level 30+ petmanship to equip 2nd pet.

Q: Where is the first pet?
A: Fenelia has the level 10 rat. Castille has the level 12 turtle & Atlimus has the level 18 chipmunk (the first pet that heals. Unless you get lucky with duckling).

Q: How do I raise my player level?
A: To raise your player level you need to level up a total of 4 stat levels ( Melee, Magic, Defense, or Recovery ) in the Stat category of skills in any ratio. Ie: 1 melee 0 magic 3 defense 0 recovery/ or 2/1/1/0 or whatever suits your build.

Q: How do I level my Weaponry, Archery, Protection, Life Magic, Death Magic, Psych Magic, and Beast Mastery skills?
A: To level up these skills, you will need to go into your skills menu, go to the category you wish to level a skill, and click that skill and select for Active Training. Then do the following :
Sacrifice trophies into the corresponding altar in which you want experience. Hold shift and click on a stack of trophies to select them and then click on the altar to sacrifice them. You will sacrifice 10 trophies at a time, until level 50 in which you can sacrifice 25 trophies at a time (double accel can do up to 105). The Weaponry, Archery, Protection, and Beast Mastery altars can be found in each town outside of the Church. For Life, Death and Psych Magic they are found behind the Seer inside the Church.
Weaponry --> Sacrifice Combat Trophies.
Archery --> Sacrifice Combat Trophies.
Defense --> Sacrifice Combat Trophies.
Beast Mastery --> Sacrifice Combat OR Spirit Trophies.
Life Magic --> Sacrifice Spirit Trophies.
Psych Magic --> Sacrifice Spirit Trophies.
Death Magic --> Sacrifice Spirit Trophies.

Q: How do I replace the N with my characters face instead?
A: To change the N with your character avatar you have to purchase a Standard or Premium Account. You can purchase 1 Time Card at a time for $5 per 28 days Standard & 10 days Premium. Time Cards can also be acquired with in game gold but it's hard to afford at low levels. The dollar sign also allows: Standard account purchase is 20 USD and lasts for 16 weeks. Premium Account purchase is 50 USD and lasts for 16 weeks. Both subscription types can be viewed by clicking the dollar sign at the bottom of your screen, to the left of your Rested Time Bar.

Q: How do I get more rested time?
A: There are a few ways to get more rested time. When you have the Standard account you will receive 2 hours of rested time per day instead of the delicious account 1 hour per day, and with Premium account you will receive 3 hours of rested time daily.
You can verify your email for 3 hours of rested time, this can only be done once.
Time cards when right clicked, give the option to add Rested Time. Time cards give 6 hours of Rested Time each, and if you have the Grinder upgrade, time cards will give your account 7 hours of rested time.

Q: How do I recruit a player?
A: To recruit a player, in game on your account type in the following command "/refer". A link will then be displayed for you to copy and paste to send to a future player to recruit them.

Q: How do I equip 2 weapons?
A: To equip to weapon or dual wield you must be at least a player level of 20. Then your account will unlock Level 20+ Skills in each skill category. Inside the Weaponry Category, the skill "Dual Wield" will appear. You will have to level this skill to level 20 in order to use your shield slot for another weapon.

Q: How do I resurrect someone?
A: To resurrect someone you will have to be a specific class.
Angel - Can resurrect at any level.
Priest - Can resurrect at any level.
Druid - Can resurrect when they are level 20+.
Paladin - Can resurrect when they are level 30+.
The action of resurrecting in Nodiatis is to use a resurrection gem on a fallen group member while in the looting screen. Resurrection gems will consume ALL of your mana & energy, and have a 100% success rate when used correctly.
Resurrection Gems, can be purchased in T2 ( Stronhad) for 1,000 gold.
The Gems, can ONLY be used during the looting screen, it is ideal to have low level cantrips inside of a second pouch as well as many Resurrection Gems as possible ( Decided by your Gem Handling Skill ) as you can cycle through your pouch quickly to find the gem.
The Angel class ability can revive someone every 20 minutes (shorted by accel down to 10 and double accel down to 5).
It is also the only way to revive while combat is in progress currently.

Q: How do I equip archery equipment?
A: To equip archery equipment you have to open your inventory menu. Then below the right pet slot, there is an option to show "Show Ranged Equipment Slots". Select this an you will see slots for a Quiver, Bow, and Arrow.

Q: How do I get more gem slots open in my gem pouch?
A: To unlock more slots in each of your Gem Pouches, you must gain a Player Level. After you pass Level 5, you will gain +1 Gem Slot per player Level earned, to level 50. For a total of 50 Gem Slots.

Q: How do I unlock the two gem slots during combat?
A: The In Play Gem Slots ( the ones above your characters face in combat ) are unlocked by subscribing to Nodiatis. The 5th Slot is unlocked when you have Standard Account time. To unlock the 6th and last gem slot you must have Premium Account time which will also give you the 5th Slot, so you do not need to have both purchased.
This is also true for the 2nd and 3rd rune slots. Requiring standard and premium accounts respectively.

Q: How do I unlock the other two gem pouches?
A: To unlock the Second and Third Gem Pouch you must level your Wizardry Skill inside of The Psych Magic category. At level 10 you will unlock the Second Gem Pouch, and at level 50 you will unlock the Third Gem Pouch. You can not play with all three pouches at a time. To select a pouch to use open up your Gem Pouches, click on the Pouch you wish to use and then exit the Gem Pouches. You may switch pouches during combat, BUT YOU WILL LOSE all of your current in play gems and get a small draw delay. You can also switch pouches by right clicking on the gem pouch button then clicking on the menu.

Q: How do I unlock the other two equipment sets?
A: To unlock the Second and Third Equipment sets you must level your Backpacking Skill found in the Adventuring Skill Category. At levels 25 and 50 you will unlock the second and third equipment sets. You may switch sets during combat the same way as gem pouches, but be careful switching to a Equipment Set without a staff from a set that did have a staff you will be stunned for 20 Seconds. Not allowing you to put gems in play, attack, or escape.

Q:How come it says I'm too heavy to move or even gate?
A: The maximum weight you can still move/gate with while encumbered is 1 rock under 3 times your total decumberance weight.

Q: What is dismantling?
A: If you dismantle an item, you receive the master recipe for the item, and a stack of resins close to the store sell value of that item. If the item is epic or legendary you will also get 1 or more dust. However, you require virtues (purchased upgrades) to dismantle those.

Q: I'm fighting a creature higher level than me, but I have lots of Dex and an accurate weapon, so why do I miss all the time?
A: Your player level compared to enemy level is a major factor in determining your chance to hit - the higher the enemy is compared to you, the less chance you have of landing a blow/shot.

Q: I know I hate Daze, but why?
A: Daze causes you to attack random people, even yourself. Certain gems can cause you to be immune to daze effects.
Q: What is shared bliss?
A: If someone makes a purchase with real money, everyone online receives 1 gold for each $1 US the player spends unless they have disabled shared bliss altogether under account options. Note, players on your ignore list never benefit from your blisses - but blissing may make them realize they are on your ignore list so turn off bliss if that bothers you.

Q: How do I use the Auction House ( also known as AH )?
A: To use the Auction House you must be a paid account. Simply place the Item you wish to Auction, into one of your storage slots while in a town. Then right click the item and select Auction Stack To Players, enter the amount of gold you wish to receive from that item, and hit enter. Your item will appear on the Auction House, whenever you are logged in. If someone chooses to purchase the item, the item will be automatically transferred to that player, and you will receive the gold amount you choose. Meaning you can be away from keyboard and still sell an item on the Action House.
If you have /afk on the item will remain online even while you're offline if you close the tab instead of logging out. It will be removed from auction house if a reset happens or the daily reset at 06:00.

Q: How do i get virtues?
A: Virtues are necessary to sell epic or legendary items to other players, and provide a 3.33% experience bonus for each you have, up to the total of 30. If you have all 30 virtues, you also gain double tokens in arena.
Virtues are $4.99 or 1 time card each, and can only be purchased when viewing an epic item for which you do not have the virtues, or by purchasing the virtue pack.

Q: How do I view my current quests and progress?
A: To view your current quests and quest progress simply hover your mouse over the Accomplishments Window to the left of the log out button.

Q: What does grinder do?
A: Grinder is a rested time saver. It is only available if you have an active premium account. When active, it causes rested time to stop ticking down 1 minute after the end of combat, rather than when you are at full health/energy/mana. It also offers travel mode, which essentially turns off your rested time, at the expense of trophy and gold droprates and experience gains.
Grinder costs 11 timecards.

Q: What does Acceleration do?
A: Acceleration doubles the speed at which your rested time burns, and triples the rate at which rollover rested time burns. This results in 2x or 3x experience, gold, trophies, and gear per real hour. It also reduces the rate at which you encounter creatures while traveling.
Acceleration costs 11 time cards.


Q: How do I view my unlocked virtues?
A: To view all of the Virtues in which you currently have unlocked open the Accomplishment Window and select the Praying Hands all the way to the right of your Tabs inside the Accomplishment Window.


Q: How do I select more than one trophy to sacrifice?
A: To sacrifice more than one trophy at a time simply hold down the Shift Button on your keyboard and then select the stack of trophies you wish to sacrifice. Double clicking the stack also works. If you buy trophies on auction house that are too big for you to use Ctrl+click can break them down.

Q: How do I un-soulbound an item?
A: The only way you can un-soulbound an item is to sell it to a store in town and buy the item back. Then it will be un-soulbound and have the ability to trade to other players. You must be a paid account though or the item will be deleted upon being sold to theshop.

Q: What is gcd?
A: Gcd stands for global cooldown. At low levels this barely matters. At cap however this is a speed limit. You can only cast 1 gem per 1.5 seconds. (Double/triple/quad casts are unrelated. It's 1 gem just the effect goes off several times.) Class Ability buttons and Cleanse also trigger gcd. This means a caster only gets half the benefit of the special cleanse (see: auras section) as during the 3 second effect they will be unable to cast a gem during 1.5 seconds of it. This also makes it so for casters damage Class Abilities are rather lacking. 700 damage Wizard special vs casting a gem that can do 5k damage before multicasts. You can cast a second gem before gcd is up sometimes but the time will be added to next cooldown so it still works out to a max of 2 gems per 3 seconds. Not sure what triggers it skipping gcd temporarily sometimes. The gcd is represented by the swiper that goes around in a circle on your gem slots. Auras and continuous gems (recastable direct damage gems are different) do not affect the gcd.

Q: Where are gate potions and recall potions sold?
A: They're sold in the magic shops of every town. However there is only a 50% chance for them to spawn after each server reset (06:00) and occasional resets we get when he's implementing an update.


Tips section: NBA7

1) Right click anywhere on the screen and click on account options. Then click 'disable auto stat cycling'. Melee/magic/defense/recovery stats all go to level 140. But at level 85 you can only have 340 stat points. This means you can only max 2 total. So choose your own setup based on your build.

2) At the start, get at least 1 healing gem. They are very important. 3 heal gems and 2 energy/mana replenish gems for longer fights.

3) Get Wizardry to level 10 (found in the Psych Magic skill tree) regardless of class. This unlocks a second gem pouch that you can use for escaping so you can fill your first pouch without worries of not drawing escapes. When your first gem pouch is filled with gems, you will not draw any escape gems.

4) Nodiatis (often nod for short) has a very small community game so don't beg. Sure begging might get you some stuff at the beginning but can really hurt your rep long term if you persist. And with such a small community, reputation is important.

5) Like auras don't stack. ie r1 sloth and r2 lethargic. Both cast the same aura slow (sloth adds gem haste slow aura is difference). R2 leathergic slows melee/archery more so it'll cast first and if it's resisted then sloth will try. Same for beneficial. Some auras have similar effects and stack tho like sharpened steel r2 gives 5% melee haste and causes 15% damage bleeds while melee haste gives 6% melee haste.

6) After combat, above the top row of trophies is the word LOOT. Clicking it will instantly loot all trophies to your inventory. They will not stack on their own though.

7) DO ALL YOUR QUESTS. Quests are 100% beneficial. They give the slow to acquire learning exp, gold (gold is kinda minor the higher level you get tho..even the highest level quests in the game gives 5k.), and they give 15 minutes of rested time per quest you turn in. Be careful not to level up faster than you do your quests. Once you are four levels higher than the mob itself, you will no longer receive trophies, gold or experience for killing. You can still get kill quests done on lower level mobs but not collection.

8) Aura of lucidity is a great aura at low levels since it stops you from getting dazed. You can find it in the pet shop in various towns. Consult nodtools.net on which town has which rank you want. Keep in mind that you can only have one like gem in play until you get your Gem Handling skill up (found in the Psych Magic skill tree). You can however have the same gem at different ranks without leveling Gem Handling.

9) Don't get into crafting in general at low levels. Far from worth it. If you wanna do crafting do something simple like dyeing or brewing or uptiering potions and resources.

10) Crush Block Chance: Defender's (Str+Agi)/2 vs Attacker's Str
Crush Parry Chance: Defender's (Dex+Agi)/2 vs Attacker's Str
Crush Hit Chance: Attacker's (Str + Dex)/2 vs Defender's Agi
Crush Damage Curve: Attacker's Str vs Defender's AC

Slash Block Chance: Defender's (Str+Agi)/2 vs Attacker's Dex
Slash Parry Chance: Defender's (Dex+Agi)/2 vs Attacker's Str
Slash Hit Chance: Attacker's Dex vs Defender's Agi
Slash Damage Curve: Attacker's Str vs Defender's AC

Pierce Block Chance: Defender's (Str+Agi)/2 vs Attacker's Dex
Pierce Parry Chance: Defender's (Dex+Agi)/2 vs Attacker's Dex
Pierce Hit Chance: Attacker's Dex vs Defender's Agi
Pierce Damage Curve: Attacker's (Str+Dex)/2 vs Defender's AC

NoWeap Block Chance: Defender's (Str+Agi)/2 vs Attacker's Cnc
NoWeap Parry Chance: Defender's (Dex+Agi)/2 vs Attacker's Agi
NoWeap Hit Chance: Attacker's Agi vs Defender's Agi
NoWeap Damage Curve: Attacker's Str vs Defender's AC

Ranged Block Chance: Defender's (Str+Agi)/2 vs Attacker's Cnc
Ranged Parry Chance: None
Ranged Hit Chance: Attacker's Dex vs Defender's (Agi+Cnt)/2
Ranged Damage Curve: Attacker's (Cnc+Int)/2 vs Defender's AC

Pet Block Chance: Defender's (Str+Agi)/2 vs Pet's Dex
Pet Parry Chance: Defender's (Dex+Agi)/2 vs Pet's Str
Pet Hit Chance: Pet's Dex vs Defender's Agi
Pet Damage Curve: Pet's Str vs Defender's AC

Kiting Chance: Defender's Agi vs Attacker's Agi

DD Block Chance: Defender's (Str+Agi)/2 vs Attacker's Cnc
DD Damage Curve: Attacker's Int vs Defender's AC and Cnt

Gem Resist Chance: Defender's Cnt vs Attacker's Cnc

11) For caster classes I'd recommend you go either archer or crushing at low levels and switch back to staff at cap.

12) If you get a time card use it for 28 days of standard. Premium isn't worth it til 85+. If you purchase using your own wallet, start off at 2 TCs for just $10. Use one for 28 days of standard time and sell the other one. As of the time of this post, they sell at 1,800,000-2,000,000 gold on server 1. The value fluctuates frequently though. Ask questions regarding the value in civil chat to reduce the possibility of someone attempting to scam you by buying it from you at much lower than the usual selling price.

13) PlayerKilling (on server1 at least) really isn't worth it so don't do it unless you enjoy the rush and don't mind some guy that put level 100 gear on a level 20 out of boredom is hunting to kill you. (There are times when going pk is beneficial but need a lot of gold to build yourself back up after).

14) Obey civil rules by not filter dodging. There is an uncivil channel to swear in so filter dodging just makes you risk getting civil bant which sucks and has no benefit. Unless you think it makes you look "cool".

15) Right click anywhere on the screen and click on interface options. This can let you shut off font colors if it hurts your eyes, sort damage so it doesn't just go up in a straight line, and do other customization

16) If someone annoys you you can type /i playername to ignore them. Type /i and hit enter to view ignore list, and /i playername to remove someone from ignore list.

17) /b playername to buddy someone. /d to go into dnd mode where no one can pm you or offer trade.

18) Type /a to turn afk on asap. Then from now on when done in nod close tab instead of hitting logout. This will let you collect shared bliss while offline, keep your stuff on auction house while offline, and get you extra rested time at daily reset.

19) The level 0 quiver sold in first town is best quiver until the level 11 which is equal.

20) The faces on the right side of the screen above inventory/skill/logout buttons show who is on your local square. If you click on the word local at the top you can change how faces are sorted.

21) PETS ARE USEFUL TO EVERY BUILD. The first pet will be dropped by a boss if you're lucky. If not it's sold in the third town (t3) Fenelia. It's at the end of ashen trail and connected to (t2) Stronhad via the trail. it's a level 10 rat. It could be better to save your gold and get a level 12 rare turtle sold in the first town though. The first heal pet is the level 18 chipmunk sold in the 4th town (t4) Atlimus north from t2 via south pass.

22) You need virtues to sell or trade epics to others.

23) Always get a group before killing mobs. The group acumen skill gives you up to a 50% bonus of exp even when your
group member is on the other side of the map. (up to 100% if you're fighting with group member). (Players say lfsg to get a group. Means looking for solo group)

24) Black mobs are 5 levels above you and give the most exp in stat skills, so don't waste your time fighting +20 monsters (until cap where there are bonuses for it).

25) Quests give more exp the higher level you are, and red/orange are some of the best color mobs to grind for leveling up unless you're overskilled. So that's a good time to do quests.

26) Anyone can offer trade or receive an offer, but free accounts cannot place items into a trade window. However, they can receive items as a gift. The exception to this rule is when a paid player places a Time Card into the window; in this case, and this case only, the free player can trade gold/items to the player offering the time card.

27) Class is actually relatively unimportant in Nodiatis; the bonuses are small, the class ability is often useless, and players can reroll to a new class at any time. However, you should choose a class that reflects the play style you want. Choose a caster class like Wizard or Druid if you want to focus on using gems, and a ranged class like Archer or Ranger if you want to focus on archery, etc.
Nodiatis does not restrict anything by class; any class can be any build. The sole reason to choose a specific class is for certain bonuses; for example, any caster class uses only one gate potion to return to town (other classes use up to 10 depending on level).

28) When it comes to archery.. until you're up to legendary level... haste % is what decides the best quiver. always aim for the highest haste.

29) There is a term called 'diminishing returns'. Used to refer to a point at which the level of profits or benefits gained is less than the amount of money or energy invested. This applies to Nod too. In Nod 10+10 doesn't = 20. Mitigation is a good example. Timmy. 10% mitigation. 2nd Timmy. 10% mitigation. 100 damage.
100-10% = 90. 90-10% = 81. and so on. The more mitigation you get the less it does.
This also applies to things like double cast chance. 25%+23%+21% =/= 69%. Instead it is
1-(0.75*0.77*0.79)*100 = 54.3775% chance to double cast. Same for hit and crit chances. Diminishing returns also affects stats. Going past 600-700 in a stat (aside from cnc. Common for dotters to go to 900 cnc) isn't recommended. Vamp is a notable exception as 8% vamp + 8% vamp = 16% vamp.

30) Trophies each have an individual 50% chance to decay (go poof) at each daily server reset (06:00) so use trophies before this time or you may lose thousands.

31) http://nodtools.net/map/desktop#85,41.65 is a link to find most boss static locations.

32) This one is more of a trick. This is an 'exploit', but it is legal. Glitch himself has confirmed it's fine. You need at least 2 characters (whether your alts or a friend playing). The other requirement is you either A) need the grinder upgrade for travel mode if you're cap (don't recommend B if capped), or B) the stronger toon is out of rested time. You can do this with the stronger toon having rested time, but then you're kinda hurting its profit. Have stronger toon enter combat solo. When it gets the mob to ~half.. Say you're in Fungi Forest. When the hp bar reaches the vertical line in the F of shroom of Fleshrot (the fleshrot F) that is when you bring in the weaker toon. (Roughly half hp. Use your judgement).Then kill the mob. If your timing sucks bring weaker one in earlier. If the mob is at 50% hp or more when weaker one enters they get full credit for fight with half the rested time spent. If you mess up and mob is at 49% or lower however you'll get basically nothing. As long as your timing is good you can nearly double your gold and trophy income on the weaker toon. This is good for OPing weak alts. Especially if you do it in higher zones than Fungi.

33) Another 'exploit' that Glitch won't do anything about. The referral exploit. Make an alt on your friend's referral link. Bliss. Your friend gets exp in recruitment skill and 1 tc per $20 you spend. They give extra tcs back to you. Win win.
Say you spend $125. That's 6 free tcs. Now if you only bliss once a month you will need to use one of the tcs for face on your alt to trade the tcs to your main. So 5 free tcs. (6 if you bliss a second time before standard runs out). $112 after discount for 30 tcs. The current deal 10+2 would be $96 for 24 tcs. If you spend another $20 to reach $116 you reach 28 tcs vs 30 (31 if you don't need to put face on alt).

34) (credit to Epididymis) When completing your boss/collect/kill quests if you have a level 1 stat (say 20 melee 1 magic 20 defense 1 recovery), you can set the level 1 skill active. Do 1 more fight. You'll jump a couple levels. Don't assign any stat points. Turn in quests & trophies. This let's you A) get more learning exp since quests give more exp the higher level you are, B) can avoid penalties if you want to raise a learning skill a couple levels higher, and C) can raise trophy skills a couple levels higher at the same time. D) if you're near level 20/40/60/80 you can raise the new skills unlocked. Then you can delevel after like nothing happened. If you don't assign stat points it's free. Be careful if you got upgrades though. You can only delevel 3 player levels so if you level up 4 times.. can't go back to old level.



PK tips: NBA8

#1 If you're below level 20 pks can't get you even if they're an "open range 1-90" pk. So you can be more relaxed.

#2 You cannot force on a pk without a standard/premium account

#3 PKs are marked by red tinted faces when on your square. They can loot any 1 unsoulbound item from your inventory. Such as a stack of recall potions..a resourcing tool... Or:

#4 If you lack virtues a pk cannot loot epics from you unsoulbound or not. This is to prevent exploiting. Also to prevent exploiting if you are a free account whatever the pk loots gets destroyed so you can't just hope pk will have a change of heart and give it back or something.

#5 If you see a PK on your square it's best to assume they're going after you. You can move items into storage before they force you. If you're in combat the fight should automatically start after you've been in combat for 3 minutes or when you exit combat. You can place items in storage during this time if I remember correctly...don't think stalking interferes. You could also use this as a chance to escape, or ask for help if you're grouped with someone nearby.

#6 If you die you get 1 hour of pk immunity. This goes by 1 hour of real time burning rested time like potions.

#7 PKs get equal points to the level of the person they killed (ie 85 points for a level 85 or 20 for a 20). So the more they kill the higher their pk points go on tops list. So a low level pk needs to put in 3-4x the effort of a cap... but he has much less risk for that list. As far as I know sadly pk points don't give any bonus or anything though, so strictly for bragging rights. Pkk points are equal to the number of pk points the person had when you killed them. Both get reset on reroll.

#8 Never group as a pk. You never know if whoever you're grouped with might be hunting you, selling you out either for a little gold, or after you because you PKed their friend. Trust no one is a good saying.

#9 If you force combat on someone you flash red for 30 minutes. Unable to gate, recall or enter a town. You flash for 5 minutes if someone forces you.

#10 You must pk 1 person a week to keep PK bonus (triple trophies learning exp..also it think triple stat/resourcing/frafting/adventuring exp?) Does not stack with boon. You need a face to pk people.

#11 There are 3 pk ranges. 1) +5 which means you never pick on someone more than 5 levels below you and in return no one more than 5 levels above you can force combat on you. 2) +10. 3) open range which means you killed someone 11 levels or more below you so anyone can force combat on you. You also go open range if you're grouped for PKing. Like two level 20 pks pking together would still be open range.

#12 Dungeons only have one way out as a pk can't gate/recall while flashing. PK in dungeons at your own risk of getting trapped.

#13 As PKs need to run often it can be hard to last as a PK (especially an open range one) without accel/double accel upgrades to avoid mobs. It's a good idea to kill every boss in every area you can enter before going PK as well. You'd feel pretty lame if you died because you encountered a path that is blocked by a strong static boss. When you kill someone the zone you did it in gets announced publicly.

#14 Monsters CAN PKK you. So be smart about where you run.

#15 If you PK less than half an hour before daily reset it won't count towards renenwing pk bonus because you'll no longer be flashing after reset. However this is a good time to kill 1-2 people for a quick buck and gate back to town later.

#16 You must kill a pk equal or higher level than you to redeem. You can also redeem off multiple pks. 2 level 45 pks could redeem a 90. If you die with over 1 million in sell to store value for legendaries you get a legendary redeem where you lose all your items but keep your skills.

#17 If you die as a pk you lose all your items and skills and get set back to level 1. That's generally a good time to reroll. The person who kills a PK can loot items they had equipped; items from their gem pouch; and items in inventory but not items from storage. They also get all the PK's gold. If the PK has legendaries the legendaries will be converted into gold at sell to store cost for the PKKer.

#18 Do not fight with a town as your escape square ever as a PK.

#19 Don't be dumb enough to actually meet someone who tells you their location... Because there's a slight chance they're grouped. (May seem like a useless tip but i PKKed marklar this way).

#20 If you did not initiate combat, flee immediately (if escape is possible and feasible). Only fight on your terms.
Just because someone weak forces you doesn't mean you should kill him. That weak person may be grouped with a real threat.

#21 If you are a capped PK, farming will be very difficult for you. Unless you're at a certain level there are only so many places to farm... and there are a lot of caps in nod.. May end up getting found by pure dumb luck.

#22 Lots of people are afk and/or afk/logged outside of town at any given time. You can check who is afk-logged by adding them to your buddies list and seeing if they're greyed out.

#23 People who don't fight back still give loot and PK bonus and they can't tell people where you are.

#24 Only people on your buddy list can offer you trades while you're a pk. This can hinder escaping so think hard about who you buddy for more than just a few seconds. If they offer a trade with you, you cannot move until you cancel. A few seconds can get you killed. /dnd is an option. Hopefully your memory is good enough to remember it every time.


#25 PKs can only group PKs. So lack of arena/group acumen bonuses when farming as there are few PKs. This also goes against #8.

#26 I don't really recommend it because this is telling people where you farm, but on the day you kill someone your trophies will be unsoulbound so they can be sold. If you do not kill someone they are soulbound.
__________________







tinyurl.com/nodsacademy
The link to the official forums thread for Nod's Blazing Academy. more useful info being added to it by the day.

Last edited by Blaze; 04-01-2017 at 12:18 PM..
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Old 01-06-2017, 03:49 PM   #5
Blaze
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Deleveling Example NBA9
Ok, so you've raised a skill -- like Magic or Recovery -- in order to level up faster, but now your build sucks & now you want to fix it. Here's how it works:

You can untrain Stat Skills (Melee, Magic, Defense, Recovery), but only if there are no Stats assigned to them.

Selecting Redistribute Stats on one of your Stat Skills will erase all of the points from a Stat Skill and let you put them back in any way you like.

If you want to untrain a Stat Skill, untrain it after choosing Redistribute Stats, but before assigning the points.

