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		<title>Stat</title>
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		<updated>2026-05-14T03:58:30Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Version 0.20.0}}&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; determine a character&#039;s attributes such as damage, health, or mana. You can view your stats in the character sheet by pressing the &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; key. Your character&#039;s stats can be improved by wearing better [[equipment]]. Stats may also be temporarily affected by [[aura]] runes. Stats are also greatly affected by your [[spirit]]s and the amount of intellect, strength or dexterity that you have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
; Level&lt;br /&gt;
: &#039;&#039;Main Article: [[Character Level]]&#039;&#039;&lt;br /&gt;
: The level of your character determines the maximum health and [[equipment]]s you can use. The maximum level is capped at 23. You can only use equipment with a level requirement equal to or lower than your character&#039;s level (except when the item has level reduction). You can level up by gaining experience which you get when killing mobs. Note that you gain the most xp from killing mobs your own level.&lt;br /&gt;
&lt;br /&gt;
; Experience Points (XP)&lt;br /&gt;
: &#039;&#039;Main Article: [[Experience Point]]&#039;&#039;&lt;br /&gt;
: Experience points are used to level up your character. You will gain experience by killing [[monster]]s, completing [[quest]]s and by [[gathering]]. The experience required to level up is: &amp;lt;code&amp;gt;XL * 5 + XL * 10 * (XL^2.2)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is your current level. You also receive reduced experience if the monster killed is not the same level as you. The multiplier is: &amp;lt;code&amp;gt;(1-D/10)^2&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;D&amp;lt;/code&amp;gt; is the difference of levels, and you gain no experience if the difference is 10 or higher.&lt;br /&gt;
&lt;br /&gt;
; Strength&lt;br /&gt;
: Strength is the primary stat of the [[Warrior|Bear]] Spirit. It improves the damage of [[Axe]]s and [[Sword]]s. Every strength point increases your armor by 1. Strength rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; Intellect&lt;br /&gt;
: Intellect is the primary stat of the [[Wizard|Owl]] Spirit. It improves the damage of [[Staff]]s and [[Weapon|Wand]]s. Every 6 intellect points increases your maximum mana by 1. Intellect rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; Dexterity&lt;br /&gt;
: Dexterity is the primary stat of the [[Thief|Lynx]] Spirit. It improves the damage of [[Dagger]]s and [[Spear]]s. Every 12 dexterity points increases your dodge chance by 1%. Dexterity rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;to all attributes&amp;quot;&lt;br /&gt;
: + &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; to all attributes mean that increases &#039;&#039;&#039;Strength&#039;&#039;&#039;, &#039;&#039;&#039;Intellect&#039;&#039;&#039;, &#039;&#039;&#039;Dexterity&#039;&#039;&#039; by &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;. To all attributes rolls range from 1-13.&lt;br /&gt;
* Only on [[Finger]] and [[Neck]] &lt;br /&gt;
&lt;br /&gt;
; Vitality&lt;br /&gt;
: Vitality increases your max health by 10 health per point. Vitality rolls range from 1-11.5.&lt;br /&gt;
&lt;br /&gt;
; Max Mana&lt;br /&gt;
: Increase your character&#039;s maximum mana by 1 mana per point. Max Mana rolls range from 1-8.&lt;br /&gt;
&lt;br /&gt;
; HP Regeneration&lt;br /&gt;
: The rate of health restored per tick during [[combat]]. Outside combat, HP regenerates at the rate of &amp;lt;code&amp;gt;max(MaxHP / 112, HPRegen * 0.05)&amp;lt;/code&amp;gt; per tick, while it only regenerates by &amp;lt;code&amp;gt;HPRegen * 0.2&amp;lt;/code&amp;gt; per tick during combat. HP Regeneration rolls range from 1-17.&lt;br /&gt;
&lt;br /&gt;
; MP Regeneration&lt;br /&gt;
: The rate of mana restored per tick. The amount of MP regenerated per tick is &amp;lt;code&amp;gt;MPRegen / 50&amp;lt;/code&amp;gt;. Mana regenerates the same in combat as out of combat. MP Regeneration rolls range from 1-5.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
; Global critical hit chance&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical chance&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical chance&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 5% for all spirits. &lt;br /&gt;
: Global critical hit chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Attack critical chance&lt;br /&gt;
: The chance of dealing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Attack critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Spell critical chance&lt;br /&gt;
: The chance of dealing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Global critical hit multiplier&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical multiplier&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical multiplier&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 150% for all spirits. &lt;br /&gt;
: Global critical hit multiplier rolls range from 1-18.&lt;br /&gt;
&lt;br /&gt;
; Attack critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;). &lt;br /&gt;
: Attack critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Spell critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Arcane increase / Fire increase / Frost increase / Holy increase / Poison increase / Physical increase / Spell Increase&lt;br /&gt;
: Increase the elemental/type of damage by the % of the roll per point. Increase rolls range from 1-5.75.&lt;br /&gt;
&lt;br /&gt;
; Attack Speed / Cast Speed&lt;br /&gt;
: The amount an attack&#039;s cast time is decreased. In-game, the value is displayed as &amp;lt;code&amp;gt;100% + chance&amp;lt;/code&amp;gt;,  cast speed and attack speed allows you to cast abilities faster. To find a cast/attack speed calculator go to https://islebuilds.com/tools/cast-time. Attack Speed / Cast Speed rolls range from 1-4. When a rune has no cast time, attack/cast speed will reduce its cooldown by ceil(runeCooldown * (1 - (attackOrCastSpeed / 100))) &lt;br /&gt;
* Only on [[Finger]], [[Neck]], [[Trinket]], and [[Weapon]] slot&lt;br /&gt;
&lt;br /&gt;
; Added Attack Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all physical attacks. Rolls range from 1-69.&lt;br /&gt;
&lt;br /&gt;
; Added Spell Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all spell attacks. Rolls range from 1-69.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
; Armor&lt;br /&gt;
: &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces the physical damage taken. The percentage of damage mitigated is &amp;lt;code&amp;gt;Armor / (100 * XL)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is the level of the damage source and the reduction is capped 50%. Therefore, against a level 10 [[monster]] you need 500 armor (&amp;lt;code&amp;gt;500 / (100 * 10) = 50%&amp;lt;/code&amp;gt;) to achieve the maximum damage reduction.&lt;br /&gt;
&lt;br /&gt;
; Chance to block Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[OffHand|Shield]] slot. Chance to block Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Chance to dodge Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[Feet]] slot. Chance to dodge Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Arcane Resistance / Fire Resistance / Frost Resistance / Holy Resistance/ Poison Resistance / All Resistance&lt;br /&gt;
: &#039;&#039;&#039;Resistance&#039;&#039;&#039; reduces the damage taken from a particular types of element (and &#039;&#039;&#039;All Resistance&#039;&#039;&#039; applies to all types of elements). Each point of resistance reduces the damage taken by &amp;lt;code&amp;gt;0.5%&amp;lt;/code&amp;gt; and is capped at 50%. Therefore, you need 100 points of resistance to achieve the maximum possible damage mitigation. Resistance rolls range from 1-10.&lt;br /&gt;
* Only on level 7+ [[equipment]].&lt;br /&gt;
&lt;br /&gt;
The damage reduction offered by armor and resistance only stack if the attack is both physical and has a type. Armor only blocks physical damage so if the attack is a spell only the type resistance will reduce damage.&lt;br /&gt;
&lt;br /&gt;
; Life Gained On Dealing Physical Damage&lt;br /&gt;
: With Life Gained on Dealing Physical Damage (LGoDPD), an attack that deals physical damage gives you a certain amount of hp per hit. Found on the implicit of [[Sickle|sickles]], offhand and trinket slot items. Roll values range from 2-25, with the exception of sickles which have implicit values of up to 460. The hp actually gained per hit is your total LGoDPD divided by 20/rune cooldown.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
; Item Quality&lt;br /&gt;
: The chance of finding higher [[quality]] items.&lt;br /&gt;
: Each point reduces the chance to get a common item by 7 (capped at 286 quality). Item Quality rolls range from 1-15.&lt;br /&gt;
: (This stat was previously called &#039;&#039;&#039;Magic Find&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
; Item Quantity&lt;br /&gt;
: The chance of finding more items (capped at 200%). Item Quantity rolls range from 2-27.&lt;br /&gt;
&lt;br /&gt;
; Sprint Chance&lt;br /&gt;
: The chance of moving two tiles in one tick. [[Feet|boots]] may generate with this stat, and with the [[Enchanted Wreath]], and you also gain this stat by using a [[rune of Swiftness]]. Sprint Chance rolls range from 1-20.&lt;br /&gt;
&lt;br /&gt;
; XP Increase&lt;br /&gt;
: Increase the experience points gained by killing [[monster]]s and quests. XP Increase rolls range from 1-6.&lt;br /&gt;
&lt;br /&gt;
;Level Reduction&lt;br /&gt;
:Reduces the level requirement on an item. The level requirement automatically changes to its new value and shows the new level needed to equip an item slot (Unable to go below level 1). &lt;br /&gt;
:This stat is not visible on the character sheet as it functions only on the gear slot it is found on. &lt;br /&gt;
== Stat Table ==&lt;br /&gt;
&lt;br /&gt;
The numbers along the top indicate at which level a slot of gear is and the max roll a stat can get at that level. These may not take the different roll ranges of implicit stats into account.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Stat !! Compatibility !!1 !!2 !!3 !!4 !!5 !!6 !!7 !!8 !!9 !!10 !!11 !!12 !!13 !!14 !!15 !!16 !!17 !!18 !!19 !!20 !!21 !!22 !!23&lt;br /&gt;
|-&lt;br /&gt;
| Vitality (Min 1)|| [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| HP Regeneration (Min 1) || [[Equipment|All Equipment]] ||1||2||2||4||4||4||5||6||7||7||7||10||11||11||11||12||13||13||13||14||14||14||17&lt;br /&gt;
|-&lt;br /&gt;
| Mana Regeneration (Min 1) || [[Equipment|All Equipment]] ||5||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||5&lt;br /&gt;
|-&lt;br /&gt;
| Max Mana (Min 1) || [[Equipment|All Equipment]] ||8||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||8&lt;br /&gt;
|-&lt;br /&gt;
| Strength (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Intellect (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Item Quality (Min 1%) || [[Equipment|All Equipment]] ||15%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||15%&lt;br /&gt;
|-&lt;br /&gt;
| Item Quantity (Min 2%)|| [[Equipment|All Equipment]] ||27%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||27%&lt;br /&gt;
|-&lt;br /&gt;
| XP Increase (Min 1%) || [[Equipment|All Equipment]] ||6%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||6%&lt;br /&gt;
|-&lt;br /&gt;
| Level Requirement Reduction (Min 1)|| [[Equipment|All Equipment]] ||/||/||/||/||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| All Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Fire Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Frost Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Holy Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Physical Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Poison Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| All Attributes (Min 1) || [[Finger]],[[Neck]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Attack Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Life on Hit (Min 2) || [[OffHand|Offhand]], [[Trinket]] &amp;lt;br&amp;gt; [[Sickle]] ||2||2||2||6||6||6||6||9||9||9||10||14||14||14||14||18||18||18||18||22||22||23||25&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Attack (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Spell (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Attack (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Spell (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Sprint Chance (Min 1%) || [[Feet]] ||20%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||20%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Fire Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Frost Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Holy Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Physical Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Poison Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=The_Sceibians&amp;diff=11106</id>
		<title>The Sceibians</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=The_Sceibians&amp;diff=11106"/>
		<updated>2026-04-13T01:37:15Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction infobox&lt;br /&gt;
| name = The Sceibians&lt;br /&gt;
| Native to the Blisterwind Isle, the Sceibians are cat-like and graceful in their appearance. They are merchants and travellers by nature and can be encountered far and wide. The Sceibians revere the Sun and are opposed by the Moonbound cult.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;The Sceibians&#039;&#039;&#039; are a [[faction]] associated with the [[Festival of the Sun]] event.&lt;br /&gt;
&lt;br /&gt;
Native to the Blisterwind Isle, the Sceibians are cat-like and graceful in their appearance. They are merchants and travellers by nature and can be encountered far and wide. The Sceibians revere the Sun and are opposed by the Moonbound cult.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
* [[Priestess Amina]]&lt;br /&gt;
* [[Tariq]]&lt;br /&gt;
* [[Lara]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Blisterwind&amp;diff=11105</id>
		<title>Blisterwind</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Blisterwind&amp;diff=11105"/>
		<updated>2026-04-13T01:35:46Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone infobox&lt;br /&gt;
| name = Blisterwind&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blisterwind&#039;&#039;&#039; is the third major island zone in [[Isleward]].  &lt;br /&gt;
&lt;br /&gt;
It is home to [[the Sceibians]], a race of cat-like people who live in the desert.  Monsters here range from level 21 to 23.  &lt;br /&gt;
&lt;br /&gt;
Blisterwind contains one Trials zone for levels 21 - 23 and one notable Boss Monsters, the [[Sunrender]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Islands]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Blisterwind&amp;diff=11104</id>
		<title>Blisterwind</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Blisterwind&amp;diff=11104"/>
		<updated>2026-04-13T01:34:34Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone infobox&lt;br /&gt;
| name = Blisterwind&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blisterwind&#039;&#039;&#039; is the third major island zone in [[Isleward]].  &lt;br /&gt;
&lt;br /&gt;
It is home to the Sceibians, a race of cat-like people who live in the desert.  Monsters here range from level 21 to 23.  &lt;br /&gt;
&lt;br /&gt;
Blisterwind contains one Trials zone for levels 21 - 23 and one notable Boss Monsters, the Sunrender.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Islands]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Getting_Started&amp;diff=11103</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Getting_Started&amp;diff=11103"/>
		<updated>2026-04-13T01:30:05Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting Started =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:10px;&amp;quot;&amp;gt; __TOC__ &amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version 0.11.0}}&lt;br /&gt;
Isleward is an in-development multiplayer roguelike playable in a browser.&lt;br /&gt;
The game is based around creating a character, exploring different islands, fighting [[monster|mobs]] (monsters), teaming up with friends, and completing dungeons in search of treasure.&lt;br /&gt;
Strengthening your character by looting and crafting better equipment and leveling up by gaining [[Experience Point|experience]] is also an integral part of the process!&lt;br /&gt;
&lt;br /&gt;
Parts of the game are open-source, so some of the code and other assets can be found on the [https://gitlab.com/Isleward GitLab].&lt;br /&gt;
Players can contribute improvements to the live game or create their own projects using the Isleward engine.&lt;br /&gt;
&lt;br /&gt;
== Registering an account ==&lt;br /&gt;
To create an account, navigate to [https://play.isleward.com https://play.isleward.com], enter a username and password, and press &amp;lt;code&amp;gt;register&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Your account name and password should be kept private.&lt;br /&gt;
Do not share them with others!&lt;br /&gt;
Sharing accounts is against the Terms of Service and you also risk losing your items or characters.&lt;br /&gt;
&lt;br /&gt;
Remember your password!&lt;br /&gt;
There is currently no password recovery mechanism unless you have an account linked with an email.&lt;br /&gt;
If you do lose your password without a linked account, you will need to contact [[Big Bad Waffle]] or Vildravn on the [https://discord.isleward.com/ Isleward Discord server].&lt;br /&gt;
&lt;br /&gt;
Only one account per IP is allowed to log in at the same time. If you are playing on a shared WiFi network and another device is already playing, you will be unable to log in.&lt;br /&gt;
You can request the IP limit to raised for your IP using the Report an Issue option in the in-game menu.&lt;br /&gt;
&lt;br /&gt;
{{Note|If your ISP blocks websocket access, try [https://play.isleward.com/?polling https://play.isleward.com/?polling]}}&lt;br /&gt;
&lt;br /&gt;
== Creating a character ==&lt;br /&gt;
When you first make an account, your character list will be empty.&lt;br /&gt;
Click &amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; to start creating a character.&lt;br /&gt;
&lt;br /&gt;
First, you&#039;ll need to pick an unused valid name (3 to 12 characters and standard English letters).&lt;br /&gt;
Then you&#039;ll choose a spirit.&lt;br /&gt;
Spirits are similar to classes and races in other games.&lt;br /&gt;
Although any spirit can use any item and build any stats, it&#039;s recommended that you follow the builds most closely associated with your spirit.&lt;br /&gt;
Different spirits gain different stats on level up, but more importantly, they have different starting nodes in the [[passive tree]], offering lots of important stats.&lt;br /&gt;
&lt;br /&gt;
As a general rule, focus on increasing the main stat that your weapon scales with, and use runes that scale with that stat as well.&lt;br /&gt;
These weapons and runes are often closely associated with certain spirits.&lt;br /&gt;
&lt;br /&gt;
{{color|owl|&#039;&#039;&#039;[[Owl|{{color|owl|Owl}}]]:&#039;&#039;&#039; The &amp;quot;mage&amp;quot; class}}&lt;br /&gt;
* &#039;&#039;&#039;Main stat:&#039;&#039;&#039; Intelligence&lt;br /&gt;
* &#039;&#039;&#039;Recommended weapon:&#039;&#039;&#039; Wand or Staff&lt;br /&gt;
* &#039;&#039;&#039;Recommended off-hand items:&#039;&#039;&#039; Brittle Tome or Ancient Tome&lt;br /&gt;
{{color|bear|&#039;&#039;&#039;[[Bear|{{color|bear|Bear}}]]:&#039;&#039;&#039; The &amp;quot;warrior&amp;quot; class}}&lt;br /&gt;
* &#039;&#039;&#039;Main stat:&#039;&#039;&#039; Strength&lt;br /&gt;
* &#039;&#039;&#039;Recommended weapons:&#039;&#039;&#039; Sword or Axe&lt;br /&gt;
* &#039;&#039;&#039;Recommended off-hand items:&#039;&#039;&#039; Shields&lt;br /&gt;
{{color|lynx|&#039;&#039;&#039;[[Lynx|{{color|lynx|Lynx}}]]:&#039;&#039;&#039; The &amp;quot;rogue&amp;quot; class}}&lt;br /&gt;
* &#039;&#039;&#039;Main stat:&#039;&#039;&#039; Dexterity&lt;br /&gt;
* &#039;&#039;&#039;Recommended weapon:&#039;&#039;&#039; Spear or Dagger&lt;br /&gt;
* &#039;&#039;&#039;Recommended off-hand item:&#039;&#039;&#039; Shields&lt;br /&gt;
&lt;br /&gt;
After clicking &amp;lt;code&amp;gt;create&amp;lt;/code&amp;gt;, you will enter a short tutorial.&lt;br /&gt;
The rest of this guide covers everything in the tutorial and more with links and more depth.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;code&amp;gt;WASD&amp;lt;/code&amp;gt; or arrow keys to move, or &amp;lt;code&amp;gt;QEZC&amp;lt;/code&amp;gt; to move diagonally.&lt;br /&gt;
Every move you input is queued up on the server and every tick you move one square forward on your path.&lt;br /&gt;
Press &amp;lt;code&amp;gt;ESC&amp;lt;/code&amp;gt; to clear your queue.&lt;br /&gt;
The sprint chance stat (on items or via [[Rune of Swiftness]]), certain abilities (such as [[Rune of Roll]], [[Rune of Charge]], and [[Rune of Ambush]]), and [[mount]]s can speed up movement.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
Click a monster to target it or use &amp;lt;code&amp;gt;tab&amp;lt;/code&amp;gt; to cycle through targets.&lt;br /&gt;
&lt;br /&gt;
Press &amp;lt;code&amp;gt;space&amp;lt;/code&amp;gt; to activate your autoattack with your main weapon.&lt;br /&gt;
Once activated, you will continue attacking the same monster.&lt;br /&gt;
You can target a different enemy and activate the ability again to change your autoattack target.&lt;br /&gt;
&lt;br /&gt;
Press 1, 2, 3 or 4 to activate the abilities that come from your equipped runes (see below).&lt;br /&gt;
&lt;br /&gt;
Killing monsters is the main way to gain [[experience]] and equipment to make your character stronger.&lt;br /&gt;
&lt;br /&gt;
=== Controls list ===&lt;br /&gt;
&lt;br /&gt;
Key controls are now largely customizable as Key Bindings in the in-game options menu. The starting configuration is below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key !! Function&lt;br /&gt;
|-&lt;br /&gt;
| WASD, QEZC, Arrows, Numpad || Movement&lt;br /&gt;
|-&lt;br /&gt;
| Left Click || Select&lt;br /&gt;
|-&lt;br /&gt;
| Tab || Cycle between targets&lt;br /&gt;
|-&lt;br /&gt;
| Space || Activate auto-attack&lt;br /&gt;
|-&lt;br /&gt;
| 1, 2, 3, 4 || Use [[Rune|abilities]] from equipped [[rune]]s&lt;br /&gt;
|-&lt;br /&gt;
| U || Interact (doors, [[fishing]], [[gathering]], etc)&lt;br /&gt;
|-&lt;br /&gt;
| I || Open/close inventory window&lt;br /&gt;
|-&lt;br /&gt;
| Escape || Close windows&amp;lt;br&amp;gt;Cancel movement queue&lt;br /&gt;
|-&lt;br /&gt;
| V || Show/hide nameplates&lt;br /&gt;
|-&lt;br /&gt;
| H || Open/close help window&lt;br /&gt;
|-&lt;br /&gt;
| J || Open/close character [[stat]]s and [[equipment]]s&lt;br /&gt;
|-&lt;br /&gt;
| O || Open/close online players list&lt;br /&gt;
|-&lt;br /&gt;
| P || Open/close passive tree window&lt;br /&gt;
|-&lt;br /&gt;
| Y || Open/close reputations window&lt;br /&gt;
|-&lt;br /&gt;
| Enter || Open/close chat&amp;lt;br&amp;gt;Send a message (if chat is open)&lt;br /&gt;
|-&lt;br /&gt;
| R || Use quickslot item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Progressing ==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve created your character and figured out the basic controls, your main objective is to reach the max level and make your character stronger.&lt;br /&gt;
&lt;br /&gt;
=== Character window ===&lt;br /&gt;
&lt;br /&gt;
Press &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; to open your character sheet.&lt;br /&gt;
This window shows which items you have equipped and shows your current stats.&lt;br /&gt;
The tabs at the top show various different stats.&lt;br /&gt;
&lt;br /&gt;
Your abilities (bound to space, 1, 2, 3, and 4) are provided by your equipped weapon (the autoattack) and up to 4 equipped runes.&lt;br /&gt;
Hovering each ability&#039;s icon in the top right shows extra information about what each skill does, their estimated damage per tick, and other details.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up ===&lt;br /&gt;
&lt;br /&gt;
Leveling up grants 1 point of your spirit&#039;s main stat, 1 [[passive tree]] point, increases your max health and mana, and gives you access to higher-level items which have better stats.&lt;br /&gt;
[[Experience]] is required to level up, and the amount increases with each level.&lt;br /&gt;
A common first goal is to reach max level.&lt;br /&gt;
&lt;br /&gt;
The primary way to gain XP is to kill enemies and complete quests.&lt;br /&gt;
If you hit an enemy before it dies, you will receive XP and loot for that kill.&lt;br /&gt;
You don&#039;t need to get the last hit!&lt;br /&gt;
It&#039;s often faster to team up with others to kill enemies quicker and safer.&lt;br /&gt;
&lt;br /&gt;
Killing mobs at your own level gives the most experience.&lt;br /&gt;
Mobs with much higher or lower levels than your own give much less XP.&lt;br /&gt;
Of course, you should balance this with how quickly and safely you can kill different mobs.&lt;br /&gt;
&lt;br /&gt;
If you die you will lose a percent of your current experience, but you&#039;ll never lose levels.  Dying while up to level results in no xp loss. &lt;br /&gt;
Once you reach max level, you&#039;re free to die as much as you want (unless you are in the hardcore league).&lt;br /&gt;
&lt;br /&gt;
Here are some recommendations for where to farm.&lt;br /&gt;
Remember that the &amp;quot;best&amp;quot; spot depends on your stats, your runes, what other players are around, and other factors.&lt;br /&gt;
* Level 1-10: [[Fjolarok]] and [[Fjolgard]]&lt;br /&gt;
* Level 10-15: [[Fjolgard Sewers|Sewers]]&lt;br /&gt;
* Level 15-20: [[Crystal Caves]] (be careful here, since the gas attacks can quickly deal lots of damage)&lt;br /&gt;
* Level 21-23: [[Blisterwind]] Isle, accessible from the quick travel beacon at the Fjolgard docks.&lt;br /&gt;
&lt;br /&gt;
[[Quest]]s are the other main source of [[experience]] and good source of equipment, so make sure to complete as many as you can.&lt;br /&gt;
Quests are available in many zones but not all of them.&lt;br /&gt;
They give different amounts of experience based on their type and location.&lt;br /&gt;
