Author Topic: Community Information Thread: Local Mods, Board FAQ and Forum Specific Information
beibhinn  26223 posts
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Title: Snr. Board Mgr
Posts: 26,223
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18331_Beibhinn (689760-2)
Date Posted: 9/19/06 2:57am Subject: Community Information Thread: Local Mods, Board FAQ and Forum Specific Information
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    =======================
    Minstrel Class FAQ v1.1
    =======================

    **********************************
    Author: SearchLightSoul
    **********************************

    The purpose of this document is to provide answers to some of the most frequently asked questions about the Minstrel class. The information presented in this FAQ is the product of many hundreds of discussion threads posted on the Camelot Vault forums & at Bards of Camelot, plus the information compiled by Camelot players on various fansites and private websites as well as information provided to the community by Mythic through the Camelot Herald.

    In the interest of giving proper credit, I have linked the original source documents where I got my information wherever possible. If I have linked to, or referenced, any of your work in this document and neglected to credit you for your contribution, please send me a Private Message and I will do my best to make amends. Additionally, if you have Minstrel-related questions or comments/suggestions about the contents of this document, feel free to contact me.

    If you wish to use this document on a website, please feel free to do so. The author requests that you do not modify the document from it's original form, and that you give me credit for my work. Also, please send me a PM letting me know where you're putting it -- so I can visit your site.

    Special thanks to:

    Bowzercat, MongoBongo, Oakleif, Wyrd, Sanya Thomas & Mythic Entertainment, EddyCurrents, Voleure, Myscha_Sleddog, Insolant_Ant, Danyan_, Thronsen, Moonshyn, Faltina2Heavenly, Daz-Pell, RedVirtuoso, Rogers101, DanakV, Keersdan, Koneg, Los_Ortiz, Ghoest9 & everyone who I forgot (I’m sorry, there’s just too many!)

    For their thoughtful contributions to our IGN discussions which have led to the production of this document.
    =====================================

    Q: How should I choose my race?

    A: A Minstrel has three choices for race: Highlander, Briton or Saracen. The races vary in three ways.
    • Appearance
    • Starting Stats
    • Natural Resistances
    Information about racial resistances can be found at Classes of Camelot on this page.

    Information about the starting stats for each race can be found at the Camelot Vault on this page.

    When choosing a race, one should consider what weapon type you will be using and what your stat caps will be at level 50.
    =====================================

    Q: What do I need to know about placing my starting points?

    A: Stat bonuses from items and magical effects go a long way in this game. When choosing your starting race and placing your starting stats, you are essentially setting up your future stat-caps. I’ll explain.

    A Minstrel’s primary stat is Charisma. This means that each time a Minstrel reaches a new level, she gains one point of Charisma. A Minstrel’s secondary stat is Dexterity, which means she will gain one point of Dexterity every other level. A Minstrel’s tertiary stat is Strength. Strength raises every third level. All other stats will not raise with level, and may only be raised by items and by magical effects (buffs).

    The following links will direct you to four charts on EddyCurrent’s homepage. They indicate how starting stat and stat-priority (primary/secondary/tertiary/neutral) affect your stat-caps:

    Primary (Charisma) Stat-Caps by Level
    Secondary (Dexterity) Stat-Caps by Level
    Tertiary (Strength) Stat-Caps by Level
    Neutral (Con/Quick) Stat-Caps by Level

    **NOTE: Stat-increases due to buffs and Realm Abilities go on top of the values in these charts.
    =====================================

    Q: Is there a way to hotkey my instruments?

    A: You may equip one instrument in to the 2-Handed Weapon slot of your character inventory, and one instrument in to the Ranged Weapon slot. Once you have done that, you can make hotbar icons for them by dragging the icons from your equipped-weapon slots to your hotbar.

    In order to use a third instrument, you will need to manually swap that instrument in to one of the two equipped-weapon slots.
    =====================================

    Q: What effects do quality and bonus have on Minstrel instruments?

    A: According to the Camelot Herald Grab Bag:

    Enchanting an instrument doesn't do anything for it, so save your money.

    The effect of quality is less clear. A higher quality instrument will have more imbue points for use with spellcrafting, and higher quality items take longer to wear out. In terms of practical effectiveness, Instrument quality does not seem to matter.
    =====================================

    Q: What effect does instrument level have on Minstrel instruments?

    A: Higher level drums and lutes create longer pulses. A pulse is the unit of time for which a song will continue to effect you after you have stopped playing it. Higher level flutes will increase the duration on your single-target mez spell.

    As with all items, instruments that are too high for your level will degrade rapidly.
    =====================================

    Q: What affects the duration of Minstrel mez effects?

    A: There are two Minstrel mez spells, and one stun spell.

    The duration of both the Minstrel Area Effect Mez (the Lullaby spell line), and the Minstrel Stun Shout (the Stunning Yell line) are determined by five factors:
    1. The level of the target relative to your level. The duration of your crowd-control spell will suffer a penalty, proportional to the difference in level, between you and a higher level target.

    2. The presence of Body Resist on your target. Body resistance will decrease the duration of the crowd-control effect.
    3. The presence of Realm Abilities such as Determination, which mitigate the duration of crowd control-type spells.
    4. PvE-Only There is a system of diminishing returns applied to crowd control spells that are re-applied (cast again) to the same NPC target. NPCs can be re-mezzed (or re-stunned), but the duration of the effect will be halved with each consecutive application of the spell.
    5. PvP-Only There is a system of crowd control immunity which applies to players who have been stunned, mesmerized or rooted/snared. Once a player has been ‘crowd controlled’ by one or more of these effects, there are indepedant 60-second immunity timers (one for each effect-type) within which that player may not be hampered by that kind of effect again.


    6. The duration of the Minstrel single-target flute mesmerize spell is affected by all 5 of the above variables, plus:

    7. The level of the flute you are using will confer a rather substantial bonus to your mez-duration. For example, the level 42 Minstrel single-target mez song (Commanding Cadence) has an in-game delve duration of 29 seconds. Using a level 50 instrument, however, most Minstrels experience a 58-second duration (under optimal conditions).
    See Also: this thread.
    =====================================

    Q: Does Dexterity affect the time it takes to play a song? What about the castable spells?

    A: Minstrel songs are hard-coded to take 3 seconds to play. Dexterity will not decrease this ‘casting time’.

    Minstrel spells such as the castable Area-Effect Mez and castable Dispel (unmez) are affected by dexterity and can have their casting times reduced by a high dexterity score.

    See Also: This thread.
    =====================================

    Q: What affects Minstrel shout-damage, and how can I improve the damage on my shouts?

    A: The relationship between Charisma, Instrument level and Shout Damage is known – but the actual formula for the determination of Shout Damage remains somewhat unclear.

    A good ‘ballpark’ figure is that each point of Charisma can be expected to raise your shout damage by around 1 point of damage per 2 points of charisma. Each level of Instrument spec up to a value equal to your character level will reduce your damage variance, while Instrument spec levels exceeding your character level can be expected to add around 1 point of Shout Damage each.

    See Also This thread.
    =====================================

    Q: What do the various levels of Minstrel charm do (what can I charm)?

    A: There are six levels of the Minstrel charm chant. Of the first four levels, each new level gives access to a new NPC type, plus all the types from the lower versions. The fifth and sixth songs simply offer improved resist-rates.
    • 06 Captivating Melodies – Charms Humanoids.
    • 13 Enchanting Melodies – Charms Humanoids and Animals.
    • 20 Attracting Melodies – Charms Humanoids, Animals and Insects.
    • 27 Pleasurable Melodies – Charms Humanoids, Animals, Insects and Magical Creatures.
    • 34 Enticing Melodies – Charms Humanoids, Animals, Insects and Magical Creatures.
    • 41 Alluring Melodies – Charms Humanoids, Animals, Insects and Magical Creatures.
    For more information about charming, see Jjoe Nitro's Guide to Minstrel Charm.
    =====================================

    Q: What is over-charming, and how does one do it?

    A: Overcharming is the ability to charm an NPC which is higher than your level. Your ability to charm is directly related to your Instrument skill. Generally, it is advisable to keep your Instrument skill-level greater than or equal to the level of the NPC you are attempting to keep charmed.

    Overcharming can be risky. A high Instrument score will help, but you may still experience difficulty with pets that are significantly higher level than you.
    =====================================

    Q: What is twisting, and how/why would I do it?

    A: Twisting is when a Minstrel takes advantage of song pulses in order to play two or more songs simultaneously. In order to do this, a Minstrel must alternate between her songs – first playing one song, and then another, and then going back to the first song (or continuing on to a third song, in the case of triple-twisting). With practice, a Minstrel can successfully keep several songs playing at once.

    The most common use for twisting is to allow you to play the Charm Chant and Motivational Anthem (speed) at the same time. This allows you to move at maximum speed while keeping a pet charmed.
    =====================================

    Q: Is it possible to Stealth while I have a pet charmed?

    A: Yes, but it takes a good internet connection and a fair amount of practice. One may not enter Stealth while using an active, pulsing effect. Likewise, one may not cast a pulsing effect and remain stealthed. These rules are part of the game mechanics and cannot be broken.

    However, through twisting, it’s possible to stay hidden and keep a pet charmed without breaking either rule. Set up a hotbar with four buttons like this:
    1. Target Pet
    2. Charm Chant
    3. Charm Chant
    4. Stealth
    Pressing the keys in order (quickly) will target the pet, activate the Charm Chant, deactivate the Charm Chant and then put you in to Stealth. Done correctly, the time during which your character is visible (just long enough to cast charm, cancel charm and re-stealth) is so short, you will not become visible. Experiment with your timing. Some Minstrels report better results if they hesitate between activating the Charm and Deactivating the Charm/Stealthing.

    As long as you repeat these keystrokes before the end of each Charm pulse, you can remain stealthed and your pet will not attack you.
    =====================================

    Q: What is the difference between the Albion Slash and Albion Thrust lines, and what should a Minstrel consider when picking one over the other?

