Levelable weapons

Name says it all
Riley
Posts: 16
Joined: Sat Dec 02, 2017 7:49 pm

Levelable weapons

Postby Riley » Thu Dec 14, 2017 10:30 am

Before you put one of these on your weapon, you must make sure the weapon is good enough to spend 100k tokens on. First, you must put it into a category: Relayer or Weapon.

Relayer
These weapons will generally have resists, HCI/DCI, or other properties that carry over onto equipment other than weapons. See here for properties that apply to relayers. You won't usually find them to be heavy with properties from the Weapon Hits Category, Weapon Hits will only work on weapons used in combat.

Weapons
Depending on the weapon and play style, the properties you add and extend on your weapon will vary. You'll generally be adding properties from under the Weapon Hits Category of the Weapon Leveling Menu.

The Ideal Weapon will generally have:

Hit Lightning and/or Fireball
Hit Mana Leech
Hit Lower Attack(HLA) and/or Hit Lower Defense(HLD)
HLA/HLD vary - If you have a War Hammer, you'll probably want HLA, as it will help keep you alive longer. A Yumi or other single target DPS(Damage per Second) would want HLD, as you aren't going to get hit and damage is key there.
After these stats, it's mostly preference. Hit Life Leech(HLL) is nice, but dependent on play style. Hit Stam Leech(HSL) CAN be good, but better for Felluca, and especially on a Whirlwind Weapon.

The only time you'll really want AoE on your weapon is if it has Whirlwind. Whirlwind ◊ procs on every target within range, meaning you can hit 9 targets, providing 8 surround you and you are standing on 1. You can proc 9 Lightnings and/or Fireballs and 2-3 Hit Areas, dropping incredible amounts of damage.


You can only gain experience if you yourself kill the monster using the weapon. It won't work if it's by a spell or if your pet kills it (unless the weapon is lvl 50 or above in which case pet kills give 1/8th xp).
All dungeons in Tram and Fel on excelsior have increased spawn. The added spawns in Trammel give less experience (most likely due to the ease of recalling to any area or using the teleporters to get to them). Fel dungeons, however, tend to give more owing to double weapon experience in Fel.
Spending Points
Each time a weapon gains a level, it will gain a certain amount of spending points (aka sp).

Crafted Weapons will gain 3 sp per level.
Artifact & Looted (Non-Crafted) Weapons will gain 5 sp per level.
These points are used to upgrade a weapons properties; Single click on the weapon and select Information, and a gump will pop up.

Gondory
Posts: 26
Joined: Thu Mar 30, 2017 4:22 pm

Re: Levelable weapons

Postby Gondory » Thu Dec 14, 2017 8:33 pm

Great information!.. thank you!..

- we bought the level deeds with gold not tokens because tokens is not active yet.
- I see only trammel dungeons, not fellucia. and man/! they are tough! can't get very far with no gear and very hard to farm gear....

but thanks for the effort and posting on a dead forums.

Riley
Posts: 16
Joined: Sat Dec 02, 2017 7:49 pm

Re: Levelable weapons

Postby Riley » Sun Dec 17, 2017 8:41 am

We are still working on adding new and more things to the server. Please be patient for the time being. Thanks!

Gondory
Posts: 26
Joined: Thu Mar 30, 2017 4:22 pm

Re: Levelable weapons

Postby Gondory » Tue Jan 02, 2018 8:04 pm

These weapons will generally have resists, HCI/DCI, or other properties that carry over onto equipment other than weapons
which of these carry over to clothing?

- damage increase?
- swing speed increase?
- hit lower defense?
- hit lower attack?
- reflect physical damage?

I think you already said that these carry over?

- hit chance increase?
- defense chance increase?

Thanks for the help.

Gizmo
Site Admin
Posts: 40
Joined: Fri Jan 27, 2017 3:51 pm

Re: Levelable weapons

Postby Gizmo » Wed Jan 03, 2018 10:38 am

Here is a list of some transferable properties to help you decide.
  • Damage Increase
  • Resists
  • Spell Damage Increase
  • Hit Chance Increase
  • Defense Chance Increase
  • Reflect Physical Damage
  • Swing Speed Increase
  • Luck
  • Enhanced Potions
  • Lower Reagent Cost
  • Lower Mana Cost
  • Regens: Mana, Hit point and Stamina
  • Faster Casting and Faster Cast Recovery

Gondory
Posts: 26
Joined: Thu Mar 30, 2017 4:22 pm

Re: Levelable weapons

Postby Gondory » Wed Jan 03, 2018 7:43 pm

Thanks Gizmo! ... would anyone know the caps for these skills for this server?


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