Example

To start off, I would like to go...
from...: Level: 51 || Melee: 66 || Magic: 45 || Defense: 60 || Recovery: 34
to......: Level: 51 || Melee: 69 || Magic: 42 || Defense: 60 || Recovery: 34

Here's how I will do it:
Click Redistribute Stats on Magic. (This costs me 1k gold)
- A window will show up to ask me to assign Stat Points to Magic (Int, Cnc, MSt).
Close the cilantro window by clicking the 'X' at the top-right.
Click Untrain Skill on Magic.
- Magic is now 44.
Fight mobs until I get Melee 67.
Assign Stat Points to Melee (Str, Dex, PSt).
- A window will show up to ask me to assign Stat Points to Magic again (Int, Cnc, MSt).
Close the cilantro window by clicking the 'X' at the top-right.
Click Untrain Skill on Magic.
- Magic is now 43.
Fight mobs until I get Melee 68.
Assign Stat Points to Melee (Str, Dex, PSt).
- A window will show up to ask me to assign Stat Points to Magic again (Int, Cnc, MSt).
Close the cilantro window by clicking the 'X' at the top-right.
Click Untrain Skill on Magic.
- Magic is now 42.
Fight mobs until I get Melee 69.
...and so on...
You can delevel multiple levels at once. All the way until the skill is 0. Your player level will at most drop 3 levels though. so can't go back to farming docks from level 50.


Reroll Explanation NBA10


Players have the ability to reroll their character - that is start over again, selecting a new face and class while keeping real money purchases and a few other things. Here's what you keep when you reroll:

-You keep your e-mail record so you can't re-register your e-mail for extra rested time.
-You keep all your noncombat skills (ie you lose Stat+trophy skills but keep the rest).
-You keep all your gold (NOT your items unless PAID reroll, see below).
-You keep all your traveling gear.
-You keep rune set unlocks.
-You keep beast kills.
-You keep epic quest progress.
-You keep any completed pilgrimages (current pilgrimage is reset).
-You keep all your real money purchases: Standard/Premium Time, Accel, Grinder, Virtues, all TCs, etc.
-You keep all the extra slots gained from having used inventory or storage expanders.
-If you have rerolled in the past 7 days you will not receive the initial few hours rested time that most accounts start with.
-Quests will only reset upon your first two rerolls or once annually to prevent reroll quest farming. Use the /rerollinfo command to get details.
-Boss progress will not reset to prevent boss farming.
-You do get to keep your existing Rested Time.
-Rerolling will cause you to leave your clan(s) and arena team.
-Rerolling will give you 'Boon'. Boon gives you triple exp in things all except trophy skills. For trophy skills you instead get triple trophies when you kill a mob. Boon trophies are soulbound.

To reroll click the chat bubble at the bottom left or left click the screen that opens the options menu and click Account Options. A free and paid method are available.

Paid Reroll

A Paid Reroll costs 5 TCs and allows you to keep all the items in your inventory and storage. You will need to completely empty your equipment and pouches before you do this, however.

- That is a slightly edited version of how Glitchless (the Nodiatis Admin) describes reroll.

My additions:

Q: When should i reroll?
A: If you hate your class/build.. it can be a good idea to reroll. If you hate casting.. why force yourself to be a warlock? Go beastmaster or warrior or whatever. The other reason to reroll would be you've built up all your skills to raise your total max exp and now want to abuse boon.

Q: How do i abuse boon?
A: It takes a little over 1 billion exp to hit level 85 if you get power leveled. (Power leveling is hiring someone who instakills black mobs so you can level up super fast without needing skills. Not recommended unless you have one or more of the following: Boon, Accel, Double Accel). This is a lot easier than capping normally, but is not recommended unless you have toons at cap or plan to sell time cards to buy trophies. You'll be super weak at the start. That's how low levels can abuse boon.
For caps it's different. At cap if you get all trophy skills to 85 you can reroll. Then take the exp from those useless 85 skills (like a staff DoTter who raised bm skills) and use boon to push the useful skills to 100.

For caps the first reroll is normally ~40bil. 2nd reroll 60-70b. 3rd reroll 90b. (If you follow the 'proper' path. Most caps reroll whenever regardless of exp, but this is the way to get the most bang.)
The builds with fewer skills can max all useful skills for ~40b exp. (Barely).
60B exp can max all skills for basically any 1 build. Exp beyond 60b is just for making multiple builds/suits.

When you reroll DO ALL YOUR QUESTS. Learning exp is the hardest exp to acquire. Treasure it.

What is a Pilgrimage? Section NBA11


Pilgrimage is something that a lvl 85 can do when they reach 25 Billion experience points. When someone undertakes a pilgrimage they go to the seer (in any town) and request one. Their 4 main stats (Melee,Magic,Defence, and recovery) are reduced to 1. Since the lowest you can delevel from your current level is 3 levels, this makes them lvl 82. Their goal is to get back to lvl 85 and then level to 86. This is not so easy though.95% (97.5% second pilg; 98.4% third; 98.75% fourth; & 99% fifth) exp penalties are applied to these stats, so it takes a lot longer than it would normally. Boon and PK bonuses do not affect experience gains. As an added bonus, the player will not receive any loot (gold or items) for the mobs they fight. his even includes first kill boss drops. The maximum stat level remains at 140 also. Completing 1st pilgrimage also unlocks 'epic tasks', which in turn unlock the beast HP bonus. The exp penalties do not go away after the pilgrim is completed. The main 4 stat skills will always have those penalties. The Social skill Adaptation gives you up to 25% more exp at level 99. There are rumors it completely removes the penalties at 100 but that takes billions of gold.

Why are mob levels higher during second pilgrimage?

A nice little thing that happens when you start your 2nd pilgrimage is the mob levels increase by 20 levels per pilgrimage. Don't stress too much though, since it just means you farm a lower zone to get the mob level you want (no more sitting outside Ustenar farming North Lake Halcyon).

During your first Pilgrim, monsters' level stays the same.
During your second Pilgrim, monsters are 20 levels higher than normal.
During your third Pilgrim, monsters are 40 levels higher than normal.
During your fourth Pilgrim, monsters are 60 levels higher than normal.
And finally, during your fifth Pilgrim monsters are 80 levels higher than your own.
This of course is only while the pilgrim is still in progress hence the word during.


What are epic tasks?

Epic tasks involve you speaking to the seer once a day (500k if you want more in one day) and getting a task. This task is to find a random boss somewhere on the map. You get clues, telling you it is a certain direction (north, west, east, south, or down for dungeons). You can only get these clues within a certain time. This time is lowered by leveling the Tracking skill in your Resources skill tree. When you find its location, it acts like any other mob and attacks you. You kill it, task complete. The bosses start at level 90. For every 4% epic hp you acquire the epic boss levels up. This means at 20% you're fighting level 95 bosses. As such the higher you go the stronger you'll need to be PvE to continue questing.
You cannot escape during an epic quest. So avoid high level zones. You cannot group during an epic quest. So it needs to be done through your own power. You cannot have Travel Mode on while doing an epic quest, so you'll lose Rested Time. Average Rested Time spent
on a quest varies as it can be 5 squares away or 1,000. Be wary of epic drops in low cap zones as you cannot escape the monsters.

What is a Brilliant Flame?
Brilliant Flames are kind of like a... 'quest rush'. Exp rushes give x2 exp. Gold rushes x7 gold. Flames instantly finish the quest set you're on. Whether you got 50 quests or 1 quest til the next quest set it will instantly complete it. Flames are exceedingly rare though.


What is the Beast bonus?

The beast bonus is obtained by killing an epic or legendary beast. If you are one of the lucky ones to do this, you will get an 'Epic Player Health Bonus'. It is 5% per kill. By completing epic tasks, you unlock this bonus. So if you have killed the beast 20 times, this bonus would be 100%. To unlock this though, you must complete more and more epic tasks. For example, if you have 100% beast kills and complete 1% of the epic tasks, you will gain 1% more hps. If you have 50% beast kills and complete 1% of the epic tasks, then you will still get 1% more hps. Note that the number of quests required to unlock an epic hp percent increase the more you do. 2 quests for 1%. 3 quests for 2%. 4 quests for 3% 23 quests for 22% and so on.

What is the difference between the pilgrimages?

The penalties increase for each pilgrim you do. Lets say for the 1st pilgrim, your maximum experience was 100,000. This is what the pilgrim experience would be for the others. 1st pilgrim 100k, 2nd pilgrim 50k, 3rd pilgrim 33k, 4th pilgrim 25k, 5th pilgrim (now confirmed) would be 20k. So 1/1, 1/2, 1/3, 1/4, 1/5 experience of the 1st pilgrim. As well as the before mentioned +20/40/60/80 levels to monsters during each pilgrim 2-5.

How long does it take to do a pilgrimage?

How long it takes really depends on you characters kill speed. Here are Davross' figures from the 1st 4:

1st Pilgrim: Approx RRT 230 hours
2nd Pilgrim: Approx RRT 460 hours
3rd Pilgrim: 623 RRT hours
4th Pilgrim: 811 RRT hours
5th Pilgrim: ???

My figures as Double Cast dd are (I've only done the first 2 so the latter 3 are a guess)
1st Pilgrim: Approx 120 hours
2nd Pilgrim: Approx 256 hours
3rd Pilgrim: Should be ~380ish
4th Pilgrim: Should be ~530ish
5th Pilgrim: Should be ~680ish.

So as you can see the more DPS you get before you start a pilgrimage the easier it becomes.


Do you think I should do a pilgrimage?

As Glitchless (the game Admin) stated, the pilgrimage is not for everyone. It is a long, boring grind. The benefits of doing a pilgrimage:
You can get up to 20% epic hp (assuming you have the beast kills) per pilgrimage you complete.
1 Player level (4 stats/12 stat points) & as a result your CA strengthens.
Level Suppression. As we all know in Nod it is harder to hit black mobs than grey mobs. It is my belief this also applies to PvP.
Finally the last bonus is as you are 1 level higher this is 1 less level of exp penalties capping your skills. At 90 only the 99+ levels are max pen. Everyone normally does the first pilgrimage to get a taste of it. Unless you plan to seriously PvP... want to get rid of those exp penalties very direly.. or want to solo farm high end.. pilgs 2-5 you can skip. If you wish to PvP currently 2 pilgs is par to compete. It's slowly starting to shift to 3 pilgs.

Is there a way out if I change my mind?

The only way to 'failgrim' (go back to not having penalties) is to re-roll, everything will go back to normal experience gains, but you're back to level 1! (Albeit with boon).

If I get to level 86 and re-roll will I keep my max level 86?

Yes, once you have reached a new level, it is permanent. Be aware that if you reroll there are no penalties 1-84 so you can fix stats easily. Once you hit 85 though the penalties come back in full. Even if you delevel. So if you want your stats say 140 1 140 63.. do the two 140s with no penalties then do the 63. Note: When fixing stats fix them gradually. There are 2 reasons for this.
1) If you delevel below 85 to fix stats you WILL lose Max Coinage and Big Game Trophies.
2) You must be max level to do an epic task. if you delevel 30 levels it may be hard to get back to your max before you're out of rested time. As it takes years to reach 100% epic hp i do not recommend missing tasks.

Where do I see who has done a pilgrimage?

There is no table for pilgrims in the top list, but you can see which pilgrims have done 'epic tasks' in there.


Credit to Davross, the first man in Nod to complete all 5 pilgrimages, for making the body of this section that i just ran an edit over to add a few things.




Travel Gear path: NBA12
Travel Gear are some of the most important items in the game. Without travel gear you can't enter certain zones. Here is the Travel Gear to get.

Note: Bamboo Rafting Gear & Lungs of the Wyvern are not included because they are easily skipped saving yourself a lot of gold.

Note 2: Travel Gear becomes soulbound the second it enters your inventory.

Torch: Sold in Fenelia. Often missed by new players. This torch is required for Moss Dungeon levels 1-3. Buy it the first time you're in Fenelia. It costs 850g.

Mountaineering Boots: Sold in Atlimus for 3800g. They are required to enter the South Dread Mountains & Moss Dungeon level 2.

Climbing Shoes: The first free travel gear. Killing the boss in moss dungeon 2 makes this drop. Required to enter North Dread Mountains. You can now sell the Boots.

Bamboo Rafting Gear: Skip. There is a free alternative. See: Ocean Waders. (If you do buy it anyway it is used to enter Halcyon River). Costs 11,900.

Shine Goggles: The travel gear you'll be using the longest. You buy it in Roggork for 18,250. It is required for Moss Dungeon level 4 the first time. You may now sell the torch. You will be using the Shine Goggles for years even as a cap most likely. Required to enter all dungeons from here on out. (The Torch can do level 1-3 in any dungeon, but why carry a torch when you've already got the goggles?)

Ocean Waders: The free alternative to Bamboo Rafting Gear. Kill the Moss Dungeon level 4 boss to acquire. Required to enter Halycyon River if you skipped the Raft. Also used for Tempest Shallows. If you bought raft you may now sell it.

Steel Spike Crampons: Dropped by the Vampire Dungeon level 1 boss it is required to cross the frozen zones and reach the 9th town Slevisk. You may now destroy your Climbing Shoes.

Alkaline Resistant Diving Gear: Sold in Slevisk for 32,590g it is required to enter Alkaline Lake. You may now destroy your Ocean Waders.

Note 3: It is possible to skip the next 2 Travel Gear but it requires another person's help. If the other person (Needs to be at the very least an overskilled level 43. Cap recommended) purchases the Advanced Climbing Gear from the 13th town, Reydor, they can sell it to the store in a town such as Fenelia (Wouldn't recommend a busy town. Someone else might buy it.). Remember the other party needs to have a face for it to be added to the store inventory. This also essentially means the price is doubled as both you and the first party will be buying it from a store to avoid the soulbound issue. Comes out to about the same price. 165,500 for 2 Advanced Climbing Gears. 188,870 for all 3, but you can sell the Bog Hoppers & Steel Spike Hoppers so more like 168,708. (ACG is cheaper again if cap gives back profit from selling the ACG to store. Up to you if you tip them for their time/help or not.)


Bog Hoppers: Sold in 10th town Crella for 43,570g. Required to enter Cyprus Stump Forest & Bog Swamp.

Steel Spike Hoppers: Sold in 11th town Zugrul for 62,550g. Required to enter Bog Foothills & Arena Isle. You may now destroy Steel Spike Crampons & sell Bog Hoppers.

Sharskin Diving Gear: After Shine Goggles the 2nd of 4 travel gear you'll have for a long time at cap. Required to enter all water areas in the game from here on out. The Arena Isle Boss drops it. You may now sell Alkaline Resistant Diving Gear.

Stillsuit: Dropped by Coral Wreckage boss. Required to enter deserts.

Advanced Climbing Gear: Sold in 13th town Reydor. Required to enter Canyon Edge. Costs 82,750g. You may now sell Steel Spike Hoppers.

Lungs of the Wyvern: Skip. There is a free alternative. See: Dragon's Will. Costs 127,500. (If you do buy it, it is used to enter Roggork Peaks. You may now destroy Stillsuit.)

Dragon's Will: Dropped by the Merfolk Dungeon level 2 boss. The third of 4 travel gear you'll use forever (It changes later but still the same overall). Required to enter all mountain areas from here on. You may now sell Advanced Climbing Gear and.. if you bought it.. Lungs of the Wyvern.

Halcyon Ward: Dropped by the Dungeon of Rot level 3 boss. Required to enter the level 80+ Halcyon zones.

Fungal Inhibitor: Dropped by the Vampire Dungeon level 4 boss. Required to enter Fungi Forest.

Compass of the Forlorn: The Travel Gear you will (going by today) keep forever. It costs a staggering 975,250g in the 16th town Fa'ar. It is required to enter all zones above Fungi Forest. As long as it is in your inventory you get +1 tier boost when resourcing. You may now destroy Halcyon Ward & Fungal Inhibitor.

Heart of Darkness: You must kill the 108 boss in Frozen Volcano. It transforms your Dragon's Will into the Heart of Darkness (HoD). Required to enter all zones above Frozen Volcano.

Princess Hair: The final and hardest to acquire Travel Gear out currently. You must kill the level 132 boss in Ancient Rocklands in Heroic Mode. Only 21 characters have acquired it currently. They can be viewed here: https://nd1.nodiatis.com/tops/GroupHeroBossKills.htm It replaces all other Travel Gear. You may now destroy your HoD & Sharkskin & sell your Shine Goggles. (Keep the compass for +1 tier boost).



Nod Math NBA13

Mitigation

100 damage vs two t1 timmies (10% each) 2 t1 earthfusion legs (5% each).
100-10% = 90. 90-10% = 81. 81-5% = 76.95. 76.95-5% = 73.1025. or roughly 27% miti.
Another formula is 100*0.90*0.90*0.95*0.95 = 73.1025.

Haste
The stacking is cumulative without any loss of effectiveness. It would best be described as multiplicative, and to find the factor by which you multiply you do this:
100 / (100 + Percent Bonus)
So a 100% haste bonus is 100 / (100+100) or a .5 multiplier of your original delay. You can repeat the process with all your haste bonuses on the resulting delay, order will not affect it.

I prefer using Nibbles formula which is rather straightforward and works out the same way.
http://forums.nodiatis.com/forums/sh...ad.php?t=18149

So for a BM
Stalkers with 2 koks+r6 agression+r5 pet haste.
50/(1.12)/(1.12)/(1.12)/(1.2)/(0.6) = 49.42 delay. @ tier 1.


Delay
It's the same formula as in the haste above, but you're subtracting.
100 / (100 - 50) is 2. ie a 50% penalty to speed means your attacks take twice as long.



Multi casting chance
A basic t1 doublecasting dder has Fang Spear of Conjuration (25%), Opalescence Quiver (23%), & Bow of the Siren (21%).
This means 1-(0.75 (t1 piercer) * 0.77 (t1 quiver) * 0.79 (t1 siren) = 54.3375% double cast chance.
or 1-(0.75*0.77*0.79) = 0.543775. then x100 = multi cast chance.
t1 Thraki's Fury Bow is 46.2925% chance with t1 Thraki.

Following part credit to Masterarcher for helping me to understand it.

Triple casting: Double cast gear needs to proc. Assuming a basic double caster at t1 this means t1 spear (25%) t1 quiver (23%). 1-(0.75*0.77) = 0.4225 or 42.25% chance of a double. Then to triple you need Thraki (can figure lick of death whip same way. Just take out quiver and possibly add siren bow if you have it) to proc once. So. 0.07 (success) * 0.93 (failure) = 0.0651*2 (2 chances of a triple) = 0.1302. Then 0.1302*0.4225 = 0.0550095. *100 = 5.5% chance of triple casting.
Formula without explaining


Quad casting: Need double casting gear to proc. Going with same as before.. spear+quiver = 0.4225. Need thraki to succeed twice so 0.07*0.07 = 0.0049
So 1-(0.75*0.77)*(0.07*0.07) = 0.00207025*100 = 0.2
or 0.4225*0.0049.

Double casting: Technically most people consider multi cast chance your double cast chance, but that's your multi chance. Some of those will be triples and quads. Actual double cast chance is multi chance - triple - quad = double. So for a normal t1... multi cast = 46.2925%
double cast = 40.5925% triple cast = 5.5% quad chance = 0.2% (46.2925-5.5-0.2) = 40.6% double cast chance roughly.

How to calculate your win/loss % without looking at tops list:
wins/total x100.
Example: record is 546 wins with 278 losses.
546+278 = 824 matches.
546/824 = 0.6626xxxxxx. x100 = 66.26% wins.

Gold bonus formula: it's multiplicative.
Take a full gold suit. Cows (3% x2) legs (2.5%x2) sleeves (2.25%x2) helm (5%) shield (6%) quiver (4%). 1.03x1.03x1.04x1.05x1.0225x1.0225x1.025x1.025x1.06 = 1.3488 or a 34.88% gold bonus.

Damage Formula (This one I've still only got a basic understanding of but it's at least the system Daer's calculator uses on nodtools.net)
Example: Alastrina's max DD damage.
R20 lavaburst has 986 max damage. R9 flame call boosts max damage by 120+25% or 120*1.25 = 150 max damage boost (Increase further if you're a Paladin or Magician). 986+150 = 1136.
Tier 2 Spellbound Breastplate (10%), rank 6 Pain rune (9%), 100 Inferno (35%), Warlock primary (15%), Wizard secondary (8%), Tier 1 Fateseal Arrow (4%), Critical (50%), and finally the part I don't fully understand, Intelligence stat (50%)

2 formulas to do it.
1136+10% = 1249.6+9% = 1362.064+35% = 1838+15% = 2114.6+8% = 2283+4% = 2374+ 50% = 3561+ 50% = 5344.
or
1136*(1.1*1.09*1.35*1.15*1.08*1.04*1.50*1.50) = 5344. (Parentheses optional. Works out to 5344 either way.)

I cannot say Daer's calculator (or this formula on a whole) is 100% accurate, but this formula is what the calculator uses. I matched it for Alastrina's DD damage and Alana's bow damage. I'm not entirely sure about the stat bonus. Glitch may explain it on some ancient thread.

Daer's Damage Calculator so you don't need to manually use the formulas: http://nodtools.net/calculators/


Exp tables: http://nodiatis.wikia.com/wiki/ExpLevels
Exp calculator: http://nodtools.net/calculators/expcalc
__________________







tinyurl.com/nodsacademy
The link to the official forums thread for Nod's Blazing Academy. more useful info being added to it by the day.

Last edited by Blaze; 08-22-2017 at 05:50 AM..
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Old 01-07-2017, 07:55 PM   #6
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Legendary Section NBA14

TP MATS:

- The tp for raiden sleeve, chest and leg take 5 dyes tier 30, 5 cloth tier 30 and 6 dusts tier 30 each. (This is because these are not size 100 legendaries)

- All size 100 legendary tps take 6 dyes tier 30, 6 cloths tier 30 and 7 dusts tier 30 each.

Outdated Legendary Thread: (Poster got bant for botting so it is missing a couple legendaries currently. Will become more outdated as time goes on.) http://forums.nodiatis.com/forums/sh...ad.php?t=12455

PETS

- Mongo The Sly then takes 8 scales 30, 105 scales 1, 6 bones 30, 105 ores 1, 12 everhold resins (tier 30) and 12 ancient throne resins (tier 23).
Damage: 1-60 Delay: 40
Proc: Provides an extra 11% bonus to mana and energy regeneration rates & provides a small uptierable chance to increase the tier of found resources (thought to be 20% base)
Uptier: 1%

- War Hog then takes 8 scales 30, 105 scales 1, 6 bones 30, 105 ores 1, 18 Starfall resins (tier 29) and 66 torn spirits (tier 20).
Damage: 15-51 Delay: 39
Proc: Provides an extra 9% bonus to all attack min damage & min pet heals & a 25% bonus to resisting stuns, dazes, mezes, and blinds.
Uptier: 1% min 2% resist

- Cow of the Legends then takes 8 scales 30, 105 scales 1, 6 bones 30, 105 ores 1, 11 Everhold resins (tier 30) and 29 Venemous resins (tier 21).
Damage: 5-97 Delay: 70
Proc: 3% gold boost
Uptier: 1%

- Flesheater then takes 8 scales 30, 105 scales 1, 6 bones 30, 105 ores 1, 19 Starfall resins (tier 29) and 28 torn spirits (tier 20).
Damage: 5-49 Delay: 42
This pet's attack damage ignores mitigation and increases further when attacking those with regenerative qualities.
Uptier: unknown. 2 damage a tier.

- Honey Badger then takes 8 scales 30, 105 scales 1, 6 bones 30, 105 ores 1, 30 Undead Cyclops resins (tier 28) and 33 torn spirits (tier 20).
Damage: 10-40 Delay: 40
Proc: This pet gives a 6% bonus to melee haste and increases the effect of the Gravebound skill by 20% (does not increase with tier) each.
Uptier: 1% melee haste 1 max damage

- Armored Companion then takes 8 scales 30, 105 scales 1, 6 bones 30, 105 ores 1, 12 everhold resins (tier 30) and 69 pure spun resins (tier 17).
Damage: 10-89 Delay: 65
Proc: This pet gives you a 6% bonus to damage mitigation. Also reduces cleanse cooldown by 15% (doesn't increase with tier) each.
Uptier: 1% & 1 max damage

- Dream Stalker then takes 8 scales 30, 105 scales 1, 6 bones 30, 105 ores 1, 19 starfall resins (tier 29) and 86 galatai blood resins (tier 12).
Damage: 1-75 Delay: 50
Proc: Heals you for 8% of the damage you deal with all attacks. Includes melee, range pet, and direct damage.
Uptier: 1% 1 max damage @ t2. 2 @ t3. 1 @ t4.

- Tommy the Turtle then takes 8 scales 30, 105 scales 1, 6 bones 30, 105 ores 1, 13 everhold resins (tier 30) and 91 alchemar resins (tier 15).
Damage: 1-91 Delay: 55 Note: oddly low accuracy compared to all other legendaries.
Proc: This pet does higher than average damage and gives you a 20% bonus to heal and cure gems.
Uptier: 2% 1 max damage.

- Soul Devourer then takes 8 scales 30, 105 scales 1, 6 bones 30, 105 ores 1, 11 everhold resins (tier 30) and 70 torn spirits (tier 20).
Damage: 10-50 Delay: 39
Proc: When using a whip with this pet it will attack a random enemy regardless of your target or taunting. Otherwise this pet always attacks the enemy with the lowest hit points. Also causes pet damage to steal 5% mana and energy.
Uptier: .5% 2 max damage

- Weasel Cuddlebug then takes 8 scales 30, 105 scales 1, 6 bones 30, 105 ores 1, 18 starfall resins (tier 29) and 66 thrn spirits (tier 20).
Damage: 10-59 Delay: 45
Proc: This pet has a 10% chance of preventing any detrimental gem used on you. Also reduces shatter cooldown by 50% (doesn't increase with tier) each.
Uptier: 1%


- Venomback Lizard then takes 8 scales 30, 105 scales 1, 6 bones 30, 105 ores 1, 18 starfall resins (tier 29) and 66 torn spirits (tier 20).
Damage: 10-51 Delay: 40
Proc: This pet has a chance of poisoning its target for 100 damage over 5 seconds when striking an enemy. Also reduces cleanse cooldown by 30% (doesn't increase with tier) each.
Uptier: 10 poison a tier.

- Timmy the Turtle takes 1 dye 6, 1 cloth 6, 2 dusts 6, 4 tier 6 scales, 24 tier 1 scales, 5 tier 5 bones 24 tier 1 ore, 16 everhold resins (tier 30) and 98 torn spirits (tier 20).
Damage: 1-9 Delay: 60 Note: the only level 1 legendary. stats are all 5.
Proc: This pet gives you a 10% bonus to damage mitigation, a 15% bonus to heal gems, & a 75% bonus to HP regeneration
Uptier: 1% miti 1% heal 3% regen.