Higher level areas will give much more XP and are essential to leveling later on.&lt;br /&gt;
&lt;br /&gt;
=== Equipping items ===&lt;br /&gt;
&lt;br /&gt;
Killing monsters has a chance to drop a loot bag where they died.&lt;br /&gt;
You can move on to its tile to pick it up.&lt;br /&gt;
Various items can drop from enemies, but equipment such as weapons and armor are the most common.&lt;br /&gt;
Other common drops include runes, crafting materials, and cards.&lt;br /&gt;
&lt;br /&gt;
Items have different rarities, with higher rarities dropping less frequently.&lt;br /&gt;
Harder areas and enemies tend to drop rarer and higher-level items.&lt;br /&gt;
Items of higher rarities have more stat rolls, so they tend to be better.&lt;br /&gt;
&lt;br /&gt;
Press &amp;lt;code&amp;gt;I&amp;lt;/code&amp;gt; to open up your inventory.&lt;br /&gt;
Hovering over items show their stats, and right-clicking them allows them to be equipped, dropped, destroyed, and so on.&lt;br /&gt;
You can also equip items by clicking on any equipment slot in the character window (press &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt;).&lt;br /&gt;
Weapons, armor, runes, and tools are all equipped in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Choosing the right gear ===&lt;br /&gt;
&lt;br /&gt;
Higher level and higher rarity items are generally better.&lt;br /&gt;
You should prioritize your spirit&#039;s main stat (int, dex, or str) and use weapons and runes that scale with this stat so that you can most easily increase your damage output.&lt;br /&gt;
Other stats also increase your damage or survivability, so choose according to what you need.&lt;br /&gt;
For example, if you find yourself dying too often, you might want to equip items with vitality, elemental resistance, armor, dodge chance or HP regen.&lt;br /&gt;
If you find yourself running out of mana, you may want to prioritize max mana or mana regen.&lt;br /&gt;
&lt;br /&gt;
To compare the stats of an item with your currently equipped item in the same slot, hover over the item and hold &amp;lt;code&amp;gt;shift&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For more detailed (subjective) advice in choosing runes, passive trees, and stats later on in the game, check out the [[Advanced Guide]].&lt;br /&gt;
&lt;br /&gt;
=== [[Passive tree]] ===&lt;br /&gt;
&lt;br /&gt;
Every time you level up, you gain 1 [[passive tree]] point.&lt;br /&gt;
Press &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; to open the passive tree and spend these points.&lt;br /&gt;
&lt;br /&gt;
=== Salvaging and crafting ===&lt;br /&gt;
&lt;br /&gt;
If you have excess gear or runes that you don&#039;t need, you can salvage it by right-clicking and selecting salvage or pressing &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; with the context menu open.&lt;br /&gt;
You should hold on to these salvage materials, as the usefulness of crafting increases later in the game when it&#039;s harder to get better items just from mob drops.&lt;br /&gt;
Crafting too early might waste resources on bad items that you can replace by farming more.&lt;br /&gt;
Other players might also be willing to trade these materials for better items.&lt;br /&gt;
These crafting materials and the [[idol]]s randomly dropped by enemies are used for [[crafting]].&lt;br /&gt;
&lt;br /&gt;
Be careful when salvaging! Salvaged or destroyed items are gone forever.&lt;br /&gt;
&lt;br /&gt;
Salvaging runes gives [[essence]], but they can also be sold instead for a decent amount of [[gold]].&lt;br /&gt;
However, gold isn&#039;t used for much in the game besides purchasing items from certain NPCs.&lt;br /&gt;
The essence from salvaging runes is useful for buying a [[mount]] or augmenting [[trinket]] slot items.&lt;br /&gt;
&lt;br /&gt;
=== [[Mounts]] ===&lt;br /&gt;
&lt;br /&gt;
You will probably want a mount as soon as possible to get around faster. Some mounts are faster than others.&lt;br /&gt;
Buying a mount will cost [[essence]] which is obtained from salvaging runes and trinkets.&lt;br /&gt;
Mounts can be purchased from [[Alrik]] in [[Fjolgard]], which can be found by going up from the starting area and across the bridge which will load you into the Fjolgard map.&lt;br /&gt;
Then continue upwards towards the town and head left until you find the horse farm.&lt;br /&gt;
&lt;br /&gt;
== Other tips ==&lt;br /&gt;
&lt;br /&gt;
Some other useful information is collected here.&lt;br /&gt;
Feel free to ask questions in chat, people are usually willing to explain things.&lt;br /&gt;
&lt;br /&gt;
=== Card sets ===&lt;br /&gt;
&lt;br /&gt;
If you obtain a full set of [[cards]] you can turn them in to the [[Shady Dealer]] in the [[Sewers]] for a reward.&lt;br /&gt;
The reward depends on which card set you completed.&lt;br /&gt;
Sometimes these cards are used as currencies for trading between players.&lt;br /&gt;
&lt;br /&gt;
=== Surviving ===&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t AFK where auto-aggro mobs spawn. You will die when they respawn and start attacking you.&lt;br /&gt;
* Make a [[party]] with other players. Don&#039;t worry, you will still get full XP and loot as long as you successfully hit the enemy at least once.&lt;br /&gt;
* Make sure you can survive farming in the next higher-level area if you want to move on.&lt;br /&gt;
* You can make consumables to quickly restore your health in the middle of a fight, but keep in mind that they have cooldowns.&lt;br /&gt;
** Fish for Sun Carps and cook them at the Hermit&#039;s fire. You will need to buy sticks from the hermit to cook them on.&lt;br /&gt;
** Craft minor healing potions in the city at [[Estrid]]&#039;s shop using the [[Alchemy Workbench]]. You can buy the vials from Estrid. You will also need 3 [[Skyblossom]]s which can be found randomly around the map and gathered.&lt;br /&gt;
&lt;br /&gt;
=== Vendors ===&lt;br /&gt;
&lt;br /&gt;
Some NPCs sell items or cosmetic skins.&lt;br /&gt;
These NPCs usually also will buy items from you for gold.&lt;br /&gt;
You can buy-back sold items for a limited time if you change your mind or accidentally sold something.&lt;br /&gt;
&lt;br /&gt;
* The [[Hermit]] sells the [[Flimsy Fishing Rod]], [[Skewering_Stick]]s, and random low-level [[equipment]].&lt;br /&gt;
* [[Asvald]] sells basic starting runes.&lt;br /&gt;
* [[Estrid]] sells empty vials.&lt;br /&gt;
* [[Thaumaturge Yala]] sells Akarei necklaces if you are [[reputation|honored]] with [[the Akarei]]. Give her digested crystals that drop from Crystal Snails and Crystal Whelks to gain reputation.&lt;br /&gt;
* The [[Gaekatla Priest]] sells Gaekatla gear, [[Cowl of Obscurity]], and a skin after certain reputation levels. Gain reputation with Gaekatla by killing monsters in the Estuary or the Temple.&lt;br /&gt;
&lt;br /&gt;
It&#039;s usually not worth it to buy the random equipment from the Hermit, but unique items like the Akarei necklaces or [[Cowl of Obscurity]] are powerful options.&lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
&lt;br /&gt;
[[Fishing]] offers a small amount of XP (the amount depends on which zone you&#039;re in) and healing consumables.&lt;br /&gt;
To fish, you need to be next to a school of fish and press &amp;lt;code&amp;gt;U&amp;lt;/code&amp;gt;.&lt;br /&gt;
After waiting a few seconds, you will either catch nothing, a fish, or rarely a [[Cerulean Pearl]] or other item.&lt;br /&gt;
Cerulean Pearls are used to augment fishing rods to get better stats.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have a fishing rod, you can buy the [[Flimsy Fishing Rod]] from the [[Hermit]] or .&lt;br /&gt;
&lt;br /&gt;
The [[Fishing Tournament]] is a twice-daily event where players try to catch the largest fish using the provided fishing rod, which can&#039;t be augmented.&lt;br /&gt;
Placing highly earns a currency that can be used to buy better fishing rods or Cerulean Pearls.&lt;br /&gt;
&lt;br /&gt;
== Other community information ==&lt;br /&gt;
&lt;br /&gt;
The Isleward community is very friendly, so feel free to ask in chat if you have questions or need help.&lt;br /&gt;
&lt;br /&gt;
You may want to check out the [[Glossary]] for some common chat abbreviations.&lt;br /&gt;
&lt;br /&gt;
In the interest of keeping chat clean, you should try to use party chat, direct messages, or custom channels when applicable.&lt;br /&gt;
You can type &amp;lt;code&amp;gt;%&amp;lt;/code&amp;gt; to switch to party chat or select it from the channel picker.&lt;br /&gt;
To direct message someone, open the online list by pressing &amp;lt;code&amp;gt;O&amp;lt;/code&amp;gt;, right click their name and select the whisper option.&lt;br /&gt;
You can type &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; to switch back to previous whisper channels or use the channel picker.&lt;br /&gt;
You can also join a custom channel by typing &amp;lt;code&amp;gt;/join (channel name)&amp;lt;/code&amp;gt; and leave by using &amp;lt;code&amp;gt;/leave (channel name)&amp;lt;/code&amp;gt;.&lt;br /&gt;
You can switch to joined channels by typing &amp;lt;code&amp;gt;$&amp;lt;/code&amp;gt; or using the channel picker.&lt;br /&gt;
You can always switch back to global chat by typing &amp;lt;code&amp;gt;!&amp;lt;/code&amp;gt; or using the channel picker.&lt;br /&gt;
&lt;br /&gt;
=== Chat colors and prefixes ===&lt;br /&gt;
&lt;br /&gt;
Different players have different chat colors.&lt;br /&gt;
&lt;br /&gt;
* Gray: Default chat color for everyone&lt;br /&gt;
* White: Patrons or moderators&lt;br /&gt;
* Light blue: Developers&lt;br /&gt;
&lt;br /&gt;
Certain players have a prefix before their name in chat.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;(p)&amp;lt;/code&amp;gt;: Patrons&lt;br /&gt;
*&amp;lt;code&amp;gt;(m)&amp;lt;/code&amp;gt;: Moderators&lt;br /&gt;
*&amp;lt;code&amp;gt;(dev)&amp;lt;/code&amp;gt;: Developer&lt;br /&gt;
&lt;br /&gt;
== Advanced Guide ==&lt;br /&gt;
&lt;br /&gt;
For additional (subjective) advice, check out the [[Advanced Guide]].&lt;br /&gt;
It covers advanced tips and builds and is intended for players with at least one max level character.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
* [http://discord.isleward.com Discord]&lt;br /&gt;
* [https://www.guilded.gg/isleward Guilded]&lt;br /&gt;
* [https://gitlab.com/Isleward/isleward GitLab]&lt;br /&gt;
* Support on [https://bigbadwaffle.itch.io/ Itch.io]&lt;br /&gt;
* Support on [https://www.patreon.com/bigbadwaffle/overview Patreon]&lt;br /&gt;
* Support on [https://goo.gl/cNkyjX Paypal]&lt;br /&gt;
* [https://www.reddit.com/r/isleward Reddit]&lt;br /&gt;
* [https://twitter.com/bigbadwofl Big Bad Waffle&#039;s Twitter]&lt;br /&gt;
* [https://twitter.com/playisleward Isleward Twitter]&lt;br /&gt;
* [https://facebook.com/isleward Facebook]&lt;br /&gt;
* [http://wiki.isleward.com/Main_Page Isleward Wiki] (here)&lt;br /&gt;
* Addons:&lt;br /&gt;
** [https://islebuilds.com/waddon Waddon]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Getting_Started&amp;diff=11102</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Getting_Started&amp;diff=11102"/>
		<updated>2026-04-13T01:27:51Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting Started =&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:10px;&amp;quot;&amp;gt; __TOC__ &amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version 0.11.0}}&lt;br /&gt;
Isleward is an in-development multiplayer roguelike playable in a browser.&lt;br /&gt;
The game is based around creating a character, exploring different islands, fighting [[monster|mobs]] (monsters), teaming up with friends, and completing dungeons in search of treasure.&lt;br /&gt;
Strengthening your character by looting and crafting better equipment and leveling up by gaining [[Experience Point|experience]] is also an integral part of the process!&lt;br /&gt;
&lt;br /&gt;
Parts of the game are open-source, so some of the code and other assets can be found on the [https://gitlab.com/Isleward GitLab].&lt;br /&gt;
Players can contribute improvements to the live game or create their own projects using the Isleward engine.&lt;br /&gt;
&lt;br /&gt;
== Registering an account ==&lt;br /&gt;
To create an account, navigate to [https://play.isleward.com https://play.isleward.com], enter a username and password, and press &amp;lt;code&amp;gt;register&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Your account name and password should be kept private.&lt;br /&gt;
Do not share them with others!&lt;br /&gt;
Sharing accounts is against the Terms of Service and you also risk losing your items or characters.&lt;br /&gt;
&lt;br /&gt;
Remember your password!&lt;br /&gt;
There is currently no password recovery mechanism.&lt;br /&gt;
If you do lose your password, you will need to contact [[Big Bad Waffle]] or Vildravn on the [https://discord.isleward.com/ Isleward Discord server].&lt;br /&gt;
&lt;br /&gt;
Only one account per IP is allowed to log in at the same time. If you are playing on a shared WiFi network and another device is already playing, you will be unable to log in.&lt;br /&gt;
You can request the IP limit to raised for your IP using the Report an Issue option in the in-game menu.&lt;br /&gt;
&lt;br /&gt;
{{Note|If your ISP blocks websocket access, try [https://play.isleward.com/?polling https://play.isleward.com/?polling]}}&lt;br /&gt;
&lt;br /&gt;
== Creating a character ==&lt;br /&gt;
When you first make an account, your character list will be empty.&lt;br /&gt;
Click &amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; to start creating a character.&lt;br /&gt;
&lt;br /&gt;
First, you&#039;ll need to pick an unused valid name (3 to 12 characters and alphanumeric).&lt;br /&gt;
Then you&#039;ll choose a spirit.&lt;br /&gt;
Spirits are similar to classes and races in other games.&lt;br /&gt;
Although any spirit can use any item and build any stats, it&#039;s recommended that you follow the builds most closely associated with your spirit.&lt;br /&gt;
Different spirits gain different stats on level up, but more importantly, they have different starting nodes in the [[passive tree]], offering lots of important stats.&lt;br /&gt;
&lt;br /&gt;
As a general rule, focus on increasing the main stat that your weapon scales with, and use runes that scale with that stat as well.&lt;br /&gt;
These weapons and runes are often closely associated with certain spirits.&lt;br /&gt;
&lt;br /&gt;
{{color|owl|&#039;&#039;&#039;[[Owl|{{color|owl|Owl}}]]:&#039;&#039;&#039; The &amp;quot;mage&amp;quot; class}}&lt;br /&gt;
* &#039;&#039;&#039;Main stat:&#039;&#039;&#039; Intelligence&lt;br /&gt;
* &#039;&#039;&#039;Recommended weapon:&#039;&#039;&#039; Wand or Staff&lt;br /&gt;
* &#039;&#039;&#039;Recommended off-hand items:&#039;&#039;&#039; Brittle Tome or Ancient Tome&lt;br /&gt;
{{color|bear|&#039;&#039;&#039;[[Bear|{{color|bear|Bear}}]]:&#039;&#039;&#039; The &amp;quot;warrior&amp;quot; class}}&lt;br /&gt;
* &#039;&#039;&#039;Main stat:&#039;&#039;&#039; Strength&lt;br /&gt;
* &#039;&#039;&#039;Recommended weapons:&#039;&#039;&#039; Sword or Axe&lt;br /&gt;
* &#039;&#039;&#039;Recommended off-hand items:&#039;&#039;&#039; Shields&lt;br /&gt;
{{color|lynx|&#039;&#039;&#039;[[Lynx|{{color|lynx|Lynx}}]]:&#039;&#039;&#039; The &amp;quot;rogue&amp;quot; class}}&lt;br /&gt;
* &#039;&#039;&#039;Main stat:&#039;&#039;&#039; Dexterity&lt;br /&gt;
* &#039;&#039;&#039;Recommended weapon:&#039;&#039;&#039; Spear or Dagger&lt;br /&gt;
* &#039;&#039;&#039;Recommended off-hand item:&#039;&#039;&#039; Shields&lt;br /&gt;
&lt;br /&gt;
After clicking &amp;lt;code&amp;gt;create&amp;lt;/code&amp;gt;, you will enter a short tutorial.&lt;br /&gt;
The rest of this guide covers everything in the tutorial and more with links and more depth.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;code&amp;gt;WASD&amp;lt;/code&amp;gt; or arrow keys to move, or &amp;lt;code&amp;gt;QEZC&amp;lt;/code&amp;gt; to move diagonally.&lt;br /&gt;
Every move you input is queued up on the server and every tick you move one square forward on your path.&lt;br /&gt;
Press &amp;lt;code&amp;gt;ESC&amp;lt;/code&amp;gt; to clear your queue.&lt;br /&gt;
The sprint chance stat (on items or via [[Rune of Swiftness]]), certain abilities (such as [[Rune of Roll]], [[Rune of Charge]], and [[Rune of Ambush]]), and [[mount]]s can speed up movement.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
Click a monster to target it or use &amp;lt;code&amp;gt;tab&amp;lt;/code&amp;gt; to cycle through targets.&lt;br /&gt;
&lt;br /&gt;
Press &amp;lt;code&amp;gt;space&amp;lt;/code&amp;gt; to activate your autoattack with your main weapon.&lt;br /&gt;
Once activated, you will continue attacking the same monster.&lt;br /&gt;
You can target a different enemy and activate the ability again to change your autoattack target.&lt;br /&gt;
&lt;br /&gt;
Press 1, 2, 3 or 4 to activate the abilities that come from your equipped runes (see below).&lt;br /&gt;
&lt;br /&gt;
Killing monsters is the main way to gain [[experience]] and equipment to make your character stronger.&lt;br /&gt;
&lt;br /&gt;
=== Controls list ===&lt;br /&gt;
&lt;br /&gt;
Key controls are now largely customizable as Key Bindings in the in-game options menu. The starting configuration is below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key !! Function&lt;br /&gt;
|-&lt;br /&gt;
| WASD, QEZC, Arrows, Numpad || Movement&lt;br /&gt;
|-&lt;br /&gt;
| Left Click || Select&lt;br /&gt;
|-&lt;br /&gt;
| Tab || Cycle between targets&lt;br /&gt;
|-&lt;br /&gt;
| Space || Activate auto-attack&lt;br /&gt;
|-&lt;br /&gt;
| 1, 2, 3, 4 || Use [[Rune|abilities]] from equipped [[rune]]s&lt;br /&gt;
|-&lt;br /&gt;
| U || Interact (doors, [[fishing]], [[gathering]], etc)&lt;br /&gt;
|-&lt;br /&gt;
| I || Open/close inventory window&lt;br /&gt;
|-&lt;br /&gt;
| Escape || Close windows&amp;lt;br&amp;gt;Cancel movement queue&lt;br /&gt;
|-&lt;br /&gt;
| V || Show/hide nameplates&lt;br /&gt;
|-&lt;br /&gt;
| H || Open/close help window&lt;br /&gt;
|-&lt;br /&gt;
| J || Open/close character [[stat]]s and [[equipment]]s&lt;br /&gt;
|-&lt;br /&gt;
| O || Open/close online players list&lt;br /&gt;
|-&lt;br /&gt;
| P || Open/close passive tree window&lt;br /&gt;
|-&lt;br /&gt;
| Y || Open/close reputations window&lt;br /&gt;
|-&lt;br /&gt;
| Enter || Open/close chat&amp;lt;br&amp;gt;Send a message (if chat is open)&lt;br /&gt;
|-&lt;br /&gt;
| R || Use quickslot item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Progressing ==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve created your character and figured out the basic controls, your main objective is to reach the max level and make your character stronger.&lt;br /&gt;
&lt;br /&gt;
=== Character window ===&lt;br /&gt;
&lt;br /&gt;
Press &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; to open your character sheet.&lt;br /&gt;
This window shows which items you have equipped and shows your current stats.&lt;br /&gt;
The tabs at the top show various different stats.&lt;br /&gt;
&lt;br /&gt;
Your abilities (bound to space, 1, 2, 3, and 4) are provided by your equipped weapon (the autoattack) and up to 4 equipped runes.&lt;br /&gt;
Hovering each ability&#039;s icon in the top right shows extra information about what each skill does, their estimated damage per tick, and other details.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up ===&lt;br /&gt;
&lt;br /&gt;
Leveling up grants 1 point of your spirit&#039;s main stat, 1 [[passive tree]] point, increases your max health and mana, and gives you access to higher-level items which have better stats.&lt;br /&gt;
[[Experience]] is required to level up, and the amount increases with each level.&lt;br /&gt;
A common first goal is to reach max level.&lt;br /&gt;
&lt;br /&gt;
The primary way to gain XP is to kill enemies and complete quests.&lt;br /&gt;
If you hit an enemy before it dies, you will receive XP and loot for that kill.&lt;br /&gt;
You don&#039;t need to get the last hit!&lt;br /&gt;
It&#039;s often faster to team up with others to kill enemies quicker and safer.&lt;br /&gt;
&lt;br /&gt;
Killing mobs at your own level gives the most experience.&lt;br /&gt;
Mobs with much higher or lower levels than your own give much less XP.&lt;br /&gt;
Of course, you should balance this with how quickly and safely you can kill different mobs.&lt;br /&gt;
&lt;br /&gt;
If you die you will lose a percent of your current experience, but you&#039;ll never lose levels.  Dying while up to level results in no xp loss. &lt;br /&gt;
Once you reach max level, you&#039;re free to die as much as you want (unless you are in the hardcore league).&lt;br /&gt;
&lt;br /&gt;
Here are some recommendations for where to farm.&lt;br /&gt;
Remember that the &amp;quot;best&amp;quot; spot depends on your stats, your runes, what other players are around, and other factors.&lt;br /&gt;
* Level 1-10: [[Fjolarok]] and [[Fjolgard]]&lt;br /&gt;
* Level 10-15: [[Fjolgard Sewers|Sewers]]&lt;br /&gt;
* Level 15-20: [[Crystal Caves]] (be careful here, since the gas attacks can quickly deal lots of damage)&lt;br /&gt;
* Level 21-23: [[Blisterwind]] Isle, accessible from the quick travel beacon at the Fjolgard docks.&lt;br /&gt;
&lt;br /&gt;
[[Quest]]s are the other main source of [[experience]] and good source of equipment, so make sure to complete as many as you can.&lt;br /&gt;
Quests are available in many zones but not all of them.&lt;br /&gt;
They give different amounts of experience based on their type and location.&lt;br /&gt;
Higher level areas will give much more XP and are essential to leveling later on.&lt;br /&gt;
&lt;br /&gt;
=== Equipping items ===&lt;br /&gt;
&lt;br /&gt;
Killing monsters has a chance to drop a loot bag where they died.&lt;br /&gt;
You can move on to its tile to pick it up.&lt;br /&gt;
Various items can drop from enemies, but equipment such as weapons and armor are the most common.&lt;br /&gt;
Other common drops include runes, crafting materials, and cards.&lt;br /&gt;
&lt;br /&gt;
Items have different rarities, with higher rarities dropping less frequently.&lt;br /&gt;
Harder areas and enemies tend to drop rarer and higher-level items.&lt;br /&gt;
Items of higher rarities have more stat rolls, so they tend to be better.&lt;br /&gt;
&lt;br /&gt;
Press &amp;lt;code&amp;gt;I&amp;lt;/code&amp;gt; to open up your inventory.&lt;br /&gt;
Hovering over items show their stats, and right-clicking them allows them to be equipped, dropped, destroyed, and so on.&lt;br /&gt;
You can also equip items by clicking on any equipment slot in the character window (press &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt;).&lt;br /&gt;
Weapons, armor, runes, and tools are all equipped in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Choosing the right gear ===&lt;br /&gt;
&lt;br /&gt;
Higher level and higher rarity items are generally better.&lt;br /&gt;
You should prioritize your spirit&#039;s main stat (int, dex, or str) and use weapons and runes that scale with this stat so that you can most easily increase your damage output.&lt;br /&gt;
Other stats also increase your damage or survivability, so choose according to what you need.&lt;br /&gt;
For example, if you find yourself dying too often, you might want to equip items with vitality, elemental resistance, armor, dodge chance or HP regen.&lt;br /&gt;
If you find yourself running out of mana, you may want to prioritize max mana or mana regen.&lt;br /&gt;
&lt;br /&gt;
To compare the stats of an item with your currently equipped item in the same slot, hover over the item and hold &amp;lt;code&amp;gt;shift&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For more detailed (subjective) advice in choosing runes, passive trees, and stats later on in the game, check out the [[Advanced Guide]].&lt;br /&gt;
&lt;br /&gt;
=== [[Passive tree]] ===&lt;br /&gt;
&lt;br /&gt;
Every time you level up, you gain 1 [[passive tree]] point.&lt;br /&gt;
Press &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; to open the passive tree and spend these points.&lt;br /&gt;
&lt;br /&gt;
=== Salvaging and crafting ===&lt;br /&gt;
&lt;br /&gt;
If you have excess gear or runes that you don&#039;t need, you can salvage it by right-clicking and selecting salvage or pressing &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; with the context menu open.&lt;br /&gt;
You should hold on to these salvage materials, as the usefulness of crafting increases later in the game when it&#039;s harder to get better items just from mob drops.&lt;br /&gt;
Crafting too early might waste resources on bad items that you can replace by farming more.&lt;br /&gt;
Other players might also be willing to trade these materials for better items.&lt;br /&gt;
These crafting materials and the [[idol]]s randomly dropped by enemies are used for [[crafting]].&lt;br /&gt;
&lt;br /&gt;
Be careful when salvaging! Salvaged or destroyed items are gone forever.&lt;br /&gt;
&lt;br /&gt;
Salvaging runes gives [[essence]], but they can also be sold instead for a decent amount of [[gold]].&lt;br /&gt;
However, gold isn&#039;t used for much in the game besides purchasing items from certain NPCs.&lt;br /&gt;
The essence from salvaging runes is useful for buying a [[mount]] or augmenting [[trinket]] slot items.&lt;br /&gt;
&lt;br /&gt;
=== [[Mounts]] ===&lt;br /&gt;
&lt;br /&gt;
You will probably want a mount as soon as possible to get around faster. Some mounts are faster than others.&lt;br /&gt;
Buying a mount will cost [[essence]] which is obtained from salvaging runes and trinkets.&lt;br /&gt;
Mounts can be purchased from [[Alrik]] in [[Fjolgard]], which can be found by going up from the starting area and across the bridge which will load you into the Fjolgard map.&lt;br /&gt;
Then continue upwards towards the town and head left until you find the horse farm.&lt;br /&gt;
&lt;br /&gt;
== Other tips ==&lt;br /&gt;
&lt;br /&gt;
Some other useful information is collected here.&lt;br /&gt;
Feel free to ask questions in chat, people are usually willing to explain things.&lt;br /&gt;
&lt;br /&gt;
=== Card sets ===&lt;br /&gt;
&lt;br /&gt;
If you obtain a full set of [[cards]] you can turn them in to the [[Shady Dealer]] in the [[Sewers]] for a reward.&lt;br /&gt;
The reward depends on which card set you completed.&lt;br /&gt;
Sometimes these cards are used as currencies for trading between players.&lt;br /&gt;
&lt;br /&gt;
