Here you can find a large collection of general DAoC information.
DAoC Information Database
Character Information:

Stat Caps Per Level
Stat Effects
Resistance Caps
Skill Caps
Overcap Limits
Realm Points Needed Per Realm Rank Level

Melee Combat:

Chance to Hit in Melee
DAoC Weaponskill Tables
Chance to NOT get Hit in Melee
Melee Damage Calculation

Melee Defenses:

Brittle Guards
Bladeturn
Evade
Parry
Shield Block

Armor Information:

Armor Absorbtion
Armor Factor
Armor Resistances
Armor Elemental Resistances

Weapon Information:

Attributes and Midgard Weaponry
Legendary Weapons

Master Levels:

Master Level Requirements
Master Level Steps

Champion Levels:

Champion Level Requirements

Player Housing Information

Rent and Consignment Merchants
Upgrading Your House

Equipment:

Indestructable items
Repairing Equipment

Siege Warfare:

Portable Siege Weapons
Stationary Siege Weapons
Siege Boats

Crafting:

Midgard Crafted Armor Bonuses


Stat Caps Per Level:

A) 1.5x your level from equipment (weapons, armor, jewelry, etc...)
B) 1x your level from single-stat buffs (a.k.a. baseline buffs, like +Str or +Dex))
C) 1.5x your level from double-stat buffs (a.k.a. spec line buffs, like +Str/Con or +Dex/Qui))
D) +48 from Realm Ability Stat Boosts.
E) +26 from Overcap Bonus Items.

- A, B, C, D and E all stack together.
- At level 50, your stats are capped at +101 from items.
- By level 50, A+B+C+D+E is capped to a maximum of 400 - after 400 there is almost no measurable gain from additional stats.


Stat Effects:

- Strength (STR): Affects the damage done by weapons for crushing and slashing damage types. Half of the damage done by thrusting weapons is also affected by STR. Your encumbrance weight depends on your STR.

- Constitution (CON): Determines the maximum number of hit points your character will have.

- Dexterity (DEX): Archery (bow-type weaponry) and Staves depend on the level of DEX that your character has. The other half of thrusting weapon damage is dependant on DEX. Casters rely on DEX to increase their casting speed. Defensive skills such as shield blocking, parrying, and evasive skills also depend on DEX.

- Quickness (QUI): Affects the attack speed of a player in melee combat. Half of evasive skills rely on Quickness. The other half relies on Dexterity.

- Intelligence (INT): A primary casting stat, which determines the power pool of Intelligence-based classes as well as the damage done by their spells. These classes have INT as their primary stat.

- Empathy (EMP): Empathy affects the maximum power pool available to the Druid and Warden classes as well as the damage done by Druidic DoTs.

- Piety (PIE): Priest, Clerical, Mystic, and Seer classes rely on Piety to determine the depth of their power pools. Their damage spells, if they have them, are also affected by this attribute.

- Charisma (CHA): Charisma guides the effectiveness of a musical class' songs


Resistance Caps:
- Items give a maximum of +26% on any resists at lvl 50 (1 + (your level/2))
- Racial bonuses can go over this cap and grant the following bonuses:

Race:
Cold
Heat
Matter
Energy
Spirit
Body
Crush
Slash
Thrust
Kobolds
-
-
-
5
-
-
5
-
-
Norse
5
-
-
-
-
-
2
3
-
Trolls
-
-
5
-
-
-
-
3
2
Dwarves
-
-
-
-
-
5
-
2
3
Frostalf
-
-
-
-
5
-
-
2
3
Valkyn
5
-
-
-
-
5
-
3
2

- Resistance Buffs have no known cap.
- Realm abilities have no known cap
- Artifacts have no known cap

- Champion abilities have no known cap - but do not stack with Resistance Buffs or Artifacts.

Skill Caps:

A) +11 from items at lvl 50 (1+lvl/5) (weapons, armor, jewelry, etc...)
B) +13 from Realm Rank

- Maximum of +24 to a spec-line at Realm Rank 13 with + 11 on equipment.


Overcap Limits:

You can overcap your statistics by using equipment that has + to attribute powers.
(Example: X to Acuity Cap, XX to Hit Point Cap, X to Power Cap).

- You may overcap your stats by ((Character Level / 2) + 1), for a maximum of +26 at level 50.
- You may overcap you hit points by (Character Level * 4), for a maximum of +200 at level 50.