WEAPONS

1 handed Slashers

- Sword of Deveining then takes 6 ingots 30, 81 ingots 1, 5 leathers 30, 79 leathers 1, 20 Undead Cyclops resins (tier 28) and 96 Heaven Harbor resins (tier 18).
Damage: 42-316 delay: 40
Proc: 10% chance to avoid blocks. Flat 40% chance to cleanse 1k pending dot damage. Flat 40% chance to apply a listless aura to decrease own hp regen by 40%.
Stats: Str: 12 Dex: 2
Uptier: 1 Dex 3 damage 100 cleanse 0.5 increase to avoid

- Beguiler's Blade then takes 6 ingots 30, 81 ingots 1, 5 leathers 30, 79 leathers 1, 8 everhold resins (tier 30) and 26 torn spirit resins (tier 20).
Damage: 39-287 Delay: 40
Proc: When equipped this weapon provides a 22% extra chance of double casting any gem that is used.
Stats: Int 10.
Uptier: 2% (assumed) & 1 int (assumed)

- Sword of Solar Sheen then takes 6 ingots 30, 81 ingots 1, 5 leathers 30, 79 leathers 1, 20 undead cyclops (tier 28) and 25 torn spirit resins (tier 20).
Damage: 27-201 Delay: 28
Proc: When equipped this weapon provides a 10% extra chance of successfully hitting with all attacks plus a chance to deal 100 flashburn damage.
Stats: Str: 12 Agi: 2
Uptier: 1% hit 4 flashburn 1 Agi 1 min 2 max damage

- Forged Hydrafang Dagger then takes 6 ingots 30, 81 ingots 1, 5 leathers 30, 79 leathers 1, 8 everhold (tier 30) and 52 heaven harbor resins (tier 18).
Damage: 22-165 Delay: 23
Proc: This weapon gives a 42% bonus to min damage dealt by any piercing weapon in the opposite hand and a 18% extra chance of avoiding blocks and parries with all attacks.
Stats: Str: 10
Uptier: 2% min 1% avoid 1 Str 1 min 2 max

2 handed Slashers

- Axe of Soul Stealing takes 10 ingots tier 30 and 105 ingots tier 1, 8 leathers tier 30 and 105 leathers tier 1, 12 everhold resins (tier 30) and 65 Heaven Harbor resins (tier 18).
Damage: 18-345 Delay: 43
Proc: When striking an enemy this weapon has a 43% chance of dealing 500 curse damage and healing for the same amount.
Stats: Str: 15 Dur: 15


- Bloodboiling Beheader then takes 10 ingots tier 30 and 105 ingots tier 1, 8 leathers tier 30 and 105 leathers tier 1, 20 starfall resins (tier 29) and 14 echo resins (tier 22).
Damage: 21-289 Delay: 40
Proc: When equipped this weapon provides a 25% bonus to DoT gem damage and has a chance to deal 40 bleed over 5 seconds.
Stats: Str: 32 Dex: 18 Pst: 10
Uptier: Pst 3 2% dot 5 bleed 1 min 2 max damage

- Sword of Cursed Blood then takes 10 ingots tier 30 and 105 ingots tier 1, 8 leathers tier 30 and 105 leathers tier 1, 12 everhold resins (tier 30) and 93 pure spun resins (tier 17).
Damage: 26-348 Delay: 40
Proc: Gives wearer a 5% extra chance to successfully hit with all attacks and appies an aura to target upon landing a strike increasing all damage taken by 6%.
Stats: Str: 15 Dex: 15
Uptier: 0.5% hit chance & damage aura. 1 dex. 1 str. 4 max damage.

- Runed Flurry Greatsword then takes 10 ingots tier 30 and 105 ingots tier 1, 8 leathers tier 30 and 105 leathers tier 1, 12 everhold resins (tier 30) and 43 venemous resins (tier 21).
Damage: 26-348 Delay: 40
Proc: This item provides a 7% extra chance of all double and multi attacks. Also provides a 10% extra chance of successfully hitting all attacks.
Stats: Int 2 Cnc 12
Uptier: .5% multi attack 1% hit chance 3 max damage 1 int (or 1 cnc. both increase 1 by t3)

- Black Edge of Decay then takes 10 ingots tier 30 and 105 ingots tier 1, 8 leathers tier 30 and 105 leathers tier 1, 12 everhold resins (tier 30) and 100 afar resins (tier 19).
Damage: 18-344 Delay: 38
Proc This item provides a 33% chance that your gem effects other than DDs will be unresistable. Also provides a 10% extra chance of successfully hitting with all attacks.
Stats: Dex: 10 Cnc: 10
Uptier: 1% unresist 1% hit 1 dex 1 cnc 1 min damage 3 max damage.

1 handed Piercer

- Blight Barb Dagger then takes 6 leathers 30, 81 leathers 1, 5 ingots 30, 79 ingots 1, 8 everhold resins (tier 30) and 71 pure spun resins (tier 17).
Damage: 46-141 Delay: 23
Proc: When used this weapon has two chances of triggering the puncture skill. Additionally gives the wearer a 10% extra chance to avoid blocks but also has a 23% chance to apply a listless aura to himself which lowers his own HP regen.
Stats: Dex: 12 Dur: 2
Uptier: .5% chance to avoid blocks. 1 min 2 max damage. 1 Dur

- Hydra Fang Dagger then takes 6 leathers 30, 81 leathers 1, 5 ingots 30, 79 ingots 1, 20 undead resins (tier 28) and 86 heaven harbor resins (tier 18).
Damage: 48-147 Delay: 24
Proc: When equipped this weapon provides a 12% extra chance of double attacking with all piercing attacks and an extra 20% chance of DD gem crits.
Stats: Str: 2 Dex: 12
Uptier: 1% double attack 1% gem crit Str: 1 1 min 2 max damage

- Dreadskull Swordbreaker then takes 6 leathers 30, 81 leathers 1, 5 ingots 30, 79 ingots 1, 8 everhold resins (tier 30) and 62 dwarven threaded resins (tier 16).
Damage: 44-135 Delay: 22 Armor Class: 50
Proc: This weapon gives a 5% bonus to both blocking and parry chance and has a small chance of dazing your enemy for 1 second.
Stats: Agi: 2 Cnt: 2 Dur: 12
Uptier: .5% block/parry. 1 Agi 2 max damage.

- Forged Dragontooth Dagger then takes 6 leathers 30, 81 leathers 1, 5 ingots 30, 79 ingots 1, 8 everhold resins (tier 30) and 51 heaven harbor (tier 18).
Damage: 50-137 Delay: 23
Proc: This weapon gives a 21% bonus to max damage dealt by any slashing weapon or whip in the opposite hand and a 18% extra chance of both successfully hitting and avoiding parries with all attacks.
Stats: Dex: 10
Uptier: 1% max damage 1% hit/avoid parry 1 dex 1 min & 2 max damage

2 handed Piercers

- Polearm of Purity then takes 10 leathers 30, 105 leathers 1, 8 ingots 30, 105 ingots 1, 12 everhold resins (tier 30) and 26 dwarven threaded resins (tier 16).
Damage: 46-264 Delay: 33
Proc: Gives wearer a 5% extra chance to successfully hit with all attacks and has a 33% chance to cure him or her of 2,000 pending DoT damage when striking an enemy.
Stats: Dur: 30
Uptier: unknown.

- Demonblood Ranseur then takes 10 leathers 30, 105 leathers 1, 8 ingots 30, 105 ingots 1, 12 everhold resins (tier 30) and 62 torn spirit resins (tier 20).
Damage: 47-271 Delay: 34
Proc: This weapon has a 34% chance of poisoning its target for 250 damage over 3 seconds when striking an enemy.
Stats: Str: 6 Dex: 10 Pst: 5 Dur: 9
Uptier: 20 poison. 1 min/2 max damage. 1 str & dur.

- Fang Spear of Conjuration then takes 10 leathers 30, 105 leathers 1, 8 ingots 30, 105 ingots 1, 12 everhold resins (tier 30) and 75 heaven harbor resins (tier 18).
Damage: 53-302 Delay: 38 Armor Class: 25
Proc: Increases the chance to hit with all attacks by 20% and provides a 25% extra chance of double casting any gem that is used by the wearer.
Stats: Dex: 15 Cnc: 15
Uptier: 2% both 1 to each stat 1 min 4 max damage

- Spear of Providence then takes 10 leathers 30, 105 leathers 1, 8 ingots 30, 105 ingots 1, 12 everhold resins (tier 30) and 73 dwarven threaded resins (tier 16).
Damage: 56-318 Delay: 40
Proc: This weapon provides a 20% extra chance of avoiding blocks and parries with all attacks.
Stats: Dex: 15 Dur: 15
Uptier: 1.5% avoid 1 dex 1 dur

1 handed crushers


- Hammer of Unity (1h crusher) then takes 6 bones tier 30, 81 bones tier 1, 5 ingots tier 30, 79 ingots tier 1, 20 undead cyclopse resins (tier 28) and 40 torn spirit resins (tier 20).
Damage: 21-199 Delay: 27
Proc: When equipping this weapon mitigates all damage taken by 5% and increases block chance by 5% but prevents your combat HP regen.
Stats: Str: 10
Uptier: 2 Str 1% miti 0.5% block chance 1 min damage 2 max damage.

- Vile Tomahammer (1h crusher) then takes 6 bones tier 30, 81 bones tier 1, 5 ingots tier 30, 79 ingots tier 1, 20 undead cyclopse resins (tier 28) and 25 torn spirit resins (tier 20).
Damage: 21-191 Delay: 26
Proc: When used this weapon casts a 10 second 20% melee haste aura on your group.
Stats: Str: 2 Dex: 5 Agi: 2 Dur: 2
Uptier: 1% haste (unsure of stats. by t3 dex str & agi go up 1.) 1 min 2 max

- Demon Eye Hell Hammer (1h crusher) then takes 6 bones 30, 81 bones 1, 5 ingots 30, 79 ingots 1, 8 everhold resins (tier 30) and 65 pure spun resins (tier 17).
Damage: 33-301 Delay: 41
Proc: When equipped this weapon provides a 10% extra chance of successfully hitting with all attacks plus a chance to deal 65 curse damage.
Stats: Str: 10
Uptier: 1% hit chance 2 curse damage 2 str 1 min 2 max

- The Ender of Suffering then takes 6 bones 30, 81 bones 1, 5 ingots 30, 79 ingots 1, 8 everhold resins (tier 30) and 62 dawrven threaded resins (tier 16).
Damage: 22-206 Delay: 28
Proc: This weapon gives a 14.5% extra chance of avoiding blocks and parries with crushing attacks.
Stats: Dur: 10
Uptier: 1 Dur. 2 max damage. .5% avoid.

2 handed crusher

- Blighted Bludgeon then takes 10 bones tier 30, 105 bones tier 1, 8 ingots tier 30, 105 ingots tier 1, 19 starfall resins (tier 29) and 65 dwarven threaded resins (tier 16).
Damage: 20-383 Delay: 43 Armor Class: 50
Proc: Gives wearer a 5% extra chance to successfully hit with all attacks and has a 43% chance to apply listless aura to both you and your target, reducing HP regen by 65%.
Stats: Str: 21
Uptier: reaches 70% regen deduction. 4 max damage. 1 Str. .5% hit chance.

- Cudgel of Cursed Blood then takes 10 bones tier 30, 105 bones tier 1, 8 ingots tier 30, 105 ingots tier 1, 12 everhold resins (tier 30) and 40 heaven harbour resins (tier 18).
Damage: 11-383 Delay: 42
Proc: Gives wearing a 5% extra chance to successfully hit with all attacks and applies a disease dealing 800 damage over 10 seconds when blocked.
Stats: Str: 30
Uptier: 30 disease .5% hit 2 str 1 min & 2 max damage

-Cudgel of Solar Fury then takes 10 bones tier 30, 105 bones tier 1, 8 ingots tier 30, 105 ingots tier 1, 12 everhold resins (tier 30) and 62 Torn Spirit resins (tier 20).
Damage: 9-319 Delay: 35
Proc: When equipped this weapon provides a 20% extra chance of successfully hitting with all attacks plus a chance to deal 230 flashburn damage.
Stats: Str: 16 Dex: 9 Pst: 5
Uptier: 1 min 3 max damage 1% hit 10 flashburn 1 pst

- Release of the Kraken then takes 10 bones tier 30, 105 bones tier 1, 8 ingots tier 30, 105 ingots tier 1, 12 everhold resins (tier 30) and 78 afar resins (tier 19).
Damage: 10-355 Delay: 39
Proc: Applies an aura to target upon landing a strike increasing all damage taken by 4% and provides a 30% extra chance of double casting any gem that is used by the wearer.
Stats: Str: 30
Uptier: 2 str .5% damage aura 2% double cast 1 min 3 max damage

- Cudgel of the Unmoving (2h crusher) then takes 10 bones tier 30, 105 bones tier 1, 8 ingots tier 30, 105 ingots tier 1, 12 everhold resins (tier 30) and 54 afar resins (tier 19).
Damage: 8-289 Delay: 33 Armor Class: 300
Proc: When equipped this weapon mitigates all damage taken by 20%.
Stats: Dur: 50
Uptier: 10 ac 1 min 3 max damage 2 dur 2%

Staves

- Staff of Shielding then takes 6 planks tier 30, 81 planks tier 1, 5 geodes tier 30, 79 geodes tier 1, 19 starfall resins (tier 29) and 93 pure spun resins (tier 17) .
Damage: 43-250 Delay: 40
Proc: When equipped this staff provides a 7% bonus to heal and cure gems and causes them to make low HP regen targets drainproof for 10 seconds
Stats: Int: 9 Dur: 21
Uptier: 1 Int 1 Dur 1% heal 3 damage.

- Enchantrix Stave then takes 6 planks tier 30, 81 planks tier 1, 5 geodes tier 30, 79 geodes tier 1, 18 starfall resins (tier 29) and 67 torn spirit resins (tier 20) .
Damage: 55-316 Delay: 50
Proc: When equipped this staff provides a 6% bonus to all blue and grey magic effects.
Stats: Int: 9 Cnc: 21
Uptier: .5% blue/grey 1 int 1 cnc 1 min 3 max damage

- Wrapped Ebonbone Staff then takes 6 planks tier 30, 81 planks tier 1, 5 geodes tier 30, 79 geodes tier 1, 11 everhold resins (tier 30) and 40 afar resins (tier 19).
Damage: 48-238 Delay: 39
Proc: When equipped this weapon provides a 1% extra chance of successfully hitting with all attacks.
Stats: Int: 30 Cnc: 30 Mst: 30
Uptier: .5% hit 1 Int 2 Cnc 1 Mst 1 min 1 max damage

- Staff of Serpent Ice then takes 6 planks tier 30, 81 planks tier 1, 5 geodes tier 30, 79 geodes tier 1, 11 everhold resins (tier 30) and 58 afar resins (tier 19).
Damage: 38-219 Delay: 35
Proc: this weapon has a chance of poisoning and burning its target for 300 combined damage over 5 seconds when striking an enemy and a 25% increased chance of landing melee strikes.
Stats: Int: 6 Cnc: 10 Mst: 5 Dur: 3 Pre: 3 Mre: 3
Uptier: 1 min 2 max damage 1 int 1 dur 10 dot damage 2% melee hit chance

- Staff of Pain and Pleasure then takes 6 planks tier 30, 81 planks tier 1, 5 geodes tier 30, 79 geodes tier 1, 18 starfall resins (tier 29) and 66 torn spirit resins (tier 20).
Damage: 37-212 Delay: 34
Proc: When equipped this staff provides a 5.5% extra chance of double casting any gem that is used.
Stats: Int: 6 Cnc: 15 Dur: 9
Uptier: 1 int 1 dur .5% double cast 1 min 2 max damage

- Staff of Guiding Light then takes 6 planks tier 30, 81 planks tier 1, 5 geodes tier 30, 79 geodes tier 1, 19 starfall resins (tier 29) and 40 afar resins (tier 19).
Damage: 37-183 Delay: 30
Proc: When equipped this staff provides a 5% extra chance of successfully hitting with all attacks and a 10% bonus to heal and cure gems.
Stats: Int: 9 Cnc: 15
Uptier: unknown

- Staff of Spoil and Misery then takes 6 planks tier 30, 81 planks tier 1, 5 geodes tier 30, 79 geodes tier 1, resins ?
Damage: 52-256 Delay: 42
Proc: This item provides 4% chance that your gem effects other than DDs will be unresistable.
Stats: Cnc: 21 Dur: 9
Uptier: .5% 2 Cnc 1 Dur 1 min 2 max damage

Whips

- Whip of Irresolution then takes 6 sinews tier 30, 81 sinews tier 1, 5 leathers tier 30, 79 leathers tier 1, 8 everhold resins (tier 30) and 84 dwarven threaded resins (tier 16).
Damage: 43-153 Delay: 30
Proc: Increased the chance to hit with all attacks by 10% and provides a 10% extra chance of double casting any gem that is used by the wearer. Also has a chance to apply a weak Listless Aura to self while autoattacking, reducing HP regen.
Stats: Dur: 10
Uptier: 1% hit 1% double cast, 2 Dur.

- Helkok Investigator then takes 6 sinews tier 30, 81 sinews tier 1, 5 leathers tier 30, 79 leathers tier 1, 8 everhold resins (tier 30) and 35 torn spirit resins (tier 20).
Damage: 23-86 Delay: 34
Proc: This oddly weak whip makes both your pets deal 12% more max damage and attack 12% faster.
Stats: Str: 6 Dex: 6
Uptier: 1 min 2 max damage 2% damage 2% t1-5. t5-6 1% both. haste 1 str 1 dex

- Boulderling Tendon Whip then takes 6 sinews tier 30, 81 sinews tier 1, 5 leathers tier 30, 79 leathers tier 1, 8 everhold resins (tier 30) and 26 torn spirit resins (tier 20).
Damage: 28-102 Delay: 20
Proc: When equipped this weapon provides a 15% extra chance of successfully hitting with all attacks.
Stats: Str: 16 Dex: 16 Dur: 16
Uptier: 1 to each stat 1% hit chance

- Albino Rattler Whip then takes 6 sinews tier 30, 81 sinews tier 1, 5 leathers tier 30, 79 leathers tier 1, 8 everhold resins (tier 30) and 62 pure spun resins (tier 17).
Damage: 26-104 Delay: 20
Proc: This weapon has a chance of poisoning its target for 100 damage over 5 seconds when striking an enemy. Also provides a 10% extra chance of successfully hitting with all attacks.
Stats: Dex: 2 Dur: 12
Uptier: 5 poison 1% hit 1 dex 1 min 1 max damage

- Lick of Death whip then takes 6 sinews tier 30, 81 sinews tier 1, 5 leathers tier 30, 79 leathers tier 1, 8 everhold resins (tier 30) and 86 pure spun resins (tier 17).
Damage: 43-153 Delay: 30
Proc: This item provides a 3.5% extra chance of all double and multi attacks. Also provides a 10% extra chance of successfully hitting with all attacks.
Stats: Str: 10
Uptier: 2 str 1.5% multi attack 1% hit chance t1-t2. t2+ .5% both. 1 min 1 max damage

- Vampiric Dragon Whip then takes 6 sinews tier 30, 81 sinews tier 1, 5 leathers tier 30, 79 leathers tier 1, 8 everhold resins (tier 30) and 60 heaven harbour resins (tier 18).
Damage: 33-136 Delay: 26 Armor Class: 15
Proc: This item has you gain 5.5% of all damage dealt in attacks at health. Also provides a 5% extra chance of successfully hitting with all attacks.
Stats: Dur: 10
Uptier: .5% vamp .5% hit chance 2 dur 1 min 1 max damage

- Angel Hair Whip then takes 6 sinews tier 30, 81 sinews tier 1, 5 leathers tier 30, 79 leathers tier 1, 8 everhold resins (tier 30) and 28 venemous resins (tier 21).
Damage: 31-126 Delay: 24
Proc: This weapon gives 8% extra chance of avoiding blocks and parries to successfully hit with all attacks.
Stats: Str: 10
Uptier: 1 min 2 max damage 2 str .5% avoid block/parry

Arrows

- Degeneration Arrow then takes 5 berries tier 30, 67 berries tier 1, 4 planks tier 30, 66 planks tier 1, 6 everhold resins (tier 30) and 91 Alchemar resins (tier 15).
Damage: 1-180
Proc: After striking its target this arrow causes a listless aura which reduces HP regen by 65%.
Uptier: 1 max damage & 5% hp degen until t4. t4-5 3% degen.

- Tinged Tip Arrow then takes 5 berries tier 30, 67 berries tier 1, 4 planks tier 30, 66 planks tier 1, 9 starfall resins (tier 29) and 57 Alchemar resins (tier 15).
Damage: 13-181
Proc: When equipped your Poison Arrow skill will deal 100% more damage.
Uptier: increases to 103% more damage & 1 max damage.

- Arrow of Oceans then takes 5 berries tier 30, 67 berries tier 1, 4 planks tier 30, 66 planks tier 1, 14 undead cyclops (tier 28) and 43 heaven harbor resins (tier 18).
Damage: 6-186
Proc: When equipped gives 7% more energy and mana regeneration.
Uptier: 1% m/e regen 1 max damage

- Demontooth Arrow then takes 5 berries tier 30, 67 berries tier 1, 4 planks tier 30, 66 planks tier 1, 14 undead cyclops (tier 28) and 32 afar resins (tier 19).
Damage: 1-193
Proc: After striking its target this arrow casts a 55 damage over 100 second bleed on target.
Uptier: 1 max damage & 1 bleed.

- Ranger's Revenge Arrow then takes 5 berries tier 30, 67 berries tier 1, 4 planks tier 30, 66 planks tier 1, 9 starfall resins (tier 29) and 80 dark ork resins (tier 14).
Damage: 50-180
Proc: When equipped this item provides a 3% extra chance of successfully hitting with all attacks.
Uptier: 1 min & max damage. .5% hit chance.

- Fateseal Arrow then takes 5 berries tier 30, 67 berries tier 1, 4 planks tier 30, 66 planks tier 1, 9 starfall resins (tier 29) and 3 echo resins (tier 22).
Damage: 10-181.
Proc: Applies an aura to target upon landing a shot increasing its damage taken by 4%.
Uptier: 1 max damage .5% aura.

- Heaven and Hell Arrow then takes 5 berries tier 30, 67 berries tier 1, 4 planks tier 30, 66 planks tier 1, 14 undead cyclops resins (tier 28) and 69 heaven harbor resins (tier 18).
Damage: 20-170
Proc: Heals you for 2% of the damage you deal with all attacks. Also after striking its target this arrow deals 20 curse damage to the target.
Uptier: 1 max damage .5% 1 curse damage.

Bows

- Dragon's Talon Bow then takes 8 planks 30, 105 planks 1, 6 sinews 30, 105 sinews 1, 17 starfall resins (tier 29) and 31 venemous resins (tier 21).
Damage: 1-128. Delay: 32
Proc: This bow causes your broadhead skill to do 10 times the normal damage.
Stats: Cnc: 7 Dur: 9
Uptier: 2 max damage 1 Cnc

- Bow of Slumberskull then takes 8 planks 30, 105 planks 1, 6 sinews 30, 105 sinews 1, 17 starfall resins (tier 29) and 71 afar resins (tier 19).
Damage: 1-215 Delay: 40
Proc: This bow has a 40% chance to inflict a 17% slow aura when landing a ranged shot that affects draw speed as well as pet and melee attacks.
Stats: Cnc: 4 Dur: 12
Uptier: unknown

- Demontendon Bow then takes 8 planks 30, 105 planks 1, 6 sinews 30, 105 sinews 1, 10 everhold resins (tier 30) and 5 artemis resins (tier 25).
Damage: 14-278 Delay: 47
Proc: This bow has a chance to deal 161 poison damage over 20 seconds when landing a ranged shot.
Stats: Int: 5 Cnc: 9 Reg: 4.
Uptier: 2 max damage 1 reg 7 poison

- Heaven Shock Bow then takes 8 planks 30, 105 planks 1, 6 sinews 30, 105 sinews 1, 17 starfall resins (tier 29) and 51 alchemar resins (tier 15).
Damage: 4-277 Delay: 46
Proc: This bow provides a 21% bonus to all heal and cure gems and has a chance to deal 60 forsaken damage over 15 seconds when landing a ranged shot.
Stats: Int: 5 Cnc: 4 Dur: 2 Reg: 9
Uptier: 2% heal/cure 5 forsaken 1 cnc 2 max damage.

- Thraki's Fury Bow then takes 8 planks 30, 105 planks 1, 6 sinews 30, 105 sinews 1, 17 starfall resins (tier 29) and 24 afar resins (tier 19).
Damage: 1-106 Delay: 30
Proc: This item provides a 7% extra chance of all double and multi attacks. Also provides a 15% extra chance of successfully hitting with ranged attacks.
Stats: Dex: 3 Cnc: 5 Dur: 9
Uptier: .5% multi 1% ranged hit 2 max damage 1 Cnc

- Ranger's Earthflow Bow then takes 8 planks 30, 105 planks 1, 6 sinews 30, 105 sinews 1, 17 starfall resins (tier 29) and 59 afar resins (tier 19).
Damage: 1-172 Delay: 36 Armor Class: 10
Proc: This item provides a 10% bonus to mana and energy regen and a 16% bonus to all green magic effects.
Stats: Int: 8 Cnc: 3 Dur: 4
Uptier: 1% m/e regen 2% green magic 1 cnc 2 max damage 10 AC.

- Bow of the Siren then takes 8 planks 30, 105 planks 1, 6 sinews 30, 105 sinews 1, 17 starfall resins (tier 29) and 49 torn spirit resins (tier 20).
Damage: 5-155 Delay: 34
Proc: When equipped this weapon provides a 21% extra chance of double casting any gem that is used.
Stats: Cnc: 15
Uptier: 2% double cast 1 cnc 2 max damage

Bladed Samurai Bow then takes 8 planks 30, 105 planks 1, 6 sinews 30, 105 sinews 1, 17 starfall resins (tier 29) and 56 Torn Spirit resins (tier 20).
Damage: 1-161. Delay: 35
Proc: If struck with any type of attack or direct damage your attacked will take 200 bloodlet damage. Also doubles the effectiveness of all Samurai armor and shields.
Stats: Int: 7 Cnc: 10
Uptier: unknown.


Quivers

- Quiver of Bequeathing then takes 7 thread tier 30, 94 threads tier 1, 5 leathers tier 30, 93 leathers tier 1, 7 Undead resins (tier 28) and 56 Pure Spun resins (tier 17).
Haste: 33%
Proc: Gives the wearer a 4% bonus to the gold found in treasure chests.
Stats: Dur: 12
Uptier: 1 dur .5% gold 2% haste

- Opalescence Quiver then takes 7 thread tier 30, 94 threads tier 1, 5 leathers tier 30, 93 leathers tier 1, 12 Remembrance resins (tier 27) and 62 Alchemar resins (tier 15).
Haste: 41%
Proc: Gives the wearer a 23% chance of double casting gems
Stats: Int: 3 Cnc: 8
Uptier: 1% double cast a tier. 3% haste. 1 cnc.

- Conqueror's Quiver then takes 7 thread tier 30, 94 threads tier 1, 5 leathers tier 30, 93 leathers tier 1, 7 undead cyclops resins (tier 28) and 96 dwarven threaded resins (tier 16).
Haste: 39%
Proc: Heals you for 10% of the damage you deal with all attacks. Includes melee range pet and direct damage.
Stats: Cnc: 25
Uptier: 1% vamp 1 cnc 1% haste.

- Lava Vein Quiver then takes 7 thread tier 30, 94 threads tier 1, 5 leathers tier 30, 93 leathers tier 1, 3 everhold resins (tier 30) and 74 dark ork resins (tier 14).
Haste: 10%
Proc: Provides 2% extra chance of successfully hitting with all attacks and is infused with abnormally high base stats
Stats: Str: 15 Int: 12 Dur: 6
Uptier: (by t3 stats will be 16 15 6) .5% hit chance 1% haste

- Thunder Eye Quiver then takes 7 thread tier 30, 94 threads tier 1, 5 leathers tier 30, 93 leathers tier 1, 20 royal blood resins (tier 26) and 66 dwarven threaded resins (tier 16).
Haste: 43%
Proc: Increases your ranged max damage by 10% when equipped.
Stats: Cnc: 4 Dur: 5 Reg: 2
Uptier: 1% max damage 1 reg 1% haste

- Obliterator Quiver then takes 7 thread tier 30, 94 threads tier 1, 5 leathers tier 30, 93 leathers tier 1, 20 royal blood resins (tier 26) and 66 dwarven threaded resins (tier 16).
Haste: 0%
Proc: Increases your ranged max damage by 57% when equipped.
Stats: none.
Uptier: 2% max

- Quiver of Cleansing then takes 7 thread tier 30, 94 threads tier 1, 5 leathers tier 30, 93 leathers tier 1, 20 royal blood resins (tier 26) and 40 pure spun resins (tier 17).
Haste: 43%
Proc: When hitting your target with a ranged shot you will cure yourself of 250 pending dot damage.
Stats: Dur: 8 Reg: 3
Uptier: cleanse increases to 270. 1% haste


ARMOR

Shields


- Dragonsorrow Shield then takes 9 planks tier 30 and 87 planks tier 1, 14 starfall resins (tier 29) and 33 spure spun resins (tier 17). Yes these only take 4 mats.
Armor Class: 630
Proc: Allows you to craft items 5 skill points beyond your normal capabilities.
Stats: Cnc: 5 Mst: 4 Agi: 6 Pre: 1 Mre 3
Uptier: increases to 6 points.