=== Surviving ===&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t AFK where auto-aggro mobs spawn. You will die when they respawn and start attacking you.&lt;br /&gt;
* Make a [[party]] with other players. Don&#039;t worry, you will still get full XP and loot as long as you successfully hit the enemy at least once.&lt;br /&gt;
* Make sure you can survive farming in the next higher-level area if you want to move on.&lt;br /&gt;
* You can make consumables to quickly restore your health in the middle of a fight, but keep in mind that they have cooldowns.&lt;br /&gt;
** Fish for Sun Carps and cook them at the Hermit&#039;s fire. You will need to buy sticks from the hermit to cook them on.&lt;br /&gt;
** Craft minor healing potions in the city at [[Estrid]]&#039;s shop using the [[Alchemy Workbench]]. You can buy the vials from Estrid. You will also need 3 [[Skyblossom]]s which can be found randomly around the map and gathered.&lt;br /&gt;
&lt;br /&gt;
=== Vendors ===&lt;br /&gt;
&lt;br /&gt;
Some NPCs sell items or cosmetic skins.&lt;br /&gt;
These NPCs usually also will buy items from you for gold.&lt;br /&gt;
You can buy-back sold items for a limited time if you change your mind or accidentally sold something.&lt;br /&gt;
&lt;br /&gt;
* The [[Hermit]] sells the [[Flimsy Fishing Rod]], [[Skewering_Stick]]s, and random low-level [[equipment]].&lt;br /&gt;
* [[Asvald]] sells basic starting runes.&lt;br /&gt;
* [[Estrid]] sells empty vials.&lt;br /&gt;
* [[Thaumaturge Yala]] sells Akarei necklaces if you are [[reputation|honored]] with [[the Akarei]]. Give her digested crystals that drop from Crystal Snails and Crystal Whelks to gain reputation.&lt;br /&gt;
* The [[Gaekatla Priest]] sells Gaekatla gear, [[Cowl of Obscurity]], and a skin after certain reputation levels. Gain reputation with Gaekatla by killing monsters in the Estuary or the Temple.&lt;br /&gt;
&lt;br /&gt;
It&#039;s usually not worth it to buy the random equipment from the Hermit, but unique items like the Akarei necklaces or [[Cowl of Obscurity]] are powerful options.&lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
&lt;br /&gt;
[[Fishing]] offers a small amount of XP (the amount depends on which zone you&#039;re in) and healing consumables.&lt;br /&gt;
To fish, you need to be next to a school of fish and press &amp;lt;code&amp;gt;U&amp;lt;/code&amp;gt;.&lt;br /&gt;
After waiting a few seconds, you will either catch nothing, a fish, or rarely a [[Cerulean Pearl]] or other item.&lt;br /&gt;
Cerulean Pearls are used to augment fishing rods to get better stats.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have a fishing rod, you can buy the [[Flimsy Fishing Rod]] from the [[Hermit]] or .&lt;br /&gt;
&lt;br /&gt;
The [[Fishing Tournament]] is a twice-daily event where players try to catch the largest fish using the provided fishing rod, which can&#039;t be augmented.&lt;br /&gt;
Placing highly earns a currency that can be used to buy better fishing rods or Cerulean Pearls.&lt;br /&gt;
&lt;br /&gt;
== Other community information ==&lt;br /&gt;
&lt;br /&gt;
The Isleward community is very friendly, so feel free to ask in chat if you have questions or need help.&lt;br /&gt;
&lt;br /&gt;
You may want to check out the [[Glossary]] for some common chat abbreviations.&lt;br /&gt;
&lt;br /&gt;
In the interest of keeping chat clean, you should try to use party chat, direct messages, or custom channels when applicable.&lt;br /&gt;
You can type &amp;lt;code&amp;gt;%&amp;lt;/code&amp;gt; to switch to party chat or select it from the channel picker.&lt;br /&gt;
To direct message someone, open the online list by pressing &amp;lt;code&amp;gt;O&amp;lt;/code&amp;gt;, right click their name and select the whisper option.&lt;br /&gt;
You can type &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; to switch back to previous whisper channels or use the channel picker.&lt;br /&gt;
You can also join a custom channel by typing &amp;lt;code&amp;gt;/join (channel name)&amp;lt;/code&amp;gt; and leave by using &amp;lt;code&amp;gt;/leave (channel name)&amp;lt;/code&amp;gt;.&lt;br /&gt;
You can switch to joined channels by typing &amp;lt;code&amp;gt;$&amp;lt;/code&amp;gt; or using the channel picker.&lt;br /&gt;
You can always switch back to global chat by typing &amp;lt;code&amp;gt;!&amp;lt;/code&amp;gt; or using the channel picker.&lt;br /&gt;
&lt;br /&gt;
=== Chat colors and prefixes ===&lt;br /&gt;
&lt;br /&gt;
Different players have different chat colors.&lt;br /&gt;
&lt;br /&gt;
* Gray: Default chat color for everyone&lt;br /&gt;
* White: Patrons or moderators&lt;br /&gt;
* Light blue: Developers&lt;br /&gt;
&lt;br /&gt;
Certain players have a prefix before their name in chat.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;(p)&amp;lt;/code&amp;gt;: Patrons&lt;br /&gt;
*&amp;lt;code&amp;gt;(m)&amp;lt;/code&amp;gt;: Moderators&lt;br /&gt;
*&amp;lt;code&amp;gt;(dev)&amp;lt;/code&amp;gt;: Developer&lt;br /&gt;
&lt;br /&gt;
== Advanced Guide ==&lt;br /&gt;
&lt;br /&gt;
For additional (subjective) advice, check out the [[Advanced Guide]].&lt;br /&gt;
It covers advanced tips and builds and is intended for players with at least one max level character.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
* [http://discord.isleward.com Discord]&lt;br /&gt;
* [https://www.guilded.gg/isleward Guilded]&lt;br /&gt;
* [https://gitlab.com/Isleward/isleward GitLab]&lt;br /&gt;
* Support on [https://bigbadwaffle.itch.io/ Itch.io]&lt;br /&gt;
* Support on [https://www.patreon.com/bigbadwaffle/overview Patreon]&lt;br /&gt;
* Support on [https://goo.gl/cNkyjX Paypal]&lt;br /&gt;
* [https://www.reddit.com/r/isleward Reddit]&lt;br /&gt;
* [https://twitter.com/bigbadwofl Big Bad Waffle&#039;s Twitter]&lt;br /&gt;
* [https://twitter.com/playisleward Isleward Twitter]&lt;br /&gt;
* [https://facebook.com/isleward Facebook]&lt;br /&gt;
* [http://wiki.isleward.com/Main_Page Isleward Wiki] (here)&lt;br /&gt;
* Addons:&lt;br /&gt;
** [https://islebuilds.com/waddon Waddon]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11101</id>
		<title>Advanced Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11101"/>
		<updated>2026-04-02T02:51:25Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* B. Item Tiers: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Advanced Guide =&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{No Version}}&lt;br /&gt;
{{OB}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
This is a general guide that covers advanced tips, endgame goals and builds.&lt;br /&gt;
&lt;br /&gt;
== Advanced Levelling Guide == &lt;br /&gt;
&lt;br /&gt;
=== How to Level Up? ===&lt;br /&gt;
&lt;br /&gt;
You gain experience in several ways; killing mobs, gathering herbs and fish, and completing quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few game mechanics that are useful to know:&lt;br /&gt;
&lt;br /&gt;
* killing mobs gives you the most experience when the mob is at the same level as your character&lt;br /&gt;
&lt;br /&gt;
* quests give xp relative to the average mob level of the zone they are in&lt;br /&gt;
&lt;br /&gt;
* when you die, you lose 5% of the total experience required to get to the next level&lt;br /&gt;
&lt;br /&gt;
* when you die, you do not lose any levels&lt;br /&gt;
&lt;br /&gt;
* as long as give damage to a mob, or heal damage from a mob (to yourself or other players) you will get full xp and loot when that mob dies, no matter who &#039;kills&#039; it.  This is helpful for multiplayer gameplay, as there is no &#039;stealing kills&#039; possible.  &lt;br /&gt;
&lt;br /&gt;
* the quality and quantity of loot from a mob is determined by the player that deals the killing blow.  A player with max quantity &amp;amp; quality stats (qq) often will ask to get &#039;last hit&#039; so their maxx qq stats can apply to the kill.  In this instance, every player who is eligible for loot (if you gave or healed dmg) will get loot at the max qq stats.  This means everyone would get more loot and better loot (which is very helpful for completing quests).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Until you are level 6 or 7, killing mobs is by far the fastest way to level up.  Try to find mobs at your level or within one or two levels or your own.  Quests in Fjolarok (the lower island) are largely irrelevant; the xp is low and they can be slow to complete.  If you can find a higher level player to help, power-levelling is possible, where the low level player attacks a mob first, which the higher level player can quickly kill off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you reach level 6 the Fjolgard quests open up.  Fjolgard is the upper island, accessible from a bridge/portal and the top of Fjolarok.  If it is your first play through, I recommend waiting until at least level 7 before attempting Fjolgard quests.  &lt;br /&gt;
&lt;br /&gt;
A good time to try advancing zones is after immediately after levelling up, since you will lose minimal xp upon death (you will only lose the xp you gained since levelling up last).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a basic guide.  You can adjust by a few levels around each threshold depending on your preferences.&lt;br /&gt;
&lt;br /&gt;
* Level 1-3: Tutorial&lt;br /&gt;
&lt;br /&gt;
* Level 3-7: Fjolarok mobs &lt;br /&gt;
&lt;br /&gt;
* Level 7-10: Fjolgard quests&lt;br /&gt;
&lt;br /&gt;
* Level 11-13: Sewer dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 14-20: Crystal Caverns dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 20-23: Blisterwind Isle quests&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An alternate area to farm xp for Level 18-20 is the Estuary.  There are no quests here, but the reputation bonus from killing Estuary mobs will eventually allow you to purchase an important healing item (the Cowl of Obscurity). &lt;br /&gt;
&lt;br /&gt;
*Tip: Killing high level mobs does not gain you extra xp. Completing high-level quests does give you extra xp.  If you are power-levelling with a friend, try quests in advanced zones (so long as you can survive!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When levelling additional characters to 23, the experience can be made much easier through proper itemization and decision making.&lt;br /&gt;
&lt;br /&gt;
=== Itemization ===&lt;br /&gt;
In order to maximize the rate of xp gain, it is important to be able to complete quests as quickly and often as possible. The most common quest types are ones asking to loot specific categories of items (purveyor quests), so to facilitate this it is important to have as much &#039;item quantity&#039; as possible. This can be done either by setting up quantity items on a levelling build or by having another player using a &#039;quant&#039; build take the last hit on every enemy. &lt;br /&gt;
&lt;br /&gt;
Occasionally, there will be quests asking for magic [[Loot|quality]] equipment of a specific categories or asking for any rare quality equipment. In order to facilitate this, some &#039;item quality&#039; helps immensely. You can do this again by putting it onto the levelling build itself, having an external player with it, or by killing or assisting in the killing of bosses such as [[Stinktooth]] or [[Radulos]], which are guaranteed to drop several higher rarity items. &lt;br /&gt;
&lt;br /&gt;
=== Decision Making ===&lt;br /&gt;
Before you start picking up your loot drops, you should ask yourself if it helps you complete your current quest. For example, if you are in sewers and have a quest to kill 9 rats, it is best for you to avoid picking up any loot they drop in the hopes that a purveyor quest is coming soon. Saving the drops can allow you to build up many lootable items on the floor allowing for rapid completion of purveyor quests when they appear. Additionally, hold off on picking up magic quality (green) or higher items, as those can be used for the purveyor quests associated with higher quality items. HOWEVER, eventually items do despawn after 10 minutes, so be mindful of how long you have left your loot on the floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Game Goals ==&lt;br /&gt;
Here&#039;s a list of things to work on (mainly lategame):&lt;br /&gt;
* Reaching level 23 (on all 3 spirits)&lt;br /&gt;
* Farming [[Stinktooth]]/[[M&#039;ogresh]]/[[Radulos]]/[[Nyxaliss]] and [[Trials of the Abyss]] for gear.&lt;br /&gt;
* Find/augment full legendary gear (has more rolls)&lt;br /&gt;
* High damage roll weapon&lt;br /&gt;
* High rolled runes&lt;br /&gt;
* Unlock [[Rune of Whirlwind|Whirlwind]] (from Stinktooth)/[[Rune of Ambush|Ambush]] (from Bera) recipes&lt;br /&gt;
* Farming for [[Putrid Shank]] (from Stinktooth)&lt;br /&gt;
* Farming for [[Steelclaw&#039;s Bite]] (from Stinktooth)&lt;br /&gt;
* Farming for various [[Nyxaliss]] drops&lt;br /&gt;
* Farming for [[Corrupted Blossom]] (from Temple)&lt;br /&gt;
* Farming for [[Cowl of Obscurity]] (from Gaekatla rep)&lt;br /&gt;
* Farming for Gaekatlan Druid skin (from Gaekatla rep)&lt;br /&gt;
* Farming for [[Bonecaller&#039;s Crown]] and [[Morbid Marrow]]&lt;br /&gt;
* Seasonal events&lt;br /&gt;
* Contribute to the crippling wealth gap by getting an unholy amount of idols&lt;br /&gt;
* Become the strongest :D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spirit Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Owl ===&lt;br /&gt;
&lt;br /&gt;
[[Summon Skeleton]] are many times used by slightly weaker owls to help keep enemies away by distracting them. Although it is recommended to use no more than 2, so that you have alternative attacks in case you are caught off guard while summoning a skeleton.&lt;br /&gt;
&lt;br /&gt;
[[Ice Spear]] can be used to deliver a quick hit thanks to its low cast time. However, it does have a long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Magic Missile]] simply deals massive damage in exchange for a medium cast time and slightly long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Smite]] can be paired with [[Magic Missile]] for some extra damage, as the smite stun is usually long enough to get an MM in.&lt;br /&gt;
&lt;br /&gt;
[[Fireblast]] can be used to keep mobs at distance for a few more ticks, allowing critical time to cast a final MM or cons to heal. It also works well when paired with [[Ice Spear]] or [[Smite]].&lt;br /&gt;
Owls can farm groups of enemies by coupling [[Fireblast]] with a source of healing such as [[Consecrate]], [[Cowl of Obscurity]], or [[Healing Touch]].&lt;br /&gt;
&lt;br /&gt;
When engaging in combat alone (or in a duo if using [[Vile Essence]]), a [[Healing Touch]] may be used instead of a [[Consecrate]] as it provides better hpt on single targets, although it relies the caster to be reactive towards damage taken rather than proactive, which can be more dangerous.&lt;br /&gt;
&lt;br /&gt;
Owls generally use [[List of Tomes|Tomes]] as the preferred offhand slot item because of the spell crit chance and multi implicits being more useful than the block chance implicit stat of the Shields. Some owls prefer to use shields for more armor, because owls are generally have less health and armor than other spirits. The [[Strength]] requirement on shields can sometimes be a problem though.&lt;br /&gt;
&lt;br /&gt;
=== Bear ===&lt;br /&gt;
&lt;br /&gt;
Bear can farm groups of enemies via AoE damage sources such as [[Rune of Whirlwind]], [[Shield of Lustre]], or [[Gourdhowl]] together with a source of healing such as [[Stat#Defense|LoH]], [[Cowl of Obscurity]] or [[Harvest Life]].&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage axe to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
If not using an axe, bears generally use [[OffHand|Shields]] as the preferred offhand slot item because of its block chance implicit stat being more useful than &lt;br /&gt;
the Spell Crit Chance and multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Using a [[Charge]] to stun and a [[Slash]] to inflict large amounts of damage works very well on bosses such as [[M&#039;ogresh]].&lt;br /&gt;
&lt;br /&gt;
=== Lynx ===&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage spear to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
Lynxes generally use [[Gilded Shield]] as the preferred offhand slot item because the armor implicit stat being more useful than the Spell Crit Chance and Multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Due to how often lynx can apply damage with [[Smokebomb]], building for crit with a [[Cowl of Obscurity]] vastly increases a lynx&#039;s durability.&lt;br /&gt;
&lt;br /&gt;
== List of Builds ==&lt;br /&gt;
&lt;br /&gt;
Most builds are designed around a certain spirit and a level 20 character.&lt;br /&gt;
Before level 20, different stats might be more important to kill mobs and level up as fast as possible so players can start working on getting the strongest endgame gear.&lt;br /&gt;
It&#039;s probably best to focus on reaching level 20 before specializing your build.&lt;br /&gt;
&lt;br /&gt;
== Bear ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Standard Damage Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Slash&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Whirlwind]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon, slash, harvest, and charge damage&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable, or you can run a one-handed weapon such as a [[Sword]] or [[The Sunsickle|Sunsickle]] with [[Shield of Lustre]]&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity and harvest lifes are important survivability tools&lt;br /&gt;
&lt;br /&gt;
* Whirlwind can be used as a way to clear out groups of enemies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0, edited slightly by cow&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|High damage flurry bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited slightly by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Steelclaw&#039;s Bite Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use the Steelclaw always crit + Harvest life to deal damage/regen hp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&lt;br /&gt;
* [[Dead Man&#039;s Band]] (generally a good source of all attri and str) or [[Banshee&#039;s Will]] (gives all attri as well as int and str. While the stat totals are the same, the extra HP regen may be worth it]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[List of shields|Shield]] (preferably [[Wooden Shield]] for the block chance)&lt;br /&gt;
* +/-[[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Poison/all res&lt;br /&gt;
* Strength/Intellect&lt;br /&gt;
* Vitality&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Mana regen&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on preference or on which stats you are missing (first tree is survivability focused while second tree is damage focused)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both deal damage and regen hp using scb [[Steelclaw&#039;s Bite]], while being tanky enough to survive your own self damage and the enemies&#039; damage.&lt;br /&gt;
&lt;br /&gt;
* Ideally 2 harvest life runes will be used, this is the perfect amount to harvest, take 2 steps, and harvest again (this is important for doing m&#039;ogresh)&lt;br /&gt;
&lt;br /&gt;
* All attribute is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attribute is basically 1.5 mainstat for the purposes of scaling damage instead of 1.&lt;br /&gt;
&lt;br /&gt;
* Focus on improving vit/res stats first, as they are vital to not killing yourself with scb.&lt;br /&gt;
&lt;br /&gt;
* Depending on if you are above/below 134% attack speed, 52/48 mana regen is the breakpoint to infinitely sustain 2 harvest lifes on cooldown, realistically you will need less as you should not be casting off cooldown too often&lt;br /&gt;
&lt;br /&gt;
* Spare rune slots is ideally dedicated to either [[Tranquility]] or [[Innervation]]&lt;br /&gt;
&lt;br /&gt;
* Its far more important to have less damage and more survivablity, its ruined if you risk becoming so low that you kill yourself on attack.&lt;br /&gt;
&lt;br /&gt;
* Cowl of obscurity is not required if you can heal consistently from your harvests.&lt;br /&gt;
&lt;br /&gt;
* It&#039;s important to play with stats to find a perfect mix between tankyness and damage.&lt;br /&gt;
&lt;br /&gt;
* Once perfected it becomes nearly impossible to die, allowing bears to solo temple and [[M&#039;ogresh]] as well as event bosses. The downside is it&#039;s slower due to dealing less damage than a traditional build might. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie and Icono for v0.11.0, slightly edited by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Tank Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tank bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Max armor/resist high vit/hp regen tank&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]] (for hp regen)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes), [[Dead Man&#039;s Band]] (for all attr and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Scaled Binding]] (for vitality)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sword]] + [[Wooden Shield]] (for block)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Slash]]/[[Flurry]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Tranquility]]/[[Innervation]]&lt;br /&gt;
* [[Taunt]]&lt;br /&gt;
* There&#039;s one too many runes here but I&#039;m not sure which one to remove to include taunt.&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Pathing to multi on the tree is not particularly useful in this case, it is up to personal preference where those points should be allocated, although the attack speed can help reduce harvest life cast time from 3 ticks to 2 ticks if an additional 18% attack speed is present from gear stats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
This build is purely theoretically useful and will not be practical until the addition of a rune that can establish threat not based on damage dealt (bear attacks and runes have threat multi present on them, but that is based on damage dealt so tank bear cannot realistically take aggro). UPDATE: such a rune now exists, [[Rune of Taunt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited by cow to include Soul&#039;s rings and taunt&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Sickle Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sickle Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Necro-ish build focused on harv and sickle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[The Sunsickle|Sunsickle]] + [[Wooden Shield]] (for block) or [[Shield of Lustre]] (for extra damage)&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen &lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Block chance&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength and Intellect&lt;br /&gt;
* LoH&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Passive tree is completely up to personal preference here, just go with whatever feels best&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is similar to scb bear, but instead of relying on scb to artificially inflate damage at the cost of extra levels of danger, a sickle and loh are used to increase survivability at the cost of damage (it is possible to actually outdamage scb bear because you are not limited by your own hp pool regarding how hard you can hit)&lt;br /&gt;
&lt;br /&gt;
* Any regular sickle can be used if sunsickle is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* High vitality is important to survive between harvest casts&lt;br /&gt;
&lt;br /&gt;
* Unlike scb bear, crit can and should be squeezed into the build (res is less important on this build so sacrifice res first to put on crit)&lt;br /&gt;
&lt;br /&gt;
* All attr is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attr is bascially 1.5 mainstat for the purposes of scaling damage instead of 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0, slightly edited by cow to include Soul&#039;s rings and Lusture&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Butcher PVP Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Butcher Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use Steelclaw, charge, and damage from lustre and slash to kill players in a single stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&lt;br /&gt;
* [[Pendant]] (for str)&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Shield of Lustre]]&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Vitality&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both to use Steelclaw&#039;s guaranteed crit (self damage is almost irrelevant in pvp), and a long stun duration charge coupled with slashes and spikes from lustre to kill even the tankiest enemy player in a single stun.&lt;br /&gt;
&lt;br /&gt;
* Pvp is determined almost entirely by whoever charges first&lt;br /&gt;
&lt;br /&gt;
* Lustre spike damage bypasses spawn invulnerability, so it is possible to kill players that have respawned and are still unable to attack you back&lt;br /&gt;
&lt;br /&gt;
* Some vit/armor can help you survive against a weaker butcher&#039;s combo, but ultimately building tanky is completely useless (you can have capped armor, 1500 hp, and capped res and still die in one combo from a powerful butcher)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lynx ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Flurry lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* Spear/bow&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
* You can use a bow if you prefer the range over the raw damage of spear, this can also allow you to take [[Roll]] over charge for kiting purposes&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Smokebomb Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Smokebomb Lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|SmokeBomb spam damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage/Area Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Smokebomb]]&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical/poison increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to use the high tickrate of sb damage coupled with crits and cowl heals to stay alive and deal damage&lt;br /&gt;
&lt;br /&gt;
* Cowl of Obscurity is a MUST, this build does not function without it&lt;br /&gt;
&lt;br /&gt;
* About 43 mana regen is the break point for infinitely sustainable casting of sb as soon as the cooldown is finished. &lt;br /&gt;