Realm Points Needed Per Realm Rank Level

Realm Rank 1
Realm Rank 2
Realm Rank 3

1. 0 - 0
1. 1 - 1
1 .2 - 68
1. 3 - 125
1. 4 - 400
1. 5 - 750
1. 6 - 1,375
1 .7 - 2,200
1 .8 - 3,500
1. 9 - 5,250

2 .0 - 7,200
2 .1 - 9,600
2 .2 - 12,500
2 .3 - 16,500
2 .4 - 20,500
2 .5 - 25,300
2 .6 - 31,000
2 .7 - 37,000
2 .8 - 45,000
2. 9 - 53,000

3 .0 - 62,800
3 .1 - 71,500
3 .2 - 83,000
3 .3 - 95,000
3 .4 - 108,000
3 .5 - 122,500
3 .6 - 138,000
3 .7 - 155,000
3 .8 - 173,250
3. 9 - 192,850

Realm Rank 4
Realm Rank 5
Realm Rank 6

4. 0 - 214,000
4 .1 - 236,000
4 .2 - 260,000
4 .3 - 287,500
4 .4 - 313,000
4 .5 - 342,000
4 .6 - 373,000
4 .7 - 405,000
4 .8 - 439,000
4 .9 - 475,800

5. 0 - 513,500
5 .1 - 553,000
5 .2 - 595,500
5 .3 - 641,000
5 .4 - 687,600
5 .5 - 735,000
5 .6 - 785,000
5 .7 - 838,000
5 .8 - 897,000
5 .9 - 952,000

6 .0 - 1,011,000
6 .1 - 1,076,800
6 .2 - 1,139,000
6 .3 - 1,206,000
6 .4 - 1,280,000
6 .5 - 1,349,000
6 .6 - 1,428,000
6 .7 - 1,505,000
6 .8 - 1,584,800
6 .9 - 1,668,225

Realm Rank 7
Realm Rank 8
Realm Rank 9

7.0 - 1,750,000
7.1 - 1,845,250
7.2 - 1,938,275
7.3 - 2,034,375
7.4 - 2,133,600
7.5 - 2,236,000
7.6 - 2,341,625
7.7 - 2,450,525
7.8 - 2,562,750
7.9 - 2,678,350

8.0 - 2,781,144
8.1 - 2,919,875
8.2 - 3,045,900
8.3 - 3,175,500
8.4 - 3,308,725
8.5 - 3,445,625
8.6 - 3,586,250
8.7 - 3,730,650
8.8 - 3,878,875
8.9 - 4,030,975

9.0 - 4,135,931
9.1 - 4,347,000
9.2 - 4,511,025
9.3 - 4,679,125
9.4 - 4,851,350
9.5 - 5,027,750
9.6 - 5,208,375
9.7 - 5,393,275
9.8 - 5,582,500
9.9 - 5,776,100

Realm Rank 10
Realm Rank 11
Realm Rank 12
10.0 - 5,974,125
10.1 - 6,176,625
10.2 - 6,383,650
10.3 - 6,595,250
10.4 - 6,811,475
10.5 - 7,032,375
10.6 - 7,258,000
10.7 - 7,488,400
10.8 - 7,723,625
10.9 - 7,963,725
11.0 - 8,208,750
11.1 - 9,111,713
11.2 - 10,114,001
11.3 - 11,226,541
11.4 - 12,461,460
11.5 - 13,832,221
11.6 - 15,353,765
11.7 - 17,042,680
11.8 - 18,917,374
11.9 - 20,998,286
12.0 - 23,308,097
12.1 - 25,871,988
12.2 - 28,717,906
12.3 - 31,876,876
12.4 - 35,383,333
12.5 - 39,275,499
12.6 - 43,595,804
12.7 - 48,391,343
12.8 - 53,714,390
12.9 - 59,622,973


Chance to Hit in Melee:

- The bonus % on your weapon increases your chance to hit a target by the listed amount.
- The bonus % on your target's armor decreases your chance to hit a target by the listed amount.
- Your level vs. the target's level.
- Weapon type vs. defense type.
- Weaponskill vs. opponent's armor factor.
- Weapon Styles with bonus to hit.
- Your attribute that your weapon uses - usually Strength or Dexterity.
- How many spec points you have in the weapon you are attacking with.
- The number of people fighting the same opponent.


DAoC Weaponskill Tables:

Weaponskill is determined by how much weapon spec you have and how high the stats that effect your weapon are. The table below shows how much weaponskill each class gains from each point of weaponspec and primary weapon attribute. Note that some classes have different weaponskill tables depending on what weapon the specialize in.