Raiden's Last Laugh
Armor Class: 556
Proc: Grants 10% haste bonus to gem draws and a 3% bonus to all active and passive exp gains
Stats: Str: 2 Int: 6 Cnc: 4 Mst: 6 Dur: 3
Uptier: 1% haste .5% exp 1 Dur.

Aliangel Crescent Shield

Armor Class: 648
Proc: Grants a 6% bonus to the likelihood of finding all non-boss non-trophy loot.
Stats: Str: 5 Int: 3 Cnc: 2 Mst: 2 Cnt: 2 Dur: 2 Reg: 2
Uptier: unknown

Spellbound Uvarovite Shield
AC: 636
Proc: Grants a 6% bonus to the gold found in treasure chests
Stats: Str: 2 Int: 5 Cnc: 3 Mst: 5 Pre 3 Reg: 1
Uptier: 0.5% gold 1 Cnc 5 AC

Elaborate Samurai Shield

AC: 660
Proc: When successfully blocking with this shield your attacking with take 185 bloodlet damage.
Stats: Str: 3 Dex: 2 Agi: 2 Dur: 4 Pre: 2 Mre: 2 Reg: 2

Shield of Regulus
AC: 629
Proc: When the user of this shield blocks they gain a 100 damage absorbtion shield.
Stats: Str: 2 Dex: 8 Cnc: 4 Agi: 3
Uptier: unknown

Deatheater Shield
AC: 674
Proc: When the user of this shield blocks they gain a 200 damage fading abosorbtion shield.
Stats: Str: 5 Dex: 3 Mst: 2 Agi: 3 Dur: 3 Reg: 1
Uptier: unknown

Titanium Opal Shield
AC: 595
Proc: Provides 5% ranged attack haste and 15% DoT gem haste.
Stats: Int: 3 Cnc: 5 Mst: 5 Dur: 2 Pre: 3

Strigiformes Shield

AC: 641
Proc: When equipped this item provides a 8% extra chance of successfully blocking.
Stats: Str: 3 Dex: 2 Int: 1 Agi: 3 Dur: 6 Mre: 2
Uptier: .5% 1 Str.

Earthfusion Buckler of Repentance
AC: 684
Proc: When the user of this shield blocks they gain a 145 damage absorbtion shield.
Stats: Pst: 1 Mst: 5 Cnt: 5 Dur: 5 Reg: 1

Enchanted Bloodcrystal Shield
AC: 696
Proc: When equipped this item provides a 9% extra chance of successfully blocking.
Stats: Str: 2 Agi: 4 Cnt: 4 Dur: 3 Pre: 2 Mre: 2
Uptier: 1% block. rest unknown.

Hellram Shield

AC: 744
Proc: Your shield will grant 64% more armor class.
Stats: Str: 2 Agi: 4 Cnt: 3 Dur: 3 Reg: 3
Uptier: 4% AC 6 AC 1 cnt 1 reg

Goldwinged Guardian Crest of Valor
AC: 756
Proc: When the user of this shield blocks they gain a 240 damage fading absorbtion shield
Stats: Str: 8 Pst: 5 Cnt: 1 Pre: 1
Uptier: 10 shield 1 Str 6 AC

Zirconethyst Shield
AC: 674
Proc: Provides 7% melee attack and range haste.
Stats: Int: 4 Mst: 3 Agi: 1 Dur: 4 Reg: 6

Demonskull Shield

Armor class: 672
Proc: Grants 7% haste bonus to all pet attacks.
Stats: Str: 2 Dex: 3 Pst: 3 Cnt: 3 Pre: 7

Helms:

Demonskull Helmet
Armor Class: 214
Stats: Str: 4 Dex: 3 Pst: 3 Agi: 5 Cnt: 3
Proc: When equipped this item provides a 3% extra chance of a crit with all attacks and a 3% bonus to DoT gem damage.
Uptier: .5% both. 1 AC 1 Str

Zirconethyst Helmet

AC: 214
Stats: Dex: 2 Int: 3 Mst: 3 Agi: 1 Cnt: 4 Dur: 5
Proc: When equipped this item provides a 13% bonus to energy and mana regeneration rates.
Uptier: 1% m/e regen.

Goldwinged Guardian Helm

Armor Class: 239
Stats: Str: 4 Pst: 4 Agi: 3 Cnt: 1 Pre: 1 Reg: 2
Proc: Grants a 5% bonus to the gold found in treasure chests.
Uptier: .5%

Barbute of Earthfusion

Armor Class: 217
Stats: Pst: 1 Mst: 4 Cnt: 5 Dur: 5 Reg: 2
Proc: When equipped this item provides a 33% bonus to hitpoint regeneration.
Uptier: 1% 1 Reg 2 AC

Enchanted Bloodcrystal Headpiece
AC: 221
Stats: Str: 3 Agi: 4 Cnt: 4 Dur: 4 Mre: 2
Proc: Grants a 5% resistance to all magic.
Uptier: 1% resist 1 Mre 1 AC

Hellram Headpiece

AC: 235
Stats: Str: 2 Agi: 3 Cnt: 4 Dur: 6
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 185 damage absorbtion shield.
Uptier: 10 shield a tier. 2 AC 1 Dur

Conquistador's Helm
AC: 201
Stats: Str: 2 Agi: 3 Cnt: 4 Dur: 6
Proc: Grants a 3% bonus to the likelihood of finding all non-boss non-trophy loot.
Uptier: 1 AC .5% 1 Cnc

Raiden's Suncap

AC: 179
Stats: Int: 5 Cnc: 5 Mst: 10 Dur: 1
Proc: When equipped this item provides a 12% bonus to energy and mana regeneration rates.
Uptier: 1% 1 Dur

Barbute of the Aliangel

AC: 206
Stats: Str: 3 Int: 2 Cnc: 2 Mst: 2 Cnt: 3 Dur: 3 Pre: 3
Proc: Grants a 3% bonus to all experience gains both passive and active
Uptier: .5% 1 dur 2 AC

Spellbound Uvarovite Headpiece

AC: 203
Stats: Str: 2 Int: 5 Cnc: 3 Mst: 5 Pre: 4
Proc: When equipped this item provides a 13% bonus to energy and mana regeneration rates.
Uptier: 1 Int 2 AC 1%

Helm of the Laughing Samurai
AC: 210
Stats: Str: 3 Dex: 1 Pst: 1 Int: 1 Cnc: 1 Mst: 3 Agi: 2 Cnt: 2 Dur: 2 Pre: 1 Mre: 1
Proc: If struck with any type of attack or direct damage you have a 17% change of the attacker receiving a 210 damage
bloodlet.
Uptier: 10 bloodlet.

Strigiformes Helm

AC: 204
Stats: Str: 2 Dex: 3 Int: 3 Cnc: 3 Agi: 3 Dur: 3
Proc: When equipped this item provides a 15% bonus to hitpoint regeneration.
Uptier: 1%

Helmet of Regulus

AC: 201
Stats: Str: 2 Dex: 4 Cnc: 3 Agi: 2 Cnt: 3 Pre: 3
Proc: When equipped this item provides an 11% bonus to energy and mana regeneration rates.
Uptier: 1%

Deathwhisker Helm

AC: 214
Stats: Str: 5 Dex: 3 Pst: 3 Agi: 3 Dur: 3
Proc: When equipped this item provides a 15% bonus to hit point regeneration and a 2% resistance to all magic
Uptier: 1% both. 1 dur. 2 ac.

Headpiece of the Opalescence
AC: 190
Stats: Int: 6 Cnc: 6 Mst: 6
Proc: When equipped this item provides an 11% bonus to energy and mana regeneration rates.
Uptier: 1%

Chests

Demonskull Breastplate takes 5 scales tier 30, 67 scales tier 1, 4 ingots tier 30, 66 ingots tier 1, 7 everhold resins (tier 30) and 22 venemous resins (tier 21).
Stats: Str: 4 Dex: 3 Pst: 3 Agi: 5 Cnt: 3 Pre: 11 Reg: 4
Proc: Provides a 9% bonus to all attack max damage and heals.
Uptier: 1% 1 pre

Zirconethyst Chestpiece
Stats: Dex: 5 Int: 4 Mst: 3 Agi: 1 Dur: 7 Reg: 9
Proc: When equipped this item provides a 12% bonus to energy and mana regeration rates.
Uptier: 1%

Goldwinged Guardian Chestplate

Stats: Str: 8 Pst: 10 Cnt: 1 Pre: 1 Reg: 5
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 225 damage heal.
Uptier: unknown

Elegant Earthfusion Chest
Stats: Pst: 1 Mst: 7 Cnt: 9 Dur: 5 Reg: 7
Proc: When equipped this item provides a 25% bonus to hitpoint regeneration and mitigates 2% of all damage.
Uptier: .25% miti 1% regen 1 cnt

Enchanted Bloodcrystal Breastplate

Stats: Str: 2 Agi: 5 Cnt: 5 Dur: 9 Pre: 5 Mre: 2 Reg: 3
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 225 damage absorbtion shield
Uptier: 10 shield 1 dur

Hellram's Chest
5 scales tier 30, 67 scales tier 1, 4 ingots tier 30 and 66 ingots tier 1, 7 everhold resins (tier 30) and 73 pure spun resins (tier 17).
Stats: Str: 2 Agi: 4 Cnt: 7 Dur: 12 Reg: 1
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 320 damage fading absorbtion shield.
Uptier: 20 shield. 1 dur.

Dragontaner's Chestplate takes 5 scales tier 30, 67 scales tier 1, 4 ingots tier 30 and 66 ingots tier 1, 7 everhold resins (tier 30) and 42 torn spirit resins (tier 20).
Stats: Cnc: 10 Mst: 6 Agi: 8 Pre: 1 Mre: 5 Reg: 2
Proc: Deal 9% extra damage with DoT gems and have an extra 9% chance of double attacking with DD gems.
Uptier: 1% both

Raiden's War Kimono

Stats: Str: 4 Int: 9 Cnc: 9 Mst: 9 Dur: 3
Proc: Adds a 18% extra crit chance for DD gems.
Uptier: 2% 1 Int

Aliangel Chestpiece

Stats: Str: 5 Int: 3 Cnc: 5 Mst: 3 Cnt: 5 Dur: 5 Pre: 5
Proc: Provides 9% melee and ranged attack haste.
Uptier: 1% haste 1 Str.

Spellbound Uvarovite Chest

Stats: Str: 2 Int: 9 Cnc: 3 Mst: 10 Pre: 4 Reg: 3
Proc: Deals 9% extra damage with direct damage and damage over time gems.
Uptier: 2 Mst 1% damage.

Bladed Samurai Breastplate

Stats: Str: 3 Dex: 2 Pst: 2 Int: 2 Cnc: 2 Mst: 3 Agi: 2 Cnt: 4 Dur: 4 Pre: 2 Mre: 2 Reg: 2
Proc: 17% chance the person who attacks you will receive 185 bloodlet damage.
Uptier: 10 bloodlet stats unknown

Strigiformes Chestpiece
Stats: Str: 3 Dex: 5 Int: 3 Cnc: 4 Agi: 5 Dur: 6 Mre: 2
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 200 damage heal.
Uptier: Increases up to 250 by t4. I don't know how much for each tier. Guessing 10 20 20.
1 Mre a tier.

Chest of Regulus
Stats: Str: 2 Dex: 8 Cnc: 4 Agi: 3 Cnt: 4 Pre: 4 Reg: 4
Proc: Provides 8% melee and ranged attack haste.
Uptier: 1% 1 Reg

Chestpiece of the Deatheater
Stats: Str: 9 Dex: 5 Pst: 6 Mst: 2 Agi: 3 Dur: 3
Proc: Heals you for 8% of the damage you deal with all attacks. Includes melee, range, pet, and direct damage.
Uptier: .5% vamp 1 Str

Opalescence Heart Chest

Stats: Int 9 Cnc: 7 Mst: 9 Dur: 2 Pre: 3 Reg: 1
Proc: Deals 8% extra damage with direct and damage over time gems.
Uptier: 1% 1 mst

Arms

Demonskull Sleeve
Stats: Str: 2 Agi: 4 Cnt: 3
Proc: Provides an extra 2.25% bonus to all attack max damage and max pet heals.
Uptier: 0.25% & 1 Agi

Zirconethyst Sleeve

Stats: Dex: 2 Int: 3 Mst: 3 Agi: 1
Proc: When equipped this item provides a 3.5% extra chance of successfully hitting with all attacks and a 3.5% bonus to DoT gem damage.
Uptier: .5% both. 1 Mst.

Goldwinged Guardian Sleeve
Stats: Str: 4 Agi: 3 Cnt: 1
Proc: Grants a 2.25% bonus to all gold found in treasure chests.
Uptier: .25% & 1 Str.

Unyielding Earthfusion Sleeve

Stats: Pst: 1 Mst: 4 Dur: 4
Proc: Mitigates 2.25% of all damage taken when equipped.
Uptier: .25%. 1 Mst

Enchanted Bloodcrystal Sleeve

Stats: Str: 2 Agi: 2 Cnt: 2 Dur: 3
Proc: Grants a 2.5% resistance to all magic.
Uptier: .5% 1 Agi

Sleeve of the Hellram

Stats: Str: 2 Cnt: 4 Dur: 1 Reg: 1
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 100 damage absorbtion shield.
Uptier: 5 shield. (For stats t3 has 7 cnt. Idk if t1 or t2 gives 2)

Dragontamer's Sleeve

Stats: Cnc: 5 Agi: 4 Pre: 1
Proc: When equipped your pets get a 3.5% bonus to max damage and max healing.
Uptier: .5% 1 Cnc.

Raiden's Sleeve
then takes 1 cloth tier 30, 21 cloth tier 1, 1 bone tier 30, 20 bones tier 1, 6 undead cyclops resins (tier 28) and 77 alchemar resins (tier 15).
Stats: Int: 25 Cnc: 25 Mst: 25
Proc: none.
Uptier: Int: 1 Cnc: 1 Mst: 1

Sleeve of the Aliangel
Stats: Str: 3 Int: 2 Mst: 2 Dur: 3
Proc: If struck with any type of attack or direct damage you have a chance of a 100 damage heal.
Uptier: unknown.

Sleeve of Spellbound Uvarovite

Stats: Str: 2 Mst: 5 Pre: 3
Proc: When equipped this item provides a 3.5% extra chance of successfully hitting with all attacks and a 3.5% bonus to DoT gem damage.
Uptier: .5% both 1 Mst.

Laughing Samurai Sleeve

Stats: Str: 3 Dex: 1 Agi: 2 Cnt: 2 Pre: 1 Mre: 1
Proc: 17% chance when struck by any type or attack of direct damage that your attacker will receive 85 poison damage
over 10 seconds.
Uptier: 10 poison 1 Agi.

Strigiformes Sleeve
Stats: Str: 2 Dex: 2 Cnc: 1 Agi: 2 Dur: 2
Proc: When equipped this item provides a 3% extra chance of successfully hitting with all attacks and a 3% bonus to DoT damage.
Uptier: 1 dur .5% hit chance 1% DoT t1>>t2. t2 >> t3 1 dur .5% hit chance .5% DoT.

Regulus Sleeve
Stats: Cnc: 1 Agi: 2 Cnt: 3 Pre: 3
Proc: When equipped this item provides a 3% extra chance of successfully hitting with all attacks and a 3% bonus to DoT damage.
Uptier: .5% hit chance 1% DoT 1 Pre. t1>>t2. t2 >> t3 .5% hit chance .5% DoT.


Deatheater Sleeve
Stats: Pst: 3 Agi: 3 Dur: 3
Proc: When equipped this item provides a 3% extra chance of successfully hitting with all attacks and a 3% bonus to DoT damage.
Uptier: .5% hit chance 1% 1 Agi DoT t1>>t2. t2 >> t3 .5% hit chance .5% DoT.


Titanium Opal Sleeve

Stats: Int: 3 Cnc: 3 Mst: 3 Reg: 1
Proc: When equipped this item provides a 3% extra chance of successfully hitting with all attacks and a 3% bonus to DoT damage.
Uptier: .5% hit chance 1% DoT t1>>t2. t2 >> t3 .5% hit chance .5% DoT. 1 Mst every tier.

Legs

Demonskull Legging
Stats: Str: 4 Pst: 3 Agi: 4 Cnt: 3
Proc: Provides an extra 2.5% bonus to all attack max damage and max pet heals.
Uptier: 0.25% & 1 Str.

Zirconethyst Legging

Stats: Dex: 2 Int: 3 Mst: 3 Agi: 1 Cnt: 4 Reg: 1
Proc: When equipped this item provides a 5.5% extra chance of a crit with all attacks and a 8.5% bonus to DoT gem damage.
Uptier: .5% crit 1% DoT 1 cnt.

Goldwinged Guardian Legging
Stats: Str: 4 Agi: 6 Cnt: 1 Pre: 1 Reg: 3
Proc: Grants a 2.5% bonus to all the gold found in treasure chests.
Uptier: 1 Agi 0.25%

Hardened Earthfusion Legging

Stats: Pst: 1 Mst: 4 Cnt: 5 Dur: 4 Reg: 25
Proc: Mitigates 5% of all damage taken while equipped.
Uptier: 1 reg 0.5%.

Enchanted Bloodcrystal Legging

Stats: Str: 2 Agi: 4 Cnt: 4 Dur: 4
Proc: Grants a 3% resistance to all magic.
Uptier: .5% and 1 Agi

Hellram Legging
Stats: Str: 2 Cnt: 4 Dur: 6
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 115 damage absorbtion shield.
Uptier: 5 shield. 1 dur.

Dragontamer's Legging
Stats: Cnc: 5 Agi: 4 Pre: 1 Mre: 4 Reg: 1
Proc: When equipped your pets get a 5% bonus to max damage and max healing.
Uptier: .5% and 1 Cnc.

Raiden's Legging then takes 2 threads tier 30, 31 threads tier 1, 2 cloths tier 30, 31 cloths tier 1, 9 undead cyclops resin (tier 28) and 96 dwarven threaded resins (tier 16).
Stats: Int: 27 Cnc: 27 Mst: 27
Proc: none.
Uptier: Int: 1 Cnc: 1 Mst: 1

Legging of the Aliangel

Stats: Str: 3 Int: 2 Cnc: 2 Mst: 2 Cnt: 3 Dur: 3
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 115 damage heal.
Uptier: unknown.

Spellbound Uvarovite Legging
Stats: Str: 2 Int: 5 Mst: 5 Pre: 3
Proc: When equipped this item provides a 5.5% extra chance of a crit with all attacks and a 8.5% bonus to DoT gem damage.
Uptier: .5% crit 1% DoT 1 Mst.

Laughing Samurai Legging
Stats: Str: 3 Dex: 1 Mst: 4 Agi: 2 Cnt: 2 Pre: 1 Mre: 1
Proc: If struck with any type of attack or direct damage you have a 17% chance of your attacker suffering 105 poison damage over 10 seconds.
Uptier: 1 Mst. 10 poison.

Strigiformes Legging
Stats: Str: 2 Dex: 3 Cnc: 3 Agi: 3 Dur: 3
Proc: When equipped this item provides 5% extra damage mitigation.
Uptier: .5% & 1 Dur.

Regulus Legging
Stats: Str: 2 Dex: 2 Cnc: 2 Agi: 2 Cnt: 3 Pre: 3
Proc: When equipped this item provides a 5% extra chance of a crit with all attacks and an 8% bonus to DoT gem damage.
Uptier: .5% hit 1% DoT 1 Cnt.

Deatheater Legging
Stats: Str: 4 Pst: 3 Agi; 3 Dur: 3
Proc: When equipped this item provides a 5% extra chance of a crit with all attacks and an 8% bonus to DoT gem damage.
Uptier: .5% hit 1% Dot 1 Str.

Titanium Opal Legging
Stats: Int: 5 Cnc: 5 Mst: 5
Proc: When equipped this item provides a 5% extra chance of a crit with all attacks and an 8% bonus to DoT gem damage.
Uptier: .5% hit 1% Dot 1 Cnc.
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Last edited by Blaze; 09-16-2017 at 08:46 AM..
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Old 01-07-2017, 07:56 PM   #7
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MVP status transferred from Daer to Soxson.
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You are just too op... Someday I'll be as good as you! You are my idol
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I can!
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Old 01-08-2017, 08:34 AM   #8
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Towns: NBA16
t1 Castille
t2 Stronhad
t3 Fenelia
t4 Atlimus
t5 Burdinia
t6 Maalin
t7 Roggork
t8 Dreval
t9 Slevisk
t10 Crella
t11 Zugrul
t12 Aerthol
t13 Reydor
t14 Dorfelia
t15 Ustenar
t16 Fa'ar
t17 Andol
t18 Draak

Epic tool/legendary armor locations: NBA17
Fa'ar:
600,000 Micro Dye Press
550,000 Alloy Oil Boiler
1,199,999 Master Botanical Tome (foraging tool)
1,500,000 Alloy Atlatl (hunting tool)
1,200,000 Table of Dark Arts (to craft pets)
4,360,880 Strigiformes Helm
7,146,480 Strigiformes Chestpiece
2,222,320 Strigiformes Sleeve
3,375,600 Strigiformes Legging
8,352,080 Strigiformes Shield
8,702,320 Shield of Regulus
3,525,200 Regulus Legging
2,377,840 Regulus Sleeve
7,272,320 Chest of Regulus
4,456,880 Helmet of Regulus

Andol:
7,671,360 Chestpiece of the Deatheater
4,576,720 Deathwhisker Helm
2,501,360 Deatheater Sleeve
3,674,240 Deatheater Legging
9,217,040 Deatheater Shield
4,574,240 Headpiece of Opalescence
7,638,680 Opalescence Heart Chest
2,420,880 Titanium Opal Sleeve
3,553,440 Titanium Opal Legging
9,010,400 Titanium Opal Shield

Draak:
999,999 Greenthumb Gardening Shovel
20,000 Baited Rodent Trap
1,290,000 Earth Cracker (mining tool)
1,290,000 True Balanced Hatchet (woodcutting tool)
1,650,000 Angler's Fly Rod (fishing tool)

Bestiary:
http://nodtools.net/bestiary
Zones:
http://nodtools.net/zones/

Keyboard shortcuts: NBA18
Most of the following chat commands can be abbreviated by only typing part of the command - often just the very first letter such as /t Jerry Hi Jerry!

/arsenic - poison yourself during PvP combat to get it over with /ar
/convert - converts your standard account time to 1/3rd as much premium time.
/message or /tell - used for private messaging /m /t
/civil or /shout - used to speak in civil chat /c /s
/uncivil - used to speak in uncivil chat /u
/buddy or /friend - used to add buddies /b /f
/debug - used to turn on debug mode where you can get more info in your sun console to help us debug client issues. Keeping it on otherwise is not recommended and can hurt performance. /d
/filter - used to toggle dirty words filter /fi
/group - used to speak to the people in your group /g
/1 - used to speak to the people in your primary clan
/2 - used to speak to the people in your secondary clan
/ignore - used to toggle ignoring individuals or to list your ignore list /i
/clearignore - clears your ignore list
/refer - used to obtain your referral link. See http://forums.nodiatis.com/forums/showthread.php?t=1262 for details. /re
/signature - used to obtain your referral forum signature. See http://forums.nodiatis.com/forums /showthread.php?t=1262 for details. /si
/afk - used to toggle AFK mode. /a
/dnd - used to toggle DND mode. /dnd
/inspect - used to inspect other players gear and stats /in
/hotkeys - temporarily disables hotkeys, type again to enable /h
/cm1 and /cm2 - sets message clan members see upon login
/copybinds - copies another player's keybindings
/bossbait - 100% encounter rate with bosses in static section /bo
/rerollinfo - gives info about a potential reroll


Gem shortcuts:
Shift + left click a gem slot to activate auto casting
Right click gem in play to remove from play
Hold alt or control while pressing gem hotkey to remove from play


Potion Locations: NBA19
Gen1= Generation one. The older uncommon potions.
Gen2= Generation two. The newer rare potions.

Str potion: Burdinia gen1
Dex potion: Dreval ge1
Pst: Ustenar gen1
Int: Maalin gen1
Cnc: Atlimus gen1
Mst: Zugrul gen1
Agi: Fa'ar gen1
Cnt: Stronhad gen1
Dur: Crella gen1
Pre: Aerthol gen1
Mre: Castille gen1
Reg: Fenelia gen1
Potion of Envenomation: Dorfelia (poison) gen1
Potion of Flames: Reydor (flashburn) gen1
Potion of Blessings: Roggork (minor hot) gen1
Mitigation Potion: Fa'ar & Andol gen1
Potion of Stone: Fa'ar (miti. lowers damage) gen1
Armor Potion: Slevisk gen1
Potion of Abundance: Dorfelia (gold) gen2
Potion of the Pilgrim: Reydor (exp) gen2
Jackopot: Draak (pumpkin) gen2
Potion of Alacrity: Draak (ranged attack/gem draw haste) gen2
Potion of Assurance: Draak (hit chance/avoiding blocks/parries) gen2
Potion of Blight: Fa'ar (dot damage) gen2
Potion of Celerity: Draak (pet/melee haste) gen2
Potion of Devestation: Fa'ar (melee/pet/dd/bow max damage) gen2
Potion of Mending: Roggork (healing) gen2
Potion of Whittling: Fenelia (min damage) gen2
Succubus Potion: Castille (vamp) gen2
Snowbrains Potion: (snowman) Not sold in any town. can only be acquired through gift boxes. gen2.
Still to make potions: Reydor.

Armor Class Potion & Potion of the Pilgrim are by far the two most useful potions at low levels. With a good AC pot you can skip armor and with Pilgrim Pot you can gain exp faster. At cap Celerity, Abundance, Devastation, Mitigation, Stone and the 2 mentioned above are the most popular types of potions


Potions have a rank from r1-r15. When you hover over a potion it says 'prereq: potionmaking 15'. This means to drink it you either A) need to have level 15 potionmaking, or B) have your player level be 15 or higher. Higher ranks have higher level requirements of course. To craft a potion it takes 10 levels above listed requirement for uncommons and 15 for rares. So 30 potion making to do a 'prereq: potionmaking 15' rare pot. All potions rank 13+ are rare. The 'newer generation 2' potions are rare from r1-15.

You cannot drink 2 different potions or the old one will be deleted.
Drink R10 Str then R6 Str and the R10 will be deleted. Drink R5 Jackopot then R5 Str and the Jackopot will be deleted.



Arena Explanation: NBA20

Note: Don't get me wrong. You'll die a lot in arena, but there are benefits for it. In all types of arena you get 1 token (2 if full virtues) per loss. In random arena you may even get a decent amount of wins. It only takes 50 tokens for the basic tempers, and if you get a them all.. 20 may not be much but 11x 20 is 220 hp from tempers. If you get x2 tempers..
There is the issue of tempers being related to the gear though. As such for low levels who frequently upgrade this isn't the main perk in my opinion.
Instead it's the arena bonus. Arena bonus gives a flat 10% bonus in team arena. In solo/random arenas it depends on how many matches you do. This last 3v3 random season 12 matches on first day (6 per day after) maintained 5% bonus. 45 matches (23 after) for 10% bonus. Arena bonus gives you a chance for double trophy drops, adventuring exp, chest gold, and resource items.

right click >> arena admin options >> form arena team to created a team. costs 25k and the person who forms the team must be level 20+.