    A: In addition to your character class, character level and trained weapon spec, Weaponskill for Albion Slashing weapons is based on your Strength score, while Weaponskill for Albion Thrusting weapons is based on your Strength and your Dexterity score equally [(Str + Dex) / 2].

    Weaponskill is an important factor for your damage output, and for your ability to penetrate the defenses (shield/parry/evade) of your target.

    Additionally, the Albion Slashing and Albion Thrusting lines differ in their combat styles. You can view a list of Slash styles here, and a list of Thrusting styles here. Also you can view a chart explaining damage growth-rates for Slash and Thrust styles at Wyrd’s Style Spreadsheet InfoFAQ.

    When evaluating the utility of a combat style, be sure to take note of any Attack Bonus that the style confers, and whether the style offers any sort of Defensive Bonuses or Penalties to you after you use it.

    Finally, Slashing and Thrusting weapons differ in their effectiveness against various armor types. The relationship between damage types and armor types is indicated on this Camelot-Seer Chart.

    See Also: This thread.
    =====================================

    Q: What are some good Realm Abilities for a Minstrel?

    A: You can access a list of Realm Abilities through the Game Documents section of The Camelot Herald.

    Some good primary Realm Abilities to consider when planning your Minstrel are: Speed of Sound, Purge, Ignore Pain and/or Avoid Pain. Sven Neuhaus has created an excellent utility for planning your Realm Abilities which can be found here.

    See Also: This thread.
    =====================================

    Q: What is Speed of Sound, and how does it work?

    A: Speed of Sound is a Minstrel-only realm ability. The description of this ability on the Camelot Herald says:

    Your group moves at twice normal speed for 30 seconds. This ability will not break in combat. This ability also bypasses the movement penalties from mesmerize, root/snare, and stun, although other effects such as inability to attack will remain.

    Like all spells, Speed of Sound cannot be cast while you are mezmerised or stunned. Speed of Sound will not make you immune to crowd control attacks, it will only allow you to bypass the movement penalty. If you are stunned or mesmerized, you will be unable to cast or attack until the crowd control spell has been broken or expired.

    Be aware that many crowd control spells have a longer duration than Speed of Sound. Once Speed of Sound has expired, you will no longer be able to bypass the movement penalties of these effects.
    =====================================

    Q: Are Minstrels affected by the Mastery of the Arcane Realm Ability?

    A: Somewhat.

    MoA does not affect our speed song, but it does seem to affect our other songs. The trouble is that a 3% bonus to our rather subtle effects ends up translating to an increase of only a few points.

    See Also: This thread & This thread.
    =====================================

    Q: Will raising my Stealth score increase my ability to detect enemy stealthers?

    A: No. Minstrels do not get the Detect Hidden stealth ability, and therefore do not receive any detection benefits from their stealth score.
    =====================================

    Q: Will raising my Stealth score increase the speed at which I move while hidden?

    A: The fastest possible Stealth movement-rate is reached when your Stealth score and your character level are on a 1:1 ratio. This means that a level one character with one point of stealth moves at the fastest possible Stealth rate (similarly, a level 50 character with 50 stealth moves at the fastest possible rate).

    Having a Stealth spec over your level will not increase your movement speed beyond this hard cap.

    Stated simply: If you want to move as fast as possible, you have to keep your Stealth score equal to your level.
    =====================================

    Q: What Stealth abilities does a Minstrel get, and at what level do we get them?

    A: Minstrels get access to the following Stealth abilities, at the indicated levels:

    (5) Distraction
    (8) Danger Sense
    (10) Safe Fall I
    (20) Safe Fall II
    (25) Climb Walls
    (30,40,50) Safe Falls III, IV, & V, respectively.

    For more information on what these abilities do, see the Infiltrator Class FAQ.
    =====================================

    Q: What is Auto-Training, and how does it work on a Minstrel?

    A: Autotraining is the automatic advancement of a spec line that you have failed to train to the minimum-allowed level. In the case of Minstrels, it is the Instrument spec line that can be autotrained.

    Each time you level, the game checks to make sure that your Instrument spec level is greater than or equal to your level divided by four. If your Instrument spec level is less than one fourth of your level, the skill line is automatically advanced – at no cost to you.

    Some Minstrels do this because it allows them to achieve end-game character templates that they would otherwise not have enough points to get. Autotraining a Minstrel can be done, but it is usually not recommended.
    =====================================

    Q: What happens when I respec my instrument line? How is this affected by Auto-Training?

    A: When you respec a skill that autotrains, it will drop to the minimum 'allowed' level (your level divided by four, rounded up). In the case of a level 50 Minstrel respec’ing the Instrument line, this is 13 Instrument spec.

    If you did not autotrain, you will be charged for those minimum 13 levels of training -- and receive the balance of the points as a refund for respec'ing and zeroing out the line. If you did autotrain, you will have the line reduced to the minimum levelss, and will be refunded the balance of the points plus the points for the bottom 13 levels.

    Stated simply: You don't lose autotrained points when you respec.
    =====================================

    Q: What does Confuse do in Player-versus-Player encounters?

    A: The Minstrel Confusion Shout works against some pets, but not against others. For example, Confusion can be used against a Druid’s pet, but not against a Bonedancer’s. Confused pets will randomly seek enemy targets. They will not attack their owners.

    Confusion has no effect on players, but it will interrupt casters if you confuse them while they are casting a spell. This is widely regarded as the best use for Minstrel Confusion in PvP.
    =====================================

    Q: What is the Ablative Chant, and how does it work?

    A: An Ablative Effect is a magical barrier which absorbs a portion of incoming physical damage. There are three levels of the Minstrel Ablative Chant, and each absorb a different amount:

    30 Barrier of Sound 25 hp
    40 Shield of Melody 40 hp
    50 Wall of Song 70 hp

    The Minstrel Ablative Buffer refreshes itself once every 6 seconds. The Buffer will absorb 100% of incoming physical damage until it is used up. This means that the level 50 Ablative Chant will absorb, at maximum, 70 hit points worth of damage every 6 seconds.
    =====================================

    Q: Does the Ablative Chant stack with other Ablative effects?

    A: No.
    =====================================

    Q: If my character is under the effect of a damage-reducing realm ability (Bunker of Faith, Avoid Pain, Soldier’s Barricade etc), at what point does the game calculate the damage reduction from my Ablative Chant?

    A: The Ablative Chant is calculated last, and works to mitigate whatever damage has passed through the other effects.
    =====================================

    Q: What should I consider when deciding on a character-skill template?

    A: The first thing to consider is what level you want your Instrument spec. Most Minstrels decide their Instrument spec first, and then place their other skills as points allow. Some things to consider when choosing how high you want your Instrument spec to be:
    • What level Ablative Chant do you want, and how much are you willing to pay for it?
    • What level Shouts do you want?
    • What level Powersong do you want
    The second thing to decide is whether you will be using Slash or Thrust styles. This subject was addressed in an earlier question.

    Lastly, you will have to decide how high you want to bring your Stealth score. Some things to consider when looking at the Stealth line are:
    • Do you want Climb Walls?
    • What level Safefall do you want?
    • With bonuses from items and Realm Rank, will you have the movement rate you want?
    I want to stress that there are many ways to spec a Minstrel, ranging from heavy support to heavy stealth to heavy melee (and several very viable hybrid variants of the three). Each spec-type has it’s own following, and deserves your consideration.

    Use the Character Builder at the Catacombs and be sure to ask questions if you need advice. (Hint: The more specific you make your question, the better answer you will get!)

     

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    beibhinn  26223 posts
    collection | wishlist
    Title: Snr. Board Mgr
    Posts: 26,223
    Registered: Jun '02
    18331_Beibhinn (689760-2)
    Date Posted: 9/19/06 2:59am Subject: RE: Community Information Thread: Local Mods, Board FAQ and Forum Specific Information
    [In the process of Updating this - Grifter]
    *********************
    Authors: Salinsha / Ghoest9 / Damionte
    *********************


    ********************************************
    Author: Salinsha
    ********************************************
    Time for yet another update to the FAQ. I've corrected some more wording, in addition to adding more info to the Realm Abilities section. But not much. I think you can pretty much stick a fork in this thing, barring further changes made by Mythic.

    Once again, thanks to animalmom for spear-heading the Infiltrator FAQ intiative, and to all the knowledgeable players who contributed their information. Also, credit to Ghoest9, whose speccing FAQ I tossed at the end of this one, for the sake of keeping all pertinent information in the same place.

    As always, please refrain from posting arguments or off-topic comments in reply to this thread, as it is a tool for new Infiltrators, and we don't need to confuse them. If something changes or I've said something inaccurate (or misleading) though, feel free to say so. This FAQ is only as good as the people who help contribute to it.


    ============================
    Infiltrator Class FAQ v1.3
    ============================

    UPDATED LINKS:


    Message Boards:

    ----------------------------
    Frequently Asked Questions
    ----------------------------

    Q: What is "autotraining"?
    A: It's a device that is intended to prevent people from seriously "gimping" their characters. For us, that means that stealth will be automatically trained to around 1/4 of our level. If you never put any points into stealth, you get a free point from the Infiltrator trainer every 4 levels, starting at level eight (you will have 2 stealth at level 8, 3 at level 12, and so on and so forth). These points you get are FREE, meaning you don't spend any spec points to get them.

    Q: Is autotraining worth it?
    A: That depends. As a close-combat stealther, having stealth at 1/4 your level is terrible. It is very difficult to set up critical strikes with such a poor stealth, and as such most people who make use of autotrain also don't put any points in Critical Strikes for a while. However, with 2.5x spec points, you can easily keep your melee and poison skills maxed, giving you something to work with while you autotrain stealth. If you autotrain all the way up to level 48, you will have 12 "free" stealth, and have saved about 77 spec points. For many it is not worth the aggravation just to save so few points (to put it in perspective, going from baseline 47 to baseline 48 yields about 179 spec points). Many people just autotrain into the 20's, so they can have a decent boost to stealth before they put points into it for RvR or the Battlegrounds.

    Q: Does your base weapon skill (thrust/slash) affect the damage from CS hits?
    A: Yes, thrust/slash has an impact on the minimum and average damage you will do, and points into CS will raise the maximum damage (your damage cap). The generally accepted formula is that a point in CS adds around 9 to your max CS damage.