Tiers:
Midgard
Albion
Hibernia
Tier 1 Warrior - Melee None None
Tier 2 Warrior - Shield
Berzerker - Melee
Armsman - Melee
Mercenary - Melee
Hero - Melee
Blademaster - Melee
Tier 3 None Armsman - Shield
Mercenary - Shield
Hero - Shield
Blademaster - Shield
Vampiir - Vampiiric Embrace
Tier 4 Savage - Hand to Hand Reaver - Flex
Valewalker - Scythe
Tier 5 Hunter - Bow Scout - Bow Ranger - Bow
Tier 6 Skald - Melee
Hunter - Spear
Valkiery - Spear
Savage - Regular Weapon
Reaver - Slash
Paladin - Melee
Champion - Melee
Tier 7 Valkiery - Shield
Thane - Shield
Reaver - Shield
Paladin - Shield
Scout - Shield
Heretic - Shield
Champion - Shield
Warden - Shield
Tier 8 Shadowblade - Melee
Hunter - Sword
Infiltrator - Melee
Scout - Melee
Minstrel - Melee
Nightshade - Melee
Ranger - Melee
Vampiir - Melee
Tier 9 None Friar - Staff None
Tier 10 Thane - Melee
Valkiery - Sword 
Shaman - Melee
Healer - Melee
Heretic - Flex Warden - Melee
Bard - Melee
Tier 11 None Cleric - Melee
Friar - Crush
Druid - Melee
Tier 12 Warlock - Melee
Spirtmaster - Melee
Runemaster - Melee
Bonedancer - Melee
Necromancer - Melee
Cabalist - Melee
Theurgist - Melee
Sorceror - Melee
Wizard - Melee
Enchanter - Melee
Eldrich - Melee
Bainshee - Melee
Mentalist - Melee
Animist - Melee


Chance to NOT get Hit in Melee:

- Enchanted bonus on your armor
- Using weapon styles with bonus to defense
- Dex affects your chances to shield block & parry
- Dex & Qui affects your chances to evade
- Your level vs. their level (the lower the level they are to you, the harder it is for them to hit you)
- Armor Factor on your Armor affects the chance to negate a blow.


Melee Damage Calculation:

- Damage = WeapDmg (which is a possibly capped weapon DPS) * Delay * Quality * Condition * (WeapSkill / Target's AF)

Also, there is an interesting formula for the effective AF of a piece of armor:
-
Effective AF = Listed AF * Quality * (1 + (absorb * quality))

-
Notice the quality double-dipping which makes it extra important for armor.


Brittle Guards:

Brittle guards are small pets that block attacks from melee weapons. They will intercept one attack and then die.

The following attacks are intercepted by brittle guards:
- Normal melee swings
- Siege weapon shots
- Thrown weapons
- Regular arrow shows from archers
- Melee attacks from enemy pets
- Melee attacks from NPCs and Monsters

The following attacks are NOT intercepted by brittle guards:
- Any assassin critical strike style executed from stealth
- Any magical attack
- Archers using the True Shot ability


Bladeturn:

The bladeturn spell summons a crystal barrier that will intercept one melee attack and then shatter. All list casters except the necromancer and the valewalker receive the bladeturn spell. The warden, runemaster, and the theurgist have a special version of the bladeturn spell that refreshes every few seconds without having to be recast, giving them a great deal of survivability in melee combat.

The following attacks are intercepted by bladeturn spells:
- Normal melee swings
- Thrown weapons
- Regular arrow shows from archers
- Melee attacks from enemy pets
- Melee attacks from NPCs and Monsters

The following attacks are NOT intercepted by bladeturn spells:
- Any assassin critical strike style executed from stealth
- Any magical attack
- Archers using the True Shot ability
- Archers with a very high bow specialization have a base chance to penetrate bladeturn each shot


Evade:

A) Each level of evade gives you a base 5% chance to evade attacks.
B) Dex and Qui improve your chance to evade.
F) Attackers that use 2 weapons at once halve your chance to evade.
G) High attacker weaponskill reduces your chance to evade.

- Evade effectiveness is reduced by each attacker beyond the first.
- Advanced evade - found only on light tanks - allows you to evade attacks from all angles. Normal evade only dodges attacks in your forward arc.