There are 3 types of arena with no established patten yet as 2 are fairly new.

All types last 4-5 months.

From here on it changes so I'll break this into 3 sections. one for team arena , one for random arena, and one for 1v1 arena.

Team arena: In team arena there are 3v3 pvp battles. You either need 2 friends or some alts that can be logged at the same time as you to queue for matches.

In 3v3 arena at low levels you'll have a vast majority of losses since arena doesn't have level brackets.
In team arena if you win you get 2 tokens, and this increases by 1 every 200 rating so at 2000 you'd get 12 a win.
If you lose you get a flat 1 token.
Full virtues (paid upgrade click the $ sign next to your rested time bar then click more options once for more detailed description) double the tokens you get. So 4 a win 2 a loss etc.

If you right click your gear you'll see you need 50 tokens and 10,000 gold for each x1 temper. After this you'll notice rating requirements for higher tempers like 500 for x2 tempers. You lose no rating before 500, so some can grind to 500 rating. After 500 you lose rating for losses, so 1k is basically impossible for a full low level team. Tempers increase your hp same amount as your level. So x1 is 20 at level 20, but will increase to 85 as you level up naturally. x2 is 40 and so on.

For a week after arena ends there is a temper bonus. You can temper 2 tiers higher than your rating. Example: If you end with 500 rating you'll be able to get x2 during season but x4 after.
Tokens almost always reset when temper bonus ends (only one exception I know of to date), So use them up before that week ends.

If you get top 50 (qualifier title) (normally requires a cap or two on server 1 but server 2 atm just gotta form a team and do a few matches.) Every member of the team gets 1 time card as a prize that can be used for standard (at least that's what i'd recommend if non cap)
Top 25 (Combatant title) with low levels is possible if they get 2 strong caps. Prize for top 25 is 2 tcs.
Top 20 (Challenger title) 3 tcs.
Top 15 (Veteran title) 5 tcs.
Top 10 (Gladiator title) I think this is impossible with a low level....I'm sure i'll be proved wrong in a year or two at this rate..(might be possible with a champion quality dps and tank or something even now) gives 10 tcs.
Top 3 is impossible i think even with champion quality 2nd/3rd gives 10 tcs and 1 lg armor that you can pick.
1st place is 10 tcs and 1 random new lg or 2 pieces of armor.

1v1 arena:
Prize tiers triple.
Top 150 Qualifier 1 tc
Top 75 Combatant 2 tc
Top 60 Challenger 3 tcs
Top 45 Veteran 5 tcs
Top 30 Gladiator 10 tcs
Top 9 Arena Title Contender 10 tcs+lg armor (2nd and third get new lg master plan)
1st Arena Champion 10 tcs+ new lg or 2 armor

The system is basically the same as 3v3 but 1v1 fights instead.

Random 3v3 arena.
Random arena you don't need a team. You just create a solo team, which is also 25k,
and queue in an anonymous arena although half the people can figure out who everyone is anyway.

Prizes identical to 1v1 arena.

You can get matched up with any 2 people on your team and any 3 people against you (well not exactly...you cannot be in same match as any toon registered to your email or on your ip.) This means arena is much easier for low levels and they can actually get some good rating if they grind an insane amount.

It's anonymous. By this i mean every face gets changed to be the same in arena and you cannot inspect people/pm teammates.

For tokens you get 3 to start for wins. +1 per 500 rating. (Doubled by full virts ofc)


For all 3 arenas there are now fast and slow ratings. Fast rating goes up and down with wins & losses. Slow rating never decreases from losses. It decays 2% daily. Losses slow the rate it grows at.


IMG1

Nodiatis Class Rpg Test Images & Potion Faces
http://forums.nodiatis.com/forums/sh...d.php?p=193141
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Last edited by Blaze; 03-24-2017 at 08:22 PM..
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Old 01-09-2017, 05:49 AM   #9
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Build Briefing Section NBA21

This is a very bland and basic guide. they're more guidelines than a paved path to cap.

Note: The best class in the game in my opinion.. is Paladin. I strongly recommend to use the Paladin class for several things. You will see why in the following.
Note 2: These are my personal opinions. Substitute or ignore if you wish.
Note 3: People can feel free to argue with these, but since these are my personal opinions I won't waste my time trying to argue if their opinions differ. There is no 1 perfect path. Just various decent ones.
Note 4: I personally have not done double cast dot so I will not be giving a guide on it as I don't want to lead people the wrong way. Double cast DD I am doing currently. I won arena as healer. BM is a very popular build with established guidelines. Tanks I am very familiar with from my experience in arena. Melee trio aren't the best as I'm going by what is popular.
Note 5: Outside of high end PvP or super high end PvE I view agi as a mostly useless stat. So keep in mind the author is biased when you read this and wonder "why always CNT and Dur". Unless archer i recommend ~400 cnt.
Note 6: An average PvP DPS/healer/non tank in general in the high end range has 17-20k HP. Tanks 22-30k range (depending on how much agi and CNT they want.)
Note 7: If you are a player with no upgrades trying to cap the first time the 140 hell level is a doozy for how small the 3 points are. 139 is a good stopping point without boon & upgrades.


Healer for PvP
Primary class: Paladin. Why? 24% boost to Angelic aura is a 9.6% boost to both green and white heals. Also boosts the damage mitigation on Angelic. Then Focused Defense Aura it boosts the gem draw haste by 12%, and you also get a boost to Cure gems. Resist Auras. Support your tank with an extra 9.6% resist. All of these gems are also grey so enchanter secondary can add another 10% boost to total effects if you choose. Paladin also boosts Flame Call Aura. Boost your DD caster's DPS. (Also helps you PvE if you follow the guide). One of the last big gems it boosts is deft draw aura. It helps boost the gem draw speed for the entire team.
Secondary class: Depends on what suits your team's needs most. Angel is a solid option. Tactician/Magician or something may prove more useful depending on your team setup.
How to level: Leveling as a staff user is very hard in the mid levels. I recommend going crushing early on. The support skills in weaponry such as smash, crush spec etc affect both staves and crushers. I personally recommend staff healer so crush is a good way to raise related skills. Easier to fix stats later. I'd focus on melee 2 defense 1 recovery 1 per level until you get ~300 STR. Can use enchanting stones to supplement after that.
You'll probably want a solid 120-140 recovery in mre/pre (ratio depends on your heal pouch. You'll want both green and white heals at cap probably) at cap. Defense you'll also want probably ~100-140. Melee ~40 in PST (can redistribute from STR so leveling Melee isn't a total waste) Magic is honestly a stat that you can ignore a lot of. There is legendary armor called Raidens. Also staves like Ebonbone. These legendaries give a lot of MST, and if you switch from crushing to staff DD to farm they also give a healthy amount of Int and CNC.

Gear at cap: Honestly my main slogan for arena is 'adaptability is everything'.
Staves: Staff of shielding & either Ebonbone or Staff of Guiding Light (or all 3). I'd get Ebonbone first to be honest. It helps DD PvE as well for the stats (30 Int CNC & MST. Boosted by Stat Enhancement and Double Bond to give a stupidly high amount of stats even before a +40 enchanting stone.
Pets: Weasels are among the best PvP pets. Do not underestimate how useful you and your tank shattering every 30 seconds is.
As a main pet Tommy or Timmy are the options. Timmy is 15% heal 75% regen 10% miti. Downside is that it boosts flesheater damage as flesheater get boosts vs anything that boosts regen & they go through miti anyway. The other option is Tommy. 20% boost to heal and cure. With the rise of flesheater, Tommy is probably better.
Armor: Raiden sleeves. Legs.. Earthfusion for miti or Raiden for stats. Raiden more useful PvE too.
Breastplate zirconethyst (boosts mana/energy Regen) (PvE you'll probably want a second one. Spellbound is a solid choice).
Helm either spellbound or zirc. Depends on which stats appeal to you more as the procs are the same boosting mana/energy rates.
Crushers on your way to cap: grass sword; level 7 2h; level 12 2h; level 22 epic 2h if possible. Dual 22 1hs if not; 35 1hs; 46 1hs; 59 1h epics; honestly there is no great choice after the 59s. Most go with the 71 2h epic though. After that you'll be cap basically. Can get 89 1hs if you want to crush a while longer to start farming gear/gems.



Beast Master
Note: This is a PvE BM archer setup with some additions for PvP.
Primary class: Beast Master
Secondary class: Dark Knight (boosts both pet and archery damage)
How to level: BMs are kinda.. trash. Before they get the higher level support skills for damage. Level as a pure archer until cap. No whips. (If you wish to be a Melee BM go slasher til 60 at least. 85 works too)
Melee 140 Magic 140 Defense 99 Recovery 1 IMO. 3 Melee 3 Magic 2 Defense a per 2 levels I'd say. Defense in CNT an
and Dur. I'd say a solid 300 CNT (One With Nature boosts) Melee 300 STR (ignore it til you get near using whips) 400 Dex.
Magic any ratio of Int/CNC that floats your boat. CNC has more use unless you use DDs though. Can rely on mana/energy theft runes to upkeep auras, or lower Defense/Magic/Melee some to upkeep via Mre. The main BM auras are Rabid (boosts max pet damage) that uses 20 mana/energy per 5 seconds and Pet Haste Aura that drains 30 mana per 5.

Gear at cap:
Pets: A lot of BMs have multiple pets. I personally recommend Dream Stalkers for the vamp to help keep you full HP while using Rabid (stops pet heals).
Flesheaters are a solid choice for PvP as they ignore mitigation and tear through regeners.
Armor: Dragontamer arms/legs. (Raiden sleeves are an option but better to focus on 1 thing instead of 2) (for the legs zirc crit chance legs are also debated. Dragontamer is a long time favorite though).
Breastplate: Demonskull
Helm: honestly most helms suck. Demonskull gives 3% chance. Goldwing gives 5% gold. Aliangel gives 3% exp. Bloodcrystal gives 5% resist chance. Take your pick.
Whips: The ruler of whips at the moment is the Helkok Instigator. The more you invest on your whip the greater you become.
Bow: Thraki's Fury Bow . All around one of the best bows in the game.
Arrow: Fateseal for damage imo. Could also go Ranger's Revenge for hit chance or Degeneration Arrow for an extra boost vs regeners PvP.
Quiver: Thunder Eye for DPS low end. Conqueror's for high end survivability if needed. (Or if you go a different pet from Stalkers).
Bows before cap: Honestly the reason I love archery is because there are more weapon choices than any other type. Quivers go by whatever has the best haste %. Bows it's up to you. There are bows with high delay high damage low delay low damage and varying accuracies. The general way to compare DPS is (min+max) ( total/2) new total divided by delay. (Don't forget to include arrow damage. Bows suffer if the arrow is higher level than them though).

Slasher up to cap for Melee BM: Grass sword; quickskinner level 6; 11 1h; 14 1h; 15 epic 1h if possible; 24 1hs; 28 epic 1hs if possible; (27 rare 2h is also an option); 47 1hs; 52 1h epics if possible (or 53 2h epic); 66 1hs​; 81 1hs (epic or non epic both are good) after that good to go with whips.



Double cast DD archer

http://forums.nodiatis.com/forums/sh...ad.php?t=19472 A related thread.
Primary class: Warlock
Secondary class: I personally recommend Wizard. There are alternatives you can use if you wish.
How to build: Level as a pure archer until cap. Melee for Dex. Be aware you'll end up deleveling it at cap though. So go as sparingly as possible. Magic: I personally prefer 600 Int 400 CNC at cap. So I'd focus on Int more than CNC. Defense: a solid 400 CNT never hurt anyone. Dur is a stat that you'll need at the start but be as sparing as you can. Recovery: This is your most important stat. If your recovery sucks you suck. I personally have 969 mre. If possible I'd get 1200+ mre. Sadly it's not. All your enchanting stones should be +40 Mre (or as big as they can take). Your stats should be 140 levels in Mre. The reason your enchanting stones should be Mre is so you can be flexible with Recovery and redistribute for some regen if you choose to farm higher end (110+).

Gear at cap: zirc or spellbound helm. Whatever tickles your fancy. Raiden is also an option for magic stats. 1% lower mana regeneration proc tho.
Breastplates: low end spellbound high end Demonskull seems to be the general consensus.
Arms/legs: Raiden.
Melee weapon slot: Fang Spear of Conjuration for DPS. (That hit chance proc is godly. Ignore the lower double cast proc compared to say dual Beguiler Blades. After all. Do not forget your CNC will be far lower than a staff dder, and even for staff DD their hit rate sucks in 100+ zones.) To be more tanky PvP/PvE Lick of Death+Hellram Shield is a usual setup.
Quiver: Opalescence Quiver
Arrow: Fateseal PvE. Degeneration PvP.
Bow: Bow of the Siren with LoD+Hellram. Thraki's Fury with Fang Spear.
Optional: Whip of Irresolution instead of Lick of Death. If you get it use Thraki's Fury instead of Siren.
Irresolution is newer so less used than the classic LoD.
Pets: Timmies to Regen for 110+. Stalkers for survivability 100-110 & 95+ bosses.
Slow Loris/Mongo the Sly low end for more mana Regen.



Tank
Note: basically everything about a tank varies depending on your team so this is very loose despite being called a guide.
Primary class: Paladin to support as well as tank.
Secondary class: Depends on what your team needs. If you're a squishier tank Tactician is a solid choice. If your teammates die on you Angel may help.
How to cap: Do whatever tickles your fancy. Archery or any type of melee. Even BM. Just get a solid 140 Defense. The rest varies. If you have a healer no regen. If you don't have a healer regen helps. I personally recommend getting a healer, but that's easier said than done ��

Gear: I again quote 'adaptability is everything'. Having them all doesn't hurt.
Melee slot: Cudgel of the unmoving; Vile Tomahammer; Hellram Shield; Bloodcrystal Shield; Debrainer; 99 epic whip.
Helm: Bloodcrystal or Earthfusion if you regen.
Breastplate: Aliangel. Can use Earthfusion if you wish as a regener.
Legs: Earthfusion. Alternate choice: Bloodcrystal.
Arms: Raiden. Alternate choices: Bloodcrystal/Earthfusion
Quiver: Quiver of Cleansing. If no plans to autoshoot Lava Vein I guess. Maybe Conquerer's so it's useful PvE if you don't regen.
Arrow: Degeneration/Fateseal if autoshooting. If not.. they still help vs a solid regener. Can skip Fateseal as melee though. Alternative options: Ranger's Revenge for hit chance. Arrow of Oceans to help upkeep vs drains.
Bow: Thraki's Fury is good vs dotters if autoshooting with Quiver of Cleansing. Dragon Talon is a good bow to have DPS without magic stats. Ranger bow increases mana/energy Regen rate to help upkeep vs drains.
Pets: Weasels. Alternative pets: Timmies if you regen (also work for miti. Do NOT use vs flesheater BMS.)

Benefits of melee tank: Can stun and mez. Also daze if you use Debrainer. Get Gravebound Aura too.
Benefits of archer tank: Quiver of Cleansing is one of the better items to slow down dotters. If you lack healer will be useful. With a healer.. makes their job easier. Also get to use Degeneration Arrow and Fateseal arrow to weaken regeners/increase your DPS' damage. Can shaft if teamed with poison dotter.




Melee slasher:

Primary class: Warrior or Weapon Master. 3 weapon paths.
Secondary class: Warrior; Weapon master; Rogue; Beastmaster; Paladin if crush/slash combo.
Melee gear at cap: 4 slasher setups. Well. 5 but 2 are the same.
2h slasher: The better 2h slashers currently use Cursed Blood. I am not a slasher so I can only tell you that is the most popular.
Pure dual slasher: Sword of Solar Sheen x2.
1h slash 1h crush: Vile Tomahammer & Sword of Solar Sheen.
1h slash 1h pierce: Forged Dragontooth Dagger & Forged Hydrafang Dagger. (Most used)
1h slash 1h whip: Sword of Solar Sheen + Boulderling Tendon.
How to cap: go slasher regardless of your combo. Otherwise why are you reading slashing instead of piercing or crusher?
Note: I recommend dual wield PvE 2h PvP. Opinions differ heavily on dual vs 2h. It's a never-ending debate war.
Slashers generally go 2 STR 1 Dex. Most slasher's end stats seem to be 500-600 STR and 400 Dex.
Defense: aim for 400 CNT. Add Dur if you feel the need. Recovery: Regen is common for Melee. Some dual wielders rely on vamp. Magic can skip for vast majority. Focus on melee the most at low levels. Defense as needed. Recovery sucks til ~player level 60. so.. 3 Melee 1 Defense ratio at low levels. Then 2 melee 1 defense 1 recovery. Aim for like 140 1 100 99. (If you don't regen you can put extra stats wherever you want).

Upgrade path for slashers: Grass sword; quickskinner level 6; 11 1h; 14 1h; 15 epic 1h if possible; 24 1hs; 28 epic 1hs if possible; (27 rare 2h is also an option); 47 1hs; 52 1h epics if possible (or 53 2h epic); 66 1hs​; 81 1hs (epic or non epic both are good); 94 1hs/91 2h; 99s or LGs. Add 2nd type at cap. Easier on the trophies.
Helm: again.. all helms kinda suck. Whatever tickles your pickle.
Breastplate: Demonskull or Aliangel. Aliangel for sure if using slash/pierce combo.
Legs/arms: no set norms. Zirc/Demonskull seem to be some of the more common.
Pets: Timmy for regen. Badgers for DPS. Stalkers for vamp.
Bow: Thraki's Fury.
Arrow: Ranger's Revenge.
Quiver: Lava Vein or Conqueror.




Melee crusher

Primary class: Warrior; Paladin; Weapon Master
Secondary class: Warrior; Paladin; Weapon Master; Vampire
How to cap: Melee focusing on str til 700ish str. (The higher a stat gets the less bonus it gives. Going past 700 str is kinda overkill. Don't let Toenail tell you otherwise QQ) Defense: aim for 400 CNT. Add Dur if you feel the need. Recovery: Regen is common for Melee. Some dual wielders rely on vamp. Magic can be skipped for vast majority. Focus on melee the most at low levels. Defense as needed. Recovery sucks til ~player level 60. so.. 3 Melee 1 Defense ratio at low levels. Then 2 melee 1 defense 1 recovery. Aim for like 140 1 100 99. (If you don't regen you can put extra stats wherever you want).

Gear at Cap: Demonskull/Aliangel chest. Helm... whatever gets your goat. Arms/Legs hit chance/crit chance/Demonskull again.
Melee slot: 2h crush: Cudgel of Solar Fury. 1h slash 1h crush: Vile Tomahammer (boosted by Paladin) & Sword of Solar Sheen.
Pets: Timmy for regen. Badgers for DPS. Stalkers for vamp.
Bow: Thraki's Fury.
Arrow: Ranger's Revenge.
Quiver: Lava Vein or Conqueror.
Upgrade Path: grass sword; level 7 2h; level 12 2h; level 22 epic 2h if possible. Dual 22 1hs if not; 35 1hs; 46 1hs; 59 1h epics; honestly there is no great choice after the 59s. Most go with the 71 2h epic though. 89 1hs; 99 1hs; lg.



Melee Piercer
Primary class: Rogue or Weapon Master.
Secondary class: Rogue or Weapon Master.
How to Cap: Melee focus on Dex til like 600. get ~200 str. Defense: aim for 400 CNT. Add Dur if you feel the need. Recovery: Regen is common for Melee. Some dual wielders rely on vamp. Magic can be skipped for vast majority. Recovery sucks til ~player level 60. so.. 3 Melee 1 Defense ratio at low levels. Then 2 melee 1 defense 1 recovery. Aim for like 140 1 100 99. Piercers are all about Min damage so not the best Vampers.

Gear at Cap:
Breatplate: Aliangel.
Arms: Zirc.
Legs: Zirc. (Earthfusion is popular as well. more tanky aimed though).
Pets: War Hogs or Honey Badgers for Dps. Timmy for regen.
Melee Slot: Demonblood Ranseur/Fang Spear are considered the two best 2H piercers. Forged Dragontooth/Forged Hydrafang Daggers are basically only time piercers go Dual Wield at cap.
Quiver: Lava Vein.
Bow: Thraki's Fury.
Arrow: Ranger's Revenge.
Upgrade Path: (extremely lacking as piercer is unpopular) Grass Sword; ???; level 12 1h epic piercer; level 20 2h rare; level 33 epic; ????; level 64 epic; ??? level 84 2h epic; level 99 2h epic or lgs.



Disease DoT
Primary class: Necromancer
Secondary class: Regener or some support that makes you happy.
How to Cap: Leveling as a staff user is very hard in the mid levels. I recommend going crushing early on. The support skills in weaponry such as smash, crush spec etc affect both staves and crushers. I'd focus on melee 2 defense 1 recovery 1 per level until you get ~300 STR. Can use enchanting stones to supplement after that.
You'll want ~220 Pst ~600 Pre ~800+ Cnc. Rest is up to you. Dur/Cnt never hurt. At cap obviously delevel melee aside from what is needed for pst.

Gear at Cap:
Melee Slot: Ebonbone Staff for CNC boost or Staff of Pain and Pleasure for a useful proc.
Armor: Earthfusion or demonskull helm.
Breatplate: Dragontamer or Spellbound
Arms/Legs: Spellbound. Doesn't hurt to use Opal while you uptier then morph at t3-4.
Pets: Timmies.
Upgrade Path: grass sword; level 7 2h; level 12 2h; level 22 epic 2h if possible. Dual 22 1hs if not; 35 1hs; 46 1hs; 59 1h epics; honestly there is no great choice after the 59s. Most go with the 71 2h epic though. Then either switch to staff or get 89 1hs.

Detailed archer guide
http://forums.nodiatis.com/forums/showthread.php?t=6564
(my updated version is at the bottom)

Generic Armor Guide:
Note: These are full suits for the basic versions. At low levels prioritize AC first. As you grow focus on stats more and more. level 23 chest for archers instead of the 20. By 40 if you aren't using epics or rares because they cost so much.. use the uncommon gears with the best stats. Int/Cnc/Dex for archers. Str/Dex for melee. Whatever other stat you think you need badly.

3; 6; 14 (13 is overrated); 20 ; 25 epic if you can. If not 27; 36 rare/39 epic if possible; (if you got the 39 armor skip the next one) 45 rare/48 epic if possible; 58 epic if possible. If not 56 uncommon; 64; 67 epic; 69; 77; 78 is the first epic armor i say to skip outright. Rarer than the 88, and while it has more AC... 88 has more stats. 88; legendaries.

When I have enough free time (several hours) I may add a list of hybrid armor but honestly undecided. I'm mostly focusing on the damage related stats for my hybrids. You may prefer something that boosts Mst or Pre though. So it's best to do your own hybrids based on your build.


Epic Beast Section NBA22


You may have seen an epic hint and then watched as dozens of players repeatedly get slaughtered and asked yourself 'what is wrong with these suicidal maniacs?' Here is the answer:

What is an Epic Beast? It is a world boss that is run by a bot but the Admin sometimes uses to talk in chat for fun and often comedic purposes.

Why do people die so many times against it?
You get 20% gold bonus per time you die (maxing at 100%) for 45 minutes after your last death. This encourages making multiple attempts even while there is no chance of killing it.

What do you get for killing it? A time card (1 total even if a group of 3 kills). 100k gold (or 50k if group of two. 33k group of three). Also 5% epic hp potential. See: Pilgrimage @ NBA11

How the queue works:
There will be a few examples here.
1) You're the only one on beast square. You force combat. There is no message about queue. You instantly enter combat.
2) You're the second person on beast square. You force combat. You enter queue at slot 1. When the other person dies you enter combat.
3) You enter queue at slot 9. The person fighting beast dies. Then the other 8 people who were waiting in line with you fight 1 by 1 until you enter. So you will see 9 deaths before you enter combat as slot 9. Example:
Team 0: died but was currently fighting so not in the queue and thus the count begins with the next team.
Slot 1: died.
Slot 2: died.
Slot 3: died.
Slot 4: died.
Slot 5: died.
Slot 6: died.
Slot 7: died.
Slot 8: died.
Slot 9: enters combat.
Always add +1 to your slot number when counting deaths.

Notes: The first person to die to it or 'find' it get a time card as well. The Epicbeast cannot be dazed, mesmerized, or stunned (nor can any level 128+ monsters for that matter). They can however be blinded. The beast does such insane damage that tanks are near useless. Archers with Tactician or Vampire CAs and high dps prove far more effective. If an Epicbeast is not killed within 20 minutes of the first death it becomes a 'timer' kill. The next person to hit it after the timer is up instantly kills it. There is an app you can download on some phones (doesn't work for iphones/samsungs iirc?) that will notify you of the beast hint ~the same time as the message in game happens if you are connected to the internet. Called the Glitchless Notifier. Gates and Recalls are useful to keep fighting the beast. Need Grinder for full effect.

Legendary Beast differences: Drops a legendary instead of a time card. Timer is increased to 45 minutes. A lot more health.

When you kill an epicbeast it puts the 'Epic Quest Progess 0/2' on your accomplishment windows as a quest, but cannot be done until you've completed your first Pilgrimage and take an epic quest task. See NBA11 for more info about epic quests.

NBA23 Auras

Note: All of these will have the highest rank procs listed. Lower ranks obviously have lower effects and costs. Procs will not include %s after bonuses. Upkeeps will be list what is stated on gem. Skills lower costs though. Jeweler boosts all gem colors so won't be listed.


Flare Up Aura (Uncommon) Flame Call Aura (Epic)
Proc: Both add 120 (Flame call r9) extra max damage to all your group's direct damage spells which can at most double a spell's max damage.
Note: There are 9 ranks to both. Both are red magic and boosted by Paladin class, Magician class, & Shared Bliss skill. Flare Up Aura can be found in pet shops. Rank 1 is in t2 Stronhad.
Rating: Great for DDers.

Angelic Aura (Rare) Special: First off this is one of 5 'special' gems. (others being Rabid, Impervious, Hypergen, and Overgen). They aren't epic, but they're not sold in any stores normally. They can only be acquired by drop, if a paid player sells them to the store, or if you buy off auction house.
Proc: Angelic Aura gives a 40% boost to healing gems while using a staff, 20% damage mitigation, and do 20% DD gem damage while being unable to taunt or do real damage with weapons other than staves.
Note: Grey magic. There are 5 ranks. Boosted by Paladin class, and Enchanter class.
Rating: Amazing for healers. Some Beastmasters use as well since pet damage is unaffected.

Impervious (Rare) Special: This is one of 5 'special' gems. (others being Angelic, Impervious, Hypergen, and Overgen). They aren't epic, but they're not sold in any stores normally. They can only be acquired by drop, if a paid player sells them to the store, or if you buy off auction house.
Proc: Makes you immune to attack and DoT based mana and energy drains.
Note: Grey magic.
Rating: Good aura PvP and vs mobs that drain PvE. Drain gems (Exhaustion and Mind Numbing) ignore it.

Rabid Aura (Rare) Special: This is one of 5 'special' gems. (others being Angelic, Impervious, Hypergen, and Overgen). They aren't epic, but they're not sold in any stores normally. They can only be acquired by drop, if a paid player sells them to the store, or if you buy off auction house.
Proc: Causes all pets to become rabid - no longer healing but dealing 50% more max damage. (Upkeep 20 mana and energy every 5 seconds before skills that affect it)
Note: Black magic. 5 ranks. Boosted by Necromancer class only.
If you cannot farm a zone as a Beastmaser without rabid at cap, you shouldn't be farming that zone.
Rating: A staple for Beastmasters.