    Q: Does Dual wield affect how much damage I do?
    A: Yes and no. It does NOT impact your damage variance like slash/thrust will (Dual wield never raises your Weaponskill), but it does impact how often you will swing BOTH weapons, so higher DW means higher damage over time.

    Q: What exactly do points into DW give me?
    A: They unlock styles as you raise it higher, much like Slash/Thrust (as of the time of this writing though, the DW styles are inferior to the garrote/achilles heel combo of CS, and also to many styles availible in slash/thrust). Additionally, it increases the chance that you will swing BOTH weapons. Here is the generally-accepted formula:
      [25% + (Dual Wield Skill x .5)% + (Character Level x .25%)]

      So figure a level 40 Infiltrator with 10 points in Dual Wield will have a 40% chance to swing with both weapons (25% + 5% + 10%).

    Q: Is it worth it to raise DW?
    A: That's your call. You can have a halfway decent chance to swing both weapons at level 50, even if you never raise DW (around 37%). But keep this in mind: using styles forces your main hand weapon to swing, so if you are styling through the whole fight, your offhand poison may not land with a poor %chance to dual wield. On normal, unstyled hits, you have a 50% chance of using one or the other. DW is (arguably) one of the lesser important skills we have, but many high-level Infiltrators put spare points into it.

    Q: What is some good Infiltrator equipment?
    A: Items have been changed around so much lately, that this question deserves a FAQ of its own. I'd recommend lurking the Infiltrator boards and finding out what will fit your needs, or visiting various online item databases and searching. Not everyone needs the same plusses to stats with their different templates.

    Q: Do +skills from items stack with +skills from Realm Ranks?
    A: Yes, they do. Also, for reference, the +skills cap from item bonuses is (Level/5 + 1). A level 50 player can therefore have up to +11 from items, and an additional +9 (though highly unlikely, +3 or +4 is more concievable) from Realm Ranks.

    Q: Do +envenom give access to higher level poisons?
    A: Yep. Because of the way that envenom works (your skill in envenom determines the poisons you can use, character level does everything else) they've allowed it to work that way. Realm Rank bonuses also contribute to this as well.

    Q: How does Climb Walls work?
    A: You get this ability at natural 25 Stealth. It allows you to climb walls on the outside of keeps, at certain points (with some practice, you will find out where). Unfortunately, we can't climb milefort gates.

    Q: What about Detect Hidden?
    A: This is a tough one. You get Detect Hidden at natural Stealth 16. What it essentially does is increase your minimum detection radius, and level plays a factor as well. It has been tweaked a bit in the past to make it more useful. With Detect Hidden you should be able to spot other stealthers more easily, particularly lower-level, though assassin classes are harder to find than archers (inherently. It has nothing to do with level of Stealth).

    Q: How do I use Distraction?
    A: This one gets a lot of people. You use it make a monster face the direction that you want it to, it is often invaluable for setting up backstabs. First, put Distraction on your quickbar, and stealth yourself. Next, locate your Ground Target key (the default is F5). Hold it down, and use the "walk" keys to direct the crosshair that appears underneath you (you can also use pageup/pagedown to move the crosshairs up and down, though this is mostly for aiming Catapults, and useless for this ability). When you have it where you want it, release the ground target key, and hit Distraction. As long as it's not too far away, you'll do a throwing motion and monsters in the area will turn towards the "noise". You have a few seconds to make your move, so do so quickly. I advise trying it out on some greys for practice before you use it for solo play. Also, make note that if you use Mouselook, you can use your mouse instead of the movement keys.

    Q: I've noticed that Infiltrators can be Slashers or Thrusters... which is better?
    A: Neither is "better" than the other. Both have advantages and disadvantages, which I will do my best to list below, so you can make your own informed decision.
    [NOTE: Subject to change because of new patch]
    SLASHING

  • slower swing speed than thrusters (your initial crit strike hits will hit harder)

  • has Amethyst Slash, a strong anytime-use level 29 slashing style that does good damage, and uses less endurance than Garrote.

  • 15% bonus damage to leather (other assassins).

  • 15% damage PENALTY against chain armour

  • No modifiers on studded/reinforced leather

  • uses strength exclusively for damage, strength is our secondary stat (raises every other level).


  • THRUSTING

  • lightweight and fast. The dirk, with its 2.2 speed is pretty much the fastest weapon you'll see.

  • Dragonfang, the level 50 Thrusting style, is a very powerful attack that chains off of an evade (which we happen to be the best at), and has a 9 second stun.

  • the other styles leave something to be desired. There is no strong anytime style, and one of the more useful style chains activates off a block from a shield, making it pointless for most Infiltrators. Not a total wash though, as most just use the Garrote/Achilles Heel combo in CS.

  • thrust uses half dexterity, and half strength for damage. Dexterity raises every level for us.

  • 15% bonus damage to chain armour (Midgard tanks and Healers use chain)

  • 15% damage PENALTY on leather

  • 10% damage PENALTY on studded/reinforced


  • Both slashing and thrusting get small (only 5%) penalties on Hibernian scale (also plate), and since cloth has no modifiers at all, both slash/thrust do equally well against casters.

    In a nutshell, at the endgame it depends on whom you want to kill, and your playstyle. Some people think of themselves as archer/assassin killers, and others swear by Dragonfang.

    Q: How high should I raise stealth?
    A: In PvE, based on your own needs. In RvR, you'll want to have your ADJUSTED stealth as close to your level as you can manage. We live and die by our ability to stay hidden. Items with +stealth aren't hard to come by, usually, plus it is increased by realm rank bonuses. Many people shoot for an endgame level of 40, to get Safefall 4, or as low as in the 30's, depending on how much +stealth equipment you are willing to wear, and how many realm ranks you think you get concievably get. It's a personal decision you have to make.

    Q: How high do I need to raise CS?
    A: As always, your mileage will vary, but there are a few popular places to raise CS to.

    Crit Strike 34: Creeping Death, the style with a 7s stun that chains off of Perforate Artery, our bread-and-butter hidden CS strike.

    Crit Strike 39: Stunning Stab. This is the third style in the PA chain, it just does damage ("stunning" is a misnomer, the stun is in Creeping Death).

    Crit Strike 50: Essentially the highest damage cap on your Perforate Artery hits with this one. You also get the last of the evade chain (Hamstring, Leaper, Rib Separation at 44, and Ripper at 50).

    There are a few others, some Infiltrators skip CD altogether, get Leaper at 29, and just use thrusting's Dragonfang. Since the sleep timer in RvR limits you to one stun a minute on a player, Creeping Death and Dragonfang are essentually mutually exclusive. Keep this in mind.

    Q: How high should I get envenom?
    A: Recently the DOT poisons (lethal) just got a boost up at the high end, so it's worth it to get it higher. Many people raise envenom to the high 30's, and use item and RR bonuses to get to Lifebane at 50. Even if you don't plan on getting it high, everyone can make use of a little envenom. DOT poisons are excellent in both RvR and PvE, and disease poisons have a nice snare and a small strength debuff effect, as well as gutting the effects heals will have on them. At the very least, envenerating at 22 is useful because of the dual str/con debuffing effect.

    Q: How high do I need to raise my base weapon skill? (thrust/slash)
    A: I would never let it drop below half your level, or you are not only gutting your melee output, but your crit strike hits as well. Keeping it near or above 2/3 specced is a nice safe number to shoot for. Low-level Infs who are autotraining stealth will get good use out of being full-specced to level. Also, getting the detaunt styles (level 18 in thrust, 12 in slash) will be invaluable in groups, because you will often pull aggro from tanks with our heavy damage output. We can't take hits, so this is a decidedly bad thing.

    Q: Where can I find a list of poisons and their levels?
    A: Lots of places, but I've included it here, too:

      DOT Poisons (damage over time)
    • 1 Minor Lethal Poison

    • 5 Lesser Lethal Poison

    • 10 Lethal Poison

    • 15 Major Lethal Poison

    • 20 Greater Lethal Poison

    • 25 Minor Lethal Venom

    • 30 Lesser Lethal Venom

    • 35 Major Lethal Venom

    • 40 Greater Lethal Venom

    • 45 Insidious Lethal Venom

    • 50 Lifebane


      Str debuff (envenerating poisons have a str/con debuff)
    • 2 Minor Weakening Poison

    • 6 Lesser Weakening Poison

    • 11 Major Weakening Poison

    • 17 Greater Weakening Poison

    • 22 Minor Enervating Poison

    • 29 Lesser Enervating Poison

    • 37 Major Enervating Poison

    • 47 Greater Enervating Poison


      Snare (slows targets movement speed for duration)
    • 3 Minor Imbalance Poison

    • 8 Lesser Imbalance Poison

    • 13 Major Imbalance Poison

    • 18 Greater Imbalance Poison

    • 23 Minor Crippling Poison

    • 27 Lesser Crippling Poison

    • 31 Major Crippling Poison

    • 42 Greater Crippling Poison


      Disease poison (cuts heal effectiveness in half, small str debuff, and a small snare. Great RvR poison.)
    • 4 Minor Infectious Serum

    • 16 Lesser Infectious Serum

    • 26 Infectious Serum

    • 38 Major Infectious Serum

    • 48 Greater Infectious Serum



    Q: Do DOT poisons interrupt spellcasting?
    A: No, only the first tick of a DOT will interrupt. However, DOT damage will keep someone from re-stealthing, and bleed DOES interrupt casting.

    Q: What is overspeccing, and what does it do?
    A: Just what you think it is, speccing something over your level, ie: you are character level 20, and have 19 thrust, with 22 thrust after bonuses. Overspeccing varies from skill to skill. For example, having stealth over your level won't do anything, while having your weapon skill ovr your level will increase your damage (with diminishing returns).

    Q: What exactly does Quickness do?
    A: Essentially, it speeds up your attack rate, and consequently, your damage over time. Here is a rough formula for it that may help:

    NEW DELAY = (1-(QUI-60)/400)* BASE SPEED

    So, if you had a 3.0 delay weapon, and 100 Quickness, 2.7 would be your new adjusted attack speed. Haste spells and effects also factor into this equation.