&lt;br /&gt;
* Although it may seem unintuitive, the more enemies around you the safer you actually are, as more enemies -&amp;gt; more crits -&amp;gt; more cob heals, and it is highly unlikely they will burst you fast enough to kill you&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Ambush Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Ambush lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use ambush to deal massive damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump ambush&lt;br /&gt;
&lt;br /&gt;
* Depending on the stats and the ambush runes, you mau need to crit on 2 or 3 out of 4 ambushes to kill m&#039;ogresh, so this build is almost as reliant on rng as flurry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Owl ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Support Steelclaw&#039;s bite owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Fast cast/Full crit heal owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Healer/Support&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Sash of Souls]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ancient Tome]] (for crit multi)&lt;br /&gt;
||&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Cast speed&lt;br /&gt;
* Intellect&lt;br /&gt;
* Spell crit multi&lt;br /&gt;
* Max mana&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Holy/elemental increase&lt;br /&gt;
* Spell increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to keep you and the whole party alive by constantly ensuring that there is at least 1 consecrate active&lt;br /&gt;
&lt;br /&gt;
* The steelclaw&#039;s bite allows for 100% crit chance but causes damage recoil. Healing with the bite, however, does not make you take damage but still makes your heals crit. &lt;br /&gt;
&lt;br /&gt;
* Because the max duration of cons is less than the cooldown, you need 2 cons runes to always have 1 active. Perfectly casting 2 max dur (12) cons runes so that cons is always active requires 92 mana regen to be infinitely sustainable, so beg your party to run extra tranqs&lt;br /&gt;
&lt;br /&gt;
* For stats, focus on multi, int, and spell/holy/elemental increase. Ignore crit chance.&lt;br /&gt;
&lt;br /&gt;
* It is recommended to use two [[Tranquility]] runes for your party members because of the large mana cost of [[Consecrate]]. (The [[Sash of Souls]] will help maintain a high mana pool even when using multiple tranqs)&lt;br /&gt;
&lt;br /&gt;
* You still get loot/exp if you heal a party member that damages a monster.&lt;br /&gt;
&lt;br /&gt;
* As long as you don&#039;t die in one hit or get stunned it&#039;s basically impossible to die with this build, provided you have enough mana regen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Generalist owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sniper owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|All purpose owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Ranged Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Quartz Fragment]] (for arcane incr)&lt;br /&gt;
||&lt;br /&gt;
* [[Magic Missile]]&lt;br /&gt;
* [[Smite]]&lt;br /&gt;
* [[Fireblast]]&lt;br /&gt;
* [[Ice Spear]]&lt;br /&gt;
* [[Healing Touch]]&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
*Intellect&lt;br /&gt;
*Spell/arcane/holy/elemental increase&lt;br /&gt;
*Spell crit chance/multi&lt;br /&gt;
*Cast speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Owl passive tree is incredibly flexible, you can change it depending on what you prefer or what matches the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to be adaptable to many situations, whether you need to deal single target damage, apply debuffs, heal, or do anything else. Owl is the jack of all trades spirit!&lt;br /&gt;
&lt;br /&gt;
* This build is incredibly adaptable, with it being recommended that you dedicate some inventory space to extra runes or even extra gear pieces (rune swaps help you adapt to any situation, and you can carry some specialized equip swaps such as a full cast speed [[Finger]] or [[Trinket]] item)&lt;br /&gt;
&lt;br /&gt;
* This build can vary amounts of cast speed, spell crit, intellect and mana stats based on personal choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Passive Tree Advice ==&lt;br /&gt;
&lt;br /&gt;
When considering where to go in the passive tree, generally the big nodes are useful to get. However, you must weigh whether they actually improve your build or even if it is worth pathing to at all. Consider these two lynx trees for example:&lt;br /&gt;
&lt;br /&gt;
[[File:L bad.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The first tree is an example of what a more novice player may take, because they believe the extra dex and phys incr from the small nodes on the lynx side is more benificial than spending them pathing to the multi node on the bear side. However, they fail to consider that the 1 dex nodes are not very valuable (each representing 0.1 max rolls), and while the phys incr represents 5 max rolls, phys incr going from 60 to 75 is much less useful than an additional 100 multi, which is not slouching either at 3.3 max rolls (consider that when calculating damage, the phys incr would represent a change in the phys incr factor from 1.6x to 1.75x, while the multi would represent the addition of 1 to the multi factor. Assuming everything else is equal, we can consider two equations, &amp;lt;code&amp;gt;damage = 1.6 x (multi + 1)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;damage = 1.75 x multi)&amp;lt;/code&amp;gt;. When solving for what multi would cause the damage to be equal, we come to the conclusion that the multi node is better until 1867 multi (INCREDIBLY unrealistic), so it is always better to take the multi node over the phys node)&lt;br /&gt;
&lt;br /&gt;
Look at the this owl passive tree for another example:&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
There are two possible paths in this tree for the right side, taking the upper path as shown or taking the lower path. They both result in the same ultimate goal (60 multi), but the paths there are vastly different in value. The path shown consists entirely of small nodes, which provide cast speed (which can help dpt) and int (which always helps dpt), while the alternate path includes a big node, but only provides mana regen and max mana, which does not serve to help dpt and only provides a cushion of max mana to allow lower dpt owls to cast more rotations of their runes before running out of mana.&lt;br /&gt;
&lt;br /&gt;
== What is QQ and why should you consider it? ==&lt;br /&gt;
&lt;br /&gt;
QQ stands for Quantity and Quality. It is a method of farming that prioritizes the amount and quality of items dropped rather than the speed at which enemies can be killed. Consult this helpful [https://islebuilds.com/tools/qq page] for an in-depth look at the mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Types of QQ Builds ===&lt;br /&gt;
&lt;br /&gt;
==== Full QQ Farm ====&lt;br /&gt;
The idea of this build is to cap both quality and quantity, at 286% and 200% respectively. This often leaves the build with little to no offensive power, so these are most frequently used for farming low level enemies such as [[Bunny|Bunnies]] or [[Seagull|Seagulls]]. Farming these enemies will NOT provide any idols, so this is purely a farm for augmenting materials, as well as for legendary items to craft with.&lt;br /&gt;
&lt;br /&gt;
==== Late game quant setup ====&lt;br /&gt;
Extremely late game builds, which can solo all content the game has to offer easily, can begin to replace some of their dpt with item quantity. This can be used to farm [[M&#039;ogresh]] and [[Temple]] more effectively, as with max quantity mog will start dropping 5 items instead of the usual 3, and mog already has max quality built in so the player does not need to build any. Temple already has some quality built in, and item quality is much harder to build for, so players often settle for just quantity. Both mog and temple drop lvl 20 gear and runes, meaning quanting them gives the best chance for gear upgrades or powerful legendary runes.&lt;br /&gt;
&lt;br /&gt;
== Item Crafting and Late Game Equipment ==&lt;br /&gt;
&lt;br /&gt;
In your journey, you probably picked up many [[Idol|idols]] and [[Salvaging|salvaged]] many items into materials. A brief explanation of crafting can be found [[Crafting|here]], but we will be considering what items are worth expending valuable resources on. The following sections are entirely the opinion of one player, Arkie, and should be considered more anecdotal advice rather than firm rules.&lt;br /&gt;
&lt;br /&gt;
=== Augmenting &amp;amp; Smolding ===&lt;br /&gt;
Due to the exponentially increasing nature of augmentation prices, when crafting your own augments it is more efficient to test the waters with one to two augments. If neither of these augments is a stat in line with what you are looking for, the item is bricked and you can move on, unless it is a vital unique item such as [[Crescent Dagger]], [[Putrid Shank]], or [[Gourdhowl]], in which case smolds can be used to try to salvage the craft. As tempting as it is, the process of smolding and augging an item to get good augments is far more expensive than the process of unsing an item with good augs to get a good roll). All weapons with less than epic damage should be considered bricks before even augging unless they are again a vital unique item.&lt;br /&gt;
&lt;br /&gt;
If 1 out of the 2 augments are what you are looking for, you can chance the 3rd augment depending on the roll of the good augment. If it represents is well rolled (I would consider about 0.6 max rolls or higher well rolled), the item can be saved if the third augment is also good and well rolled (you can judge the value of the rolls most easily with [https://islebuilds.com/waddon waddon], but remember that different stats are more or less useful than others) If the initial augment is low rolled (I would consider 0.4 max rolls or less a low roll), it is likely not worth trying for the 3rd augment, but it can be saved by a high roll (I would consider 0.8 max rolls or more a high roll). This is highly unlikely and it is simpler to just consider the item bricked.&lt;br /&gt;
&lt;br /&gt;
If 2 out of 2 augments are what you are looking for, always go for the 3rd augment. Even if they are low rolls, 2 low rolls can be saved by as little as a 3rd low roll. If they are both well rolled, the 3rd augment does not matter if it goes poorly, but can astronomically improve the value of the item if it goes well. The standard piece of late game gear will feature 2 good, well rolled augs out of 3 (referred to as 2/3 augs), while 3 good, well-rolled augments out of 3 (referred to as 3/3 augs) are coveted by all. &lt;br /&gt;
&lt;br /&gt;
Remember to consider the stat requirments of the item while augging, since it is possible to hit on a well-auged item for a different spirit/build, and the item can be sold if it is usable by the other spirit/build. &lt;br /&gt;
&lt;br /&gt;
=== Ascing, and when should you do it? ===&lt;br /&gt;
Ascending Idol usage has changed in v0.17.0.16.  You are no longer able to ascend an item&#039;s level, and you now ascend an item&#039;s &#039;&#039;rarity&#039;&#039;, up to a maximum of epic rarity.  You can now augment common and magic items (for less cost) and ascend the best augged ones to epic rarity with ascending idols.  This is very useful in saving crafting materials, especially essence used for augmenting trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Glass Idols===&lt;br /&gt;
Dragon-Glass idols have undergone a major change with the crafting rework or v0.17.0.16. They now reroll a single stat on an item, and have a chance to give a higher number of rolls &#039;&#039;for that stat&#039;&#039;.  This means that, when used properly, they can exceed the regular roll ranges for stats.  &lt;br /&gt;
&lt;br /&gt;
For example, if I have a high perfection stat of vitality (say 80% perfection for the level) and I use a dglass that randomly targets that stat, it has the chance to add two stat roll values together for the subsequent stat in the same slot.  This means the next roll for that stat spot could exceed 100% perfection. &lt;br /&gt;
&lt;br /&gt;
Optimized methods of using dglass are still being developed by players.  One method is to dglass a legendary item many, many times until all  stats exceed normal perfection levels.  Another is to use Unstable Idols until you get stacked rolls on an item and then use dglass on them.&lt;br /&gt;
&lt;br /&gt;
=== Bone Idols ===&lt;br /&gt;
Bone idols received a significant buff in v017.0.16, when the Blessed Reforge Weapon crafting function was added.  This enables you to use 20 bone idols at a time and receive between 20-40 rerolls of the weapons damage.  Crucially, no damage rolls below your weapon&#039;s current damage will be applied to your weapon.  This means that your weapon&#039;s damage &#039;&#039;will not&#039;&#039; decrease using the Blessed Reroll (which is a real possibility using the regular Reforge Weapon function). For this reason, &#039;Blessed Reforge Weapon&#039; is the option of choice for all weapon damage crafting.&lt;br /&gt;
&lt;br /&gt;
=== Unstable idols and where all your money went ===&lt;br /&gt;
After successfully augmenting your items, or acquiring a well-augged item from someone else, the next step is to uns it into usability. The general piece of late game gear will be a legendary base, so it will have 5 stat slots you can mix around with uns. A good piece of gear will have 3 out of the 5 as useful stats, however I would consider the requirements for how well these stats are rolled are less stringent. I would call rolls on the item base well rolled if they fall around or above 0.5 max rolls and high rolled if they fall above 0.7 max rolls. Typically, you see one set of 3 useful well rolled stats about every 100 uns on a leg item (you will have to spend more for items with less stat rolls, such as epic or rare, to get the same result). A set of 4 happens probably every 500 uns or so, and a set of 5 is essentially a miracle. The high average uns spent for a good set of rolls is what causes the crafting of completed items for sale to be unprofitable. And remember: 99% of gamblers quit before hitting it big.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Freen’s Advanced Crafting Guide for the New Mechanics =&lt;br /&gt;
&lt;br /&gt;
Crafting gear changed drastically with Isleward version 0.16.0.17, and has been added to regularly since then.  This guide is for any player, new or old, to get a feel for a few of the new mechanics and for what is possible, and mainly is full of information that isn’t available elsewhere (non-official stuff).&lt;br /&gt;
&lt;br /&gt;
== Things to Know - ==&lt;br /&gt;
&lt;br /&gt;
=== A. Terms: ===&lt;br /&gt;
* Implicit stat: The top line stat of an item, which is set to that item type.  Many items have armor as an implicit stat.  Others can have ‘to all attributes’, arcane increase, dodge attacks among many others.&lt;br /&gt;
&lt;br /&gt;
* Explicit stats aka Base stats:  The main reroll-able stats of an item.  The better the rarity, the more base stats an item has, from common (1 base stat) to legendary (5 base stats)&lt;br /&gt;
&lt;br /&gt;
* Enchanted stats aka Augments or ‘Augs’:  These are the three stats a player can add to an item by common materials (leather, cloth, iron, essence, etc).  Augs are removed by Smoldering Idols.&lt;br /&gt;
&lt;br /&gt;
* Infused Stats: A newer mechanic that uses a Charged Arcane Idol to add a bonus stats to an item.  Infused stats are removed by Smoldering Idols.&lt;br /&gt;
&lt;br /&gt;
=== B. Item Tiers: ===  &lt;br /&gt;
&lt;br /&gt;
The player MasterofSand developed a grading system to evaluate items based on the perfection of their useful rolls.  The grades (expressed as a percentage) are added together to amount to the items ‘tier’.  In the past items rarely exceed Tier 4, now tier 7 and even 9 are sometimes seen, though very rarely.   Tier 4 is now considered a good grade for an end-game item.  A player with majority tier 4 items will be able to confidently play any content.&lt;br /&gt;
&lt;br /&gt;
The grading calculation used is:&lt;br /&gt;
&lt;br /&gt;
(roll-min) / (max-min)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if an item has a 2.9% roll of Global Crit Chance (which is the maximum) and 13 Strength (also the maximum) the tiering is 100% + 100% = 200%, which expressed as a decimal is Tier 2.0.&lt;br /&gt;
&lt;br /&gt;
There are javascript addons that calculate and tier items automatically in-game. Links to these can be found in the discord server.&lt;br /&gt;
&lt;br /&gt;
== Rite of Entwining: ==&lt;br /&gt;
&lt;br /&gt;
The Rite of Entwining is a non-idol crafting mechanism that takes place at the alchemy bench, and is likely the best current method for making high tiered items.&lt;br /&gt;
&lt;br /&gt;
Entwining requires 6 items inputted and produces two items output.  The items must be the same slot (chest, feet, etc) and be legendary or epic quality.  They cannot be previously augmented, infused or unmoored (you can do that after entwining).  It also requires two players to perform, who must be in a party together and both must have ‘learned’ the Rite of Entwining Recipe available from the Valentine’s event “Sjofni’s Embrace”.  &lt;br /&gt;
&lt;br /&gt;
Entwining takes the 3 items, 1 blushroot and 15 milkwort from each player to begin (6 items, 2 blushroot and 30 milkwort total).  From each of the player&#039;s three items, two are randomly selected, and all four of these selected items have their stats pooled.  &lt;br /&gt;
&lt;br /&gt;
Stats are then divided by type between the two players and then all multiplied by 0.7 and assigned to each player’s output item.  If there are an odd number of stats, one is divided equally between the players. &lt;br /&gt;
&lt;br /&gt;
Because the output can be very one-sided (one player might get all the useful stats, the other might get useless trash ones) one player will usually provide all the items, blushroot and milkwort, and take both items at the end.  This requires a little bit of trust!&lt;br /&gt;
&lt;br /&gt;
== What’s Best? ==&lt;br /&gt;
&lt;br /&gt;
=== 1.	Entwine Stacked Stats ===&lt;br /&gt;
Objective is to get all stacked stats on one of the items.  If you are lucky, you can get 1 item that is up to or over 180% better than the stacked stat on the original inputs&lt;br /&gt;
&lt;br /&gt;
Example.  6 items, each with 40% quantity and other trash stats are entwined.  The result is one item with 112% quantity and another item with trash stats (0/4 split).  &lt;br /&gt;
&lt;br /&gt;
You could also get one 84% quant on one item, and 28% quant on the other (1/3 split) or 56% quant on both items (2/2 split).&lt;br /&gt;
&lt;br /&gt;
Entwining stacked stats is a big gamble!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2.	Entwine for More Stat Slots ===&lt;br /&gt;
Objective is to create a legendary item with more explicit/base stat slots than the usual five.&lt;br /&gt;
&lt;br /&gt;
Example: 6 items each with 5 unique individual stats are used.  4 are selected, with a total stat pool of 20.  The rolls of the stats multiplied by 0.7, but the stats slots are not.  Each output item cold theoretically have the full 10 stat slots, even if the rolls are very low.  These stats can then be Unmoored, potentially unlocking yet another stat slot, for a total of eleven possible base stat slots. &lt;br /&gt;
&lt;br /&gt;
The items would then dragon-glassed (dg’d) until they have useful stats and ranges and augmented and infused.    Final total of individual stat slot lines possible is 16.  (1 implicit, 11 base, 3 augmented, 1 infused). &lt;br /&gt;
&lt;br /&gt;
Note: If you use unstable idols on an entwined item, the stats revert to regular slot numbers (5 slots total) ruining all your hard work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3.	Entwine Only Good Stats ===&lt;br /&gt;
Objective: Create two very good items from 6 items with zero trash stats.&lt;br /&gt;
&lt;br /&gt;
Example: Using 6 items with, each with roughly tier 3 stats and no trash stats should result in two items with a tier of 4.2 each.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ (T3 + T3 + T3 + T3) x 0.7 ] / 2 =  T 4.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a generalization, and even with perfect items there will be variations in distribution, but if there are no bad trash stats to go on one side of the output both items should be relatively good.  This represents a 40% increase over the input items, from base 3 to 4.2.&lt;br /&gt;
&lt;br /&gt;
Entwining Only Good Stats also minimizes the gambling aspect of Entwining Stacked Stats only.  However it either requires a lot of patience waiting for the perfect items or using a lot of unstable idols to make them.&lt;br /&gt;
&lt;br /&gt;
All Entwining, from making the inputs to finishing the outputs, requires a lot of idols and Smoldering Idols in particular.  This formerly undervalued idol has seen a lot of new demand and prices are starting to rise accordingly.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where Do I Get the Entwining Stuff? ==&lt;br /&gt;
&lt;br /&gt;
The answer is most likely “other players”.  &lt;br /&gt;
&lt;br /&gt;
Blushroot, Milkwort and the Rite of Entwining Recipe are only available during Sjofni’s Embrace.  Unless the event is active, they must be purchased from players who have extra to spare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is Unmooring?  It was barely mentioned... ==&lt;br /&gt;
&lt;br /&gt;
Unmooring is done with Hollow Idols, available only during the event “Soul’s Moor”.  Unmooring can only be done on a maximum level (level 23) legendary item that has been full augmented.  Maximum level entwined legendary items can be unmoored after augmenting.  It creates a random effect on the item, which can be beneficial or not.  Effects observed are:&lt;br /&gt;
* doubling an implicit stat&lt;br /&gt;
* increasing or reducing a base stat &lt;br /&gt;
* adding or removing a base stat&lt;br /&gt;
* moving an augment to the base stat category, increasing base stat slots to 6 and allowing a new augment&lt;br /&gt;
&lt;br /&gt;
In general unmooring has a good likelihood to be positive, but the chance is always there to ruin an item.  Like all Isleward crafting, it’s a gamble!&lt;br /&gt;
&lt;br /&gt;
== Runes and Combat ==&lt;br /&gt;
&lt;br /&gt;
Due to the tick based nature of isleward, there is not a lot of depth to combat. However, there are still some things to consider, primarily regarding avoiding damage from bosses, weaving in basic attacks, and diminishing debuff returns. &lt;br /&gt;
&lt;br /&gt;
Weaving in basic attacks is incredibly simple, just remember to press spacebar. On slow attacking classes like owl with a staff or bear with an axe, you can fill the downtime in between hits with rune casts.&lt;br /&gt;
&lt;br /&gt;
Avoiding damage from bosses is relatively simple. Against [[Radulos]], simply walk out of his gas if you are caught in it. Against [[M&#039;ogresh]], you are given a fairly long time (probably around 8 ticks) between when mog starts putting down spikes and when they actually start hitting, so they are very easy to avoid. Additionally, mog only casts these when in melee range, so ranged characters have even longer before they need to worry about them. Against [[Lord Squash]], be mindful of how many chunks you have picked up. Against [[Vizier Zunni]] and [[Moonpriest Sahira]], use the spikes to block the missile if you have low armor, but be mindful of when they shatter. Against all bosses, you can stop midair projectiles from dealing any damage by stunning them.&lt;br /&gt;
&lt;br /&gt;
Debuffs have a diminishing return, where for each type of debuff (stun, slow, pushback) the first application is full effect, the second is half effect, and the third and beyond do not apply the debuff at all. Additionally, debuffs can be overridden by application of the same debuff, and will go off the duration of the last application. This means that it is pertinent to coordinate when debuffs are applied to prevent hazardous mishaps. For example, if 3 bears were doing mog and all charged at the same time, mog would not be stunned at all and immediately start attacking. When not in the presence of a late game character that can easily carry the bossfight, groups of players both bring multiple debuff types and choose the best times to use them in order to have the most chance of success.&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11100</id>
		<title>Advanced Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11100"/>
		<updated>2026-04-02T02:51:01Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* Things to Know - */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Advanced Guide =&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{No Version}}&lt;br /&gt;
{{OB}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
This is a general guide that covers advanced tips, endgame goals and builds.&lt;br /&gt;
&lt;br /&gt;
== Advanced Levelling Guide == &lt;br /&gt;
&lt;br /&gt;
=== How to Level Up? ===&lt;br /&gt;
&lt;br /&gt;
You gain experience in several ways; killing mobs, gathering herbs and fish, and completing quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few game mechanics that are useful to know:&lt;br /&gt;
&lt;br /&gt;
* killing mobs gives you the most experience when the mob is at the same level as your character&lt;br /&gt;
&lt;br /&gt;
* quests give xp relative to the average mob level of the zone they are in&lt;br /&gt;
&lt;br /&gt;
* when you die, you lose 5% of the total experience required to get to the next level&lt;br /&gt;
&lt;br /&gt;
* when you die, you do not lose any levels&lt;br /&gt;
&lt;br /&gt;
* as long as give damage to a mob, or heal damage from a mob (to yourself or other players) you will get full xp and loot when that mob dies, no matter who &#039;kills&#039; it.  This is helpful for multiplayer gameplay, as there is no &#039;stealing kills&#039; possible.  &lt;br /&gt;
&lt;br /&gt;