Vaccination Aura (Epic)
Proc: Causes your pets to be immune to rabies and increases max pet healing and damage by 15%. (Upkeep 50 mana and energy every 5 seconds)
Note: 5 ranks white magic. Boosted by Angel and Paladin.
Rating: Rather lacking since Dream Stalkers give 8% vamp each. Better to use them with Rabid than say Tommy with Vacc.

Pet Haste Aura (Epic)
Proc: Increases pet haste by 20%. (Upkeep 30 mana every 5 seconds)
Note: 5 ranks red magic. Boosted by Magician and Paladin.
Rating: Staple for Beastmasters.

Melee Haste Aura (Epic)
Proc: Increases melee haste by 10%. (Upkeep 60 mana every 5 seconds)
Note: 5 ranks red magic. Boosted by Magician and Paladin.
Rating: Good for melee. Rank 2 is easier to upkeep with 6% boost.

Sharpened Steel Aura (Epic)

Proc: Increases melee attack speed by 8% and makes your noncritical melee weapon strikes cause an additional 15% of damage dealt as a 1 minute bleed. (Upkeep 60 energy every 5 seconds)
Note: 5 ranks red magic. Boosted by Magician and Paladin.
Rating: Good for melee. Rank 2 is easier to upkeep with 5% boost.

Weighted Steel Aura (Epic)
Proc: Doubles melee attack min and max damage but lowers melee speed by 45%. Two hander melee speed reduced by additional 5%. (Upkeep 60 energy every 5 seconds)
Note: 5 ranks red magic. Boosted by Magician and Paladin.
Rating: For 2 handers unless you're opener kill farming a zone I personally don't recommend it. (Also has some use for burst damage in PvP). For Dual Wield it is a bit better. Not a die hard requirement but decent.

Devastation Aura (Special) (Only Fateseal Arrow and Sword of Cursed Blood give the Aura currently).

Proc: Increases damage taken by x% when inflicted with this Aura.
Note: Boosted by Dark Knight.
Rating: Very good aura for PvE. Situational for how useful PvP.

Defiance (Special) (Honestly this one isn't an aura but it is like one)
Proc: This skill reduces the damage you take at the start of combat or after arena countdown ends by 25%. It lasts 10 seconds during which its effect diminishes.
Rating: Opening hits have very high crit chances. Archer even has 100% crit chance and an extra 10% chance of a trishot. So this skill is very useful PvP. Also quite useful for tanks PvE as often the tank enters combat solo trying for taunts. (Damage is higher solo than when grouped in 128+ zones).

'Special Cleanse' (Special)
Proc: When you cleanse you gain immunity to stuns, mesmerizes, dazes, and blinds for 3 seconds.
Note: This cleanse must be unlocked. It is unlocked by dying once in Blood Lake (114+ zone). You will get a special red message about 'being cleansed in blood and born anew' or something like that.

Devampiric Energy Aura (Rare)
Proc: Aura that causes 8% of all direct damage and attack damage your enemeies do to be transferred from them to you in the form of energy.
Note: Black magic, requires cnc, 5 ranks. Boosted by Dark Knight and Necromancer classes.
Rating: Lacking.

Devampiric Mana Aura (Rare)
Proc: Aura that causes 8% of all direct damage and attack damage your enemeies do to be transferred from them to you in the form of mana.
Note: Black magic, requires Cnc, 5 ranks. Boosted by Dark Knight and Necromancer classes.
Rating: Lacking.

Devampiric Health Aura (Special)
Proc: Aura that causes the enemy to deal X% of all damage he deals back to himself. (Lowered by Self Preservation and Self Reflection I think.
Note: Only the 74 epic whip and 52 1h epic slasher have this aura in the game.
Rating: Somewhat decent. Not a real game changer though. Especially when only 2 mid level epics can cause it.

Aura of Sloth (Rare)
Proc: Aura that slows all your enemy's gem draws, melee, and ranged attacks by 15%.
Note: Black magic, requires Cnc, 5 ranks. Boosted by Dark Knight and Necromancer classes.
Rating: Not the best gem but it's a decent pouch filler for archers.

Pet Slow Aura (Special) (Only the Bow of Slumberskull gives pet slow aura out of everything in the game).
Proc: This bow has a 40% chance to inflict a 17% slow aura when landing a ranged shot that affects gem draw speed, as well as pet, and melee attacks.

Aura of the Seeing (Rare)
Proc: Makes you immune to the next blind with a 90% chance of remaining in play when it occurs.
Note: 3 ranks grey magic. Boosted by Enchanter class.
Rating: PvP aura only. Depends on how much you loath blinds.

Aura of Stoic (Rare)
Proc: Makes you immune to the next mesmerize with a 90% chance of remaining in play when it occurs.
Note: 10 ranks grey magic. Boosted by Enchanter class.
Rating: Good PvP for people who don't rely on deft recovery.

Aura of Lucidity (Uncommon)
Proc: Makes you Immune to the next daze with a 90% chance of remaining in play when it occurs.
Note: 10 ranks grey magic. Boosted by Enchanter class.
Rating: A great gem at low levels later replaced by Bogswamp aura in PvE. Decent PvP.

Aura of the Focused (Rare)
Proc: Makes you immune to the next stun with a 90% chance of remaining in play when it occurs.
Note: 10 ranks grey magic. Boosted by Enchanter class.
Rating: Bit mediocre. At low levels kinda useful. Bogswamp aura better at cap for PvE.

xxx Resistance Aura (there are 12 different versions of it. 6 only boost vs a single color. other 6 boost vs 2 colors.) (Uncommon)
Proc for Bogswamp as an example: Aura that grants your group an additional 40% black and blue magic resistance.
Note: 5 ranks grey magic. If your Cnt is lacking don't think this is an alternative. These help those with medium-high cnt. If your Cnt is low it doesn't matter if you have this or not. Won't help much. Boosted by Paladin and Enchanter classes, Shared Bliss skill, and Repel skill. (Fun fact: All those combined reaches 95.48% resist boost. NOT RATE. BOOST.)
Rating: Bogswamp is personally one of my staple auras PvE on non caster toons. With decent cnt (400ish) you're basically immune to all blue gems (stun, mez, daze, apoc) for majority of levels. Various auras good for tanks or healers supporting their tanks in PvP.

Aura of Reflection (Uncommon)
Proc: Aura that grants your group a direct damage and attack damage reflector reducing and inflicting 10 damage to attackers.
Note: Blue Magic 9 ranks. Boosted by Magician and Paladin classes, as well as the Shared Bliss, and Palisade skills.
Rating: Crap. Utter crap. At low levels perhaps some minor use. At cap though (the rank 9 listed is a level 98 gem) with optimal classes and skills capped reaches 23. When caps can easily do 5k hits... 23... is a bit... lacking.

Aura of Thorns (Uncommon)
Proc: Aura that grants your group a damage mirror that inflicts 21 damage from attacks and direct damage's back to the attackers.
Note: Green gem 9 ranks. Boosted by Druid, Ranger, and Paladin classes, as well as the Shared Bliss, and Palisade skills.
Rating: Crap. At low levels perhaps some minor use. At cap though (the rank 9 listed is a level 99 gem) with optimal classes and skills capped reaches 50. This does increase with PvP damage bonus so it's not complete crap, but it is rather lacking.

Damage Negation Aura (Uncommon)

Proc: Aura that grants your group a damage shield reducing all direct damage and attack damage taken by 20.
Note: White gem 9 ranks. Boosted by Angel, and Paladin classes, as well as Shared Bliss, and Palisade skills.
Rating: Crap. At low levels perhaps some minor use. At cap though (the rank 9 listed is a level 97 gem) with optimal classes and skills capped reaches 48. When caps can easily do 5k hits... 48... is a bit... lacking.

Slow Gem Aura (Uncommon)
Proc: Aura that causes your enemies 15% slower gem draws.
Note: Requires Cnc to land. Black magic 5 ranks. Boosted by Dark Knight and Necromancer classes.
Rating: Why on earth wouldn't you just buy Aura of Sloth?

Aura of Lethargy (Uncommon)

Proc: Aura that slows all your enemy's melee and ranged attacks by 15%.
Note: Requires Cnc to land. Black magic 5 ranks. Boosted by Dark Knight and Necromancer classes.
Rating: Why on earth wouldn't you just buy Aura of Sloth?

Gem Haste Aura (Uncommon)
Deft Draw Aura (Epic)
Proc: Aura that grants your group 15% (or 33%) gem draw haste.
Note: Blue magic 5 ranks. Boosted by Paladin & Magician classes, & the Shared Bliss skill.
Rating: Good support aura for team fights. If solo Focused Defense Aura or Rule of Law aura are probably better (unless your build can't work with either of them or you're super poor)

Focused Defense Aura (FDA) (Legendary)
Proc: If you are not being targeted by any opponent you will take 50% (unmodifiable) less damage. Increases the power of cure gems by 20% and provides a 50% gem draw haste aura but prevents HP regen. (Upkeep 1 mana and energy every 5 seconds)
Note: Grey magic. Boosted by Paladin and Enchanter classes.
Rating: One of the best gems in the game unless you're a tank. In PvP having a healer and using this aura is far better than regening currently. In high end AoE PvE (128+) this gem also greatly shows it's worth.

Rule of Law Aura (Legendary)
Proc: Applies the Rule of Law Aura to all combatants making all gems subject to upkeep failure (ie Sacrigen(esis)). Also gives 50% gem draw haste aura to user.
Note: Grey magic. Boosted by Paladin and Enchanter.
Rating: The haste is nice if you regen so you can't use FDA.
The anti Sacri part is utter crap. Unless you actually drain the person with drain gems half can upkeep via thefts of something. Any decent regener (ie the ones you actually wanna beat so you may consider this gem) won't be stopped by it most times.

Steel Fangs (Legendary)
Proc: Aura that heals you for 15% of all melee damage you deal. (Upkeep 35 energy every 5 seconds).
Note: Red magic level 30. Cheapest LG in the game to make at ~3.5 mil ish.
Rating: Good gem for melee toons who don't wanna rely on regen alone or at all.

Bifurcated Blade Aura (Epic)
Proc: Melee and pet attacks are split between two targets (preferably those untargeted) but deal 52% and 48% of normal damage respectively. Has no effect on Soul Devourers. Neutral aura. (Upkeep 60 energy every 5 seconds).
Note: Red magic 5 ranks. Boosted by Magician class only.
Rating: The ONLY way for melee to do AoE attacks. A very good gem in PvP. Shatter it after there is only 1 enemy left alive though or you'll only do 52% damage and you will not attack him twice.

Split Shaft Aura (Epic)
Proc: Ranged and pet attacks are split between two targets (preferably those untargeted) but deal 52% and 48% of normal damage respectively. Has no effect on Soul Devourers. Neutral aura. (Upkeep 60 energy every 5 seconds).
Note: Red magic 5 ranks. Boosted by Magician class only.
Rating: The ONLY way to reliably do AoE attacks for ranged. (Arrowrain is an inconsistent form of AoE). A very good gem in PvP. Shatter it after there is only 1 enemy left alive though or you'll only do 52% damage and you will not attack him twice.

Ranged Haste Aura (Epic)

Proc: Increases ranged haste by 10%. (Upkeep 50 mana and energy every 5 seconds)
Note: Red magic 5 ranks. Boosted by Magician and Paladin classes.
Rating: Decent aura.

Broadhead Aura (Epic)
Proc: Increases ranged damage by 10% and causes the broadhead skill damage to be instant bloodlets. (Upkeep 50 mana and energy every 5 seconds)
Note: Red magic 5 ranks. Boosted by Magician and Paladin classes.
Rating: Good aura. Extrememly good if using the Dragon's Talon Bow (increases broadhead skill effect by 10x).

Reaper Aura (Epic)
Proc: Places an aura on your enemies and decreases their gem and pet healing as well as HP regen ability by 25%. Stacks with Gravebound Aura and Listless Aura. (Upkeep 5 mana and energy every 5 seconds)
Note: Black magic. Needs Cnc to land. Boosted by Necromancer and Dark Knight.
Rating: Good aura for PvP.

Gravebound Aura (Special) (Level 80 Death Magic skill. Only aura caused by a skill I think).
Proc: This skill gives you up to a 100% chance of causing your enemy to be inflicted by a Gravebound Aura upon a successful melee attack with a weapon other than a whip. (Says melee so obviously bows and pets cannot trigger it either). The aura decreases the power of all healing gems, pet heals, and HP regen. Staves cause 15%. One-handed weapons 20%. Two-handed weapons 30%.
Rating: Very good aura PvP.

Listless Aura (Special) (Only 4 legendaries in the game trigger this Aura. The most famous being the Degeneration Arrow so this aura is often called just 'Degen Aura'.
Proc: They reduce HP regen by x%. Depends on the LG for exact % or chance of it happening. Blight Barb Dagger, Blighted Bludgeon, and Whip of Irresolution are the other 3.
Rating: The Arrow is very good vs regeners in PvP. Other 3 kinda lacking.

Imitation Auras: (Affected by gem handling but not really auras)

Overgen (Rare) Special: This is one of 5 'special' gems. (others being Angelic, Impervious, Hypergen, and Rabid). They aren't epic, but they're not sold in any stores normally. They can only be acquired by drop, if a paid player sells them to the store, or if you buy off auction house.
Proc: Increases your health regeneration by 100% while in combat. This effect does not stack. This gem is affected by gem handling as if it were an aura.
Note: Green magic. Boosted by Ranger and Druid classes.
Rating: Meh. Regen sucks at low levels and at higher levels got better alternatives. Not even equal to Hypergen/Regenesis for use as a filler.

Hypergen (Rare) Special: This is one of 5 'special' gems. (others being Angelic, Impervious, Rabid, and Overgen). They aren't epic, but they're not sold in any stores normally. They can only be acquired by drop, if a paid player sells them to the store, or if you buy off auction house.
Proc: Increases your health regeneration by 150% while in combat. This effect does not stack
Note: Not affected by gem handling. Green magic. Boosted by Ranger and Druid Classes.
Rating: Meh. Regen sucks at low levels and at higher levels got better alternatives. A support filler at most or a way to use other auras while having a minor regen boost as no upkeep.


Regenesis (Epic)

Proc: Increases your health regeneration by 150% while in combat. This effect does not stack. This gem is affected by gem handling as if it were an aura.
Note: Green magic. Boosted by Ranger and Druid classes.
Rating: Meh. Regen sucks at low levels and at higher levels got better alternatives. A support filler at most or a way to use other auras while having a minor regen boost as no upkeep.

Sacrigen (Epic)
Proc: Increases your health regeneration by 300% while in combat. This effect does not stack. This gem is affected by gem handling as if it were an aura and has a no-fail upkeep. (Upkeep 25 mana and energy per 5 seconds. It will drain you every 5 seconds, but even if you have 0 mana and energy unlike other auras it will keep working. Only Rule of Law Aura can make Sacrigen(esis) fail).
Note: Red magic. Boosted by Magician class.
Rating: Good gem for regeners. Not as good as its big brother but having a few in pouch to help for shatters/apocs help.

Sacrigenesis (Epic)
Proc: Increases your health regeration by 400% while in combat. This effect does not stack. This gem is affected by gem handling as if it were an aura and has a no-fail upkeep. (Upkeep 50 mana and energy per 5 seconds. It will drain you every 5 seconds, but even if you have 0 mana and energy unlike other auras it will keep working. Only Rule of Law Aura can make Sacrigen(esis) fail).
Note: Red magic. Boosted by Magician class.
Rating: The ultimate gem for regeners. As a regener there is no excuse for not having 4 of these in your pouch.
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The link to the official forums thread for Nod's Blazing Academy. more useful info being added to it by the day.

Last edited by Blaze; 08-07-2017 at 07:04 AM..
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Old 01-11-2017, 02:01 AM   #10
Tip
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So much work.. awesome
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Old 01-15-2017, 12:08 AM   #11
Blaze
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Epics NBA15


Status: 115/130 listed.

Epic List with pictures: http://forums.nodiatis.com/forums/sh...ad.php?t=12455 (gotta scroll down past legendaries)

Note: Tps = consumable recipes. The low level ones are all 112 ( 1 dye/cloth/2 dust.) The 99s are all 223 t30.
Proc = special effect.

Note2:
Ecnod can make any epic quiver or epic pet you desire and up to 78 bows/arrows.
Jarrhal can make any epic pets and any archery set 1-78. Possibly higher.
Tipcrys can make any epic pets.
Slippar can make any epic weapons and some epic armors. Possibly all.
Drunkin can make most low level epics (25 & lower). The exception being pets.

Bows Complete

9 Hunting Bow
: 1 t6 strawberry dye, 1 t6 cave cloth, 2 t6 amethyst dust.
Tp mats:
Virtues: Courage and Knowledge.
Damage: 2-39 Delay: 50 Max arrow weight: 747 sand.
Stats: Reg: 3 = max stone +6.
Proc: When equipped this item provides a 1% extra chance of multi attacks. This includes double attack for melee, pet, and direct damage and trishot for ranged.

25 Redleaf Darkwood Recurve: 1 t10 mini pear dye, 1 t10 jumping cloth, 2 t10 dust of depths.
Tp mats: 4 t10 brittle crystal planks, 34 t1 rotten planks, 4 t8 white whisker sinew, 34 t1 diseased sinew, 15 t17 pure spun pine resin, 16 t8 cloud tear resin.
Virtues: Fortitude and Order.
Damage: 5-76 Delay: 49 Max arrow weight: 955 sand.
Stats: Pst: 2 Mre: 3 = max stone +10.
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks. This includes melee, range, pet, and direct damage.

39 Carved Bone Bow: 1 t14 craw leaf dye, 1 t14 camel cloth, 2 t14 sky purge dust.
Tp mats: 4 t13 amber sealed plank, 44 t1 rotten plank, 4 t12 thick hairy sinew, 44 t1 diseased sinew, 12 t19 afar resin, 4 t15 alchemar resin.
Virtues: Fortitude and Focus.
Damage: 4-76. Delay: 39. Max arrow weight: 1 rock 137 sand.
Stats: Str: 1 Dex: 1 Cnt: 3 Reg: 2
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks. This includes melee, range, pet, and direct damage.

48 Sharp Gem Crescent: 1 t17 boulder berry dye, 1 t17 tent cloth, 2 t17 undead essence.
Virtues: Strategy and Wisdom.
Damage: 3-135. Delay: 51 Max arrow weight: 1 rock 254 sand
Stats: Dex: 3 Cnt: 2 Mre: 2 Reg: 1 = max stone +8
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks. This includes melee, range, pet, direct damage.

58 Crystal Grip Strong Bow: 1 t20 slime leaf dye, 1 t20 spike cloth, 2 t20 slither dust.
Tp mats: 4 t19 sporewood plank, 59 t1 rotten plank, 417 owlmouse leg sinews, 59 diseased sinew, 5 t22 echo resin, 5 t15 alchemar resin.
Virtues: Strategy and Wisdom.
Damage: 9-127 Delay: 46 Max arrow weight: 1 rock 384 sand.
Stats: Dex: 3 Agi: 3 Dur: 2 Reg: 2 = max stone +20
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks. This includes melee, range, pet, and direct damage.

67 Engraved Jade Moonbow: 1 t22 poison frella dye, 1 t22 thunder cloth, 2 t22 fireheart dust.
Virtues: Acumen and Prudence.
Damage: 5-97. Delay: 37. Ac: 25 Max arrow weight: 1 rock 501 sand.
Stats: Pst: 4 Int: 4 Cnc: 1 = max stone +18
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks. This includes melee, range, pet, and direct damage.

78 Ice Angel Bow: 1 t25 pitchfork plant dye, 1 t25 black widow cloth, 2 t25 metal afire dust.
Tp mats: 4 t24 giant cherry planks, 74 t1 rotten planks, 4 t23 vamprat legs, 74 t1 diseased sinew, 4 t24 evil eye resin, 2 t18 heaven harbor resin.
Virtues: Acumen and Resolution.
Damage: 13-109. Delay: 38. Max arrow weight: 1 rock 644 sand.
Stats: Dex: 5 Pst: 6 Int: 2 = max stone +26
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks. This includes melee, range, pet, and direct damage.

88 Demon Serpent Bow
Virtues: Guile and Defiance.
Damage: 15-91 Delay: 34 Max arrow weight: 1 rock 774 sand.
Stats: Str: 4 Int: 2 Agi: 3 Dur: 2 Reg: 4 = max stone +30
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks. This includes melee, range, pet, and direct damage.

99 Eldest Dragon Bow
Tp mats: 4 t29 limbermill plank, 89 t1 rotten plank, 4 t28 glowtail sinew, 89 t1 diseased sinew, 4 t25 artemis resin, 81 t12 galatai blood resin.
Virtues: Guile and Sacrifice.
Damage: 11-171 Delay: 42 AC: 100
Stats: Cnc: 3 Cnt: 3 = max stone +12
Proc: When equipped this item provides a 1% extra chance of multi attacks. This includes double attack for melee, pet, and direct damage and trishot for ranged.

99 Bow of the Soulthief

Tp mats: 4 t29 limbermill plank, 89 t1 rotten plank, 4 t28 glowtail sinew, 89 t1 diseased sinew, 4 t25 artemis resin, 41 t13 webbed resin.
Virtues: Guile and Detachment.
Damage: 13-104 Delay: 34
Stats: Dex: 6 Pst: 5 Dur: 5 = max stone +32
Proc: When equipped this item provides a 2% extra chance of a crit with all attacks. This includes melee, range, pet, and direct damage.

99 Wings of the Nightkeeper
Virtues: Guile and Defiance.
Damage: 15-223 Delay: 49
Stats: Dex: 3 Pst: 5 Int: 2 Dur: 6 = max stone +32
Proc: When equipped this item provides a 1% extra chance of multi attacks. This includes double attack for melee, pet, and direct damage and trishot for ranged.

Arrows

9 Broadhead Arrow
: 1 t6 strawberry dye 1, 1 t6 cave cloth, 2 t6 amethyst dust.
Tp mats: 2 t5 eureka leaves, 13 t1 elderberries, 2 t4 mossy planks, 13 t1 rotten planks, 10 t14 dark ork resin, 9 t7 violet flower resin.
Virtues: Adaptation and Courage.
Damage: 0-29. Weight: 617 sand.
Proc: After striking its target this arrow casts a 2 damage over 10 second bleed on the target.

25 Redleaf Arrow: 1 t10 mini pear dye, 1 t10 jumping cloth, 2 t10 dust of depths.
Tp mats: 2 t10 mini pears, 21 t1 elderberries, 2 t8 dry wood plank, 21 t1 rotten plank, 9 t17 pure spun pine resin, 18 t9 stone ice resin.
Virtues: Integrity and Order.
Damage: 2-51. Weight: 825 sand.
Proc: After striking its target this arrow casts a 2 healing over 10 second regrowth on the firer.


39 Ash Bone Arrow
: 1 t14 craw lead dye, 1 t14 camel cloth, 2 t14 sky purge dust.
Virtues: Integrity and Focus.
Damage: 0-74. Weight: 1 rock 7 sand.
Proc: After striking its target this arrow casts a 3 healing over 10 second blessing on the firer.

48 Arrow of Alkaline Lakes: 1 t17 boulder berry dye, 1 t17 tent cloth, 2 t17 undead essence dust.
Tp mats: 2 t16 cranberries, 32 t1 elderberries, 2 t14 lavawood plank, 32 t1 rotten plank, 1 t24 evil eye resin, 46 t8 cloud tear resin.
Virtues: Subtlety and Wisdom.
Damage: 6-81. Weight: 1 rock 124 sand.
Proc: After striking its target this arrow casts a 4 healing over 10 second regrowth on the firer.

58 Crystalline Arrow: 1 t20 slime leaf dye, 1 t20 spike cloth, 2 t20 slither dust.
Virtues: Subtlety and Wisdom.
Damage: 0-102. Weight: 1 rock 254 sand.
Proc: After striking its target this arrow casts a 5 healing over 10 second blessing on the firer.

67 Pure Jade Arrow: 1 t22 poison frella dye, 1 t22 thunder cloth, 2 t22 fireheart dust.
TP mats: 2 t21 winter brush, 41 t1 elderberries, 2 t20 striped sunlog planks, 41 t1 rotten planks, 3 t23 ancient throne resin, 45 t11 sun and moon resin.
Virtues: Prudence and Resolution.
Damage: 3-113. Weight: 1 rock 371 sand.
Proc: After striking its target this arrow casts a 5 healing over 10 second regrowth on the firer.

78 do not possess.

88 do not possess.

99x3 do not posses.



Quivers Complete

9 Deer Hide Quiver: 1 t6 strawberry dye, 1 t6 cave cloth, 2 t6 amethyst dust.
TP mats: 3 t5 banana spider silk, 18 t1 house spider silk, 3 t4 woodland critter leather, 18 t1 mongoose leather, 14 t15 dark ork resin, 12 t8 cloud tier resin.
Virtues: Knowledge and Courage.
Haste: 9% Ac: 10
Stats: Cnc: 1 Reg: 1 = max stone +4
Proc: When hitting your target with a ranged shot they will receive a 10% prevent escape aura for 10 seconds.

25 Dark Moss Quiver: 1 t10 mini pear dye, 1 t10 jumping cloth, 2 t10 dust of depths.
Virtues: Focus and Order.
Haste: 12% Ac: 16
Stats: Pst: 2 Mst: 2 = max stone +8
Proc: When hitting your target with a ranged shot they will get a 10 second melee and range slow aura of 5%.

39 Bone Backed Quiver: 1 t14 craw leaf dye, 1 t14 camel cloth, 2 t14 sky purge dust.
Virtues: Focus and Integrity.
Haste: 18% Ac: 25
Stats: Dex: 2 Mst: 2 Reg: 1 = max stone +10
Proc: When firing a ranged shot you will get a 10 second melee haste aura of 5%.

48 Quiver of a Hundred Gems: 1 t17 boulder berry dye, 1 t17 tent cloth, 2 t17 undead essence dust.
Tp mats: 3 t16 crucifix spider thread, 44 t1 house spider thread, 3 t14 fenelihorn leather, 44 t1 mongoose leather, 15 t19 afar resins, 37 t11 sun and moon resin.
Virtues: Wisdom and Subtlety.
Haste: 19% Ac: 27
Stats: Pst: 2 Int: 2 Reg: 2 = max stone +12
Proc: When hitting your target with a ranged shot they will get a 10 second melee and range slow aura of 6%.

58 Topaz Molded Quiver: 1 t20 slime leaf dye, 1 t20 spike cloth, 2 t20 slither dust.
Virtues: Wisdom and Subtlety.
Haste: 19% Ac: 28
Stats: Str: 2 Dex: 3 Dur: 2 Pre: 1 = max stone +16
Proc: When firing a ranged shot you will get a 10 second melee haste aura of 6%.


67 Elaborate Jade Quiver: 1 t22 poison frella dye, 1 t22 thunder cloth, 2 t22 fireheart dust.
Virtues: Prudence and Resolution.
Haste: 23% Ac: 34
Stats: Dex: 3 Cnc: 3 Dur: 1 Pre: 2 = max stone +18
Proc: When hitting your target with a ranged shot they will get a 10 second melee and ranged slow aura of 7%.

78 Iceflow Quiver: 1 t25 pitchfork dye, 1 t25 black widow cloth, 2 t25 metal afire dust.
Virtues:Prudence and Resolution.
Haste: 32% Ac: 48
Stats: Cnc: 4 Agi: 4 = max stone +16.
Proc: When firing a ranged shot you will get a 10 second melee and range haste aura of 7%.