Parry:

A) Parry spec has a base 5% chance to block + 0.5% per spec point
B) Enchanted bonus on Weapons impacts chance to parry.
C) Weapon quality impacts your chance to parry.
D) Weapon condition impacts your chance to parry.
E) Dex increases your chance to parry.
F) Attackers that use 2 handed weapons halve your chance to parry.
G) High attacker weaponskill reduces chance to parry.

- Parry effectiveness is reduced by each attacker beyond the first.


Shield Block:

A) Shield spec has a base 5% chance to block + 0.5% per spec point
B) Enchanted bonus on Shields impacts your chance to block.
C) Shield quality impacts your chance to block.
D) Shield condition impacts your chance to block.
E) Dex increases your chance to block.
F) Attackers that use 2 weapons at once halve your chance to block.
G) High attacker weaponskill reduces chance to block.

- Small shields: can block 1 attacker without suffering penalties to block.
- Medium shields: can block 2 attackers without suffering penalties to block.
- Large shields: can block 3 attackers without suffering penalties to block.
- If your shield exceeds it's listed number of attackers, it is reduced in effectiveness.


Armor Absorb:

- Your armor's absorb displays the percentage damage a melee or *targeted magical attack is reduced when it strikes you.

Armor Type:
Absorb
Cloth
0
Leather
10
Studded
19
Chain
27

*Note:Targeted magical attacks are Bolt Spells, Legendary Weapons, and Vampiir Claw Spells.

Armorfactor:

A) Armorfactor reduces your chance to be hit by a melee swing.
B) Every 10 Armorfactor you have increases your absorb by one.
C) Baseline Armorfactor buffs will not raise your Armorfactor beyond the cap.
C) Specline Armorfactor buffs - like item charges, list caster buffs, and the hunter AF spell - will all increase your armorfactor OVER the cap.


Armor Resistances:
All armor types except cloth have base resistances to different types of melee attacks.

Albion:
Thrust
Crush
Slash
Plate
10 % Resistant
5% Vulnerable
Neutral
Albion Chain
5% Vulnerable
10 % Resistant
Neutral
Albion Studded
5% Vulnerable
10 % Resistant
Neutral
Albion Leather
10 % Resistant
5% Vulnerable
Neutral
Albion Cloth
Neutral
Neutral
Neutral

Midgard:
Thrust
Crush
Slash
Midgard Chain
5% Vulnerable
Neutral
10 % Resistant
Midgard Studded
10 % Resistant
Neutral
5% Vulnerable
Midgard Leather
10 % Resistant
Neutral
5% Vulnerable
Midgard Cloth
Neutral
Neutral
Neutral

Hibernia:
Thrust
Crush
Slash
Scale
Neutral
10 % Resistant
5% Vulnerable
Reinforced
Neutral
5% Vulnerable
10 % Resistant
Hibernia Leather
Neutral
5% Vulnerable
10 % Resistant
Hibernia Cloth
Neutral
Neutral
Neutral


Armor Elemental Resistances:
All armors have penalties and bonuses to targeted elemental attacks - such as those from bolt spells, vampiir claw attacks, and legendary weapons.

Armor:
Heat
Cold
Matter
Energy
Body
Spirit
Cloth
Neutral
Neutral
Neutral
Neutral
Neutral
Neutral
Leather
5% Vulnerable
10% Resistant
5% Resistant
10% Resistant
Neutral
Neutral
Studded
10% Resistant
5% Vulnerable
5% Vulnerable
5% Vulnerable
Neutral
Neutral
Scale
10% Resistant
5% Vulnerable
10% Resistant
5% Vulnerable
Neutral
Neutral
Chain
10% Resistant
Neutral
Neutral
5% Vulnerable
Neutral
Neutral
Plate
10% Resistant
5% Vulnerable
10% Resistant
5% Vulnerable
Neutral
Neutral


Attributes and Midgard Weaponry:

Weapon:
Str
Dex
50% Str/Dex
Axes
-
-
Swords
-
-
Hammers
-
-
Spears
-
-
Staves
-
-
Hand to Hand
-
-


Legendary Weapons:
Legendary weapons are a special type of war implement that inflict targeted elemental damage instead of regular melee damage. The enemie's elemental magic resists are used instead of their melee resistances when determining how much damage they sustain from legendary weapons - this includes the base resistances on their armor. All legendary weapons debuff their damage type when they fire their magical proc, making them more effective for a short time period. Legendary bows deal the damage type of the arrow used, not the type of the bow.