* the quality and quantity of loot from a mob is determined by the player that deals the killing blow.  A player with max quantity &amp;amp; quality stats (qq) often will ask to get &#039;last hit&#039; so their maxx qq stats can apply to the kill.  In this instance, every player who is eligible for loot (if you gave or healed dmg) will get loot at the max qq stats.  This means everyone would get more loot and better loot (which is very helpful for completing quests).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Until you are level 6 or 7, killing mobs is by far the fastest way to level up.  Try to find mobs at your level or within one or two levels or your own.  Quests in Fjolarok (the lower island) are largely irrelevant; the xp is low and they can be slow to complete.  If you can find a higher level player to help, power-levelling is possible, where the low level player attacks a mob first, which the higher level player can quickly kill off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you reach level 6 the Fjolgard quests open up.  Fjolgard is the upper island, accessible from a bridge/portal and the top of Fjolarok.  If it is your first play through, I recommend waiting until at least level 7 before attempting Fjolgard quests.  &lt;br /&gt;
&lt;br /&gt;
A good time to try advancing zones is after immediately after levelling up, since you will lose minimal xp upon death (you will only lose the xp you gained since levelling up last).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a basic guide.  You can adjust by a few levels around each threshold depending on your preferences.&lt;br /&gt;
&lt;br /&gt;
* Level 1-3: Tutorial&lt;br /&gt;
&lt;br /&gt;
* Level 3-7: Fjolarok mobs &lt;br /&gt;
&lt;br /&gt;
* Level 7-10: Fjolgard quests&lt;br /&gt;
&lt;br /&gt;
* Level 11-13: Sewer dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 14-20: Crystal Caverns dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 20-23: Blisterwind Isle quests&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An alternate area to farm xp for Level 18-20 is the Estuary.  There are no quests here, but the reputation bonus from killing Estuary mobs will eventually allow you to purchase an important healing item (the Cowl of Obscurity). &lt;br /&gt;
&lt;br /&gt;
*Tip: Killing high level mobs does not gain you extra xp. Completing high-level quests does give you extra xp.  If you are power-levelling with a friend, try quests in advanced zones (so long as you can survive!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When levelling additional characters to 23, the experience can be made much easier through proper itemization and decision making.&lt;br /&gt;
&lt;br /&gt;
=== Itemization ===&lt;br /&gt;
In order to maximize the rate of xp gain, it is important to be able to complete quests as quickly and often as possible. The most common quest types are ones asking to loot specific categories of items (purveyor quests), so to facilitate this it is important to have as much &#039;item quantity&#039; as possible. This can be done either by setting up quantity items on a levelling build or by having another player using a &#039;quant&#039; build take the last hit on every enemy. &lt;br /&gt;
&lt;br /&gt;
Occasionally, there will be quests asking for magic [[Loot|quality]] equipment of a specific categories or asking for any rare quality equipment. In order to facilitate this, some &#039;item quality&#039; helps immensely. You can do this again by putting it onto the levelling build itself, having an external player with it, or by killing or assisting in the killing of bosses such as [[Stinktooth]] or [[Radulos]], which are guaranteed to drop several higher rarity items. &lt;br /&gt;
&lt;br /&gt;
=== Decision Making ===&lt;br /&gt;
Before you start picking up your loot drops, you should ask yourself if it helps you complete your current quest. For example, if you are in sewers and have a quest to kill 9 rats, it is best for you to avoid picking up any loot they drop in the hopes that a purveyor quest is coming soon. Saving the drops can allow you to build up many lootable items on the floor allowing for rapid completion of purveyor quests when they appear. Additionally, hold off on picking up magic quality (green) or higher items, as those can be used for the purveyor quests associated with higher quality items. HOWEVER, eventually items do despawn after 10 minutes, so be mindful of how long you have left your loot on the floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Game Goals ==&lt;br /&gt;
Here&#039;s a list of things to work on (mainly lategame):&lt;br /&gt;
* Reaching level 23 (on all 3 spirits)&lt;br /&gt;
* Farming [[Stinktooth]]/[[M&#039;ogresh]]/[[Radulos]]/[[Nyxaliss]] and [[Trials of the Abyss]] for gear.&lt;br /&gt;
* Find/augment full legendary gear (has more rolls)&lt;br /&gt;
* High damage roll weapon&lt;br /&gt;
* High rolled runes&lt;br /&gt;
* Unlock [[Rune of Whirlwind|Whirlwind]] (from Stinktooth)/[[Rune of Ambush|Ambush]] (from Bera) recipes&lt;br /&gt;
* Farming for [[Putrid Shank]] (from Stinktooth)&lt;br /&gt;
* Farming for [[Steelclaw&#039;s Bite]] (from Stinktooth)&lt;br /&gt;
* Farming for various [[Nyxaliss]] drops&lt;br /&gt;
* Farming for [[Corrupted Blossom]] (from Temple)&lt;br /&gt;
* Farming for [[Cowl of Obscurity]] (from Gaekatla rep)&lt;br /&gt;
* Farming for Gaekatlan Druid skin (from Gaekatla rep)&lt;br /&gt;
* Farming for [[Bonecaller&#039;s Crown]] and [[Morbid Marrow]]&lt;br /&gt;
* Seasonal events&lt;br /&gt;
* Contribute to the crippling wealth gap by getting an unholy amount of idols&lt;br /&gt;
* Become the strongest :D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spirit Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Owl ===&lt;br /&gt;
&lt;br /&gt;
[[Summon Skeleton]] are many times used by slightly weaker owls to help keep enemies away by distracting them. Although it is recommended to use no more than 2, so that you have alternative attacks in case you are caught off guard while summoning a skeleton.&lt;br /&gt;
&lt;br /&gt;
[[Ice Spear]] can be used to deliver a quick hit thanks to its low cast time. However, it does have a long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Magic Missile]] simply deals massive damage in exchange for a medium cast time and slightly long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Smite]] can be paired with [[Magic Missile]] for some extra damage, as the smite stun is usually long enough to get an MM in.&lt;br /&gt;
&lt;br /&gt;
[[Fireblast]] can be used to keep mobs at distance for a few more ticks, allowing critical time to cast a final MM or cons to heal. It also works well when paired with [[Ice Spear]] or [[Smite]].&lt;br /&gt;
Owls can farm groups of enemies by coupling [[Fireblast]] with a source of healing such as [[Consecrate]], [[Cowl of Obscurity]], or [[Healing Touch]].&lt;br /&gt;
&lt;br /&gt;
When engaging in combat alone (or in a duo if using [[Vile Essence]]), a [[Healing Touch]] may be used instead of a [[Consecrate]] as it provides better hpt on single targets, although it relies the caster to be reactive towards damage taken rather than proactive, which can be more dangerous.&lt;br /&gt;
&lt;br /&gt;
Owls generally use [[List of Tomes|Tomes]] as the preferred offhand slot item because of the spell crit chance and multi implicits being more useful than the block chance implicit stat of the Shields. Some owls prefer to use shields for more armor, because owls are generally have less health and armor than other spirits. The [[Strength]] requirement on shields can sometimes be a problem though.&lt;br /&gt;
&lt;br /&gt;
=== Bear ===&lt;br /&gt;
&lt;br /&gt;
Bear can farm groups of enemies via AoE damage sources such as [[Rune of Whirlwind]], [[Shield of Lustre]], or [[Gourdhowl]] together with a source of healing such as [[Stat#Defense|LoH]], [[Cowl of Obscurity]] or [[Harvest Life]].&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage axe to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
If not using an axe, bears generally use [[OffHand|Shields]] as the preferred offhand slot item because of its block chance implicit stat being more useful than &lt;br /&gt;
the Spell Crit Chance and multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Using a [[Charge]] to stun and a [[Slash]] to inflict large amounts of damage works very well on bosses such as [[M&#039;ogresh]].&lt;br /&gt;
&lt;br /&gt;
=== Lynx ===&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage spear to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
Lynxes generally use [[Gilded Shield]] as the preferred offhand slot item because the armor implicit stat being more useful than the Spell Crit Chance and Multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Due to how often lynx can apply damage with [[Smokebomb]], building for crit with a [[Cowl of Obscurity]] vastly increases a lynx&#039;s durability.&lt;br /&gt;
&lt;br /&gt;
== List of Builds ==&lt;br /&gt;
&lt;br /&gt;
Most builds are designed around a certain spirit and a level 20 character.&lt;br /&gt;
Before level 20, different stats might be more important to kill mobs and level up as fast as possible so players can start working on getting the strongest endgame gear.&lt;br /&gt;
It&#039;s probably best to focus on reaching level 20 before specializing your build.&lt;br /&gt;
&lt;br /&gt;
== Bear ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Standard Damage Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Slash&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Whirlwind]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon, slash, harvest, and charge damage&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable, or you can run a one-handed weapon such as a [[Sword]] or [[The Sunsickle|Sunsickle]] with [[Shield of Lustre]]&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity and harvest lifes are important survivability tools&lt;br /&gt;
&lt;br /&gt;
* Whirlwind can be used as a way to clear out groups of enemies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0, edited slightly by cow&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|High damage flurry bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited slightly by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Steelclaw&#039;s Bite Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use the Steelclaw always crit + Harvest life to deal damage/regen hp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&lt;br /&gt;
* [[Dead Man&#039;s Band]] (generally a good source of all attri and str) or [[Banshee&#039;s Will]] (gives all attri as well as int and str. While the stat totals are the same, the extra HP regen may be worth it]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[List of shields|Shield]] (preferably [[Wooden Shield]] for the block chance)&lt;br /&gt;
* +/-[[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Poison/all res&lt;br /&gt;
* Strength/Intellect&lt;br /&gt;
* Vitality&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Mana regen&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on preference or on which stats you are missing (first tree is survivability focused while second tree is damage focused)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both deal damage and regen hp using scb [[Steelclaw&#039;s Bite]], while being tanky enough to survive your own self damage and the enemies&#039; damage.&lt;br /&gt;
&lt;br /&gt;
* Ideally 2 harvest life runes will be used, this is the perfect amount to harvest, take 2 steps, and harvest again (this is important for doing m&#039;ogresh)&lt;br /&gt;
&lt;br /&gt;
* All attribute is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attribute is basically 1.5 mainstat for the purposes of scaling damage instead of 1.&lt;br /&gt;
&lt;br /&gt;
* Focus on improving vit/res stats first, as they are vital to not killing yourself with scb.&lt;br /&gt;
&lt;br /&gt;
* Depending on if you are above/below 134% attack speed, 52/48 mana regen is the breakpoint to infinitely sustain 2 harvest lifes on cooldown, realistically you will need less as you should not be casting off cooldown too often&lt;br /&gt;
&lt;br /&gt;
* Spare rune slots is ideally dedicated to either [[Tranquility]] or [[Innervation]]&lt;br /&gt;
&lt;br /&gt;
* Its far more important to have less damage and more survivablity, its ruined if you risk becoming so low that you kill yourself on attack.&lt;br /&gt;
&lt;br /&gt;
* Cowl of obscurity is not required if you can heal consistently from your harvests.&lt;br /&gt;
&lt;br /&gt;
* It&#039;s important to play with stats to find a perfect mix between tankyness and damage.&lt;br /&gt;
&lt;br /&gt;
* Once perfected it becomes nearly impossible to die, allowing bears to solo temple and [[M&#039;ogresh]] as well as event bosses. The downside is it&#039;s slower due to dealing less damage than a traditional build might. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie and Icono for v0.11.0, slightly edited by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Tank Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tank bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Max armor/resist high vit/hp regen tank&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]] (for hp regen)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes), [[Dead Man&#039;s Band]] (for all attr and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Scaled Binding]] (for vitality)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sword]] + [[Wooden Shield]] (for block)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Slash]]/[[Flurry]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Tranquility]]/[[Innervation]]&lt;br /&gt;
* [[Taunt]]&lt;br /&gt;
* There&#039;s one too many runes here but I&#039;m not sure which one to remove to include taunt.&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Pathing to multi on the tree is not particularly useful in this case, it is up to personal preference where those points should be allocated, although the attack speed can help reduce harvest life cast time from 3 ticks to 2 ticks if an additional 18% attack speed is present from gear stats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
This build is purely theoretically useful and will not be practical until the addition of a rune that can establish threat not based on damage dealt (bear attacks and runes have threat multi present on them, but that is based on damage dealt so tank bear cannot realistically take aggro). UPDATE: such a rune now exists, [[Rune of Taunt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited by cow to include Soul&#039;s rings and taunt&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Sickle Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sickle Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Necro-ish build focused on harv and sickle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[The Sunsickle|Sunsickle]] + [[Wooden Shield]] (for block) or [[Shield of Lustre]] (for extra damage)&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen &lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Block chance&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength and Intellect&lt;br /&gt;
* LoH&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Passive tree is completely up to personal preference here, just go with whatever feels best&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is similar to scb bear, but instead of relying on scb to artificially inflate damage at the cost of extra levels of danger, a sickle and loh are used to increase survivability at the cost of damage (it is possible to actually outdamage scb bear because you are not limited by your own hp pool regarding how hard you can hit)&lt;br /&gt;
&lt;br /&gt;
* Any regular sickle can be used if sunsickle is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* High vitality is important to survive between harvest casts&lt;br /&gt;
&lt;br /&gt;
* Unlike scb bear, crit can and should be squeezed into the build (res is less important on this build so sacrifice res first to put on crit)&lt;br /&gt;
&lt;br /&gt;
* All attr is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attr is bascially 1.5 mainstat for the purposes of scaling damage instead of 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0, slightly edited by cow to include Soul&#039;s rings and Lusture&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Butcher PVP Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Butcher Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use Steelclaw, charge, and damage from lustre and slash to kill players in a single stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&lt;br /&gt;
* [[Pendant]] (for str)&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Shield of Lustre]]&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Vitality&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both to use Steelclaw&#039;s guaranteed crit (self damage is almost irrelevant in pvp), and a long stun duration charge coupled with slashes and spikes from lustre to kill even the tankiest enemy player in a single stun.&lt;br /&gt;
&lt;br /&gt;
* Pvp is determined almost entirely by whoever charges first&lt;br /&gt;
&lt;br /&gt;
* Lustre spike damage bypasses spawn invulnerability, so it is possible to kill players that have respawned and are still unable to attack you back&lt;br /&gt;
&lt;br /&gt;
* Some vit/armor can help you survive against a weaker butcher&#039;s combo, but ultimately building tanky is completely useless (you can have capped armor, 1500 hp, and capped res and still die in one combo from a powerful butcher)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lynx ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Flurry lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* Spear/bow&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
* You can use a bow if you prefer the range over the raw damage of spear, this can also allow you to take [[Roll]] over charge for kiting purposes&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Smokebomb Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Smokebomb Lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|SmokeBomb spam damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage/Area Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Smokebomb]]&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical/poison increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to use the high tickrate of sb damage coupled with crits and cowl heals to stay alive and deal damage&lt;br /&gt;
&lt;br /&gt;
* Cowl of Obscurity is a MUST, this build does not function without it&lt;br /&gt;
&lt;br /&gt;
* About 43 mana regen is the break point for infinitely sustainable casting of sb as soon as the cooldown is finished. &lt;br /&gt;
&lt;br /&gt;
* Although it may seem unintuitive, the more enemies around you the safer you actually are, as more enemies -&amp;gt; more crits -&amp;gt; more cob heals, and it is highly unlikely they will burst you fast enough to kill you&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Ambush Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Ambush lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use ambush to deal massive damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump ambush&lt;br /&gt;
&lt;br /&gt;
* Depending on the stats and the ambush runes, you mau need to crit on 2 or 3 out of 4 ambushes to kill m&#039;ogresh, so this build is almost as reliant on rng as flurry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Owl ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Support Steelclaw&#039;s bite owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Fast cast/Full crit heal owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Healer/Support&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Sash of Souls]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ancient Tome]] (for crit multi)&lt;br /&gt;
||&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Cast speed&lt;br /&gt;
* Intellect&lt;br /&gt;
* Spell crit multi&lt;br /&gt;
* Max mana&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Holy/elemental increase&lt;br /&gt;
* Spell increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to keep you and the whole party alive by constantly ensuring that there is at least 1 consecrate active&lt;br /&gt;
&lt;br /&gt;
* The steelclaw&#039;s bite allows for 100% crit chance but causes damage recoil. Healing with the bite, however, does not make you take damage but still makes your heals crit. &lt;br /&gt;
&lt;br /&gt;
* Because the max duration of cons is less than the cooldown, you need 2 cons runes to always have 1 active. Perfectly casting 2 max dur (12) cons runes so that cons is always active requires 92 mana regen to be infinitely sustainable, so beg your party to run extra tranqs&lt;br /&gt;
&lt;br /&gt;
* For stats, focus on multi, int, and spell/holy/elemental increase. Ignore crit chance.&lt;br /&gt;
&lt;br /&gt;
* It is recommended to use two [[Tranquility]] runes for your party members because of the large mana cost of [[Consecrate]]. (The [[Sash of Souls]] will help maintain a high mana pool even when using multiple tranqs)&lt;br /&gt;
&lt;br /&gt;
* You still get loot/exp if you heal a party member that damages a monster.&lt;br /&gt;
&lt;br /&gt;
* As long as you don&#039;t die in one hit or get stunned it&#039;s basically impossible to die with this build, provided you have enough mana regen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Generalist owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sniper owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|All purpose owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Ranged Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Quartz Fragment]] (for arcane incr)&lt;br /&gt;
||&lt;br /&gt;
* [[Magic Missile]]&lt;br /&gt;
* [[Smite]]&lt;br /&gt;
* [[Fireblast]]&lt;br /&gt;
* [[Ice Spear]]&lt;br /&gt;
* [[Healing Touch]]&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
*Intellect&lt;br /&gt;
*Spell/arcane/holy/elemental increase&lt;br /&gt;
*Spell crit chance/multi&lt;br /&gt;
*Cast speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Owl passive tree is incredibly flexible, you can change it depending on what you prefer or what matches the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to be adaptable to many situations, whether you need to deal single target damage, apply debuffs, heal, or do anything else. Owl is the jack of all trades spirit!&lt;br /&gt;
&lt;br /&gt;
* This build is incredibly adaptable, with it being recommended that you dedicate some inventory space to extra runes or even extra gear pieces (rune swaps help you adapt to any situation, and you can carry some specialized equip swaps such as a full cast speed [[Finger]] or [[Trinket]] item)&lt;br /&gt;
&lt;br /&gt;
* This build can vary amounts of cast speed, spell crit, intellect and mana stats based on personal choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Passive Tree Advice ==&lt;br /&gt;
&lt;br /&gt;
When considering where to go in the passive tree, generally the big nodes are useful to get. However, you must weigh whether they actually improve your build or even if it is worth pathing to at all. Consider these two lynx trees for example:&lt;br /&gt;
&lt;br /&gt;
[[File:L bad.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The first tree is an example of what a more novice player may take, because they believe the extra dex and phys incr from the small nodes on the lynx side is more benificial than spending them pathing to the multi node on the bear side. However, they fail to consider that the 1 dex nodes are not very valuable (each representing 0.1 max rolls), and while the phys incr represents 5 max rolls, phys incr going from 60 to 75 is much less useful than an additional 100 multi, which is not slouching either at 3.3 max rolls (consider that when calculating damage, the phys incr would represent a change in the phys incr factor from 1.6x to 1.75x, while the multi would represent the addition of 1 to the multi factor. Assuming everything else is equal, we can consider two equations, &amp;lt;code&amp;gt;damage = 1.6 x (multi + 1)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;damage = 1.75 x multi)&amp;lt;/code&amp;gt;. When solving for what multi would cause the damage to be equal, we come to the conclusion that the multi node is better until 1867 multi (INCREDIBLY unrealistic), so it is always better to take the multi node over the phys node)&lt;br /&gt;
&lt;br /&gt;
Look at the this owl passive tree for another example:&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
There are two possible paths in this tree for the right side, taking the upper path as shown or taking the lower path. They both result in the same ultimate goal (60 multi), but the paths there are vastly different in value. The path shown consists entirely of small nodes, which provide cast speed (which can help dpt) and int (which always helps dpt), while the alternate path includes a big node, but only provides mana regen and max mana, which does not serve to help dpt and only provides a cushion of max mana to allow lower dpt owls to cast more rotations of their runes before running out of mana.&lt;br /&gt;
&lt;br /&gt;
== What is QQ and why should you consider it? ==&lt;br /&gt;
&lt;br /&gt;
QQ stands for Quantity and Quality. It is a method of farming that prioritizes the amount and quality of items dropped rather than the speed at which enemies can be killed. Consult this helpful [https://islebuilds.com/tools/qq page] for an in-depth look at the mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Types of QQ Builds ===&lt;br /&gt;
&lt;br /&gt;
==== Full QQ Farm ====&lt;br /&gt;
The idea of this build is to cap both quality and quantity, at 286% and 200% respectively. This often leaves the build with little to no offensive power, so these are most frequently used for farming low level enemies such as [[Bunny|Bunnies]] or [[Seagull|Seagulls]]. Farming these enemies will NOT provide any idols, so this is purely a farm for augmenting materials, as well as for legendary items to craft with.&lt;br /&gt;
&lt;br /&gt;
==== Late game quant setup ====&lt;br /&gt;