    Q: I'm making an Infiltrator to fight in the Battlegrounds. How should I spec?
    A: This is completely a matter of opinion. I feel that you should use a character builder, and plan out in advance what you want to be, taking careful note of milestones like 21 CS (Perforate artery), 22 Envenom (envenerating poison), etc. Speccing too high in one line can be fatal, as well as speccing too low in an important one. Here is one Infiltrator's viewpoint (Fino's) on the subject, I would surf through the boards and see if you can find others you may like:

    Thidranki (LV 20-24)
    • CS - 21+ (Perf Artery)

    • Venom - 15+ (Lv 15 DoT)

    • Stealth - 20+ (w/items)

    • Thrust - 1/2 of level or more

    • DW - little to none, remaining points

    Caledonia (LV 30-35)
    • CS - 34+ (Creeping Death)

    • Venom - 25+ (Lv 25 DoT - Poison owns)

    • Stealth - 30+ (w/items)

    • Thrust - 1/2 level or more

    • DW - little to none, remaining points

    ======================
    REALM RANK ABILITIES
    ======================

    There are a LOT of RR abilities to pick from. Here are a few that are particularly useful and popular.

    Dodger: It only requires Augmented Quickness level 2 to get, and each level of Dodger gives you another 3% chance to evade. It is amazingly useful skill, especially in combination with things like Dragonfang. Every Infiltrator can probaby make good use of a level or two of this skill.

    Mastery of Pain: You have a 10% base chance to get a melee critical, and each level of this increases it another 5% (MOP level 5 is a 35% chance to crit. Can you imagine?). Very useful passive ability andworth a look, if a bit chancy.

    Mastery of Arms: Since it requires Aug. Strength, it's not as popular as some other abilities, but speed Infiltrators live by it.

    Dualist's Reflexes: An often ignored skill, but since it adds a 3% chance to swing both weapons (this is equivalent to 6 points of Dual Wield), PLUS it has the same pre-requisite requirement as MOP, melee-oriented Infiltrators can use it to good effect.

    Avoidance of Magic: +3% per level to your magic resistance. A deal at twice the price, this is a very useful passive skill, perhaps even worth moderate investment, as it goes above and beyond your normal cap.

    See Hidden: No RR ability has as much controversy surrounding it as this one. With it, you can see (passively, it is on all the time) any stealthers at clipping range if they don't have Detect Hidden. This means all archers, as well as Minstrels. Some swear by it, some don't touch it, the choice is left up to you.

    Vanish: This is our class-specific RR ability. It allows you to immediately stealth, regardless of what you are doing at the moment. It can be used to get in another PA during combat, or as a "Get out of jail free" card in RvR. Unlike the other abilities, this one is active use, and on a 30 minute reset timer.

    First Aid/Ignore Pain: Another set of actives, the first giving you a scalable heal out of combat (every 15 minutes), and the second is a full insta-heal usable anytime, even in combat (but only every 30 minutes). A really hefty investment at 23 points for Ignore Pain (First Aid is a pre-req), but has some very powerful uses.

    Purge: This one is a no-brainer... 10 points for a free purge of all negative effects (including rez sickness, poisons, stuns/mezzes, roots, etc) every half hour. A solid amount of points to use, but some consider it invaluable for fighting assassins and casters.

    There are other RR abiltities, but these are the most popular, and appropriate for Infiltrators.

    ----------
    FEEDBACK
    ----------

    I encourage any and all feedback, and/or corrections you may have. But please, PLEASE, keep in mind that this FAQ is intended with the starting Infiltrator in mind. Keep your war stories, arguments, and flames in other threads, so as not to confuse anyone, or bury important tidbits of information.

    Again, thanks to everyone who has contributed. If this FAQ helped you, give it a bump, and keep it on the front page... Except now it's all sticky, so you won't have to! Yay!


    ********************************************
    Author: Ghoest9
    ********************************************
      How to Spec:

    You have 5 lines to spec in and all are good(never spec slash and thrust both). You also have the most spec points of any class, so make use of your class advantage and spec all 5.

    STEALTH: Spec 36-40. Overspecing stealth does nothing(tested many times notably by HuffMctuff). If you spec 36 that means with items and realm rank 4 you will have a total 50 stealth. If you spec 40 you get safefall4; safefall3 is enough to jump of keep walls safely so most people are happy speccing under 40.

    Envenom: Spec 37. Currently items will let you get +10 to enven and with rr4 that gives you lvl 50 envenom. Envenom is very powerful(lifebane does 480 damage) and useful no matter what build you choose.

    Critical strike: Spec 34 or higher. Every level of CS raises your bonus cap and your bonus damage. If you plan to be a melee inf you should still take crit to 34 for perferte artery and creeping death - together they give large damage and a nice stun. If you plan to be a classic inf and do crit strike moves take it higher. It has a effective evade chain although the vl 50 style it self is not all that good.

    Dual wield: Spec 18 or higher. 18 is a nice anytime style with a large bonus to defense. DW is a good skill but probably not worth speccing past 25 or so for an inf. Each spec point adds 1/2% chance to swing the second weapon. So while the early cheaper specs are probably wotrth it the later ones are spec points better spend in weapon skill or CS.

    Weapon Spec: Spec at least 39. Weapon spec effects the base damage of your attacks and in turn that effects the style bonus damage. Overspecing does increase your weapon skill. If you try to keep weaponskill low it will hurt your inf more than any thing else could. if you choose thrust seriously consider specing to lvl 50 for the nice style.

    Thrust vs Slash:
    • Thrust has an advantage to fighting chain and disadvantage to leather. 1/2str 1/2dex.

    • Slash has an advantage to leaher and a disadvanatge to chain. All str.

    • Thrust has a great lvl 50 style, if you evade it lets you stun your opponent for 9 seconds and does nice damage.

    • Slash has a great lvl 29 style that does nice damage and can be used anytime.

    So its up to you which to choose, both are good and there are plenty of weapons available for each(you should be using crafted weapons anyway.)


    ****************************
    Author: Damionte
    ****************************
    Where can i buy arrows and crossbows??

    Hey gang,

    I tend to keep my advisor flag on all the time and these are two of the most common questions I get.

    Where do I find an x-bow & where can I buy poison?

    Where to find X-bows:
    1. In Ludlow: Between the inn and the blacksmith shop you'l find the arrow merchants. (Scroll down the X-Bows are at the bottom)

    2. In Camelot City: The X-Bow merchants stand out in front of the Flethcher Masters workshop. This is directly across the way from the Guild of Shadows next to the stable.

    3. Adribards Retreat: In avalon marsh.

    4. Castle Excaliber: Right next to the pad you'll find bolt/arrow merchants.

    5. Cornwall: There is a bolt merchant here but I can't remember rather she actually sells X-Bows as well. GET ONE BEFORE YOU GET WAY THE HELL OUT THERE LOL

    Where to find Poisons
    1. In Camelot: Upsatirs in the same building you find the arrow merchants. Accross form the Shadow Guild. Both Low Poisons and High.

    2. Camp Forest Station: The low poison merchant is here. He's standing to the left of the gaurd tower. There is also an Infiltrator trainer hiding behind the Lethantis association tower.

    3. Caer Witrin: Upstairs Next to the Inf trainer through the tower door. This is a high Poison Merchant.

    4. Adribards retreat: in Avalon Marsh I beleive there is a high and low poison merchant here.

    5. Castle Sauvage: In the courtyard in the south west corner. You'll find both the low and high merchant.

    6. STRATON KEEP: High Poison Merchant here as well as an Inf trainer.

    7. I know you can get bolts and x-bows at Snowdania Station


    Note: The remote inf trainers at Straton/Caer-W/Lethantis will not give you orders for your Epic Quests. They will send you back to Camelot to receive instructions for these quests.

    Hope this helps.

     

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    beibhinn  26223 posts
    collection | wishlist
    Title: Snr. Board Mgr
    Posts: 26,223
    Registered: Jun '02
    18331_Beibhinn (689760-2)
    Date Posted: 9/19/06 2:59am Subject: RE: Community Information Thread: Local Mods, Board FAQ and Forum Specific Information
    These Scout guides are written by Oakleif:

    Archery Guide
    Stealth Guide
    Scout Guide

    Comments on all of these guides are welcome. Your input can help make them clearer and more complete.

    Also from Oakleif...

    Scout Report Archives

    ***********************************
    Infiltrator Spec Testing
    Performed and written by DrLeePhD
    ***********************************

    Below are the results of my extensive (10,000+ attack rounds) infiltrator tests done on Pendragon between the 1.83x and 1.84a patch notes. I tested 8 of the most common infiltrator specs for both stable combat and burst damage, to find for myself what the most damaging spec for my infiltrator would be. I am sharing these results with everyone to educate, and hopefully spark more independent spec analysis.

    This is my data:
    http://www.daocfilemod.com/Inf_test.xls

    If you do not have MS Excel, you can use this viewer I downloaded from MS:
    http://www.daocfilemod.com/xlviewer.zip

    Specs tested (venom/stealth/slash/DW/CS):

    35/35/50/35/34 (50 slash with med CS)
    35/35/35/42/44 (Hybrid 5-spec)
    35/35/36/33/50 (Comp-51 CS aka Wyrd)
    34/35/50/1/50 (Critfiltrator)
    35/35/44/22/50 (Hybrid Critfiltrator)
    34/35/50/50/1 (DW using Mercfiltrator)
    34/35/50/50/1 (Slash using Mercfiltrator)

    The tests consist of the following:

    A 3000+ hit base damage comparison between 36+15 slash and 50+15 slash. I ran this test to see if my results would be consistent with recent tests on the mid rogue board and Kilkenny's, that average unstyled base damage increases with additional spec over 51 composite.

    A ~700 hit stable styled damage comparison, to find the highest DPS spec for combat not relying on a stealth opener, and a ~300 hit burst styled damage comparison to find the highest DPS spec when using the best available 3 styles to initiate combat from stealth. I ran these tests to show that the results from test 1 do not seem to influence styled attacks when using CS styles.