Legendary Weapon Availability:

- Cold Legendary Weapons: Player Crafted, Varulbane quest.
- Heat Legendary Weapons: Player Crafted.
- Matter Legendary Weapons: Player Crafted
- Energy Legendary Weapons: Summoned by the Belt of the Sun.
- Body Legendary Weapons: Summoned by the Belt of the Moon.
- Spirit Legendary Weapons: Player Crafted.


Legendary Weapon Damage is reduced by:

- Resistance Buffs
- RA Skill: Empty Mind
- RA Skill: Brilliant Aura of Deflection
- Champion Level Resistance Buffs
- Armor Absorbtion
- RA Skill: Avoidance of Magic
- Specline Armorfactor Buffs
- Armorfactor


Master Level Requirements:

A) Talk to the Arbiter in the Hall of Heros near Oceanus Haven
B) You must complete all 10 trials - each of which has solo, group, and battlegroup steps.
C) For trials 2-9, you are required to earn master level experience to progress to the next level.
D) You must be ML 0 to enter the Halls of Ma'ati.
E) You must be ML 1 to enter Deep Volcanus.
F) You must be ML 3 to enter Aerus City.
G) You must be ML 9 to enter the realm of Draco for ML 10.

- Slaying monsters listed as being worth Master Level Experience when you click on them.
- Killing players from an enemy realm in RvR Combat.
- Grouping with players and helping them complete master level steps that you have already finished.


Master Level Steps:

Please refrence the Visions of Sages ToA Guide - located HERE.


Champion Level Requirements:

A) Talk to your class trainer, and you will be told to visit an NPC.
B) The NPC will instruct you to deliver a letter to another NPC in the King's Chamber.
C) Speak with the Midgard King to begin the path of a champion
D) To progress on your champion levels, you will need to earn champion level experience:

Champion level experience is earned as follows:

- Slaying any monster in battle earns you champion experience.
- Killing players from an enemy realm in RvR Combat.
- Completing any quest or task that awards experience.
- Extra champion level experience is earned by completing the Circle of Five quest, and slaying Utgard Loki.


Rent and Consignment Merchants:

- Paying Rent: Rent is due every week, and is taken from your house collection box.

Loosing Your House: If there is no money in your house collection box when rent is due, your house and lot are repossessed. All decorations and garden upgrades are lost forever. You can retrieve the equipment that was stored in your house vaults in the central housing village.

- Pre-paying Rent:You can store up to four weeks of prepaid rent in your house collection box.

- Consignment Merchants Pay Rent: If your collection box is empty, money on your consignment merchant will be used to pay rent.

- Protecting Your Investment: By storing large sums of money on your consignment merchant, you can protect your house should you be away for more than four weeks.


Upgrading Your House:

A) You may upgrade your house to a larger model by buying deeds.
B) When you upgrade your home, the old deed is refunded to you, which you can sell to recoup 50% of the value of your old home, or attempt to sell to a player for closer to full value.


Indestructable Items:

Normal gear slowly wears out over time, and breaks. But certain special weapons, jewelry, and armors are indestructable - no matter how many times you repair their condition, these items will never wear out. Because of the rare and mysterious components that indestructable equipment is fashioned from, repairing their condition can be VERY expensive. Thus they should be used sparingly to avoid breaking your bank.

The following types of items are indestructable:

- Epic Quest Armors.
- Champion Quest Weapons.
- All Artifacts from Atlantis.
- *All regular Jewelry that does not have + to skills.

*Note: Regular jewelry that has no + to skills never needs to be repaired - it work's properly regardless of condition.


Repairing Equipment:

A) The effectiveness of armor, weapons, and some jewelry is determined by their condition.
B) As you battle, your gear's condition drops.
C) To restore your equipment to top performance, you must hand it to a Smith, who will repair it.
D) Each time a regular item is repaired, it's durability drops.
E) When an item's durability reached 0%, it breaks and becomes useless.


Portable Siege Weapons:

A) Field Ballista - useful for destroying enemy siege weapons.
B) Field Treb - used to attack fortification walls and towers.
C) Siege/Battler/War Rams - used to batter down fortification doors.
D) Field Catapult - useful for attacking players. Field Catapults can be loaded with many different types of ammo depending on the situation:

Ammo Type:
Effect
Stone Shot Wide blast area, low damage - crush type damage
Greekfire Lowest blast area, high damage - heat type damage
Ball of Ice Medium blast area, medium damage - cold type damage
Mystical Ball of Ice Summoned by a convoker - same as Ball of Ice
Mystical Stone Shot Summoned by a convoker - same as Stone Shot
Mystical Ball of Flaming Pitch Summoned by a convoker - same as Greekfire
Essence Bomb Wide blast area, high damage - essence type damage
Diseased Carcass Wide blast area - causes disease in area of effect
Ball of Noxious Vapors Wide blast area - poisons the enemy in area of effect

- All portable siege weapons can be magically shrunk by high rank crafters into small kits called "Diminutive Siege Apparati" which are light enough for even a list caster to carry.