Extremely late game builds, which can solo all content the game has to offer easily, can begin to replace some of their dpt with item quantity. This can be used to farm [[M&#039;ogresh]] and [[Temple]] more effectively, as with max quantity mog will start dropping 5 items instead of the usual 3, and mog already has max quality built in so the player does not need to build any. Temple already has some quality built in, and item quality is much harder to build for, so players often settle for just quantity. Both mog and temple drop lvl 20 gear and runes, meaning quanting them gives the best chance for gear upgrades or powerful legendary runes.&lt;br /&gt;
&lt;br /&gt;
== Item Crafting and Late Game Equipment ==&lt;br /&gt;
&lt;br /&gt;
In your journey, you probably picked up many [[Idol|idols]] and [[Salvaging|salvaged]] many items into materials. A brief explanation of crafting can be found [[Crafting|here]], but we will be considering what items are worth expending valuable resources on. The following sections are entirely the opinion of one player, Arkie, and should be considered more anecdotal advice rather than firm rules.&lt;br /&gt;
&lt;br /&gt;
=== Augmenting &amp;amp; Smolding ===&lt;br /&gt;
Due to the exponentially increasing nature of augmentation prices, when crafting your own augments it is more efficient to test the waters with one to two augments. If neither of these augments is a stat in line with what you are looking for, the item is bricked and you can move on, unless it is a vital unique item such as [[Crescent Dagger]], [[Putrid Shank]], or [[Gourdhowl]], in which case smolds can be used to try to salvage the craft. As tempting as it is, the process of smolding and augging an item to get good augments is far more expensive than the process of unsing an item with good augs to get a good roll). All weapons with less than epic damage should be considered bricks before even augging unless they are again a vital unique item.&lt;br /&gt;
&lt;br /&gt;
If 1 out of the 2 augments are what you are looking for, you can chance the 3rd augment depending on the roll of the good augment. If it represents is well rolled (I would consider about 0.6 max rolls or higher well rolled), the item can be saved if the third augment is also good and well rolled (you can judge the value of the rolls most easily with [https://islebuilds.com/waddon waddon], but remember that different stats are more or less useful than others) If the initial augment is low rolled (I would consider 0.4 max rolls or less a low roll), it is likely not worth trying for the 3rd augment, but it can be saved by a high roll (I would consider 0.8 max rolls or more a high roll). This is highly unlikely and it is simpler to just consider the item bricked.&lt;br /&gt;
&lt;br /&gt;
If 2 out of 2 augments are what you are looking for, always go for the 3rd augment. Even if they are low rolls, 2 low rolls can be saved by as little as a 3rd low roll. If they are both well rolled, the 3rd augment does not matter if it goes poorly, but can astronomically improve the value of the item if it goes well. The standard piece of late game gear will feature 2 good, well rolled augs out of 3 (referred to as 2/3 augs), while 3 good, well-rolled augments out of 3 (referred to as 3/3 augs) are coveted by all. &lt;br /&gt;
&lt;br /&gt;
Remember to consider the stat requirments of the item while augging, since it is possible to hit on a well-auged item for a different spirit/build, and the item can be sold if it is usable by the other spirit/build. &lt;br /&gt;
&lt;br /&gt;
=== Ascing, and when should you do it? ===&lt;br /&gt;
Ascending Idol usage has changed in v0.17.0.16.  You are no longer able to ascend an item&#039;s level, and you now ascend an item&#039;s &#039;&#039;rarity&#039;&#039;, up to a maximum of epic rarity.  You can now augment common and magic items (for less cost) and ascend the best augged ones to epic rarity with ascending idols.  This is very useful in saving crafting materials, especially essence used for augmenting trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Glass Idols===&lt;br /&gt;
Dragon-Glass idols have undergone a major change with the crafting rework or v0.17.0.16. They now reroll a single stat on an item, and have a chance to give a higher number of rolls &#039;&#039;for that stat&#039;&#039;.  This means that, when used properly, they can exceed the regular roll ranges for stats.  &lt;br /&gt;
&lt;br /&gt;
For example, if I have a high perfection stat of vitality (say 80% perfection for the level) and I use a dglass that randomly targets that stat, it has the chance to add two stat roll values together for the subsequent stat in the same slot.  This means the next roll for that stat spot could exceed 100% perfection. &lt;br /&gt;
&lt;br /&gt;
Optimized methods of using dglass are still being developed by players.  One method is to dglass a legendary item many, many times until all  stats exceed normal perfection levels.  Another is to use Unstable Idols until you get stacked rolls on an item and then use dglass on them.&lt;br /&gt;
&lt;br /&gt;
=== Bone Idols ===&lt;br /&gt;
Bone idols received a significant buff in v017.0.16, when the Blessed Reforge Weapon crafting function was added.  This enables you to use 20 bone idols at a time and receive between 20-40 rerolls of the weapons damage.  Crucially, no damage rolls below your weapon&#039;s current damage will be applied to your weapon.  This means that your weapon&#039;s damage &#039;&#039;will not&#039;&#039; decrease using the Blessed Reroll (which is a real possibility using the regular Reforge Weapon function). For this reason, &#039;Blessed Reforge Weapon&#039; is the option of choice for all weapon damage crafting.&lt;br /&gt;
&lt;br /&gt;
=== Unstable idols and where all your money went ===&lt;br /&gt;
After successfully augmenting your items, or acquiring a well-augged item from someone else, the next step is to uns it into usability. The general piece of late game gear will be a legendary base, so it will have 5 stat slots you can mix around with uns. A good piece of gear will have 3 out of the 5 as useful stats, however I would consider the requirements for how well these stats are rolled are less stringent. I would call rolls on the item base well rolled if they fall around or above 0.5 max rolls and high rolled if they fall above 0.7 max rolls. Typically, you see one set of 3 useful well rolled stats about every 100 uns on a leg item (you will have to spend more for items with less stat rolls, such as epic or rare, to get the same result). A set of 4 happens probably every 500 uns or so, and a set of 5 is essentially a miracle. The high average uns spent for a good set of rolls is what causes the crafting of completed items for sale to be unprofitable. And remember: 99% of gamblers quit before hitting it big.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Freen’s Advanced Crafting Guide for the New Mechanics =&lt;br /&gt;
&lt;br /&gt;
Crafting gear changed drastically with Isleward version 0.16.0.17, and has been added to regularly since then.  This guide is for any player, new or old, to get a feel for a few of the new mechanics and for what is possible, and mainly is full of information that isn’t available elsewhere (non-official stuff).&lt;br /&gt;
&lt;br /&gt;
== Things to Know - ==&lt;br /&gt;
&lt;br /&gt;
=== A. Terms: ===&lt;br /&gt;
* Implicit stat: The top line stat of an item, which is set to that item type.  Many items have armor as an implicit stat.  Others can have ‘to all attributes’, arcane increase, dodge attacks among many others.&lt;br /&gt;
&lt;br /&gt;
* Explicit stats aka Base stats:  The main reroll-able stats of an item.  The better the rarity, the more base stats an item has, from common (1 base stat) to legendary (5 base stats)&lt;br /&gt;
&lt;br /&gt;
* Enchanted stats aka Augments or ‘Augs’:  These are the three stats a player can add to an item by common materials (leather, cloth, iron, essence, etc).  Augs are removed by Smoldering Idols.&lt;br /&gt;
&lt;br /&gt;
* Infused Stats: A newer mechanic that uses a Charged Arcane Idol to add a bonus stats to an item.  Infused stats are removed by Smoldering Idols.&lt;br /&gt;
&lt;br /&gt;
=== B. Item Tiers: ===  &lt;br /&gt;
&lt;br /&gt;
The player MasterofSand developed a grading system to evaluate items based on the perfection of their useful rolls.  The grades (expressed as a percentage) are added together to amount to the items ‘tier’.  In the past items rarely exceed Tier 4, now tier 7 and even 9 are sometimes seen, though very rarely.   Tier 4 is now considered a good grade for an end-game item.  A player with majority tier 4 items will be able to confidently play any content.&lt;br /&gt;
&lt;br /&gt;
The grading calculation used is:&lt;br /&gt;
&lt;br /&gt;
(roll-min) / (max-min)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if an item has a 2.9% roll of Global Crit Chance (which is the maximum) and 13 Strength (also the maximum) the tiering is 100% + 100% = 200%, which expressed as a decimal is Tier 2.0.&lt;br /&gt;
&lt;br /&gt;
There are javascript addons that calculate and tier items automatically in-game.&lt;br /&gt;
&lt;br /&gt;
== Rite of Entwining: ==&lt;br /&gt;
&lt;br /&gt;
The Rite of Entwining is a non-idol crafting mechanism that takes place at the alchemy bench, and is likely the best current method for making high tiered items.&lt;br /&gt;
&lt;br /&gt;
Entwining requires 6 items inputted and produces two items output.  The items must be the same slot (chest, feet, etc) and be legendary or epic quality.  They cannot be previously augmented, infused or unmoored (you can do that after entwining).  It also requires two players to perform, who must be in a party together and both must have ‘learned’ the Rite of Entwining Recipe available from the Valentine’s event “Sjofni’s Embrace”.  &lt;br /&gt;
&lt;br /&gt;
Entwining takes the 3 items, 1 blushroot and 15 milkwort from each player to begin (6 items, 2 blushroot and 30 milkwort total).  From each of the player&#039;s three items, two are randomly selected, and all four of these selected items have their stats pooled.  &lt;br /&gt;
&lt;br /&gt;
Stats are then divided by type between the two players and then all multiplied by 0.7 and assigned to each player’s output item.  If there are an odd number of stats, one is divided equally between the players. &lt;br /&gt;
&lt;br /&gt;
Because the output can be very one-sided (one player might get all the useful stats, the other might get useless trash ones) one player will usually provide all the items, blushroot and milkwort, and take both items at the end.  This requires a little bit of trust!&lt;br /&gt;
&lt;br /&gt;
== What’s Best? ==&lt;br /&gt;
&lt;br /&gt;
=== 1.	Entwine Stacked Stats ===&lt;br /&gt;
Objective is to get all stacked stats on one of the items.  If you are lucky, you can get 1 item that is up to or over 180% better than the stacked stat on the original inputs&lt;br /&gt;
&lt;br /&gt;
Example.  6 items, each with 40% quantity and other trash stats are entwined.  The result is one item with 112% quantity and another item with trash stats (0/4 split).  &lt;br /&gt;
&lt;br /&gt;
You could also get one 84% quant on one item, and 28% quant on the other (1/3 split) or 56% quant on both items (2/2 split).&lt;br /&gt;
&lt;br /&gt;
Entwining stacked stats is a big gamble!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2.	Entwine for More Stat Slots ===&lt;br /&gt;
Objective is to create a legendary item with more explicit/base stat slots than the usual five.&lt;br /&gt;
&lt;br /&gt;
Example: 6 items each with 5 unique individual stats are used.  4 are selected, with a total stat pool of 20.  The rolls of the stats multiplied by 0.7, but the stats slots are not.  Each output item cold theoretically have the full 10 stat slots, even if the rolls are very low.  These stats can then be Unmoored, potentially unlocking yet another stat slot, for a total of eleven possible base stat slots. &lt;br /&gt;
&lt;br /&gt;
The items would then dragon-glassed (dg’d) until they have useful stats and ranges and augmented and infused.    Final total of individual stat slot lines possible is 16.  (1 implicit, 11 base, 3 augmented, 1 infused). &lt;br /&gt;
&lt;br /&gt;
Note: If you use unstable idols on an entwined item, the stats revert to regular slot numbers (5 slots total) ruining all your hard work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3.	Entwine Only Good Stats ===&lt;br /&gt;
Objective: Create two very good items from 6 items with zero trash stats.&lt;br /&gt;
&lt;br /&gt;
Example: Using 6 items with, each with roughly tier 3 stats and no trash stats should result in two items with a tier of 4.2 each.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ (T3 + T3 + T3 + T3) x 0.7 ] / 2 =  T 4.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a generalization, and even with perfect items there will be variations in distribution, but if there are no bad trash stats to go on one side of the output both items should be relatively good.  This represents a 40% increase over the input items, from base 3 to 4.2.&lt;br /&gt;
&lt;br /&gt;
Entwining Only Good Stats also minimizes the gambling aspect of Entwining Stacked Stats only.  However it either requires a lot of patience waiting for the perfect items or using a lot of unstable idols to make them.&lt;br /&gt;
&lt;br /&gt;
All Entwining, from making the inputs to finishing the outputs, requires a lot of idols and Smoldering Idols in particular.  This formerly undervalued idol has seen a lot of new demand and prices are starting to rise accordingly.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where Do I Get the Entwining Stuff? ==&lt;br /&gt;
&lt;br /&gt;
The answer is most likely “other players”.  &lt;br /&gt;
&lt;br /&gt;
Blushroot, Milkwort and the Rite of Entwining Recipe are only available during Sjofni’s Embrace.  Unless the event is active, they must be purchased from players who have extra to spare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is Unmooring?  It was barely mentioned... ==&lt;br /&gt;
&lt;br /&gt;
Unmooring is done with Hollow Idols, available only during the event “Soul’s Moor”.  Unmooring can only be done on a maximum level (level 23) legendary item that has been full augmented.  Maximum level entwined legendary items can be unmoored after augmenting.  It creates a random effect on the item, which can be beneficial or not.  Effects observed are:&lt;br /&gt;
* doubling an implicit stat&lt;br /&gt;
* increasing or reducing a base stat &lt;br /&gt;
* adding or removing a base stat&lt;br /&gt;
* moving an augment to the base stat category, increasing base stat slots to 6 and allowing a new augment&lt;br /&gt;
&lt;br /&gt;
In general unmooring has a good likelihood to be positive, but the chance is always there to ruin an item.  Like all Isleward crafting, it’s a gamble!&lt;br /&gt;
&lt;br /&gt;
== Runes and Combat ==&lt;br /&gt;
&lt;br /&gt;
Due to the tick based nature of isleward, there is not a lot of depth to combat. However, there are still some things to consider, primarily regarding avoiding damage from bosses, weaving in basic attacks, and diminishing debuff returns. &lt;br /&gt;
&lt;br /&gt;
Weaving in basic attacks is incredibly simple, just remember to press spacebar. On slow attacking classes like owl with a staff or bear with an axe, you can fill the downtime in between hits with rune casts.&lt;br /&gt;
&lt;br /&gt;
Avoiding damage from bosses is relatively simple. Against [[Radulos]], simply walk out of his gas if you are caught in it. Against [[M&#039;ogresh]], you are given a fairly long time (probably around 8 ticks) between when mog starts putting down spikes and when they actually start hitting, so they are very easy to avoid. Additionally, mog only casts these when in melee range, so ranged characters have even longer before they need to worry about them. Against [[Lord Squash]], be mindful of how many chunks you have picked up. Against [[Vizier Zunni]] and [[Moonpriest Sahira]], use the spikes to block the missile if you have low armor, but be mindful of when they shatter. Against all bosses, you can stop midair projectiles from dealing any damage by stunning them.&lt;br /&gt;
&lt;br /&gt;
Debuffs have a diminishing return, where for each type of debuff (stun, slow, pushback) the first application is full effect, the second is half effect, and the third and beyond do not apply the debuff at all. Additionally, debuffs can be overridden by application of the same debuff, and will go off the duration of the last application. This means that it is pertinent to coordinate when debuffs are applied to prevent hazardous mishaps. For example, if 3 bears were doing mog and all charged at the same time, mog would not be stunned at all and immediately start attacking. When not in the presence of a late game character that can easily carry the bossfight, groups of players both bring multiple debuff types and choose the best times to use them in order to have the most chance of success.&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11099</id>
		<title>Advanced Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11099"/>
		<updated>2026-04-02T02:41:25Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* Item Crafting and Late Game Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Advanced Guide =&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
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{{No Version}}&lt;br /&gt;
{{OB}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
This is a general guide that covers advanced tips, endgame goals and builds.&lt;br /&gt;
&lt;br /&gt;
== Advanced Levelling Guide == &lt;br /&gt;
&lt;br /&gt;
=== How to Level Up? ===&lt;br /&gt;
&lt;br /&gt;
You gain experience in several ways; killing mobs, gathering herbs and fish, and completing quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few game mechanics that are useful to know:&lt;br /&gt;
&lt;br /&gt;
* killing mobs gives you the most experience when the mob is at the same level as your character&lt;br /&gt;
&lt;br /&gt;
* quests give xp relative to the average mob level of the zone they are in&lt;br /&gt;
&lt;br /&gt;
* when you die, you lose 5% of the total experience required to get to the next level&lt;br /&gt;
&lt;br /&gt;
* when you die, you do not lose any levels&lt;br /&gt;
&lt;br /&gt;
* as long as give damage to a mob, or heal damage from a mob (to yourself or other players) you will get full xp and loot when that mob dies, no matter who &#039;kills&#039; it.  This is helpful for multiplayer gameplay, as there is no &#039;stealing kills&#039; possible.  &lt;br /&gt;
&lt;br /&gt;
* the quality and quantity of loot from a mob is determined by the player that deals the killing blow.  A player with max quantity &amp;amp; quality stats (qq) often will ask to get &#039;last hit&#039; so their maxx qq stats can apply to the kill.  In this instance, every player who is eligible for loot (if you gave or healed dmg) will get loot at the max qq stats.  This means everyone would get more loot and better loot (which is very helpful for completing quests).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Until you are level 6 or 7, killing mobs is by far the fastest way to level up.  Try to find mobs at your level or within one or two levels or your own.  Quests in Fjolarok (the lower island) are largely irrelevant; the xp is low and they can be slow to complete.  If you can find a higher level player to help, power-levelling is possible, where the low level player attacks a mob first, which the higher level player can quickly kill off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you reach level 6 the Fjolgard quests open up.  Fjolgard is the upper island, accessible from a bridge/portal and the top of Fjolarok.  If it is your first play through, I recommend waiting until at least level 7 before attempting Fjolgard quests.  &lt;br /&gt;
&lt;br /&gt;
A good time to try advancing zones is after immediately after levelling up, since you will lose minimal xp upon death (you will only lose the xp you gained since levelling up last).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a basic guide.  You can adjust by a few levels around each threshold depending on your preferences.&lt;br /&gt;
&lt;br /&gt;
* Level 1-3: Tutorial&lt;br /&gt;
&lt;br /&gt;
* Level 3-7: Fjolarok mobs &lt;br /&gt;
&lt;br /&gt;
* Level 7-10: Fjolgard quests&lt;br /&gt;
&lt;br /&gt;
* Level 11-13: Sewer dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 14-20: Crystal Caverns dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 20-23: Blisterwind Isle quests&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An alternate area to farm xp for Level 18-20 is the Estuary.  There are no quests here, but the reputation bonus from killing Estuary mobs will eventually allow you to purchase an important healing item (the Cowl of Obscurity). &lt;br /&gt;
&lt;br /&gt;
*Tip: Killing high level mobs does not gain you extra xp. Completing high-level quests does give you extra xp.  If you are power-levelling with a friend, try quests in advanced zones (so long as you can survive!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When levelling additional characters to 23, the experience can be made much easier through proper itemization and decision making.&lt;br /&gt;
&lt;br /&gt;
=== Itemization ===&lt;br /&gt;
In order to maximize the rate of xp gain, it is important to be able to complete quests as quickly and often as possible. The most common quest types are ones asking to loot specific categories of items (purveyor quests), so to facilitate this it is important to have as much &#039;item quantity&#039; as possible. This can be done either by setting up quantity items on a levelling build or by having another player using a &#039;quant&#039; build take the last hit on every enemy. &lt;br /&gt;
&lt;br /&gt;
Occasionally, there will be quests asking for magic [[Loot|quality]] equipment of a specific categories or asking for any rare quality equipment. In order to facilitate this, some &#039;item quality&#039; helps immensely. You can do this again by putting it onto the levelling build itself, having an external player with it, or by killing or assisting in the killing of bosses such as [[Stinktooth]] or [[Radulos]], which are guaranteed to drop several higher rarity items. &lt;br /&gt;
&lt;br /&gt;
=== Decision Making ===&lt;br /&gt;
Before you start picking up your loot drops, you should ask yourself if it helps you complete your current quest. For example, if you are in sewers and have a quest to kill 9 rats, it is best for you to avoid picking up any loot they drop in the hopes that a purveyor quest is coming soon. Saving the drops can allow you to build up many lootable items on the floor allowing for rapid completion of purveyor quests when they appear. Additionally, hold off on picking up magic quality (green) or higher items, as those can be used for the purveyor quests associated with higher quality items. HOWEVER, eventually items do despawn after 10 minutes, so be mindful of how long you have left your loot on the floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Game Goals ==&lt;br /&gt;
Here&#039;s a list of things to work on (mainly lategame):&lt;br /&gt;
* Reaching level 23 (on all 3 spirits)&lt;br /&gt;
* Farming [[Stinktooth]]/[[M&#039;ogresh]]/[[Radulos]]/[[Nyxaliss]] and [[Trials of the Abyss]] for gear.&lt;br /&gt;
* Find/augment full legendary gear (has more rolls)&lt;br /&gt;
* High damage roll weapon&lt;br /&gt;
* High rolled runes&lt;br /&gt;
* Unlock [[Rune of Whirlwind|Whirlwind]] (from Stinktooth)/[[Rune of Ambush|Ambush]] (from Bera) recipes&lt;br /&gt;
* Farming for [[Putrid Shank]] (from Stinktooth)&lt;br /&gt;
* Farming for [[Steelclaw&#039;s Bite]] (from Stinktooth)&lt;br /&gt;
* Farming for various [[Nyxaliss]] drops&lt;br /&gt;
* Farming for [[Corrupted Blossom]] (from Temple)&lt;br /&gt;
* Farming for [[Cowl of Obscurity]] (from Gaekatla rep)&lt;br /&gt;
* Farming for Gaekatlan Druid skin (from Gaekatla rep)&lt;br /&gt;
* Farming for [[Bonecaller&#039;s Crown]] and [[Morbid Marrow]]&lt;br /&gt;
* Seasonal events&lt;br /&gt;
* Contribute to the crippling wealth gap by getting an unholy amount of idols&lt;br /&gt;
* Become the strongest :D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spirit Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Owl ===&lt;br /&gt;
&lt;br /&gt;
[[Summon Skeleton]] are many times used by slightly weaker owls to help keep enemies away by distracting them. Although it is recommended to use no more than 2, so that you have alternative attacks in case you are caught off guard while summoning a skeleton.&lt;br /&gt;
&lt;br /&gt;
[[Ice Spear]] can be used to deliver a quick hit thanks to its low cast time. However, it does have a long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Magic Missile]] simply deals massive damage in exchange for a medium cast time and slightly long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Smite]] can be paired with [[Magic Missile]] for some extra damage, as the smite stun is usually long enough to get an MM in.&lt;br /&gt;
&lt;br /&gt;
[[Fireblast]] can be used to keep mobs at distance for a few more ticks, allowing critical time to cast a final MM or cons to heal. It also works well when paired with [[Ice Spear]] or [[Smite]].&lt;br /&gt;
Owls can farm groups of enemies by coupling [[Fireblast]] with a source of healing such as [[Consecrate]], [[Cowl of Obscurity]], or [[Healing Touch]].&lt;br /&gt;
&lt;br /&gt;
When engaging in combat alone (or in a duo if using [[Vile Essence]]), a [[Healing Touch]] may be used instead of a [[Consecrate]] as it provides better hpt on single targets, although it relies the caster to be reactive towards damage taken rather than proactive, which can be more dangerous.&lt;br /&gt;
&lt;br /&gt;
Owls generally use [[List of Tomes|Tomes]] as the preferred offhand slot item because of the spell crit chance and multi implicits being more useful than the block chance implicit stat of the Shields. Some owls prefer to use shields for more armor, because owls are generally have less health and armor than other spirits. The [[Strength]] requirement on shields can sometimes be a problem though.&lt;br /&gt;
&lt;br /&gt;
=== Bear ===&lt;br /&gt;
&lt;br /&gt;