    Some notes about the spread sheet:

    All logs were parsed using Waldo.

    “DPS” column is left at 0 because the value is relative to the time between styles, which varied due to my testing procedure of dropping from combat between each styled round.

    “Expected DW%” is generated by the formula (effectiveSpec*0.68)+25, where 25 is the base percent chance to swing.

    “Actual DW” is the total number of offhand swings divided by total swings.

    “DWdmg/Swing” is the average offhand damage per combat round generated by how often the offhand swung, it’s average damage, and how often it missed.

    “Avg Total Dmg / Round” is the calculation of average damage taking into account how often the style missed, and adding the DWdmg/Swing. This number is what I will use to determine which spec offers the highest DPS as it does not only take styled damage into consideration, it also looks at how much damage you can expect on average from offhand swings.





    I am not going to jump to conclusions and say which spec is best for everyone to use, but I will share some of my observations which I found quite interesting.


    Overall, Wyrd spec still seems like the best overall spec for an infiltrator. The average per round damage is higher than any other spec tested.

    Offhand swings outright miss ~20% of the time on average, compared to mainhand swings which only missed ~15% of the time unstyled.

    The flank chain misses more than any other style tested.

    Amy/Diamond slash never missed when tested as a chain, amy slash only missed once in all tests. Additionally, the damage performed by the chain rivals that of garrote>AH. There was no immediate indication as to why this was happening, as the growth rates for the slash chain are below that of the CS chain. I suspect this is due to, in part, the results we’ve been observing with 51+ comp specs (test 1), that when using BASE styles, base damage continues to increase post 51 spec. I plan on testing this more in the future.

    Specializing over comp-51 had NO effect on average CS style damage, so the premise of the Wyrd spec remains unchanged.

    Our average DW damage per swing looks a lot like the damage SBs like to complain about, between 23-41 damage per round.





    Feel free to make your own conclusions, and expect the second round of my tests soon, that will look at the effects of the assassin debuff on comp-51 spec average damage. Given that only 2 of ~34 classes use these debuffs, it's jsut not a big concern for me when choosing a spec, but I know lots of people seem to think our role is bridge camping to kill other stealthers, and those will be the first people to say these tests don't matter because of the debuff... so they'll get their results in time.

     

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    beibhinn  26223 posts
    collection | wishlist
    Title: Snr. Board Mgr
    Posts: 26,223
    Registered: Jun '02
    18331_Beibhinn (689760-2)
    Date Posted: 9/19/06 3:00am Subject: RE: Community Information Thread: Local Mods, Board FAQ and Forum Specific Information
    Author: swankinrosco

    **Updated!**

    Swank's ToA Stealther Catalogue v1.2
    Updates from v1.1
    Added the following: Skyros Shell Bracer, Cyclone Bracer, Mystic-Cyclops Bone Vest, Sleeves of the Cryth, Smoldering Ash Sleeves, Helm of the Cryth, Pants of the Transfixer, Lightning Etched Studded Pants, and Mystic Cyclops-Bone Gloves.
    Updated the following: Belt of the Twilight, Blackened Wrap, Necklace of Clouds, Statuesque Heart, Naxos Ablone Bracer, Volurgon Locks, and Desmona's Ring.
    Removed the folling (ROG): Arcane Bolster Cloak, Bold Gladiator Cloak, and Adroit Briny Coral Jerkin.

    Plans for v1.3
    Add weapons from ML Raids and ToA Encountners/Quests. Add Artifacts. Conitnue Additions to current listing, and continue corrections from feedback.



    Below you will find a catalogue listing of nearly EVERY ToA drop that could render itself useful to a stealther in today's game. Most items have % bonuses and cap bonuses, while some offer little more than a high utility value.
    *Note - sorry minstrels but I didn't incorporate you into this listing as I started out mainly for Hunters and Shadowblades, however much of this should be useful to you guys monkey

    For easier searching, please use your broswer's Edit->Find function and use the following words to jump-to your desired listing:

    • ITEMS

    • Belt

    • Bracer

    • Cloak

    • Gem

    • Necklace

    • Ring

    • ARMOR

    • Boot

    • Glove

    • Helm

    • Pants

    • Sleeve

    • Vest

    • WEAPONS

    • Sword

    • ARTIFACTS



    Other keywords that you may find useful include:

    • str, con, dex, or qui cap (careful some are listed as "str/con cap," and may trick your browser into skipping it)

    • hits cap

    • melee spd

    • melee dmg

    • style dmg

    • archery spd

    • archery dmg

    • archery range

    • all melee

    • stealth

    • all left hand

    • envenom

    • crit strike

    • all archery

    • energy dot

    • haste

    • lifetap

    • endurance-tap




    One last thing, I did not include typical item procs on these listings, however some more important procs such as end-regen/tap, lifetap, energy dots, etc HAVE been included. If you would like any/all procs to be included let me know and (if enough people complain) I'll add them (possibly :P).






    Enjoy!







    **********ITEMS**********

    Belt
    Belt of Abolishment
    (Tutankhsekhmet ML5)
    - 15 af
    - 32 hits cap
    - 7 con cap
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=15690

    Belt of Lightning
    (Kertom Green Glades)
    - 5 all left hand
    - 7% matter
    - 18 con
    - 48 hits
    http://camelot.allakhazam.com/item.html?citem=15733

    Belt of the Brute
    (ML9 Drop)
    - 30 str
    - 18 dex
    - 48 hits
    - 6 str cap
    - 2% melee spd
    http://www.toascrolls.com/scrolls/index.asp?action=itemsZqBQid-410

    Belt of the Clouds
    (Roshan ML9)
    - 36 dex
    - 30 qui
    - 2% archery spd
    - 10 lifetap charges (65 value)
    http://camelot.allakhazam.com/item.html?citem=14783

    Belt of the Twilight
    (Chief Chrysostorm, Green Glades)
    - 4 all archery
    - 8% energy resist
    - 27 qui
    - 2% archery spd
    http://camelot.allakhazam.com/item.html?citem=14418

    Belt of the Zephyr
    (Chief Jencir, Green Glades)
    - 8% energy/spirit
    - 6% body
    - 22 con
    http://camelot.allakhazam.com/item.html?citem=16191

    Belt of Thunder
    (Eramai)
    -Same as "Belt of Zephyr"
    http://camelot.allakhazam.com/item.html?citem=17020

    Braided Lion Tail Belt
    (The Wandering Ones Quest, Archer Only)
    - 3 all archery
    - 11% slash
    http://camelot.allakhazam.com/item.html?citem=17297

    Braided Mausekhmet Belt
    (Setian Plans Quest)
    - 2 all melee
    - 9% body
    - 8 str cap
    http://camelot.allakhazam.com/item.html?citem=15463

    Corrupt Cincture of Terkari
    (Scorpians Tail Ring Encounter)
    - 6% heat
    - 48 hits
    - 8 str/con cap
    http://camelot.allakhazam.com/item.html?citem=15560

    Duamutef's Belt of Dread
    (Echo of Duamutef ML5 Dungeon)
    - 9% spirit
    - 8% body
    - 24 str
    - 21 qui
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=17608

    Fadrin's Belt of Havoc
    (Fadrin, Oceanus Hesperos)
    - 2 all melee
    - 48 hits
    - 14 af
    - 48 hits cap
    - 8 con cap
    - 2% melee spd
    - 10 17% haste charges
    http://camelot.allakhazam.com/item.html?citem=15898

    Girdle of Thunder
    (Eramai)
    - 6% body
    - 24 dex
    - 40 hits
    - 80 hits cap
    http://camelot.allakhazam.com/item.html?citem=13485

    Jilena's Belt
    (ML1)
    - 2 all melee
    - 2 parry
    - 12 str/dex
    - 4 str/dex cap
    http://camelot.allakhazam.com/item.html?citem=13975

    Katorii's Demon-Bound Girdle
    (ML7)
    - 30 dex
    - 13 str cap
    - 2% archery spd
    - 10 lifetap charges (65 value)
    http://camelot.allakhazam.com/item.html?citem=17825

    Lava Scorched Belt str/dex
    (Telgar's Redemption Quest)
    - 6% body/heat
    - 15 str/dex
    - 44 hits
    http://camelot.allakhazam.com/item.html?citem=17825

    Lava Warped Belt str/con
    (Telgar's Redemption Quest)
    - 6% body/heat
    - 15 str/con
    - 44 hits
    http://camelot.allakhazam.com/item.html?citem=14410

    Lava Warped Belt str/qui
    (Telgar's Redemption Quest)
    - 6% body/heat
    - 15 str/qui
    - 44 hits
    http://camelot.allakhazam.com/item.html?citem=13832

    Mausekhmet Embossed Belt
    (Setian Plans Quest)
    - 3 all archery
    - 10 dex cap
    - 2% archery spd
    http://camelot.allakhazam.com/item.html?citem=14174

    Plaited Hair of Malamis
    (Malice Axe Encounter)
    - 21 str/con
    - 7 str cap
    - 6 con cap
    - 2% melee spd
    http://www.toascrolls.com/scrolls/index.asp?action=itemsZqBQid-185

    Skyros Seaweed Belt
    (Gem of Skyros Quest)
    - 2 all left hand
    - 2 all melee
    - 8% matter
    - 10 con
    http://camelot.allakhazam.com/item.html?citem=14071

    Statuesque Girdle of Might
    (ML2/Marble Statue Drop)
    - 8% spirit/energy
    - 18 str
    - 7 str cap
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=14743

    Tomb-Lord's Belt
    (Rrionne ML2.4)
    - 24 str/qui
    - 16 af
    - 48 hits cap
    http://camelot.allakhazam.com/item.html?citem=17801

    Traldor's Belt
    (Traldor, Oceanus Boreal)
    - 6% crush/slash
    - 5% cold/heat/thrust
    http://camelot.allakhazam.com/item.html?citem=15926

    Twisted Hair of Malamis
    (Malamis, Malice Axe Encounter)
    - 3 stealth
    - 24 dex
    - 8 dex/qui cap
    - 2% melee spd
    - 10 60% end heal charges
    http://camelot.allakhazam.com/item.html?citem=15464