88 Serpent's Strike Quiver

Virtues: Cognizance and Defiance.
Haste: 36% Ac: 55
Stats: Str: 4 Dur: 3 MRe: 2 = max stone +18.
Proc: When hitting your target with a ranged shot they will get a 10 second melee and range slow aura of 8%.

99 Quiver of Elder Dragons

Virtues: Cognizance and Sacrifice.
Haste: 41% Ac: 63
Stats: Int: 1 Cnc: 1 Mst: 3 Pre: 2 Mre: 2 = max stone +18.
Proc: When hitting your target with a ranged shot they will get a 10 second melee and range slow aura of 10%.

99 Quiver of the Nightkeeper's Embrace

Virtues: Cognizance and Defiance.
Haste: 30% Ac: 46%
Stats: Pst: 4 Cnc: 3 Mst: 4 Dur: 2 = max stone +26.
Proc: When firing a ranged shot your group will receive a 10 second 6% vampiric aura for all ranged damage.

99 Quiver of the Neverspent
Virtues: Cognizance and Detachment.
Haste: 36% Ac: 55
Stats: Pst: 3 Int: 2 Mst: 2 Pre: 4 = max stone +22.
Proc: When firing a ranged shot you will get a 10 second melee and range haste aura of 10%.


Armor Complete (Shields will be added when I'm bored).

9: 1 t6 strawberry dye, 1 t6 cave cloth, 2 t6 amethyst dust.
Bone Lined Apprentice Sleeve Ac: 16 Stats: Agi: 1 = max stone +2.
Virtues: Humility and Courage.
Proc: When equipped this item provides a 1% extra chance for successfully hitting with all attacks. This includes melee, range, pet, and DD.

Double Stiched Apprentice Legging Ac: 24 Stats: Agi: 1 Reg: 1 = max stone +4.
Virtues: Patience and Courage.
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks. This includes melee, range, pet, and DD.

Padded Apprentice Tabard
Ac: 50 Stats: Pst: 3 Mst: 1 Agi: 1 = max stone +10.
Virtues: Adaptation and Courage.
Proc: If struck with type of attack or direct damage you have a 17% chance of receiving an instant 7 hp heal.

Reinforced Apprentice Cap Ac: 30 Stats: Pre 1 Reg: 2 = max stone +6
Virtues: Knowledge and Courage.
Proc: When equipped this item provides a 4% bonus to energy and mana regeneration rates.

Cross Punch Buckler Ac: 100 Stats: Cnt: 1 Reg: 2 = max stone +6.
Virtues: Discipline and Courage.
Proc: When the user of this shield blocks they gain a 5 damage absorbtion shield.



25: 1 t10 mini pear dye, 1 t10 jumping cloth, 2 t10 dust of depths.
Folded Iron Sleeve Ac: 30 Stats: Mre: 2 Reg: 1 = max stone +6
Virtues: Discretion and Order.
Proc: When equipped this item provides a 1% extra chance for successfully hitting with all attacks. This includes melee, range, pet, and DD.

Pleated Iron Legging Ac: 45 Stats: Dex: 3 Mst: 1 = max stone +8.
Virtues: Purity and Order.
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks. This includes melee, range, pet, and DD.

Ridged Iron Breastplate
Ac: 95 Stats: Dex: 4 Cnc: 1 Reg: 3 = max stone +16.
Virtues: Integrity and Order.
Proc: If struck by any type of attack or direct damage you have a 17% chance of a 10 damage absorbtion shield.

Thick Iron Visor Ac: 57 Stats: Str: 2 Int: 2 Mst: 1 = max stone +10
Tp mats: 1 t10 otstosaur claw, 12 t1 mongoose leg bone, 1 8t flying eel scales, 12 t1 flounder scales, 9 t16 dwarven threaded resin, 11 t8 cloud tear resin.
Virtues: Focus and Order.
Proc: When equipped this item provides a 5% bonus to hitpoint regeneration.



39: 1 t14 craw leaf dye, 1 t14 camel cloth, 2 t14 sky purge dust.
Stiated Silver Arm Guard Ac: 45 Stats: Cnc: 1 Mre: 2 = max stone +6
Virtues: Order and Focus.
Proc: When equipped this item provides a 1% extra chance for successfully hitting with all attacks. This includes melee, range, pet, and DD.

Stiated Silver Leg Guard Ac: 67 Stats: Agi: 2 Cnt: 3 = max stone +10
Virtues: Discretion and Focus.
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks. This includes melee, range, pet, and DD.

Stiated Silver Breastplate Ac: 139 Int: 1 Mst: 5 Agi: 5 = max stone +22
Virtues: Integrity and Focus.
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 18 hp instant heal.
helm: do not possess.

Banded Silver Barbute Ac: 83 Stats: Int: 2 Cnc: 1 Agi: 2 Reg: 1 = max stone +12
Virtues: Integrity and Focus.
Proc: When equipped this item provides a 5% bonus to energy and mana regeneration rates.


48: 1 t17 boulder berry dye, 1 t17 tent cloth, 2 t17 undead essence.
Deathbeetle Antenna Wrapped Arm Ac: 47 Stats: Cnc: 3 Reg: 2 = max stone +10.
Virtues: Wisdom and Stoicism.
Proc: When equipped this item provides a 1% extra chance of hitting with all attacks and a 1% bonus to DoT damage.

Deathbeetle Exolegging Ac: 71 Stats: Dex: 3 Int: 1 Pre: 3 = max stone +14.
Virtues: Wisdom and Perception.
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks. This includes melee, range, pet, and DD.

Deathbeetle Winged Chest Ac: 148 Stats: Str: 5 Cnc: 3 Mst: 4 Pre: 2 = max stone +28.
Virtues:Subtlety and Wisdom.
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 28 damage absorbtion shield.

Deathbeetle Skull Helm Ac: 89 Stats: Pst: 5 Mst: 1 Cnt: 2 Dur: 1 = max stone +18.
Virtues: Subtlety and Wisdom.
Proc: When equipped this item provides a 6% bonus to energy and mana regeneration rates.

58: 1 t20 slime leaf dye, 1 t20 spike cloth, 2 t20 slither dust.

Luminescent Angel Hair Sleeve
: 1 t19 orbweaver cloth, 11 t1 house cloth, 1 t17 desert camel bone, 11 t1 mongoose leg bones, 5 afar resins, 32 cloud tear resins.
Virtues: Perception and Wisdom. Ac: 58 Stats: Str: 3 Pst: 1 Cnc: 1 = max stone +10.
Proc: When equipped this item provides a 2% extra chance of successfullly hitting with all attacks and a 2% bonus to DoT damage.

Luminescent Angel Hair Legging: 1 t19 orbweaver thread, 17 house spider thread, 1 t17 tent cloth,19 t1 house cloth, 19 pure spun pine resin, 6 webbed resin.
Virtues: Stoicism and Wisdom. Ac: 87 Stats: Pst: 3 Pre: 2 Mre: 3 = max stone +16.
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks and a 1% bonus to DoT gem damage.

Luminescent Angel Hair Chestpiece
: 2 t17 bluefin shark scales, 37 t1 flounder scales, 2 t17 volcano ignots, 37 t1 citrine ingots, 6 venomous resin, 17 gloopy resins.
Ac: 181 Stats: Str: 1 Dex: 2 Mst: 5 Dur: 5 Pre: 3 = max stone +32.
Virtues: Subtlety and Wisdom.
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 39 hp instant heal.

Engraved Angelsteel Helmet: 1 t19 giant coonrat skull, 22 t1 mongoose leg bones, 1 t19 bluegill scale, 22 t1 flounder scales, 24 pure spun pine resin, 48 stone and ice resin.
Virtues: Wisdom and Subtlety. Ac: 109 Stats: Pst: 3 Int: 7 = max stone +20.
Proc: When equipped this item provides a 6% bonus to energy and mana regeneration rates.


67: 1 t22 poison frella dye, 1 t22 thunder cloth, 2 t22 fireheart dust.

Engulfed Sleeve of Flames Ac: 73 Stats: Int: 3 Cnt: 2 = max stone +10.
Virtues: Prudence and Honor.
Proc: When equipped this item provides a 2% extra chance of successfully hitting with all attacks and a 2% bonus to dot damage.

Engulfed Legging of Flames Ac: 109 Stats: Pst: 4 Mst: 4 = max stone +16.
Virtues: Prudence and Temperance.
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks and a 1% bonus to DoT gem damage.
78-99 do not possess.

Flamemail Chestpiece Ac: 228 Stats: Int: 8 Cnt: 7 Reg: 1 = max stone +32.
Virtues: Prudence and Resolution.
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 50 damage absorbtion shield.

Skullcap of Flames Ac: 137 Stats: Pst: 6 Mre: 3 = max stone +18.
Virtues: Prudence and Resolution
Proc: When equipped this item provides a 8% bonus to hitpoint regeneration.



78: 1 t25 pitchfork plant dye, 1 t25 black widow cloth, 2 t25 metal afire dust.


Ice Ruby Arm Ac: 84 Stats: Mst: 2 Dur: 3 Mre: 1 = max stone +12.
Tp mats: 1 t24 blood cloth, 14 t1 house cloth, 1 t23 blesbok horn, 14 t1 mongoose bones, 15 t18 heaven harbor resins, 54 t2 old oak resins.
Virtues: Resolution and Temperance.
Proc: When equipped this item provides a 2% extra chance of successfully hitting with all attacks and a 2% bonus to dot damage.

Ice Ruby Legging Ac: 125 Stats: Cnc: 2 Cnt: 3 Reg: 4 = max stone +18.
Virtues: Honor and Resolution.
Proc: When equipped this item provides a 1% extra chance of a crit with all attacks and a 1% bonus to DoT gem damage.

Ice Ruby Breastplate
Ac: 261 Stats: Str: 2 Dex: 5 Int: 8 Reg: 3 = max stone +36.
Virtues: Resolution and Temperance.
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 70 damage heal.

Cyclops Ruby Helm Ac: 157 Stats: Mst: 5 Dur: 6 = max stone +22.
Virtues: Prudence and Resolution.
Proc: When equipped this item provides a 7% bonus to mana and energy regeneration rates.



88s:

Crested Goldsteel Arm Ac: 74 Stats: Str: 2 Dex: 6 = max stone +16.
Virtues: Detachment and Defiance.
Proc: When equipped this item provides a 2% extra chance of successfully hitting with all attacks and a 2% bonus to dot damage.

Heavy Goldsteel Legging Ac: 112 Stats: Dex: 1 Pst: 1 Mst: 2 Cnt: 3 Pre: 5 = max stone +24.
Virtues: Sacrifice and Defiance.
Proc: When equipped this item provides an extra 1% chance of a crit with all attacks and a 1% bonus to dot damage.

Carved Goldsteel Chestpiece
Ac: 233 Stats: Dex: 8 Int: 8 Agi: 5 Dur: 4 Reg: 1 = max stone +40.
Virtues: Defiance and Detachment.
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 170 damage fading absorbtion shield.

Goldsteel Helm Ac: 140 Stats: Str: 1 Cnc: 5 Dur: 5 Mre: 4 = max stone +30.
Virtues: Cognizance and Defiance.
Proc: When equipped this item provides a 7% bonus to energy and mana regeneration rates.

99s:


Sleeve of Deathtasting
Ac: 87 Stats: Dex: 4 Int: 1 Dur: 4 = max stone +18.
Virtues: Detachment and Cognizance.
Proc: When equipped this item provides a 3% extra chance of successfully hitting with all attacks and a 3% bonus to DoT gem damage.

DeathKisser's Legging Ac: 131 Stats: Dex: 6 Dur: 6 Reg: 1 = max stone +26.
Virtues: Sacrifice and Defiance.
Proc: When equipped this item provides a 2% extra chance of a crit with all attacks and a 2% bonus to DoT gem damage.

Deathkisser's Chestguard Ac: 273 Stats: Int: 7 Cnc: 8 Mst: 11 Agi: 1 = max stone +40.
Virtues: Defiance and Cognizance.
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 100 damage heal.

Deathkisser's Helmet Ac: 164 Stats: Int: 2 Cnc: 6 Mst: 3 Agi: 4 Cnt: 1 = max stone +32.
Virtues: Cognizance and Defiance.
Proc: When equipped this item provides a 8% bonus to energy or mana regneration rate.




Impentrable Sleeve of the Everliving
Ac: 101 Stats: Int: 1 Cnc: 3 Dur: 3 = max stone +14.
Virtues: Detachment and Sacrifice.
Proc: When equipped this item provides a 3% extra chance of successfully hitting with all attacks and a 3% bonus to DoT gem damage.

Willbreaker's Legging Ac: 152 Stats: Str: 6 Dur: 2 MRe: 3 = max stone +22.
Virtues: Sacrifice and Detachment.
Proc: When equipped this item provides a 3% extra chance of successfully hitting with all attacks and a 3% bonus to DoT gem damage.

Chestplate of Ostentatious Superiority Ac: 316 Stats: Agi: 5 Cnt: 5 Dur: 7 Reg: 7 = max stone +40.
Virtues: Defiance and Detachment.
Proc: If struck with any type of attack or direct damage you have a 17% chance of a 100 damage heal.

Helmet of the Flagrant Offender Ac: 190 Stats: Agi: 3 Cnt: 4 Dur: 5 Reg: 2 = max stone +28.
Virtues: Cognizance and Detachment.
Proc: When equipped this item provides a 10% bonus to hitpoint regeneration.



Sleeve of the Demented Retributer Ac: 73 Stats: Pst: 1 Cnc: 2 Agi: 4 MRe: 2 Reg: 1 = max stone +20.
Virtues: Detachment and Defiance.
Proc: When equipped this item provides a 3% extra chance of successfully hitting with all attacks and a 3% bonus to DoT gem damage.

[B]Legging of the Remorseless [/B]Ac: 110 Stats: Dex: 4 Int: 5 Pre: 4 Reg: 2 = max stone +30.
Virtues: Sacrifice and Defiance.
Proc: When equipped this item provides a 3% extra chance of successfully hitting with all attacks and a 3% bonus to DoT gem damage.

Chestplate of the Honorless
Ac: 229 Stats: Str: 10 Dex: 5 Pst: 7 Dur: 3 MRe: 2 Reg: 5 = max stone +40.
Virtues: Defiance and Detachment.
Proc:If struck with any type of attack or direct damage you have a 17% chance of a 200 damage fading absorbtion shield.

Helmet of Backstabbing Ac: 137 Stats: Str: 5 Dex: 3 Pst: 6 Mre: 2 Reg: 3 = max stone +38.
Virtues: Cognizance and Defiance.
Proc: When equipped this item provides an 8% bonus to energy and mana regeneration rates.





Pets Complete

11 Duckling: 1 t6 strawberry dye, 1 t6 cave cloth, 2 t6 amethyst dust.
Tp mats: 4 Mudbeak Scales (T6), 23 Flounder Scales (T1), 4 Critter Leg Bone (T4), 23 Citrine Ore (T1), 12 Webbed Resin (T13), 15 Gloopy Resin (T6).
Virtues: Patience and Knowledge.
Damage: 1-8 Delay: 34
Proc: Instead of attacking your enemy this pet heals you. If you are full health it will attack but for minimal damage. Also has a 2% chance of preventing any detrimental gem used on you.

19 Ladybug: 1 t9 larva pod dye, 1 t9 netcasting cloth, 2 t9 jade crystal dust.
Tp mats: 4 Flying Eel Scales (T8), 29 Flounder Scales (T1), 4 Elder Turkey Bones (T7), 29 Citrine Ore (T1), 6 Dwarven Threaded Resin (T16), 16 Bulk Pine Resin (T3).
Virtues: Patience and Discipline.
Damage: 2-15 Delay: 47
Proc: This pet has a 3% chance of preventing any detrimental gem used on you.

29 Rabbit: 1 t11 creep leaf dye, 1 t11 bolas cloth, 2 t11 tectonic dust.
Tp mats: 4 Sockeye Scales (T11), 36 Flounder Scales (T1), 4 Stag Antler (T9), 36 Citrine Ore (T1), 1 Venomous Resin (T21), 21 Cloud Tear Resin (T8).
Virtues: Order and Focus.
Damage: 3-16 Delay: 39
Proc: This pet has a 3% chance of preventing any detrimental gem used on you.

37 Swan: 1 t14 craw leaf dye, 1 t14 camel cloth, 2 t14 sky purge dust.
Tp mats: 4 Poison Scale Fish Scales (T13), 43 Flounder Scales (T1), 4 Mulebok Skull (T12), 43 Citrine Ore (T1), 4 Afar Resin (T19), 26 Stone Ice Resin (T9).
Virtues: Order and Purity.
Damage: 3-16 Delay: 33
Proc: Instead of attacking your enemy this pet heals you. If you are full health it will attack but for minimal damage. Also has a 4% chance of preventing any detrimental gem used on you.

45 Sheep: 1 t16 cranberry dye, 1 t16 crucifix cloth, 2 t16 solar dust.
Tp mats: 4 t15 tigertail scales, 48 t1 flounder scales, 4 t14 fenelihorn antlers, 48 t1 citrine ore, 6 t19 afar resin, 32 t7 violet flower resin.
Virtues: Stoicism and Wisdom.
Damage: 2-25 Delay: 45
Proc: This pet has a 4% chance of preventing any detrimental gem used on you.

53 Seal
: 1 t18 juniper berry dye, 1 t18 golden cloth, 2 t18 heaven tear dust.
Tp mats: 4 t17 bluegill scales, 55 t1 flounder scales, 4 t16 female peacock beak, 55 t1 citrine ore, 3 t21 venomous resin, 48 t8 stone ice resin.
Virtues: Stoicism and Diligence.
Damage: 6-32 Delay: 49
Proc: Instead of attacking your enemy this pet heals you. If you are full health it will attack but for minimal damage. Also has a 4% chance of preventing any detrimental gem used on you.

61 Hawk: 1 t21 winter brush dye, 1 t21 trapdoor cloth, 2 t21 aqueous flame.
Tp mats: 4 Bluefin Shark Scales (T19), 61 Flounder Scales (T1), 4 Warpig Skull (T18), 61 Citrine Ore (T1), 4 Venomous Resin (T21), 60 Cloud Tear Resin (T8).
Virtues: Honor and Prudence.
Damage: 5-28 Delay: 39
Proc: This pet has a 4% chance of preventing any detrimental gem used on you.

69 Bat: 1 t23 grasping leaf dye, 1 t23 desert recluse cloth, 2 t23 sulfurflame dust.
4 t21 split tail skate scales, 67 t1 flounder scales, 4 t20 striped billy bones, 67 t1 citrine ore, 3 t22 echo resin, 46 t10 tethered resin.
Virtues: Honor and Justice.
Damage: 7-38. Delay: 48.
Proc: This pet has a 4% chance of preventing any detrimental gem used on you.

77 Boa: 1 t25 pitchfork dye, 1 t25 black widow cloth, 2 t25 metal afire dust.
Tp mats 4 t24 twitter fish, 73 t1 flounder scales, 4 t22 great eland skull, 73 t1 citrine ore, 6 t21 venomous resin, 53 t10 tethered resin.
Virtues: Honor and Prudence.
Damage: 6-33 Delay: 37
Proc: This pet has a 5% chance of preventing any detrimental gem used on you.

85 Owl: 1 t27 anglica finger dye, 1 t27 jewel cloth, 2 t27 ghoul blood dust.
Tp mats: t26 angel fish scales, t1 79 flounder scales, 4 t24 spotted tapier foot bones, 79 t1 citrine ore, 3 t23 ancient throne resin, 31 t5 camel toe resin.
Virtues: Sacrifice and Tranquility.
Damage: 7-37. Delay: 38.
Proc: Instead of attacking your enemy this pet heals you. If you are full health it will attack but for minimal damage. Also has a 5% chance of preventing any detrimental gem used on you.

95 Alligator: 1 t30 starfire berry dye, 1 t30 hellborne cloth, 2 t30 eternity dust.
Tp mats: 4 t29 blueghost fish scales, 87 t1 flounder scales, 4 t27 elder kudu horns, 87 t1 citrine ore, 6 t22 echo resin, 84 t8 stone ice resin.
Virtues: Sacrifice and Cognizance.
Damage: 8-41. Delay: 38.
Proc: This pet has a 5% chance of preventing any detrimental gem used on you.

99 Yeti
TP mats: 4 t29 blueghost fish scales, 89 t1 flounder scales, 4 t28 infernal tail skeleton, 89 t1 citrine ore, 4 t23 ancient throne resin, 17 t10 tethered resin.
Virtues: Sacrifice and Tranquility.
Damage: 9-47. Delay: 42.
Proc: This pet has a 5% chance of preventing any detrimental gem used on you.

Piercers Complete

12 1h Serrated Bone Dagger: 1 t7 fenelifig dye, 1 t7 huntsman cloth, 2 t7 saphire dust.
Tp mats: 3 Swamp Elk Leather (T6), 18 Mongoose Leather (T1), 3 Jonquil Ingots (T5), 18 Citrine Ingots (T1), 10 Alchemar Resin (T15), 14 Cloud Tear Resin (T8).
Virtues: Courage and Adaptation.
Damage: 9-27 Delay: 24
Stats: Cnc: 1 Cnt: 1 Reg: 1 = max stone +6.
Proc: This weapon has a 24% chance of causing a 4 damage bleed over 5 seconds when striking an enemy.

33 2h piercer Elk Horn Thruster: 1 t13 fern seed dye, 1 t13 funnelweb cloth, 2 t13 cloud spit dust.
Tp mats: 5 t12 mulebok leather, 50 t1 mongoose leather, 5 t10 amazonite ingots, 50 t1 citrine ingots, 1 t24 evil eye resin, 22 t11 sun and moon resin.
Virtues: Fortitude and Discretion.
Damage: 24-111 Delay: 42
Stats: Str: 3 Mst: 2 Cnt: 1 Pre: 4 Reg: 1 = max stone +22
Proc: This weapon has a 42% chance of causing a 16 damage bleed over 5 seconds when striking an enemy.

42 1h piercer Flailing Treble 1 t15 split leaf dye, 1 t16 lynx cloth, 2 t15 oceanic dust.
Tp mats: 3 Fenelihorn Leather (T14), 35 Mongoose Leather (T1), 3 Lace Agate Ingots (T13), 35 Citrine Ingots (T1), 4 Venomous Resin (T21), 29 Cloud Tear Resin (T8).
Virtues: Strategy and Wisdom.
Damage: 27-71 Delay: 29
Stats: Str: 3 Mre: 2 Reg: 1 = max stone +12
Proc: This weapon has a 29% chance of dazing its target for 2 seconds when striking an enemy.

64 1h piercer Dragon Fang Dagger: 1 t21 winter brush dye, 1 t21 trapdoor cloth, 2 t21 aqueous flame.
Tp mats: 3 Striped Billy Leather (T20), 47 Mongoose Leather (T1), 3 Onyx Ingots (T19), 47 Citrine Ingots (T1), 14 Torn Spirit Resin (T20), 43 Tethered Resin (T10).
Virtues: Acumen and Prudence.
Damage: 30-93. Delay: 26.
Stats: Str: 4 Dex: 1 Cnc: 2 Dur: 1 Reg: 1 = max stone +18
Proc: This weapon has a 26% chane of causing a 24 damage burn over 5 seconds when striking an enemy.

84 2h Heaven's Teeth
: 1 t27 anglica finger dye, 1 t27 jewel cloth, 2 t27 ghoul blood dust.
Tp mats: 5 Clawhorn Leather (T25), 98 Mongoose Leather (T1), 5 Diamond Ingots (T24), 98 Citrine Ingots (T1), 15 Echo Resin (T22), 82 Sun and Moon Resin (T11).
Virtues: Guile and Tranquility.
Damage: 28-129. Delay: 23.
Stats: Dex: 6 Agi: 3 Dur: 2 Mre: 6 Reg: 7= mx stone +40.
Proc: This weapon has a 23% chance of forsaking its target for 37 damage over 8 seconds when striking an enemy.

99 1h Dagger of Dragonbreath
Tp mats: 3 Behemoth Leather (T29), 67 Mongoose Leather (T1), 3 Suzulite Ingots (T28), 67 Citrine Ingots (T1), 3 Artemis Resin (T25), 68 Tethered Resin (T10).
Virtues: Guile and Defiance.
Damage: 42-116. Delay: 23.
Stats: Str: 3 Dex: 7 Mst: 3 = max stone +26.
Proc: This weapon has a 23% chance of causing a 37 damage burn over 5 seconds when striking an enemy.

99 2h Spear of Hardened Death

Tp mats: 5 Behemoth Leather (T29), 105 Mongoose Leather (T1), 5 Suzulite Ingots (T28), 105 Citrine Ingots (T1), 2 Remembrance Resin (T27), 86 Stone Ice Resin (T9).
Virtues: Guile and Sacrifice.
Damage: 49-244. Delay: 37.
Stats: Dex: 3 Pst: 4 Int: 5 Cnt: 7 Pre: 5 Reg: 3 = max stone +40.
Proc: This weapon has a 37% chance of poisoning its target for 37 damage over 6 seconds when striking an enemy.



Crushers Complete

22 Dark Iron Warhammer 1 t9 larva pod dye, 1 t9 netcasting cloth, 2 t9 jade crystal dust.
Tp takes: 40 t1 mongoose bones; 5 t9 stag antlers; 15 t16 pure spun resins; 15 t8 cloud tear resins; 5 t8 apetite ingots; 40 t1 citrine ignots.
Virtues: Fortitude and Discretion.
Damage: 2-54 Delay: 23
Stats: Dex: 2 Mst: 5 Cnt: 1 = max stone +16
Proc: This weapon has a 23% chance of stunning its target for 1.2 seconds when striking an enemy.

59 1h crusher Blood Spike Mace: 1 t20 slime leaf dye, 1 t20 spike cloth, 2 t20 slither dust.
Virtues: Strategy and Subtlety.
Tp mats: 3 Giant Coonrat Skull (T19), 45 Mongoose Leg Bone (T1), 3 Calcite Hive Ingots (T18), 45 Citrine Ingots (T1),
12 Torn Spirit Resin (T20), 44 Sun and Moon Resin (T11).
Damage: 11-104. Delay: 25.
Stats: Dex: 4 Pre: 2 Mre: 2 = max stone +16
Proc: This weapon has a 25% chance of stunning its target for 1 second when striking an enemy.

71 2h Glacial Thunder
: 1 t23 grasping leaf dye, 1 t23 desert recluse cloth, 2 t23 sulfurflame dust.
Tp mats: 5 Great Eland Skull (T22), 86 Mongoose Leg Bone (T1), 5 Crystal Ingots (T21), 86 Citrine Ingots (T1), 1 Remembrance Resin (T27), 68 Tethered Resin (T10).
Virtues: Acumen and Justice.
Damage: 8-140 Delay: 25
Stats: Str: 10 Dur: 3 Reg: 7 = max stone +40.
Proc: This weapon has a 25% chance of stunning its target for 1.2 seconds when striking an enemy.

89 1h Infected Treant Club
: 1 t29 devil's shoe leaf dye, 1 t29 tangleweb cloth, 2 t29 pleskorn horn dust.
Tp mats: 3 Elder Kudu Horns (T27), 61 Mongoose Leg Bone (T1), 3 Nepherite Ingots (T26), 61 Citrine Ingots (T1), 4 Evil Eye Resin (T24), 50 Galatai Blood Resin (T12).
Virtues: Guile and Defiance.
Damage: 11-139 Delay: 24
Stats: Cnc: 2 Agi: 6 Cnt: 3 Reg: 1 = max stone +24.
Proc: This weapon has a 24% chance of poisoning its target for 34 damage over 6 seconds when striking an enemy.