Bear can farm groups of enemies via AoE damage sources such as [[Rune of Whirlwind]], [[Shield of Lustre]], or [[Gourdhowl]] together with a source of healing such as [[Stat#Defense|LoH]], [[Cowl of Obscurity]] or [[Harvest Life]].&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage axe to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
If not using an axe, bears generally use [[OffHand|Shields]] as the preferred offhand slot item because of its block chance implicit stat being more useful than &lt;br /&gt;
the Spell Crit Chance and multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Using a [[Charge]] to stun and a [[Slash]] to inflict large amounts of damage works very well on bosses such as [[M&#039;ogresh]].&lt;br /&gt;
&lt;br /&gt;
=== Lynx ===&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage spear to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
Lynxes generally use [[Gilded Shield]] as the preferred offhand slot item because the armor implicit stat being more useful than the Spell Crit Chance and Multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Due to how often lynx can apply damage with [[Smokebomb]], building for crit with a [[Cowl of Obscurity]] vastly increases a lynx&#039;s durability.&lt;br /&gt;
&lt;br /&gt;
== List of Builds ==&lt;br /&gt;
&lt;br /&gt;
Most builds are designed around a certain spirit and a level 20 character.&lt;br /&gt;
Before level 20, different stats might be more important to kill mobs and level up as fast as possible so players can start working on getting the strongest endgame gear.&lt;br /&gt;
It&#039;s probably best to focus on reaching level 20 before specializing your build.&lt;br /&gt;
&lt;br /&gt;
== Bear ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Standard Damage Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Slash&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Whirlwind]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon, slash, harvest, and charge damage&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable, or you can run a one-handed weapon such as a [[Sword]] or [[The Sunsickle|Sunsickle]] with [[Shield of Lustre]]&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity and harvest lifes are important survivability tools&lt;br /&gt;
&lt;br /&gt;
* Whirlwind can be used as a way to clear out groups of enemies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0, edited slightly by cow&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|High damage flurry bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited slightly by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Steelclaw&#039;s Bite Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use the Steelclaw always crit + Harvest life to deal damage/regen hp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&lt;br /&gt;
* [[Dead Man&#039;s Band]] (generally a good source of all attri and str) or [[Banshee&#039;s Will]] (gives all attri as well as int and str. While the stat totals are the same, the extra HP regen may be worth it]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[List of shields|Shield]] (preferably [[Wooden Shield]] for the block chance)&lt;br /&gt;
* +/-[[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Poison/all res&lt;br /&gt;
* Strength/Intellect&lt;br /&gt;
* Vitality&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Mana regen&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on preference or on which stats you are missing (first tree is survivability focused while second tree is damage focused)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both deal damage and regen hp using scb [[Steelclaw&#039;s Bite]], while being tanky enough to survive your own self damage and the enemies&#039; damage.&lt;br /&gt;
&lt;br /&gt;
* Ideally 2 harvest life runes will be used, this is the perfect amount to harvest, take 2 steps, and harvest again (this is important for doing m&#039;ogresh)&lt;br /&gt;
&lt;br /&gt;
* All attribute is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attribute is basically 1.5 mainstat for the purposes of scaling damage instead of 1.&lt;br /&gt;
&lt;br /&gt;
* Focus on improving vit/res stats first, as they are vital to not killing yourself with scb.&lt;br /&gt;
&lt;br /&gt;
* Depending on if you are above/below 134% attack speed, 52/48 mana regen is the breakpoint to infinitely sustain 2 harvest lifes on cooldown, realistically you will need less as you should not be casting off cooldown too often&lt;br /&gt;
&lt;br /&gt;
* Spare rune slots is ideally dedicated to either [[Tranquility]] or [[Innervation]]&lt;br /&gt;
&lt;br /&gt;
* Its far more important to have less damage and more survivablity, its ruined if you risk becoming so low that you kill yourself on attack.&lt;br /&gt;
&lt;br /&gt;
* Cowl of obscurity is not required if you can heal consistently from your harvests.&lt;br /&gt;
&lt;br /&gt;
* It&#039;s important to play with stats to find a perfect mix between tankyness and damage.&lt;br /&gt;
&lt;br /&gt;
* Once perfected it becomes nearly impossible to die, allowing bears to solo temple and [[M&#039;ogresh]] as well as event bosses. The downside is it&#039;s slower due to dealing less damage than a traditional build might. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie and Icono for v0.11.0, slightly edited by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Tank Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tank bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Max armor/resist high vit/hp regen tank&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]] (for hp regen)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes), [[Dead Man&#039;s Band]] (for all attr and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Scaled Binding]] (for vitality)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sword]] + [[Wooden Shield]] (for block)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Slash]]/[[Flurry]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Tranquility]]/[[Innervation]]&lt;br /&gt;
* [[Taunt]]&lt;br /&gt;
* There&#039;s one too many runes here but I&#039;m not sure which one to remove to include taunt.&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Pathing to multi on the tree is not particularly useful in this case, it is up to personal preference where those points should be allocated, although the attack speed can help reduce harvest life cast time from 3 ticks to 2 ticks if an additional 18% attack speed is present from gear stats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
This build is purely theoretically useful and will not be practical until the addition of a rune that can establish threat not based on damage dealt (bear attacks and runes have threat multi present on them, but that is based on damage dealt so tank bear cannot realistically take aggro). UPDATE: such a rune now exists, [[Rune of Taunt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited by cow to include Soul&#039;s rings and taunt&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Sickle Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sickle Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Necro-ish build focused on harv and sickle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[The Sunsickle|Sunsickle]] + [[Wooden Shield]] (for block) or [[Shield of Lustre]] (for extra damage)&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen &lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Block chance&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength and Intellect&lt;br /&gt;
* LoH&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Passive tree is completely up to personal preference here, just go with whatever feels best&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is similar to scb bear, but instead of relying on scb to artificially inflate damage at the cost of extra levels of danger, a sickle and loh are used to increase survivability at the cost of damage (it is possible to actually outdamage scb bear because you are not limited by your own hp pool regarding how hard you can hit)&lt;br /&gt;
&lt;br /&gt;
* Any regular sickle can be used if sunsickle is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* High vitality is important to survive between harvest casts&lt;br /&gt;
&lt;br /&gt;
* Unlike scb bear, crit can and should be squeezed into the build (res is less important on this build so sacrifice res first to put on crit)&lt;br /&gt;
&lt;br /&gt;
* All attr is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attr is bascially 1.5 mainstat for the purposes of scaling damage instead of 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0, slightly edited by cow to include Soul&#039;s rings and Lusture&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Butcher PVP Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Butcher Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use Steelclaw, charge, and damage from lustre and slash to kill players in a single stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&lt;br /&gt;
* [[Pendant]] (for str)&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Shield of Lustre]]&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Vitality&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both to use Steelclaw&#039;s guaranteed crit (self damage is almost irrelevant in pvp), and a long stun duration charge coupled with slashes and spikes from lustre to kill even the tankiest enemy player in a single stun.&lt;br /&gt;
&lt;br /&gt;
* Pvp is determined almost entirely by whoever charges first&lt;br /&gt;
&lt;br /&gt;
* Lustre spike damage bypasses spawn invulnerability, so it is possible to kill players that have respawned and are still unable to attack you back&lt;br /&gt;
&lt;br /&gt;
* Some vit/armor can help you survive against a weaker butcher&#039;s combo, but ultimately building tanky is completely useless (you can have capped armor, 1500 hp, and capped res and still die in one combo from a powerful butcher)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lynx ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Flurry lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* Spear/bow&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
* You can use a bow if you prefer the range over the raw damage of spear, this can also allow you to take [[Roll]] over charge for kiting purposes&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Smokebomb Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Smokebomb Lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|SmokeBomb spam damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage/Area Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Smokebomb]]&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical/poison increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to use the high tickrate of sb damage coupled with crits and cowl heals to stay alive and deal damage&lt;br /&gt;
&lt;br /&gt;
* Cowl of Obscurity is a MUST, this build does not function without it&lt;br /&gt;
&lt;br /&gt;
* About 43 mana regen is the break point for infinitely sustainable casting of sb as soon as the cooldown is finished. &lt;br /&gt;
&lt;br /&gt;
* Although it may seem unintuitive, the more enemies around you the safer you actually are, as more enemies -&amp;gt; more crits -&amp;gt; more cob heals, and it is highly unlikely they will burst you fast enough to kill you&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Ambush Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Ambush lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use ambush to deal massive damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump ambush&lt;br /&gt;
&lt;br /&gt;
* Depending on the stats and the ambush runes, you mau need to crit on 2 or 3 out of 4 ambushes to kill m&#039;ogresh, so this build is almost as reliant on rng as flurry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Owl ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Support Steelclaw&#039;s bite owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Fast cast/Full crit heal owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Healer/Support&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Sash of Souls]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ancient Tome]] (for crit multi)&lt;br /&gt;
||&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Cast speed&lt;br /&gt;
* Intellect&lt;br /&gt;
* Spell crit multi&lt;br /&gt;
* Max mana&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Holy/elemental increase&lt;br /&gt;
* Spell increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to keep you and the whole party alive by constantly ensuring that there is at least 1 consecrate active&lt;br /&gt;
&lt;br /&gt;
* The steelclaw&#039;s bite allows for 100% crit chance but causes damage recoil. Healing with the bite, however, does not make you take damage but still makes your heals crit. &lt;br /&gt;
&lt;br /&gt;
* Because the max duration of cons is less than the cooldown, you need 2 cons runes to always have 1 active. Perfectly casting 2 max dur (12) cons runes so that cons is always active requires 92 mana regen to be infinitely sustainable, so beg your party to run extra tranqs&lt;br /&gt;
&lt;br /&gt;
* For stats, focus on multi, int, and spell/holy/elemental increase. Ignore crit chance.&lt;br /&gt;
&lt;br /&gt;
* It is recommended to use two [[Tranquility]] runes for your party members because of the large mana cost of [[Consecrate]]. (The [[Sash of Souls]] will help maintain a high mana pool even when using multiple tranqs)&lt;br /&gt;
&lt;br /&gt;
* You still get loot/exp if you heal a party member that damages a monster.&lt;br /&gt;
&lt;br /&gt;
* As long as you don&#039;t die in one hit or get stunned it&#039;s basically impossible to die with this build, provided you have enough mana regen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Generalist owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sniper owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|All purpose owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Ranged Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Quartz Fragment]] (for arcane incr)&lt;br /&gt;
||&lt;br /&gt;
* [[Magic Missile]]&lt;br /&gt;
* [[Smite]]&lt;br /&gt;
* [[Fireblast]]&lt;br /&gt;
* [[Ice Spear]]&lt;br /&gt;
* [[Healing Touch]]&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
*Intellect&lt;br /&gt;
*Spell/arcane/holy/elemental increase&lt;br /&gt;
*Spell crit chance/multi&lt;br /&gt;
*Cast speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Owl passive tree is incredibly flexible, you can change it depending on what you prefer or what matches the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to be adaptable to many situations, whether you need to deal single target damage, apply debuffs, heal, or do anything else. Owl is the jack of all trades spirit!&lt;br /&gt;
&lt;br /&gt;
* This build is incredibly adaptable, with it being recommended that you dedicate some inventory space to extra runes or even extra gear pieces (rune swaps help you adapt to any situation, and you can carry some specialized equip swaps such as a full cast speed [[Finger]] or [[Trinket]] item)&lt;br /&gt;
&lt;br /&gt;
* This build can vary amounts of cast speed, spell crit, intellect and mana stats based on personal choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Passive Tree Advice ==&lt;br /&gt;
&lt;br /&gt;
When considering where to go in the passive tree, generally the big nodes are useful to get. However, you must weigh whether they actually improve your build or even if it is worth pathing to at all. Consider these two lynx trees for example:&lt;br /&gt;
&lt;br /&gt;
[[File:L bad.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The first tree is an example of what a more novice player may take, because they believe the extra dex and phys incr from the small nodes on the lynx side is more benificial than spending them pathing to the multi node on the bear side. However, they fail to consider that the 1 dex nodes are not very valuable (each representing 0.1 max rolls), and while the phys incr represents 5 max rolls, phys incr going from 60 to 75 is much less useful than an additional 100 multi, which is not slouching either at 3.3 max rolls (consider that when calculating damage, the phys incr would represent a change in the phys incr factor from 1.6x to 1.75x, while the multi would represent the addition of 1 to the multi factor. Assuming everything else is equal, we can consider two equations, &amp;lt;code&amp;gt;damage = 1.6 x (multi + 1)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;damage = 1.75 x multi)&amp;lt;/code&amp;gt;. When solving for what multi would cause the damage to be equal, we come to the conclusion that the multi node is better until 1867 multi (INCREDIBLY unrealistic), so it is always better to take the multi node over the phys node)&lt;br /&gt;
&lt;br /&gt;
Look at the this owl passive tree for another example:&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
There are two possible paths in this tree for the right side, taking the upper path as shown or taking the lower path. They both result in the same ultimate goal (60 multi), but the paths there are vastly different in value. The path shown consists entirely of small nodes, which provide cast speed (which can help dpt) and int (which always helps dpt), while the alternate path includes a big node, but only provides mana regen and max mana, which does not serve to help dpt and only provides a cushion of max mana to allow lower dpt owls to cast more rotations of their runes before running out of mana.&lt;br /&gt;
&lt;br /&gt;
== What is QQ and why should you consider it? ==&lt;br /&gt;
&lt;br /&gt;
QQ stands for Quantity and Quality. It is a method of farming that prioritizes the amount and quality of items dropped rather than the speed at which enemies can be killed. Consult this helpful [https://islebuilds.com/tools/qq page] for an in-depth look at the mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Types of QQ Builds ===&lt;br /&gt;
&lt;br /&gt;
==== Full QQ Farm ====&lt;br /&gt;
The idea of this build is to cap both quality and quantity, at 286% and 200% respectively. This often leaves the build with little to no offensive power, so these are most frequently used for farming low level enemies such as [[Bunny|Bunnies]] or [[Seagull|Seagulls]]. Farming these enemies will NOT provide any idols, so this is purely a farm for augmenting materials, as well as for legendary items to craft with.&lt;br /&gt;
&lt;br /&gt;
==== Late game quant setup ====&lt;br /&gt;
Extremely late game builds, which can solo all content the game has to offer easily, can begin to replace some of their dpt with item quantity. This can be used to farm [[M&#039;ogresh]] and [[Temple]] more effectively, as with max quantity mog will start dropping 5 items instead of the usual 3, and mog already has max quality built in so the player does not need to build any. Temple already has some quality built in, and item quality is much harder to build for, so players often settle for just quantity. Both mog and temple drop lvl 20 gear and runes, meaning quanting them gives the best chance for gear upgrades or powerful legendary runes.&lt;br /&gt;
&lt;br /&gt;
== Item Crafting and Late Game Equipment ==&lt;br /&gt;
&lt;br /&gt;
In your journey, you probably picked up many [[Idol|idols]] and [[Salvaging|salvaged]] many items into materials. A brief explanation of crafting can be found [[Crafting|here]], but we will be considering what items are worth expending valuable resources on. The following sections are entirely the opinion of one player, Arkie, and should be considered more anecdotal advice rather than firm rules.&lt;br /&gt;
&lt;br /&gt;
=== Augmenting &amp;amp; Smolding ===&lt;br /&gt;
Due to the exponentially increasing nature of augmentation prices, when crafting your own augments it is more efficient to test the waters with one to two augments. If neither of these augments is a stat in line with what you are looking for, the item is bricked and you can move on, unless it is a vital unique item such as [[Crescent Dagger]], [[Putrid Shank]], or [[Gourdhowl]], in which case smolds can be used to try to salvage the craft. As tempting as it is, the process of smolding and augging an item to get good augments is far more expensive than the process of unsing an item with good augs to get a good roll). All weapons with less than epic damage should be considered bricks before even augging unless they are again a vital unique item.&lt;br /&gt;
&lt;br /&gt;
If 1 out of the 2 augments are what you are looking for, you can chance the 3rd augment depending on the roll of the good augment. If it represents is well rolled (I would consider about 0.6 max rolls or higher well rolled), the item can be saved if the third augment is also good and well rolled (you can judge the value of the rolls most easily with [https://islebuilds.com/waddon waddon], but remember that different stats are more or less useful than others) If the initial augment is low rolled (I would consider 0.4 max rolls or less a low roll), it is likely not worth trying for the 3rd augment, but it can be saved by a high roll (I would consider 0.8 max rolls or more a high roll). This is highly unlikely and it is simpler to just consider the item bricked.&lt;br /&gt;
&lt;br /&gt;
If 2 out of 2 augments are what you are looking for, always go for the 3rd augment. Even if they are low rolls, 2 low rolls can be saved by as little as a 3rd low roll. If they are both well rolled, the 3rd augment does not matter if it goes poorly, but can astronomically improve the value of the item if it goes well. The standard piece of late game gear will feature 2 good, well rolled augs out of 3 (referred to as 2/3 augs), while 3 good, well-rolled augments out of 3 (referred to as 3/3 augs) are coveted by all. &lt;br /&gt;
&lt;br /&gt;
Remember to consider the stat requirments of the item while augging, since it is possible to hit on a well-auged item for a different spirit/build, and the item can be sold if it is usable by the other spirit/build. &lt;br /&gt;
&lt;br /&gt;
=== Ascing, and when should you do it? ===&lt;br /&gt;
Ascending Idol usage has changed in v0.17.0.16.  You are no longer able to ascend an item&#039;s level, and you now ascend an item&#039;s &#039;&#039;rarity&#039;&#039;, up to a maximum of epic rarity.  You can now augment common and magic items (for less cost) and ascend the best augged ones to epic rarity with ascending idols.  This is very useful in saving crafting materials, especially essence used for augmenting trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Glass Idols===&lt;br /&gt;
Dragon-Glass idols have undergone a major change with the crafting rework or v0.17.0.16. They now reroll a single stat on an item, and have a chance to give a higher number of rolls &#039;&#039;for that stat&#039;&#039;.  This means that, when used properly, they can exceed the regular roll ranges for stats.  &lt;br /&gt;
&lt;br /&gt;
For example, if I have a high perfection stat of vitality (say 80% perfection for the level) and I use a dglass that randomly targets that stat, it has the chance to add two stat roll values together for the subsequent stat in the same slot.  This means the next roll for that stat spot could exceed 100% perfection. &lt;br /&gt;
&lt;br /&gt;
Optimized methods of using dglass are still being developed by players.  One method is to dglass a legendary item many, many times until all  stats exceed normal perfection levels.  Another is to use Unstable Idols until you get stacked rolls on an item and then use dglass on them.&lt;br /&gt;
&lt;br /&gt;
=== Bone Idols ===&lt;br /&gt;
Bone idols received a significant buff in v017.0.16, when the Blessed Reforge Weapon crafting function was added.  This enables you to use 20 bone idols at a time and receive between 20-40 rerolls of the weapons damage.  Crucially, no damage rolls below your weapon&#039;s current damage will be applied to your weapon.  This means that your weapon&#039;s damage &#039;&#039;will not&#039;&#039; decrease using the Blessed Reroll (which is a real possibility using the regular Reforge Weapon function). For this reason, &#039;Blessed Reforge Weapon&#039; is the option of choice for all weapon damage crafting.&lt;br /&gt;
&lt;br /&gt;
=== Unstable idols and where all your money went ===&lt;br /&gt;
After successfully augmenting your items, or acquiring a well-augged item from someone else, the next step is to uns it into usability. The general piece of late game gear will be a legendary base, so it will have 5 stat slots you can mix around with uns. A good piece of gear will have 3 out of the 5 as useful stats, however I would consider the requirements for how well these stats are rolled are less stringent. I would call rolls on the item base well rolled if they fall around or above 0.5 max rolls and high rolled if they fall above 0.7 max rolls. Typically, you see one set of 3 useful well rolled stats about every 100 uns on a leg item (you will have to spend more for items with less stat rolls, such as epic or rare, to get the same result). A set of 4 happens probably every 500 uns or so, and a set of 5 is essentially a miracle. The high average uns spent for a good set of rolls is what causes the crafting of completed items for sale to be unprofitable. And remember: 99% of gamblers quit before hitting it big.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Freen’s Advanced Crafting Guide for the New Mechanics =&lt;br /&gt;
&lt;br /&gt;
Crafting gear changed drastically with Isleward version 0.16.0.17, and has been added to regularly since then.  This guide is for any player, new or old, to get a feel for a few of the new mechanics and for what is possible, and mainly is full of information that isn’t available elsewhere (non-official stuff).&lt;br /&gt;
&lt;br /&gt;
== Things to Know - ==&lt;br /&gt;
&lt;br /&gt;
=== A. Terms: ===&lt;br /&gt;
* Implicit stat: The top line stat of an item, which is set to that item type.  Many tiems have armor as an implicit stat.  Others can have ‘to all attributes’, arcane increase, dodge attacks among many others.&lt;br /&gt;
&lt;br /&gt;