    Twisted Mausekhmet Belt
    (Setian Plans Quest)
    - 4 crit strike
    - 3 all left hand
    - 8% matter
    http://camelot.allakhazam.com/item.html?citem=16011

    Bracer
    Animal Bone Bracelet
    (Origins of the Harpys Quest)
    - 20 hits
    - 7 str/dex/qui cap
    http://camelot.allakhazam.com/item.html?citem=13405

    Blackened Wrap
    (Drops from Althos)
    - 3 stealth
    - 2 all melee
    - 16 dex/qui
    - 7 dex/qui cap
    http://camelot.allakhazam.com/item.html?citem=18021

    Bracelet of Silent Oblivion
    (Drops from Ammut)
    - 4 parry
    - 22 dex/qui
    - 60 hits
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=14727

    Bracer of Hail
    (Drops from Kertom)
    - 5 envenom
    - 6% energy
    - 24 dex
    - 40 hits
    - 2% style dmg
    http://camelot.allakhazam.com/item.html?citem=13475

    Bracer of Rain
    (Drops from Danos and Kertom)
    - 9% matter
    - 30 str
    - 64 hits
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=13431

    Bracer of Twilight
    (Drops from Chief Chrysostorm)
    - 5 all left hand
    - 4 parry
    - 6% matter
    - 48 hits cap
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=15082

    Cyclone Bracer
    (ML9)
    - 11% cruch
    - 10% slash/thrust
    - 2% melee spd
    http://www.toascrolls.com/scrolls/index.asp?action=itemsZqBQid-169

    Naxos Cockle Shell
    (Secrets of Naxos Quest)
    - 3 stealth
    - 2 all melee
    - 7% body
    - 10 qui
    http://camelot.allakhazam.com/item.html?citem=14530

    Skyros Shell Bracer
    (Gem of Skyros Quest)
    - 2 all archery
    - 2 all melee
    - 8% matter
    - 5% energy
    - 9 dex
    http://camelot.allakhazam.com/item.html?citem=14635

    Quickness of the Cat Bracer
    (Wandering Ones Quest)
    - 10% slash
    - 24 qui
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=14644

    Zahur's Bracer
    (Drops from Zahur)
    - 6% crush/heat/matter
    - 60 hits
    - 10 af
    - 40 hits cap
    http://camelot.allakhazam.com/item.html?citem=15739

    Ashen Cloak
    (Drops from Ylyssan in Typhon's Reach)
    - 21 str
    - 48 hits
    - 6% energy/spirit
    - 48 hits cap
    http://camelot.allakhazam.com/item.html?citem=16385

    Astral Cloak of Heroes
    (ML10)
    - 2 all melee
    - 22 str/con
    - 60 hits
    - 60 hits cap
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=17175

    Astral Cloak of the Outrider
    - 4 stealth
    - 2 all archery
    - 22 dex/qui
    - 56 hits
    - 2% archery spd
    http://camelot.allakhazam.com/item.html?citem=17181

    Cape of the Gale
    (Drops in Green Glades)
    - 5 all archery
    - 7% spirit
    - 18 qui
    - 48 hits
    http://camelot.allakhazam.com/item.html?citem=14732

    Cloak of Ambuscade
    (Drops off Ylyssan in Typhon's Reach, Phoebus Harp Encounter)
    - 3 stealth
    - 6% energy/spirit
    - 22 dex
    - 48 hits
    - 10 spec af charges (75 value)
    http://camelot.allakhazam.com/item.html?citem=15468

    Cloak of Thunder
    (Drops off Eramai)
    - 15 dex
    - 13 str
    - 6 str cap
    - 8 con cap
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=15084

    Desert Warrior Cloak
    (The Other Side Quest)
    - 18 con/qui
    - 48 hits
    - 48 hits cap
    http://camelot.allakhazam.com/item.html?citem=13604

    Feathered Wrap
    (Drops off Nelos ML9)
    - 11% spirit
    - 6% body/crush/slash/thrust
    - 10 energy dot charges (64 value)
    http://camelot.allakhazam.com/item.html?citem=14792

    Flowing Antalya Shawl
    (Typhon Drop)
    - 4 all melee
    - 16 str/con
    - 6 str/con cap
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=15672

    Hardened Cetus Skin
    (Cetus ML1.10)
    - 2 all melee
    - 8% crush/thrust/slash
    - 16 con
    - 10 17% haste charges
    http://camelot.allakhazam.com/item.html?citem=13411

    Magma Mantle
    (Maddening Scalars Encounter & ML6)
    - 19 str
    - 48 hits cap
    - 7 str cap
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=14950

    Melos Fresh-Water Pearl Cloak
    (Stolen History Quest, Archer Only Item)
    - 4 stealth
    - 10 af
    - 7 dex cap
    http://camelot.allakhazam.com/item.html?citem=17944

    Neriad Sharkskin Cloak
    (Drops from Hallea, Phoebus Harp Encounter)
    - 3 stealth
    - 21 qui
    - 15 str/con/dex
    http://camelot.allakhazam.com/item.html?citem=16724

    Steel-feather Cloak
    (Drops from Nelos & The Coward, ML9)
    - 1% crush/thrust/slash
    - 15 dex
    - 40 af
    - 10 energy dot charges (64 value)
    http://camelot.allakhazam.com/item.html?citem=16579

    Wrap of Withstanding
    (Stone King Quest)
    - 8% spirit
    - 7% crush/slash/spirit
    - 8 af
    http://camelot.allakhazam.com/item.html?citem=13275

    Gem
    Cloudstone
    (ML9)
    - 2% spirit
    - 15 con
    - 40 hits
    - 40 hits cap
    - 10 con cap
    http://camelot.allakhazam.com/item.html?citem=14778

    Gem of Fantastical Alacrity
    (ML9)
    - 18 str/dex/qui
    - 6 qui cap
    - 2% melee spd
    - 10 17% haste charges
    http://camelot.allakhazam.com/item.html?citem=16773

    Gem of Moirai
    (ML3)
    - 7% spirit
    - 64 hits cap
    - 8 str/con cap
    - 2% melee spd
    http://www.toascrolls.com/scrolls/index.asp?action=itemsZqBQid-320

    Gem of the Brute
    (ML9)
    - 4 parry
    - 9% cold
    - 21 str
    - 48 hits cap
    http://camelot.allakhazam.com/item.html?citem=14800

    Gem of the Twilight
    (Chief Chrysostorm, Green Glades)
    - 4 envenom
    - 8% body
    - 16 dex
    - 52 hits
    http://camelot.allakhazam.com/item.html?citem=17295

    Gem of Thunder
    (Chief Chrysostorm, Green Glades)
    - 4 parry
    - 6% slash
    - 18 str/con/qui
    http://camelot.allakhazam.com/item.html?citem=14423

    Harpy Feather Charm
    (Origin of the Harpies Quest)
    - 6% body/cold/heat/matter
    - 44 hits
    http://camelot.allakhazam.com/item.html?citem=13404

    Katorii's Shadow Pin
    (ML7)
    - 15 qui
    - 10 qui cap
    - 10% melee spd
    - 10 lifetap proc charges (65 value)
    http://camelot.allakhazam.com/item.html?citem=15675
    *this has most likely been changed during the ToA % nerfs, however looks promising to still be a high value in % melee spd

    Lachlen's Book of Tactics
    (ML9)
    - 3 all melee
    - 52 hits
    - 16 af
    - 52 hits cap
    - 2% melee spd
    - 10 17% haste charges
    http://camelot.allakhazam.com/item.html?citem=14757

    Mau Totem of the Warlock
    (Aiding the Mau Quest)
    - 5% body/matter
    - 32 hits
    - 5 dex cap
    http://camelot.allakhazam.com/item.html?citem=15144

    Mau Totem of the Warrior
    (Aiding the Mau Quest)
    - 5% body/matter
    - 32 hits
    - 5 con/dex cap
    http://camelot.allakhazam.com/item.html?citem=13408

    Naxos Cockle Shell
    (Secrets of Naxos Quest)
    - 3 stealth
    - 2 all melee
    - 7% body
    - 10 qui
    http://camelot.allakhazam.com/item.html?citem=14530

    Preserved Crocodile Eye
    (Cau Surae ML5)
    - 6% spirit
    - 21 con/dex
    - 40 hits
    - 10 af
    - 10 spec af charges (75 value)
    http://camelot.allakhazam.com/item.html?citem=13851

    Protector's Wind-Wrought Gem
    (Kasora in Green Glades)
    - 5 shield
    - 12 str
    - 6% melee spd
    http://camelot.allakhazam.com/item.html?citem=15797
    *this has most likely been changed during the ToA % nerfs, however looks promising to still be a high value in % melee spd

    Statuesque Eye
    (Marble Statues and Sobekite Eternal)
    - 7% body/matter
    - 18 dex
    - 6 dex cap
    http://camelot.allakhazam.com/item.html?citem=14412

    Statuesque Heart
    (Marble Statues and Sobekite Eternal)
    - 18 str/con/qui
    - 48 hits
    - 48 hits cap
    - 10 spec af charges (75 value)
    http://camelot.allakhazam.com/item.html?citem=13573

    Sun Diamond
    (Lost in the Sands of Time Quest)
    - 25 str
    - 18 con/dex
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=13556

    Sun Emerald
    (Lost in the Sands of Time Quest)
    - 22 dex
    - 18 str/con
    - 4% melee combat spd
    http://camelot.allakhazam.com/item.html?citem=13834

    Necklace
    Choker of Thunder
    (Drops from Eramai)
    - 15 con
    - 48 hits
    - 15 af
    - 40 hits cap
    - 5 con cap
    http://camelot.allakhazam.com/item.html?citem=16004

    envenomenomed Choker
    (Drops from Rrionne ML2)
    - 3 envenom
    - 8% body/energy
    - 21 con
    - 6% melee spd
    http://camelot.allakhazam.com/item.html?citem=15007
    *this has most likely been changed during the ToA % nerfs, however looks promising to still be a high value in % melee spd