Stationary Siege Weapons:

A) Pallitone - very destructive to siege weapons.
B) Treb - used to attack fortification walls and towers.
C) Cauldren of Boiling Oil - lethal to enemy players.

- All stationary siege weapons can only be used at special hook points found in keeps and towers. Shift + Right click on a wall to bring up the option to view the various hookpoints. You can then purchase a stationary siege weapon from that hookpoint to use.


Siege Boats:

A) Scout Boat - fast speed. Requires one rider. Unarmed.
B) Galleon - medium speed. Requires three riders. Armed with one treb and one field ballista.
C) Warship - slow speed. Requires five riders to move. Armed with four field ballista, and two trebs.

- Abandoned siege boats will sink if unattended for a long period of time.
- Siege boats can be purchased from the dock merchants found at all the midgard frontier docks.
- Siege boats sink once they have been badly damage by enemy attacks.
- Siege boats can only be launched in friendly or neutral waters, They cannot be launched in an enemy frontier.


Midgard Crafted Armor Bonuses:

Using perfected armor patterns, armorcrafters can forge pieces of equipment with special powers inherant to the armor - in addition to whatever a spellcrafter imbues.

Cloth Armor 5th Slot Bonus Bonus Amount
Rune Knit Padded Vest all caster skills 3
Rune Knit Padded Pants power % 5%
Rune Knit Padded Arms hits cap 40
Rune Knit Padded Gloves af bonus 10
Rune Knit Padded Boots dex cap 5
Runed Knit Padded Circlet acuity cap 5
Runed Knit Padded Steeple Hat acuity cap 5
Rune Braided Padded Pants str cap 5
Rune Braided Padded Boots con cap 5
Rune Braided Padded Circlet healing effectiveness 5%
Rune Braided Padded Steeple Hat healing effectiveness 5%
Rune Braided Padded Arms buffing effectiveness 5%
Runed Riddled Padded Circlet qui cap 5
Runed Riddled Padded Steeple Hat qui cap 5
Leather Armor 5th Slot Bonus Bonus Amount
Rune Stitched Starklaedar Jerkin all melee skills 3%
Rune Stitched Starklaedar Leggings str cap 5
Rune Stitched Starklaedar Sleeves hits cap 40
Rune Stitched Starklaedar Gloves af bonus 10
Rune Stitched Starklaedar Boots dual skill 3
Rune Stitched Starklaedar Circlet con cap 5
Rune Sewn Starklaedar Boots qui cap 5
Studded Armor 5th Slot Bonus Bonus Amount
Rune Etched Starkaskodd Vest all melee skills 3
Rune Etched Starkaskodd Leggings str cap 5
Rune Etched Starkaskodd Sleeves hits cap 40
Rune Etched Starkaskodd Gloves dex cap 5
Rune Etched Starkaskodd Boots con cap 5
Rune Etched Starkaskodd Circlet archer skill 3
Rune Carved Starkaskodd Boots buffing effectiveness 5%
Rune Carved Starkaskodd Circlet af bonus 10
Rune Carved Starkaskodd Sleeves qui cap 5
Rune Struck Starkaskodd Boots dual skill 3
Chain Armor 5th Slot Bonus Bonus Amount
Rune Bound Starkakedja Hauberk all melee skills 3
Rune Bound Starkakedja Leggings str cap 5
Rune Bound Starkakedja Sleeves hits cap 40
Rune Bound Starkakedja Gloves dex cap 5
Rune Bound Starkakedja Boots af bonus 10
Rune Bound Starkakedja Circlet + defensive 5%
Rune Marked Starkakedja Circlet con cap 5
Rune Scribed Starkakedja Hauberk all caster skills 3
Rune Scribed Starkakedja Leggings power % 5%
Rune Scribed Starkakedja Sleeves healing effectiveness 5%
Rune Scribed Starkakedja Gloves buffing effectiveness 5%
Rune Scribed Starkakedja Boots acuity cap 5
Rune Scribed Starkakedja Circlet qui cap 5

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