99 1h Debrainer
Tp mats: 3 t29 behemoth skull, 67 t1 mongoose leg bone, 3 t28 suzulite ingots, t1 67 Citrine Ingots, 3 t25 Artemis Resin, 68 t12 Galatai Blood Resin.
Virtues: Guile and Cognizance.
Damage: 13-159 Delay: 25
Stats: Str: 3 Pst: 2 Int: 6 Agi: 2 = max stone +26.
Proc: This weapon has a 25% chance of dazing its target for 2.5 seconds when striking an enemy.

99 2h Wrath's Fulfillment

Tp Mats: 5 t29 behemoth skulls, 105 t1 mongoose bones, 5 t28 suzulite ingots, 105 t1 citrine ingots, 2 t27 rememberance resin, 95 t11 sun and moon resin.
Virtues: Guile and Detachment.
Damage: 12-201 Delay: 27
Stats: Str: 5 Int: 2 Cnc: 5 Agi: 3 Cnt: 2 Dur: 5 Reg: 5 = max stone +40.
Proc: This weapon has a 27% chance of stunning its target for 1.3 seconds when striking an enemy.

Slashers Complete

9 2h Algae Encrusted Halbred: 1 t6 strawberry dye, 1 t6 cave cloth, 2 t6 amethyst dust.
Tp mats: 5 Jonquil Ingots (T5), 27 Citrine Ingots (T1), 5 Woodland Critter Leather (T4), 27 Mongoose Leather (T1), 3 Heaven Harbor Resin (T18), 11 Cloud Tear Resin (T8).
Virtues: Courage and Humility.
Damage: 1-32 Delay: 22
Stats: Dex: 1 Pst: 1 Cnc: 1 Reg: 2 = max stone +10
Proc: This weapon has a 22% chance of dazing its target for 2 seconds when striking an enemy.

15 1h Bloodclaw: 1 t7 fenelifig dye, 1 t7 huntsman cloth, 2 t7 saphire dust.
Tp mats: 3 t7 spotted tabac ingots, 19 t1 citrine ingots, 3 t6 swamp elk leather, 19 t1 mongoose leather, 2 t19 afar resin, 6 t9 stone ice resin.
Virtues: Courage and Adaptation.
Damage: 4-44 Delay: 28
Stats: Int: 1 Reg: 2 = max stone +6.
Proc: This weapon has a 28% chance of causing an 8 damage bleed over 5 seconds when striking an enemy.

28 1h Zombie Scale Claw
: 1 t11 creep leaf dye, 1 t11 bolas cloth, 2 t11 tectonic dust.
Tp mats: 3 t10 amazonite ingots, 27 t1 citrine ingots, 3 t9 stag leather, 27 t1 mongoose leather, 5 t19 afar resin, 7 t12 galatai blood resin.
Virtues: Fortitude and Focus.
Damage: 12-93 Delay: 42
Stats: Agi: 2 Pre: 2 Reg: 1 = max stone +10
Proc: This weapon has a 42% chance of diseasing its target for 13 over 10 seconds when striking an enemy.

52 1h Blue Crystal Axe: 1 t18 juniper berry dye, 1 t18 golden cloth, 2 t18 heaven tear dust.
Tp mats: 3 Volcano Ingots (T17), 40 Citrine Ingots (T1), 3 Female Peacock Leather (T16), 40 Mongoose Leather (T1), 6 Venomous Resin (T21), 37 Camel Toe Resin (T5).
Virtues: Strategy and Subtlety.
Damage: 8-60. Delay: 17
Stats: Str: 3 Dex: 1 Cnc: 2 Mre: 1 = max stone +14
Proc: When striking this weapon has a 17% chance to cast a 10 second aura on its target that causes him to deal 20% attack damage dealt back to himself.

53 2h Blue Crystal Halberd: 1 t18 juniper berry dye, 1 t18 golden cloth, 2 t18 heaven tear dust.
Tp mats: 5 Volcano Ingots (T17), 69 Citrine Ingots (T1), 5 Female Peacock Leather (T16), 69 Mongoose Leather (T1), 6 Echo Resin (T22), 40 Galatai Blood Resin (T12)
Virtues: Strategy and Perception.
Damage: 13-150 Delay: 35
Stats: Str: 4 Dex: 4 Cnc: 2 Mst: 3 Dur: 1 Reg: 2 = max stone +32
Proc: When striking this weapon has a 35% chance of casting a 10 second 33% melee slow aura on its target.

75 2h Lenkar's Wrath: 1 t25 pitchfork plant dye, 1 t25 black widow cloth, 2 t25 metal afire dust.
Tp mats: 5 Aquadepths Ingots (T23), 90 Citrine Ingots (T1), 5 Great Eland Leather (T22), 90 Mongoose Leather (T1), 12 Echo Resin (T22)
20 Dark Ork Resin (T14)
Virtues: Acumen and Prudence.
Damage: 15-177 Delay: 31
Stats: Str: 12 Dex: 5 Agi: 2 Reg: 2 = max stone +40.
Proc: This weapon has a 31% chance of causing a 33 damage bleed over 5 seconds when striking an enemy.

81 1h Haunted Totem Sword: 1 t26 poison violet dye, 1 t26 emerald cloth, 2 t26 tidal flame dust.
Tp mats: 3 Aurum Ingots (T25), 57 Citrine Ingots (T1), 3 Blesbok Leather (T23), 57 Mongoose Leather (T1), 14 Venomous Resin (T21), 18 Webbed Resin (T13).
Virtues: Guile and Tranquility.
Damage: 13-114. Delay: 22.
Stats: Str: 5 Dex: 2 Dur: 3 Reg: 1 = max stone +22.
Proc: This weapon has a 22% chance of forsaking its target for 29 damage over 8 seconds when striking an enemy.

99 1h Falchion of Forever

Tp mats: 3 Temorite Ingots (T29), 67 Citrine Ingots (T1), 3 Infernal Leather (T28), 67 Mongoose Leather (T1), 3 Artemis Resin (T25), 75 Galatai Blood Resin (T12).
Virtues: Guile and Cognizance.
Damage: 20-166. Delay: 27.
Stats: Str: 7 Pst: 4 Int: 1 Cnc: 1 = max stone +26.
Proc: This weapon has a 27% chance of causing a 37 damage bleed over 5 seconds when striking an enemy.

99 2h Eternity Edge Axe
Tp mats: 5 Temorite Ingots (T29), 105 Citrine Ingots (T1), 5 Infernal Leather (T28), 105 Mongoose Leather (T1), 2 Remembrance Resin (T27), 57 Galatai Blood Resin (T12).
Virtues: Guile and Tranquility.
Damage: 20-232. Delay: 32.
Stats: Dex: 4 Mst: 7 Cnt: 8 Dur: 3 Reg: 5 = max stone +40.
Proc: When used this weapon casts a 10 second 10% melee haste aura on the user.


Whips
Complete

21 Chain Whip 1 t9 larva pod dye, 1 t9 netcasting cloth, 2 t9 jade crystal dust.
Tp mats: 3 t9 shriveld ear sinew, 23 t1 diseased sinew, 3 t7 elder turkey leather, 23 t1 mongoose leather, 2 t20 torn spirit resin, 8 t9 stone ice resin
Virtues: Fortitude and Focus.
Damage: 10-36 Delay: 25
Stats: Reg: 4 = max stone +8
Proc: This weapon has a 25% chance of stunning its target for 1 second when striking an enemy.

37 Tree Claw Whip: 1 t14 craw leaf dye, 1 t14 camel cloth, 2 t14 sky purge dust.
Tp mats: 3 t13 brainy sinew, 32 t1 diseased sinew, 3 t12 mulebok leather, 32 t1 mongoose leather, 2 t22 echo resin, 32 t5 camel toe resin.
Virtues: Fortitude and Purity
Damage: 17-57. Delay: 30.
Stats: Pst: 3 Agi: 2 Reg: 1 = max stone +12.
Proc: This weapon has a 30% chance of poisoning its target for 16 damage over 6 seconds when striking an enemy.

74 Whip of Misery: 1 t24 palm umbrella dye, 1 t24 blood cloth, 2 t24 deathbringer dust.
Tp mats: 3 Vamprat Leg Sinew (T23), 53 Diseased Sinew (T1), 3 Great Eland Leather (T22), 53 Mongoose Leather (T1), 12 Venomous Resin (T21), 11 Tethered Resin (T10).
Virtues: Acumen and Justice.
Damage: 18-71 Delay: 21
Stats: Int: 3 Mst: 2 Cnt: 1 Pre: 4 = max stone +20
Proc: When striking this weapon has a 21% chance to cast a 10 second aura on its target that causes him to deal 20% attack damage dealt back to himself.

99 Tendril of Domination
Tp mats: 3 Aqua Leg Sinew (T29), 67 Diseased Sinew (T1), 3 Infernal Leather (T28), 67 Mongoose Leather (T1), 3 Artemis Resin (T25), 16 Dark Ork Resin (T14).
Virtues: Guile and Detachment.
Damage: 20-79 Delay: 18
Stats: Dex: 2 Pst: 5 Pre: 6 = max stone +26.
Proc: When striking this weapon has an 18% chance of casting a 10 second 40% melee slow aura on its target.

Staves Complete

17 Staff of the Native: 1 t8 pea leaf dye, 1 t8 crab cloth, 2 t8 emerald dust.
Tp mats: 3 t7 aqua planks, 21 t1 rotten planks, 3 t6 capri geodes, 21 t1 citrine geodes, 4 t18 heaven harbor resins , 14 t3 bulk pine resins.
Virtues: Courage and Knowledge.
Damage: 6-40 Delay: 26
Stats: Cnt: 1 Mre: 2 Reg: 4 = max stone +14
Proc: This weapon has a 26% chance of mesmerizing its target for 3 seconds when striking an enemy.

40 Shock Staff: 1 t15 split leaf dye, 1 t15 lynx cloth, 2 t15 oceanic dust.
Tp mats: 3 Lavawood Plank (T14), 34 Rotten Plank (T1), 3 Coral Geode (T12), 34 Citrine Geode (T1), 16 Heaven Harbor Resin (T18), 26 Cloud Tear Resin (T8).
Virtues: Fortitude and Order.
Damage: 16-96. Delay: 37.
Stats: Pst: 1 Int: 2 Agi: 3 Dur: 3 Reg: 4 = max stone +26.
Proc: This weapon has a 37% chance of forsaking its target for 17 damage over 8 seconds when striking an enemy.

69 Staff of Winged Death: 1 t23 grasping leaf dye, 1 t23 desert recluse cloth, 2 t23 sulfurflame dust.
Tp mats: 3 t21 great oak planks, 50 t1 rotten planks, 3 t20 chrysolite geodes, 50 t1 citrine geodes, 6 t22 echo resin, 37 t12 galatai blood resin.
Virtues: Acumen and Resolution.
Damage: 18-104. Delay: 27.
Stats: Dex: 2 Pst: 2 Int: 4 Cnc: 1 Mst: 3 Cnt: 7 Reg: 1 = max stone +40.
Proc: This weapon has a 27% chance of mesmerizing its target for 3 seconds when striking an enemy.

99 Mindblast Staff: 2 t30 starfire berry dyes, 2 t30 hellborne cloths, 3 t30 eternity dust.
Tp mats: 3 Limbermill Plank (T29), 67 Rotten Plank (T1), 3 Suzulite Geode (T28), 67 Citrine Geode (T1), 3 Artemis Resin (5), 81 Sun and Moon Resin (T11).
Virtues: Guile and Defiance.
Damage: 35-200. Delay: 38
Stats: Dex: 2 Pst: 4 Int: 4 Cnt: 3 Pre: 7 Mre: 7
Proc: When used this weapon casts a 10 second 18% draw haste aura on the user and increases DoT gem damage by 3% when equipped.
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Last edited by Blaze; 03-26-2017 at 10:38 AM..
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Old 01-15-2017, 11:19 AM   #12
skybound
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Just read your post - tks for your hard work i got alot of info from it. Great Job!
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Old 01-15-2017, 11:33 AM   #13
Blaze
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Very Basic Leveling Guide NBA24

This is a very basic guide for skills mostly. Undecided if I'll make it more in-depth or just answer questions as people join the academy.

How to cap:
You start as a level 1 in docks with iron gaff. You should make your priority regardless of class.. to get the grass sword equipped next. After you finish docks quests keep grinding in traveler's way until you have the level 3 armor, shield, and the 'Gradual Repair'; 'Sylvain's Restoration'; and 'Gaia's Blessing'.
Last 2 gem slots are optional. Can go for an 'Aura of Lucidity' to avoid dazes that make you hit yourself. A damage gem or two. Maybe a couple more heals if you want. You could also leave them as escape potions so you can still run from bad fights before you get level 10 'Wizardry' to unlock your second pouch. Note: If you're an archer get the first level 0 quiver. It's equal to the level 11 quiver so it lasts until the 13/14. You're now ready to head to the second town (t2 Stronhad). There you face the issue of Ashen Trail being 100% spirits. Use this chance to level your magic skills while doing quests then move on to Scorchedlands (75% combats). If Scorch is still too hard keep grinding in Traveler's Way. It may be a good time to level 'Class Enhancement' so your player level stops climbing until your skills are better. Otherwise you'll get less and less trophies. Get level 6 armor and your next weapon (7 2h crusher; quickskinner slasher; the rare piercer; level 6 bow). You're off to t3 Fenelia! Now Fenelia is where I normally stop and catch my support skills up. Start leveling Class Enhancement once you're level 6 1 ding away from level 7 imo. Less trophies when the mobs are the same level but you're not exactly super strong at the moment so.. Now what skills are useful to you?

To explain the urgencies...
Low - Raise it when you got time. If you don't got time not very important to skip.
Medium - I'd try to keep it same level as me if possible.
High: If this skill isn't at the same level as you there's an issue.

Skill - Urgency to raise.

Stat Skills:

Level 0 skills:
Class Enhancement (medium. High once capped)
Double Bond (low early game. Once you start using enchanting stones on 2 handed weapons it's a good skill to raise)
Epicurious (ignore it completely until you're level 25ish at least. Medium if you get an epic weapon after 25)

Level 20 Skills:
Stat Enhancement (low at first. The higher level you get the more important it is. One of the most important at cap.)
Mitigated Penalties (very low at first. The higher level you get the more important it is. One of the most important at cap.)
Class Specialization (medium. High once capped)
Temperance (low until you're trying 100+ zones)

Superior Cleansing (low at first since it won't change much. once 40-60ish I'd raise it to medium priority.)
Level 40 skills:
Acquittal (very low unless you're the type who takes risks. Even at cap I haven't bothered to level it much because I know my limits.)
Self Preservation: (Depends on class. Beastmasters: Low. Direct Damage (DD) casters: High. Damage over Time (DoT) casters: Medium. Melee: High. Archers: Very high.)
Secondary Specialization (Medium at first. High once capped.)

Level 60 Skills:
Self Reflection: (Depends on build. Beastmasters: Low. Direct Damage (DD) casters: High. Damage over Time (DoT) casters: Medium. Melee: High. Archers: Very high.)
Defiance: (Extremely low. It'll take you years to raise it anyway.)

Level 80 Skills:
Max Coinage: (Very high. This will get you started on the path of gold making.)
Big Game Trophies: (Very high as a new cap needing skills.



Learnings: Basically try to keep them all the same level as you. Except cognizance. Ignore that one mostly. I'd recommend if all learnings are same level as you.. prioritize the ones that increase the speed your learnings raise (Advanced Learning; Perception; Cultivation). Learnings take years to cap and is the hardest exp in the game to acquire.

Weaponry: (if archer mostly ignore) Note: Due to seeing this asked in civil chat a few times.. A BOW IS NOT A TWO HANDED WEAPON. NO SKILLS IN WEAPONRY AFFECT YOUR BOW.
Level 0 Skills:
Slashing: Raise if Slasher melee or Beastmaster (Read Archery skill on this thread first though). Whips suck at low levels so better to go slasher for a melee Bm. Try to keep above monster level.
Piercing: Unless you want to go piercer don't raise it. Though some piercing weapons give nice stats for archers so may wish to raise it for this reason. Try to keep above monster level.
Crushing: For Melee crushers and staff users since staves are hard early on. Try to keep above monster level.
Critical Strike: If you autoattack raise this. High priority.
Overcrit: Upper medium.
Two Handed: Ignore unless you want to use Two handed weapons at some point. If you do wish to then priority: Upper medium.
Hemorrhage: Lower medium unless piercer. For piercers high.

Level 20 Skills:
Dual Wield: ignore unless you want to Dual Wield at some point. If you do wish to, priority is high.
Double attack: If you autoattack priority is high.
Slash Spec: High if relevant.
Pierce Spec: High if relevant.
Crush Spc: High if relevant.

Level 40 Skills:
Slice and Dice: Note: Slice affects whips. Dice does not. For whip users: low. For slashers: high.
Puncture: Medium if relevant.
Smash: High if relevant.
Precision: Very high if relevant.

Level 60 Skills:
Strikethrough: Very low until cap. Low when new to cap too. Only starts raising in priority once you're getting lgs and want to PvP.
Vengeance: This depends. There is a style called 'Venge Farming' which takes advantage of this skill by using switching suits to keep your hp low when you have tempers. Before cap not really useful as if you have tempers they're weak. Once cap if you wish to do this style it's high though. If just normally using it lower medium unless monsters you fight beat you up a lot.

Level 80 Skills:
Death Blow: High.
Quadrakill: An epic skill. The priority on it is high but because of the difficulty leave it for last after completing the other skills you wish to cap. Just get a few dings in it at first.



Archery: (If melee mostly ignore. If BM, DD, or DoT read) Note: You cannot equip a bow and staff at the same time.
Level 0 Skills:
Archery: Try to keep above monster level if autoshooting. Melee may wish to raise for stats on bows.
Critical Shot: High.
Serial Criticality: High.
Trishot: High.
Kiting: Lower medium.
Ambush: Lower medium at low levels. Once you've actually got a decent chance of procing it high.
Megacrit: Medium.

Level 20 Skills:
Trained Eye: High.
Flameshot/Poison Arrow: You can only make use of one at first. I recommend Poison arrow if autoshooting. Priority: low unless casting dots for Shaft skill below.
Vengeful Shot: Medium.
Shaft of Death (relevant to DoTters) This skill is very useful for casting poison and burn dots to instantly kill the mob. There is an entire build built off this called 'Double Cast Poison Archer'. It is fairly popular at cap. For poison most consider it superior to staff. Disease users generally stick with staves though since no shaft. If you use dots to take advantage of this skill priority is high.

Level 40 Skills:
Blinding Arrow: Medium.
Arrowrain: Extremely low until cap with lgs.
One With Nature: Medium.

Level 60 Skills:
Snake Tongue: lower medium unless using shaft focus.
Aerial Dominion: High for builds that don't use shields or whips.
Epic skill though so just level it as you go.

Level 80 Skills:
Broadhead: low unless using Broadhead Aura gem.
Exploit Weakness: Medium.


Note: You may wish to go archer instead of slasher as a Bm. Archer Bm is considered superior PvE to melee Bm at cap. Melee bm is good PvP though.
Note 2: There is also a build called 'Double Cast DD Archer', which like Double Cast Poison Archer is superior to it's staff using counterpart. So may be better to go archer instead of crusher.


Protection: Note: I basically consider shields a cap thing for high end PvP/PvE.
Level 0 Skills:
Suiting: I personally only raise this when I arrive at a new town that has armor I want.
Blocking: Get to level 3. Optional to raise after that. I don't as I either use two handed weapons or plan to go Dual Wield at 20 which leaves no room for shields. Do not recommend using shields past level 20 unless you're in a group and keeping squishier people alive. Note: slows bows by 20% when equipped.
Parry: If autoattacking medium. If autoshooting this does not affect you.
Combat Recovery: Low. Medium if caster. Useful for other builds once you start using auras (Rabid/Sharpened/Ranged Haste etc)
Impedance: Medium.
Testudo: I personally don't invest any trophies in it as I ditch shields soon after.

Level 20 Skills:
Dual Parry: Note: Dual whips can use this skill. Just not Whip+Shield. Medium if it applies.
Deflective Shield: Another ignored shield skill. Good at cap.
Mirrored Blade: Medium if melee. Low if staff.
Combat Endurance: Low. Medium if caster. Useful for other builds once you start using auras (Rabid/Sharpened/Ranged Haste etc)
Combat Concentration: Low. Medium if caster. Useful for other builds once you start using auras (Rabid/Sharpened/Ranged Haste etc)

Level 40 Skills:
Bash: Ignored shield skill. Very good PvP.
Banish Light: Medium.
Grim Resolution: Medium.
Null Mind: High.

Level 60 Skills:
Battle Mending: Low unless relying on Regen. If so high.
Indifference: Lower medium.

Level 80 Skills:
Improved Bash: Low even for shield users.
Sacred Defender: Mostly PvP only skill. As such low priority.


Life Magic:
Level 0 Skills:
Sorcery: Medium.
White Magic: If you use the endless heals I mentioned at the start this is good til level 50ish. Besides those heals easy to ignore this color.
Green Magic: If you use the endless heals I mentioned at the start this is good til level 50ish. If using Poison DoTs or wish to be Staff DDer raise this.
Mental Conservation: Staff only. High if Staff.
Remedial Focus: Low even if it applies unless using staff.
Revitalize: Low.
Gift of light: Lower medium if relevant.

Level 20 Skills:
Healing: Low.
Repel: High for non casters. Resist aura is great at cap.
Shared Bliss: High for most builds. Note: Does not affect the Bm aura 'Rabid'.
Eternity: If you use the endless heals I mentioned at the start this is good til level 50ish.
Palisade: Very low. Note: Does not affect the resistance aura I mentioned for repel.

Level 40 Skill:
Overcleanse: Basically PvP only. Low unless cap healer.

Level 60 Skills:
Yellow Snow: Lower medium if relevant. Note: Yellow Snow is not the reason level 60 skills are yellow. Just a happy coincidence.
Life From Death: low if vamp. Extremely low otherwise.

Level 80 Skills:
Holy Clutch: Medium if relevant.
Stone and Water: High for most builds. Epic skill so raise gradually.




Death Magic: If not a caster the only relevant skills are Diablosim, Red Magic, Black Magic if Bm, Longevity, Everence, and Gravebound.
Level 0 Skills:
Diabolism: Medium.
Red Magic: High for nearly every build. Can ignore to level 30-40ish though unless casting.
Staves: Personally ignore it until cap. High once cap.
Sleight of Hand: If relevant medium.
Destruction: Medium.
Raze: Extremely low.

Level 20 Skills:
Inferno: High.
Necromancy: (If pursuing double cast dd archer ignore) High if staff DD.
Dark Patience: High.
Longevity: Medium.
Outbreak: Upper Medium.

Level 40 Skills:
Everence: Medium.
Hasten Demise: Medium.
Rupture: High.

Level 60 Skills:
Burning Soul: Low.
Deathflow: Lower medium.

Level 80 Skills:
Improved Rupture: High.
Gravebound: PvP only so low. Doesn't affect Whips.




Psych Magic: Useful to all builds.
Level 0 Skills:
Mind Bending: Medium.
Blue Magic: Medium.
Grey Magic: Medium.
Wizardry: High to level 10. Medium to level 50. Medium if staff user.
Divination: Medium if relevant.
Gem Handling: High.
Replenish: Low. Medium if caster.

Level 20 Skills:
Replay: High.
Aggravation: Ignore unless taunting.
Perseverance: Medium.
Gem Shattering: Lower medium.
Dividends: Upper medium if relevant.

Level 40 Skills:
Mana Vault: Medium.
Deft Recovery: High.
Color Blind: Ignore.

Level 60 Skill:
Intoxicate: Upper medium if relevant.

Level 80 Skills:
Tunnel Vision: High if relevant.
Deft Finality: Low.



Beast Mastery: If you use Whips raise everything. Fire and Ice is lowest priority.
If you do Not use Whips ignore everything except Petmanship and Fire and Ice. Predacity/Wound/Ferocity/Stalking/Worgen/Sense Fear optional. If you feel your pet does enough damage to justify all those trophies go ahead. I put them all at low priority if you raise at all though.



Every time you get to a new town follow the pattern:
The zone is 1 square away. Level up til you feel you're at a comfortable kill speed/drop rate then switch to another stat skill. Catch up the medium priority skills and maybe some of the lows. Until you reach the next town use random trophies you get while on quests on the high priority skills.
Some good places to catch skills up:
Fern Grove: (level 6-7 mobs). 50/50 trophy ratio so good to raise skills. 1 square from T3 Fenelia.
South Passage: (level 14-15 mobs.) 50/50 ratio. 1 square from t2 Stronhad. (Can do South Dread if you want. 75% combats. 1 square from T4 Atlimus 2 from T2 Stronhad.)
North Passage: 1 square from T4 Atlimus/T5 Burdinia (level 20-21 mobs 75% combats)/North Dread: (21/23 mobs 75% combats) 1 square from T5 Burdinia 2 from T4 Atlimus.
Rocklands (23-24 mobs 50/50) 1 square from T6 Maalin.
Ogre Foothills is an option (level 31-32 mobs 50/50 ratio) 1 square from T7 Roggork. Its rivals are Snow Hills (75% spirits 35-36 mobs 1 square from T5 Burdinia) and Skeleton Coast (two level 36 mobs 100% combats) 1 square from t1 Castille.
Ice Lake 46-47 mobs 50/50. 1 square from t9 Slevisk.
Snake River: 51-52 mobs. 50/50. 1 square from t10 Crella.
Bog Foothills: 56-57 mobs. 100% spirits. 1 square from t11 Zugrul.
Snow Forest: 58-59 mobs. 100% spirits. 1 square from T6 Maalin.
Arena Isle: 60-61 mobs. 75% combats. 1 square from t12 Aerthol.
Desert Flats: 64-65 mobs 50/50 1 square from T13 Reydor.
Roggork Hills: 100% combats 70-71 mobs 1 square from T7 Roggork.
Beach Cliffs: 72-73 mobs 75% spirits. Next to t7 Roggork.
There's a bit of a gap here but the next good zone is
Nlake Halcyon: level 86-87 mobs 50/50 ratio 1 square from T15 Ustenar. If that gap is too big for you you'll need to use gates from one of the in between zones.
After that grats you're cap. You'll know what zones you want to farm by this point.

Gear: Rares are typically worth it except the level 13 rare armor. If you cannot afford them though just go uncommons.


For normal leveling and doing quests orange/red mobs are considered the best leveling speed generally. If you're OP you can go higher. stop at +5 though.
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Old 01-15-2017, 11:44 AM   #14
UnitheUnison
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Thanks for the info blaze A lot of useful tips to go through
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Old 01-15-2017, 12:25 PM   #15
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UPDATE: NBAs renumbered. Some moved. They are now in order (when manually scrolling down) & the titles are Lime so they are easy to find.
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Old 01-15-2017, 08:53 PM   #16
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omg, where do I sign up?
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omg i tiered my lod to t2 then to t3 but it gave me smaller? can i plz get a new one that works or a full refund in cash? ty in advance
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Soxson gave Magic Johnson AIDS


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Old 01-15-2017, 11:06 PM   #17
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Quote:
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Thanks for the info blaze A lot of useful tips to go through
unisux
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MVP status transferred from Daer to Soxson.
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You are just too op... Someday I'll be as good as you! You are my idol
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I can!
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Old 01-16-2017, 02:44 PM   #18
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a section about useful runes and pots for new player would be nice
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Old 01-16-2017, 03:10 PM   #19
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Quote:
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a section about useful runes and pots for new player would be nice
I'll add them today probably. That's a short one.
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Old 01-17-2017, 04:40 PM   #20
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Clan Blaze is recruiting. Legendary list now color color-coded.
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