    Harpy Talon Neckguard
    (Origin of the Harpies Quest)
    - 11 af
    - 40 hits cap
    - 10 con cap
    http://camelot.allakhazam.com/item.html?citem=13403

    Imsety's Necklace of Dread
    (Imsety ML5 Dungeon)
    - 9% crush
    - 24 con
    - 21 qui
    - 32 hits cap
    - 4 con cap
    http://camelot.allakhazam.com/item.html?citem=17942

    Naxos Mother of Pearl Necklace
    (Broken History Quest)
    - 4 stealth
    - 2 all archery
    - 14 af
    - 2 archery spd
    http://camelot.allakhazam.com/item.html?citem=13602

    Naxos Oyster Shell Necklace
    (Broken History Quest)
    - 4 crit strike
    - 2 all melee
    - 18 af
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=14735

    Necklace of Cyclopean Stature
    (Kyros ML9)
    - 1% crush/slash/thrust
    - 120 hits
    - 80 hits cap
    - 10 energy dot chrages (64 value)
    http://camelot.allakhazam.com/item.html?citem=14700

    Necklace of the Clouds
    (Roshan ML9)
    - 4 all left hand
    - 9% matter
    - 21 dex
    - 60 hits
    - 10 lifetap charges (65 value)
    http://camelot.allakhazam.com/item.html?citem=15136

    Necklace of Wondrous Flight
    (Ibn, Green Glades & ML9)
    - 18 dex/qui
    - 15 str
    - 2% archery spd
    - 10 qui cap
    - 10 17% haste charges
    http://camelot.allakhazam.com/item.html?citem=14701

    Salamander Tooth Choker
    (Anathemic Salamander, Typhon's Reach)
    - 3 stealth
    - 22 dex/qui
    - 5 dex cap
    - 7 qui cap
    - 10 spec af charges (75 value)
    http://camelot.allakhazam.com/item.html?citem=16409

    Sililia's Necklace
    (Egg of Youth Encounter)
    - 7% body/matter/slash/crush
    - 5 str/dex cap
    http://www.toascrolls.com/scrolls/index.asp?action=itemsZqBQid-97

    Striking Choker
    (Sobekite Eternal)
    - 15 str/qui
    - 4 qui cap
    - 6 str cap
    - 2% melee spd
    - 10 17% haste charges
    http://camelot.allakhazam.com/item.html?citem=15188

    Volurgon Locks
    (Volurgon Mandra, ML7)
    - 5 envenom
    - 4 all melee
    - 3 all left hand
    - 10 lifetap charges (65 value)
    http://camelot.allakhazam.com/item.html?citem=15539

    Ring
    Band of Etheric Skill
    (Drops from Image of Dimirtri/Kaletor, Sobekite Eternal)
    - 7% crush/slash/thrust/spirit
    http://camelot.allakhazam.com/item.html?citem=17863

    Band of Shadow
    (Chisisi Stygian Delta)
    - 7% body/spirit
    - 6% slash/crush/thrust
    http://camelot.allakhazam.com/item.html?citem=13836

    Cenalon's Ring of Might
    (Sacrificial Rites Quest)
    - 4% matter/spirit
    - 25 str
    - 12 con/dex
    http://camelot.allakhazam.com/item.html?citem=13274

    Cenalon's Ring of Speed
    (Sacrificial Rites Quest)
    - 4% spirit/matter
    - 25 dex
    - 12 con/qui
    http://camelot.allakhazam.com/item.html?citem=13402

    Desmona's Ring
    (Desmona ML1.9)
    - 3 crit strike
    - 3 envenom
    - 3 stealth
    - 25 dex
    - 18 str
    - 10 20% haste charges
    http://camelot.allakhazam.com/item.html?citem=15339

    Katorii's Soul Ring
    (Katorii ML7)
    - 6% body
    - 15 con
    - 40 hits
    - 40 hits cap
    - 10 con cap
    - 10 lifetap charges (65 value)
    http://camelot.allakhazam.com/item.html?citem=15674

    Krojer's Strength Ring
    (ML1.5)
    - 21 str
    - 2% cold/energy/heat
    - 10 af
    - 6 str cap
    http://camelot.allakhazam.com/item.html?citem=13241

    Krojer's Constitution Ring
    (ML1.5)
    - 2% cold/energy/heat
    - 21 con
    - 10 af
    - 6 con cap
    http://camelot.allakhazam.com/item.html?citem=13239

    Krojer's Dexterity Ring
    (ML1.5)
    - 2% cold/energy/heat
    - 21 dex
    - 10 af
    - 6 dex cap
    http://camelot.allakhazam.com/item.html?citem=13242

    Krojer's Quickness Ring
    (ML1.5)
    - 2% cold/energy/heat
    - 21 qui
    - 10 af
    - 6 qui cap
    - 10 20% haste charges
    http://camelot.allakhazam.com/item.html?citem=13243

    Ring of Silent Oblivion
    (Ammut ML5)
    - 8% energy
    - 7% matter
    - 24 str/con
    - 32 hits
    - 10 dex/qui debuff charges (56 value)
    http://camelot.allakhazam.com/item.html?citem=14728

    Ring of the Brute
    (Roshan ML9)
    - 7 str/con
    - 40 hits
    - 25 af
    - 40 hits cap
    - 10 lifetap charges (65 value)
    http://camelot.allakhazam.com/item.html?citem=14784

    Ring of the Seven Souls
    (Seven Coins Quest)
    - 4 stealth
    - 6% crush
    - 15 con
    - 13 dex
    - 40 hits
    http://camelot.allakhazam.com/item.html?citem=13282

    Ring of the Tempest
    (Kertom Arbor Glen ML8)
    - 5 stealth
    - 6% body
    - 15 str
    - 40 hits
    - 10 17% haste charges
    http://camelot.allakhazam.com/item.html?citem=16025

    Ring of Thunder
    (Eramai & Cheif Chrysostorm Green Glades)
    - 3 all melee
    - 6% crush
    - 22 str
    - 48 hits
    - 10 af
    - 10 17% haste charges
    http://camelot.allakhazam.com/item.html?citem=15083

    Sililia's Ring
    (Sililia Oceanus Notos)
    - 7% body/matter/crush/slash
    - 5 con/qui cap
    http://camelot.allakhazam.com/item.html?citem=16390

    Volurgon Wrap
    (Volurgon Mandra ML7)
    - 2% body
    - 15 con
    - 40 hits
    - 40 hits cap
    - 10 con cap
    - 10 lifetap charges (65 value)
    http://camelot.allakhazam.com/item.html?citem=16488

    Zahur's Ring
    (Zahur Oceanus Boreal)
    - 6% body/cold/energy/matter/spirit
    - 60 hits
    http://camelot.allakhazam.com/item.html?citem=15086


    **********ARMOR**********

    Boot
    Tempered Centaur-Hide Boots
    (Drops from The Brave ML9)
    - 11% crush
    - 15 con/dex/qui
    - 10 af
    http://camelot.allakhazam.com/item.html?citem=14803

    Tempered Lightning Embossed Leather Boots
    (Drops from Danos)
    - 6% cold/heat
    - 15 con
    - 20 af
    - 5 con cap
    http://camelot.allakhazam.com/item.html?citem=15542

    Glove
    Crystalized Mystic Cyclops-Bone Gloves
    (ML9)
    - 4 all archery
    - 9% heat
    - 16 dex
    - 10 af
    http://camelot.allakhazam.com/item.html?citem=14766

    Tempered Centaur-Hide Gloves
    (ML9)
    - 4 all melee
    - 9% cold
    - 16 str
    - 10 af
    http://camelot.allakhazam.com/item.html?citem=15641

    Tempered Hapy's Gloves of Dread
    (Drops from Echo of Hapy)
    - 9% slash
    - 24 str
    - 21 con
    - 32 hits cap
    - 4 dex cap
    http://camelot.allakhazam.com/item.html?citem=17075

    Tempered Lightning Embossed Leather Gloves
    (Drops from Danos)
    - 3 all melee
    - 27 str
    - 60 hits
    - 60 hits cap
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=17075

    Helm
    Arcanium Helm of the Cryth
    (ML9)
    - 9% heat
    - 5% crush
    - 56 hits
    - 40 hits cap
    - 2% melee spd
    http://www.toascrolls.com/scrolls/index.asp?action=itemsZqBQid-151

    Arcanium Mystic Cyclops-bone Helm
    (ML9)
    - 9% body
    - 5% crush
    - 56 hits
    - 40 hits cap
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=15893

    Tempered Centaur-Hide Helm
    (Drops from Advisor Anzelm ML9)
    - 9% energy
    - 5% crush
    - 56 hits
    - 40 hits cap
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=14795

    Tempered Cynere's Skin
    (Croc Tear Ring Encounter)
    - 16 str
    - 15 con/dex
    - 5% crush/slash/thrust
    - 80pt heal proc

    Tempered Lightning Embossed Leather Helm
    (Drops off Danos)
    - 3 all melee
    - 19 con/dex
    - 80 hits
    http://camelot.allakhazam.com/item.html?citem=17393

    Pants
    Arcanium Lightning Etched Studded Pants
    (Arbor Glen ML8)
    - 4 stealth
    - 22 qui
    - 40 hits
    - 8 qui cap
    - 2% melee spd
    - Heal Proc (Value 80)
    http://camelot.allakhazam.com/item.html?citem=17900

    Crystalized Pants of the Transfixer
    (ML9 Pheonix)
    - 3 all archery
    - 19 dex/qui
    - 10 dex cap
    - 2% archery spd
    - Heal Proc (Value 80)
    http://camelot.allakhazam.com/item.html?citem=16661

    Tempered Duamutef's Leggings of Dread
    (Echo of Duamutef, ML5 Dungeon)
    - 3 all melee
    - 9% slash
    - 24 dex
    - 64 hits
    - 2% melee spd
    - 10 spec af charges (75 value)
    http://camelot.allakhazam.com/item.html?citem=16993

    Tempered Runed Serpant-Blood Legs
    (Sobekite Eternal, ML2 Dungeon)
    - 18 dex/pie
    - 48 hits
    - 6% melee spd
    http://camelot.allakhazam.com/item.html?citem=13622
    *this has most likely been changed during the ToA % nerfs, however looks promising to still be a high value in % melee spd

    Sleeve
    Arcanium Sleeves of the Cryth
    (ML9)
    - 9% cold
    - 15 con
    - 40 hits
    - 12 af
    - 6 con cap
    http://www.toascrolls.com/scrolls/index.asp?action=itemsZqBQid-427

    Arcanium Smoldering Ash Sleeves
    (Battler Encounter)
    - 2 all melee
    - 6% crush/slash
    - 22 dex/qui
    - 15 str
    http://camelot.allakhazam.com/item.html?citem=14639

    Tempered Centaur-Hide Sleeves
    (Drops from Chan ML9)
    - 15 con
    - 40 hits
    - 9% spirit
    - 12 af
    - 5 con cap
    http://camelot.allakhazam.com/item.html?citem=14802

    Tempered Ember Tainted Sleeves
    (Battler Encounter)
    - 2 all melee
    - 6% crush/slash
    - 22 str/con
    - 40hits
    http://camelot.allakhazam.com/item.html?citem=14084

    Tempered Lightning Etched Leather Sleeves
    (Drops from Kynthia)
    - 4 crit strike
    - 18 dex
    - 48 hits
    - 2% melee spd
    - 72 hits cap
    http://camelot.allakhazam.com/item.html?citem=17390

    Tempered Runed Crocodile Sleeves
    (Drops from Cau Surae)
    - 3 envenom
    - 24 str/qui
    - 40 hits
    - 2% melee spd
    http://camelot.allakhazam.com/item.html?citem=14200

    Vest
    Arcanium Mystic Cyclops-Bone Vest
    (ML9)
    - 11% slash
    - 15 con/dex/qui
    - 10 af
    http://camelot.allakhazam.com/item.html?citem=17071

    Tempered Astral Jerkin of Withering
    (Draco ML10)
    - 3 all melee
    - 21 dex
    - 18 con
    - 14 af
    - 7 qui cap
    - 2% melee spd
    - 15% endurance-tap proc
    http://camelot.allakhazam.com/item.html?citem=15930

    Tempered Neriad Sharkskin Vest
    (Mesothalassa)
    - 3 crit strike
    - 3 envenom
    - 3 stealth
    - 2 all melee
    - 24 dex
    http://camelot.allakhazam.com/item.html?citem=16499

    Tempered Petrified Jerkin
    (Medusa ML3)
    - 3 all melee
    - 3 envenom
    - 13 dex/qui
    - 7 dex/qui cap
    http://camelot.allakhazam.com/item.html?citem=15900


    **********WEAPONS**********
    (More info comming in next version)

    Sword
    Arcanium Falchon of the Zenith
    (Drops from Eramai)
    - 1% spirit/energy
    - 15 str/con
    - 10 str/con cap
    http://camelot.allakhazam.com/item.html?citem=17302


    **********ARTIFACTS**********
    (More info comming in next version)

    Enalyio's Boots (+5 str cap)
    Eirene's Hauberk (+5 str cap)
    Guard of Valor (+5 str cap)
    Oglidarsh’s Belt (+5 str cap)
    Ceremonial Bracer (+5 str cap)
    Malice Axe (+5 str cap)
    Blade Shadow (+ 8 str cap) - from Croc Tooth summon.

    --------------------------
    Author's Note:

    I will make updates and corrections, as well as additions over time. also, 99% of the "left axe" items SHOULD be "all dual wield" so keep that in mind. as always use this info at your own risk =)

     

    -----signature-----
    Locked Topic | Active Topic Notification | Private Message | Post History
    beibhinn  26223 posts
    collection | wishlist
    Title: Snr. Board Mgr
    Posts: 26,223
    Registered: Jun '02
    18331_Beibhinn (689760-2)
    Date Posted: 9/19/06 3:00am Subject: RE: Community Information Thread: Local Mods, Board FAQ and Forum Specific Information
    Pendragon Testing

    Author: Kutsuu-G
    Contributors: Daimar & GroDaTroll

    Now I've seen alot of threads in the last few months where someone posted a spec idea and got instantly shot down. Maybe the proposed something abnormal, that most would consider gimp or wrong, but the point is that these people say "awww" and never try it. Trusting in innanet geniuses can sometimes make you pass up something really good.

    I want to show how to copy to pendragon and test it yourself. If you know how to and have done it before, I may be patronizing you for alot of this... but believe it or not, alot of people don't know how it works or where to start and some may see some tips here that would make their own testing better.

    0. Make sure that the toon you're copying has all the gear on it that you want to test with. Only the stuff on the paper doll model gets copied, not stuff in it's packs.

    1. If you have a separate DAOC icon that says "test" at the end of the regular icon on your desktop, click that and continue to the next step. If not, go into your daoc folder (usually C/Mythic/Darkness rising/catacombs/toa) and if you have a slow connection, open one of the folders you don't normally use. Say, if you play on DR, you may want to open catacombs. Click on the 2nd daoc icon that says test.

    2. Log on like normal (without autologin) and you can choose pendragon from the server options, logon there and make a char from your realm. It has no matter what you make it as, just a regular old lvl 1 toon with w/e name you want, name doesn't have to be the same as the toon on your main server.

    3. Type /charcopy and hit enter. This will tell you the format, If i remember right, it's /charcopy (server name) (character name). for me it'd be /charcopy Gawaine Kutsuu.

    Note: There is typically one charcopy to pendragon allowed per patch cycle, but you can put in an appeal to CSRs to reset your charcopy priviledges if you need to copy multiple toons from the same account.

    4. Log off, and don't log the account back on for about 15-20 minutes (you may not get an email, as it tells you). When you log back onto pend, and see your toon from your original server on login screen, you are ready! Log it on.

    5. Make your way to camelot, and exit via the entrance by the catacombs entrance. Once you exit, run through the small courtyard towards the road with the pillars, then take a sharp left along the wall. You will see 3 mobs up against the wall. Click them and you can play with tons of options. Thrust does thrust dmg, crush does crush dmg, slash does slash dmg. They all have the same resists to your dmg.

    6. You will get best results by doing a baseline test first, to see where you stand with your current spec. First thing, I'd go into my daoc directory that i'm playing in, and delete the file chat.log first to get rid of crap. Now turn on log (press L) and test what you want, whether it be styled or unstyled dmg, or all of the above. When you are satisified with all the stuff you've logged, hit L again, turning off chat logging.

    Note: You can choose the name of the log directly from the UI, no need to use default and rename it later.

    /chatlog baseline
    Chat logging enabled to file: baseline.log

    7. Minimize to your daoc folder and rename chat.log to something you want to remember it by like baselinetest. Check out this website http://www.cse.msu.edu/cgi-user/penney/parser.cgi for a nice simple log parser. If you are only testing mainhand dmg, don't turn on the include dual weild statistics, also turn on the one that says "style statistics." Everything else doesn't matter for dmg testing. Tell it to use that log file, then go into it. it will have tons of mostly self explainatory info, such as avg dmg, peak dmg, miss rate, etc. This is how you will check your other logs.

    8. If you type /respec, you will see you have both a realm and a Full respec. Now, I reccomend using that respec wisely. You can test as many as a few specs with a single respec. Take the spec with the lowest of w/e spec you are testing, and spec that one first... ex: say you want to test comp thrust/slash 44cs, VS 50 thrust/slash 44cs. Spec the comp one first not worrying about other specs, like stealth/env, then when you finish testing that one, you can just come click the 50 weapon, and go back for more.

    9. Make sure the test dummy has the EXACT same settings that he did last time you tested, you want as many constants as you can while testing. Turn on chatlogging and go at it again. Try to do the same things you did last time. When you are done, close the log and change it to w/e you want... check it on the parser.

    10: Some of this stuff seems complicated, but it's not... I can go through 2-3 diff spec tests in less than an hour, when my toon is already copied over. If you want some additional feedback, or want to show off how cool your oddball spec is, post the logs up on VN and maybe quote some stuff from the parse report. Just remember, don't post a log with 20 hits in it and say "OMG i'm leetsauce." For proper testing, you will need to log MANY, MANY hits to get consistency.

    Some other tips:

    -If you want accurate info, do tons of hits... upwards of 2000+ can still vary by percentages that could be misleading on close specs. Do what you have time for, but I wouldn't log less than 300 hits of anything.

    -Make the conditions (other than your spec) exactly the same for every spec... no changing stuff or you could throw it off.

    -Make a new copy every time a patch comes out, and remember... you old copies get new respecs for every patch. I have 3 thrust versions of Kutsuu, ranging from rr4 to rr7, and 4 slashers, ranging from rr5 to rr7... I can pull off quite a good bit of separate testing on each toon. You could even compare effectiveness of your infiltrator in different templates/RA specs this way.

    -Don't come to VN asking for template advice, and let someone shoot you down. You may just have stumbled onto a great idea that will mold to your playstyle and be perfect for you. Come here for advice, asking if someone spec'd that way before... but don't let people shoot your ideas down. Other people will read the thread, saying hey that could be a good spec... then see someone with 10,000 posts say "I never tried it, but I'm a VN/daoc god and say it sucks" and you say "ok, sorry" and that spec goes down as sucking, without ever being tested... Remember, you will find as much misinformation on these boards as real information, and testing for yourself is the only way for concrete facts.

    -This is a simple way of testing, and some may disagree that you can get accurate testing out of this. In my opinion, you can get a pretty good feeler of how a spec or template performs this way. Any change that will be noticeable to you in rvr, will very likely be noticeable via testing this way.

    -Do NOT spam other people on the server with request for money, items craftnig etc.

    -Do NOT go to the pendragon forums and whine/complain about getting killed
    while you were 'exploring'. The frontier IS an active RVR zone.

    -Want help? Post on the pendragon forum asking for assistance.

    -There is a merchant in the main city who sells all 3 respecs for 1 silver or something like that, use them to buy as many different respecs as you want, the one free respec that comes with your new pendragon toon doesn't have to be treated as if it's precious.

     

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