* Explicit stats aka Base stats:  The main reroll-able stats of an item.  The better the rarity, the more base stats an item has, from common (1 base stat) to legendary (5 base stats)&lt;br /&gt;
&lt;br /&gt;
* Enchanted stats aka Augments or ‘Augs’:  These are the three stats a player can add to an item by common materials (leather, cloth, iron, essence, etc).  Augs are removed by Smoldering Idols.&lt;br /&gt;
&lt;br /&gt;
* Infused Stats: A newer mechanic that uses a Charged Arcane Idol to add a bonus stats to an item.  Infused stats are removed by Smoldering Idols.&lt;br /&gt;
&lt;br /&gt;
=== B. Item Tiers: ===  &lt;br /&gt;
&lt;br /&gt;
The player MasterofSand developed a grading system to evaluate items based on the perfection of their useful rolls.  The grades (expressed as a percentage) are added together to amount to the items ‘tier’.  In the past items rarely exceed Tier 4, now tier 7 and even 9 are sometimes seen, though very rarely.   Tier 4 is now considered a good grade for an end-game item.  A player with majority tier 4 items will be able to confidently play any content.&lt;br /&gt;
&lt;br /&gt;
The grading calculation used is:&lt;br /&gt;
&lt;br /&gt;
(roll-min) / (max-min)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if an item has a 2.9% roll of Global Crit Chance (which is the maximum) and 13 Strength (also the maximum) the tiering is 100% + 100% = 200%, which expressed as a decimal is Tier 2.0.&lt;br /&gt;
&lt;br /&gt;
There are javascript addons that calculate and tier items automatically in-game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rite of Entwining: ==&lt;br /&gt;
&lt;br /&gt;
The Rite of Entwining is a non-idol crafting mechanism that takes place at the alchemy bench, and is likely the best current method for making high tiered items.&lt;br /&gt;
&lt;br /&gt;
Entwining requires 6 items inputted and produces two items output.  The items must be the same slot (chest, feet, etc) and be legendary or epic quality.  They cannot be previously augmented, infused or unmoored (you can do that after entwining).  It also requires two players to perform, who must be in a party together and both must have ‘learned’ the Rite of Entwining Recipe available from the Valentine’s event “Sjofni’s Embrace”.  &lt;br /&gt;
&lt;br /&gt;
Entwining takes the 3 items, 1 blushroot and 15 milkwort from each player to begin (6 items, 2 blushroot and 30 milkwort total).  From each of the player&#039;s three items, two are randomly selected, and all four of these selected items have their stats pooled.  &lt;br /&gt;
&lt;br /&gt;
Stats are then divided by type between the two players and then all multiplied by 0.7 and assigned to each player’s output item.  If there are an odd number of stats, one is divided equally between the players. &lt;br /&gt;
&lt;br /&gt;
Because the output can be very one-sided (one player might get all the useful stats, the other might get useless trash ones) one player will usually provide all the items, blushroot and milkwort, and take both items at the end.  This requires a little bit of trust!&lt;br /&gt;
&lt;br /&gt;
== What’s Best? ==&lt;br /&gt;
&lt;br /&gt;
=== 1.	Entwine Stacked Stats ===&lt;br /&gt;
Objective is to get all stacked stats on one of the items.  If you are lucky, you can get 1 item that is up to or over 180% better than the stacked stat on the original inputs&lt;br /&gt;
&lt;br /&gt;
Example.  6 items, each with 40% quantity and other trash stats are entwined.  The result is one item with 112% quantity and another item with trash stats (0/4 split).  &lt;br /&gt;
&lt;br /&gt;
You could also get one 84% quant on one item, and 28% quant on the other (1/3 split) or 56% quant on both items (2/2 split).&lt;br /&gt;
&lt;br /&gt;
Entwining stacked stats is a big gamble!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2.	Entwine for More Stat Slots ===&lt;br /&gt;
Objective is to create a legendary item with more explicit/base stat slots than the usual five.&lt;br /&gt;
&lt;br /&gt;
Example: 6 items each with 5 unique individual stats are used.  4 are selected, with a total stat pool of 20.  The rolls of the stats multiplied by 0.7, but the stats slots are not.  Each output item cold theoretically have the full 10 stat slots, even if the rolls are very low.  These stats can then be Unmoored, potentially unlocking yet another stat slot, for a total of eleven possible base stat slots. &lt;br /&gt;
&lt;br /&gt;
The items would then dragon-glassed (dg’d) until they have useful stats and ranges and augmented and infused.    Final total of individual stat slot lines possible is 16.  (1 implicit, 11 base, 3 augmented, 1 infused). &lt;br /&gt;
&lt;br /&gt;
Note: If you use unstable idols on an entwined item, the stats revert to regular slot numbers (5 slots total) ruining all your hard work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3.	Entwine Only Good Stats ===&lt;br /&gt;
Objective: Create two very good items from 6 items with zero trash stats.&lt;br /&gt;
&lt;br /&gt;
Example: Using 6 items with, each with roughly tier 3 stats and no trash stats should result in two items with a tier of 4.2 each.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ (T3 + T3 + T3 + T3) x 0.7 ] / 2 =  T 4.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a generalization, and even with perfect items there will be variations in distribution, but if there are no bad trash stats to go on one side of the output both items should be relatively good.  This represents a 40% increase over the input items, from base 3 to 4.2.&lt;br /&gt;
&lt;br /&gt;
Entwining Only Good Stats also minimizes the gambling aspect of Entwining Stacked Stats only.  However it either requires a lot of patience waiting for the perfect items or using a lot of unstable idols to make them.&lt;br /&gt;
&lt;br /&gt;
All Entwining, from making the inputs to finishing the outputs, requires a lot of idols and Smoldering Idols in particular.  This formerly undervalued idol has seen a lot of new demand and prices are starting to rise accordingly.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where Do I Get the Entwining Stuff? ==&lt;br /&gt;
&lt;br /&gt;
The answer is most likely “other players”.  &lt;br /&gt;
&lt;br /&gt;
Blushroot, Milkwort and the Rite of Entwining Recipe are only available during Sjofni’s Embrace.  Unless the event is active, they must be purchased from players who have extra to spare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is Unmooring?  It was barely mentioned... ==&lt;br /&gt;
&lt;br /&gt;
Unmooring is done with Hollow Idols, available only during the event “Soul’s Moor”.  Unmooring can only be done on a maximum level (level 23) legendary item that has been full augmented.  Maximum level entwined legendary items can be unmoored after augmenting.  It creates a random effect on the item, which can be beneficial or not.  Effects observed are:&lt;br /&gt;
* doubling an implicit stat&lt;br /&gt;
* increasing or reducing a base stat &lt;br /&gt;
* adding or removing a base stat&lt;br /&gt;
* moving an augment to the base stat category, increasing base stat slots to 6 and allowing a new augment&lt;br /&gt;
&lt;br /&gt;
In general unmooring has a good likelihood to be positive, but the chance is always there to ruin an item.  Like all Isleward crafting, it’s a gamble!&lt;br /&gt;
&lt;br /&gt;
== Runes and Combat ==&lt;br /&gt;
&lt;br /&gt;
Due to the tick based nature of isleward, there is not a lot of depth to combat. However, there are still some things to consider, primarily regarding avoiding damage from bosses, weaving in basic attacks, and diminishing debuff returns. &lt;br /&gt;
&lt;br /&gt;
Weaving in basic attacks is incredibly simple, just remember to press spacebar. On slow attacking classes like owl with a staff or bear with an axe, you can fill the downtime in between hits with rune casts.&lt;br /&gt;
&lt;br /&gt;
Avoiding damage from bosses is relatively simple. Against [[Radulos]], simply walk out of his gas if you are caught in it. Against [[M&#039;ogresh]], you are given a fairly long time (probably around 8 ticks) between when mog starts putting down spikes and when they actually start hitting, so they are very easy to avoid. Additionally, mog only casts these when in melee range, so ranged characters have even longer before they need to worry about them. Against [[Lord Squash]], be mindful of how many chunks you have picked up. Against [[Vizier Zunni]] and [[Moonpriest Sahira]], use the spikes to block the missile if you have low armor, but be mindful of when they shatter. Against all bosses, you can stop midair projectiles from dealing any damage by stunning them.&lt;br /&gt;
&lt;br /&gt;
Debuffs have a diminishing return, where for each type of debuff (stun, slow, pushback) the first application is full effect, the second is half effect, and the third and beyond do not apply the debuff at all. Additionally, debuffs can be overridden by application of the same debuff, and will go off the duration of the last application. This means that it is pertinent to coordinate when debuffs are applied to prevent hazardous mishaps. For example, if 3 bears were doing mog and all charged at the same time, mog would not be stunned at all and immediately start attacking. When not in the presence of a late game character that can easily carry the bossfight, groups of players both bring multiple debuff types and choose the best times to use them in order to have the most chance of success.&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Rune_of_Leech_Life&amp;diff=11098</id>
		<title>Rune of Leech Life</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Rune_of_Leech_Life&amp;diff=11098"/>
		<updated>2026-03-16T19:27:10Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rune infobox&lt;br /&gt;
| name = Leech Life&lt;br /&gt;
| rune icon = RuneDex.png&lt;br /&gt;
| description = Cuts your foe deeply, causing them to bleed over a few ticks during which you gain a percentage of the damage of health. &lt;br /&gt;
&lt;br /&gt;
| mana cost = 7 mana&lt;br /&gt;
| cooldown = 6 ticks&lt;br /&gt;
| cast time = 1 tick&lt;br /&gt;
| range = 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| stat1 = duration&lt;br /&gt;
| stat1 min = 7&lt;br /&gt;
| stat1 max = 20&lt;br /&gt;
| stat2 = damage&lt;br /&gt;
| stat2 min = 0.19&lt;br /&gt;
| stat2 max = 1.84&lt;br /&gt;
| stat3 = leech percentage&lt;br /&gt;
| stat3 min = 0.70&lt;br /&gt;
| stat3 max = 7.97&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
These stat ranges are approximated for level 23 based on values found in the code and may not be perfectly accurate.&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11096</id>
		<title>Category:Runes</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11096"/>
		<updated>2026-02-02T04:08:43Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Runes =&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Version 0.20.0}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runes&#039;&#039;&#039; are equippable [[item]]s that grant abilities usable by players and some [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
Runes can be &amp;quot;learned&amp;quot; (equipped) by right clicking a rune in the inventory and pressing &amp;lt;code&amp;gt;learn&amp;lt;/code&amp;gt;,&lt;br /&gt;
or by pressing &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; and clicking on a rune slots at the bottom and selecting a rune.&lt;br /&gt;
Up to four runes can be learned at a time, not including the &amp;lt;code&amp;gt;space&amp;lt;/code&amp;gt; ability that main hand weapons provide.&lt;br /&gt;
&lt;br /&gt;
When runes are learned they appear in the spellbook in top right corner.&lt;br /&gt;
Hovering over their icons shows more details about the abilities.&lt;br /&gt;
&lt;br /&gt;
Runes usually use [[stat|mana]] points when cast by players, and some runes also require a target to cast.&lt;br /&gt;
Runes also have different [[Quality|qualities]] and level requirements.&lt;br /&gt;
&lt;br /&gt;
Unlike other equipment, runes cannot be [[Crafting|augmented]], although they can still be [[Salvaging|salvaged]] for [[essence]]s.&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
Most rune information can be found in this [https://gitlab.com/Isleward/isleward/blob/master/src/server/config/spellsConfig.js config file on GitLab].&lt;br /&gt;
Not all runes are available there though. Rune ranges that are not publicly available have been reverse-calculated using perfection values, so some degree of inaccuracy is possible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining Runes ==&lt;br /&gt;
Characters start with a few runes learned depending on their chosen [[spirit]].&lt;br /&gt;
Runes can also be dropped by monsters when killed.&lt;br /&gt;
&lt;br /&gt;
Players can trade a set of [[Card|Runecrafter&#039;s Toil]] cards with the [[Shady Dealer]] for a random level 10, 15, or 20 rune.&lt;br /&gt;
[[Asvald]] also sells some level 1 runes for 30 gold.&lt;br /&gt;
&lt;br /&gt;
Some runes can be crafted at the [[Etching Station]] using [[Muddy Runestone]]s and other materials.&lt;br /&gt;
&lt;br /&gt;
== List of Runes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Name !! Benefits from !! Stats !! Damage type !! Mana cost !! Range !! Cast time&amp;lt;br&amp;gt;(Ticks) !! Cooldown&amp;lt;br&amp;gt;(Ticks)&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Ambush]]&amp;lt;br&amp;gt;[[Rune of Ambush]] || [[Dexterity]] || Damage [8 - 79]&amp;lt;br&amp;gt; StunDuration [4 - 7]|| Physical Attack || 7 || 10 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Barbed Chain]]&amp;lt;br&amp;gt;[[Rune of Barbed Chain]] || [[Strength]] || Damage [4 - 15]&amp;lt;br&amp;gt;StunDuration [2 - 8] || Physical Attack || 4 || 9 || 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Blood Barrier]]&amp;lt;br&amp;gt;[[Rune of Blood Barrier]] || [[Strength]] / [[Intellect]] || DrainPercentage [10 - 50]&amp;lt;br&amp;gt;ShieldMultiplier [2 - 5]&amp;lt;br&amp;gt;FrenzyDuration [5 - 15] || Boost || 5 || 9 || 3 || 13&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Charge]]&amp;lt;br&amp;gt;[[Rune of Charge]] || [[Strength]] || Damage [2 - 22]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Physical Attack || 3 || 10 || 1 || 14&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Consecrate]]&amp;lt;br&amp;gt;[[Rune of Consecrate]] || [[Intellect]] || Healing [0.3 - 0.53]&amp;lt;br&amp;gt;Duration [7 - 12] || Holy Spell || 12 || 9 || 4 || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDexInt.png|link=Rune of Crystal Spikes]]&amp;lt;br&amp;gt;[[Rune of Crystal Spikes]] || [[Intellect]] / [[Dexterity]] || Damage [3 - 66]&amp;lt;br&amp;gt;Delay [1 - 4] || Physical Attack || 14 || 9 || Delay || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Fireblast]]&amp;lt;br&amp;gt;[[Rune of Fireblast]] || [[Intellect]] || Damage [2 - 35]&amp;lt;br&amp;gt;Radius [1 - 2]&amp;lt;br&amp;gt;PushBack [2 - 5] || Fire Spell || 5 || On self || 2 || 4&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Flurry]]&amp;lt;br&amp;gt;[[Rune of Flurry]] || [[Dexterity]] || Duration [10 - 20]&amp;lt;br&amp;gt;Chance [30 - 60] || Basic attack || 10 || Basic attack range || 0 || 20&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Harvest Life]]&amp;lt;br&amp;gt;[[Rune of Harvest Life]] || [[Strength]] / [[Intellect]] || Damage [4 - 24]&amp;lt;br&amp;gt;HealPercent [10 - 20] || Physical Attack || 5 || Melee || 3 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Healing Touch]]&amp;lt;br&amp;gt;[[Rune of Healing Touch]] || [[Intellect]] || Healing [1 - 3.5]|| Holy Spell || 8 || 9 || 4 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Ice Spear]]&amp;lt;br&amp;gt;[[Rune of Ice Spear]] || [[Intellect]] || Damage [2 - 47]&amp;lt;br&amp;gt;FreezeDuration [6 - 10] || Frost Spell || 4 || 9 || 2 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Innervation]]&amp;lt;br&amp;gt;[[Rune of Innervation]] || - || RegenPercentage [0.2 - 0.8] || [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Leech Life]]&amp;lt;br&amp;gt;[[Rune of Leech Life]] || [[Dexterity]] || Damage (approx.) [0.19 - 1.84]&amp;lt;br&amp;gt;Duration (approx.) [7 - 20]&amp;lt;br&amp;gt;LeechPercent (approx.) [0.70 - 7.97] ||&amp;lt;br&amp;gt; Poison Attack || 7 || 1 || 1 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Magic Missile]]&amp;lt;br&amp;gt;[[Rune of Magic Missile]] || [[Intellect]] || Damage [4 - 74] || Arcane Spell || 5 || 9 || 6 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Roll]]&amp;lt;br&amp;gt;[[Rune of Roll]] || - || maxDistance [5 - 8]|| Transport Rune || 6 || 20 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Slash]]&amp;lt;br&amp;gt;[[Rune of Slash]] || [[Strength]] || Damage [6 - 57] || Physical Attack || 4 || Melee || 1 || 9&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Smite]]&amp;lt;br&amp;gt;[[Rune of Smite]] || [[Intellect]] || Damage [4 - 31]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Holy Spell || 7 || 9 || 3 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Smokebomb]]&amp;lt;br&amp;gt;[[Rune of Smokebomb]] || [[Dexterity]] || Damage [0.25 - 4.4]&amp;lt;br&amp;gt;Radius [1 - 3]&amp;lt;br&amp;gt;Duration [7 - 13] || Poison Attack || 6 || On self || 0 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Summon Skeleton]]&amp;lt;br&amp;gt;[[Rune of Summon Skeleton]] || [[Strength]] / [[Intellect]] || DamagePercent [40 - 400]&amp;lt;br&amp;gt;HpPercent [40 - 70] || Summon || 5 || 9 || 6 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Swiftness]]&amp;lt;br&amp;gt;[[Rune of Swiftness]] || - || Chance [8 - 20] || [[Aura|Aura Boost]] || 40% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Taunt]]&amp;lt;br&amp;gt;[[Rune of Taunt]] || [[Strength]] || tauntDuration [5 - 20] || Aggro || 3 || 9 || 1 || 12&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Tranquility]]&amp;lt;br&amp;gt;[[Rune of Tranquility]] || - || RegenPercentage [4 - 10]|| [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Whirlwind]]&amp;lt;br&amp;gt;[[Rune of Whirlwind]] || [[Strength]] || Damage [4 - 59]&amp;lt;br&amp;gt; Radius [1 - 2]|| Physical Attack || 7 || On self || 2 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Compendium]][[Category:Item Slot]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11095</id>
		<title>Advanced Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11095"/>
		<updated>2025-12-09T01:42:56Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
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&lt;div&gt;= Advanced Guide =&lt;br /&gt;
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__NOTOC__&lt;br /&gt;
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[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
This is a general guide that covers advanced tips, endgame goals and builds.&lt;br /&gt;
&lt;br /&gt;
== Advanced Levelling Guide == &lt;br /&gt;
&lt;br /&gt;
=== How to Level Up? ===&lt;br /&gt;
&lt;br /&gt;
You gain experience in several ways; killing mobs, gathering herbs and fish, and completing quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few game mechanics that are useful to know:&lt;br /&gt;
&lt;br /&gt;
* killing mobs gives you the most experience when the mob is at the same level as your character&lt;br /&gt;
&lt;br /&gt;
* quests give xp relative to the average mob level of the zone they are in&lt;br /&gt;
&lt;br /&gt;
* when you die, you lose 5% of the total experience required to get to the next level&lt;br /&gt;
&lt;br /&gt;
* when you die, you do not lose any levels&lt;br /&gt;
&lt;br /&gt;
* as long as give damage to a mob, or heal damage from a mob (to yourself or other players) you will get full xp and loot when that mob dies, no matter who &#039;kills&#039; it.  This is helpful for multiplayer gameplay, as there is no &#039;stealing kills&#039; possible.  &lt;br /&gt;
&lt;br /&gt;
* the quality and quantity of loot from a mob is determined by the player that deals the killing blow.  A player with max quantity &amp;amp; quality stats (qq) often will ask to get &#039;last hit&#039; so their maxx qq stats can apply to the kill.  In this instance, every player who is eligible for loot (if you gave or healed dmg) will get loot at the max qq stats.  This means everyone would get more loot and better loot (which is very helpful for completing quests).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Until you are level 6 or 7, killing mobs is by far the fastest way to level up.  Try to find mobs at your level or within one or two levels or your own.  Quests in Fjolarok (the lower island) are largely irrelevant; the xp is low and they can be slow to complete.  If you can find a higher level player to help, power-levelling is possible, where the low level player attacks a mob first, which the higher level player can quickly kill off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you reach level 6 the Fjolgard quests open up.  Fjolgard is the upper island, accessible from a bridge/portal and the top of Fjolarok.  If it is your first play through, I recommend waiting until at least level 7 before attempting Fjolgard quests.  &lt;br /&gt;
&lt;br /&gt;
A good time to try advancing zones is after immediately after levelling up, since you will lose minimal xp upon death (you will only lose the xp you gained since levelling up last).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a basic guide.  You can adjust by a few levels around each threshold depending on your preferences.&lt;br /&gt;
&lt;br /&gt;
* Level 1-3: Tutorial&lt;br /&gt;
&lt;br /&gt;
* Level 3-7: Fjolarok mobs &lt;br /&gt;
&lt;br /&gt;
* Level 7-10: Fjolgard quests&lt;br /&gt;
&lt;br /&gt;
* Level 11-13: Sewer dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 14-20: Crystal Caverns dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 20-23: Blisterwind Isle quests&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An alternate area to farm xp for Level 18-20 is the Estuary.  There are no quests here, but the reputation bonus from killing Estuary mobs will eventually allow you to purchase an important healing item (the Cowl of Obscurity). &lt;br /&gt;
&lt;br /&gt;
*Tip: Killing high level mobs does not gain you extra xp. Completing high-level quests does give you extra xp.  If you are power-levelling with a friend, try quests in advanced zones (so long as you can survive!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When levelling additional characters to 23, the experience can be made much easier through proper itemization and decision making.&lt;br /&gt;
&lt;br /&gt;
=== Itemization ===&lt;br /&gt;
In order to maximize the rate of xp gain, it is important to be able to complete quests as quickly and often as possible. The most common quest types are ones asking to loot specific categories of items (purveyor quests), so to facilitate this it is important to have as much &#039;item quantity&#039; as possible. This can be done either by setting up quantity items on a levelling build or by having another player using a &#039;quant&#039; build take the last hit on every enemy. &lt;br /&gt;
&lt;br /&gt;
Occasionally, there will be quests asking for magic [[Loot|quality]] equipment of a specific categories or asking for any rare quality equipment. In order to facilitate this, some &#039;item quality&#039; helps immensely. You can do this again by putting it onto the levelling build itself, having an external player with it, or by killing or assisting in the killing of bosses such as [[Stinktooth]] or [[Radulos]], which are guaranteed to drop several higher rarity items. &lt;br /&gt;
&lt;br /&gt;
=== Decision Making ===&lt;br /&gt;
Before you start picking up your loot drops, you should ask yourself if it helps you complete your current quest. For example, if you are in sewers and have a quest to kill 9 rats, it is best for you to avoid picking up any loot they drop in the hopes that a purveyor quest is coming soon. Saving the drops can allow you to build up many lootable items on the floor allowing for rapid completion of purveyor quests when they appear. Additionally, hold off on picking up magic quality (green) or higher items, as those can be used for the purveyor quests associated with higher quality items. HOWEVER, eventually items do despawn after 10 minutes, so be mindful of how long you have left your loot on the floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Game Goals ==&lt;br /&gt;
Here&#039;s a list of things to work on (mainly lategame):&lt;br /&gt;
* Reaching level 23 (on all 3 spirits)&lt;br /&gt;
* Farming [[Stinktooth]]/[[M&#039;ogresh]]/[[Radulos]]/[[Nyxaliss]] and [[Trials of the Abyss]] for gear.&lt;br /&gt;
* Find/augment full legendary gear (has more rolls)&lt;br /&gt;
* High damage roll weapon&lt;br /&gt;
* High rolled runes&lt;br /&gt;
* Unlock [[Rune of Whirlwind|Whirlwind]] (from Stinktooth)/[[Rune of Ambush|Ambush]] (from Bera) recipes&lt;br /&gt;
* Farming for [[Putrid Shank]] (from Stinktooth)&lt;br /&gt;
* Farming for [[Steelclaw&#039;s Bite]] (from Stinktooth)&lt;br /&gt;
* Farming for various [[Nyxaliss]] drops&lt;br /&gt;
* Farming for [[Corrupted Blossom]] (from Temple)&lt;br /&gt;
* Farming for [[Cowl of Obscurity]] (from Gaekatla rep)&lt;br /&gt;
* Farming for Gaekatlan Druid skin (from Gaekatla rep)&lt;br /&gt;
* Farming for [[Bonecaller&#039;s Crown]] and [[Morbid Marrow]]&lt;br /&gt;
* Seasonal events&lt;br /&gt;
* Contribute to the crippling wealth gap by getting an unholy amount of idols&lt;br /&gt;
* Become the strongest :D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spirit Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Owl ===&lt;br /&gt;
&lt;br /&gt;
[[Summon Skeleton]] are many times used by slightly weaker owls to help keep enemies away by distracting them. Although it is recommended to use no more than 2, so that you have alternative attacks in case you are caught off guard while summoning a skeleton.&lt;br /&gt;
&lt;br /&gt;
[[Ice Spear]] can be used to deliver a quick hit thanks to its low cast time. However, it does have a long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Magic Missile]] simply deals massive damage in exchange for a medium cast time and slightly long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Smite]] can be paired with [[Magic Missile]] for some extra damage, as the smite stun is usually long enough to get an MM in.&lt;br /&gt;
&lt;br /&gt;
[[Fireblast]] can be used to keep mobs at distance for a few more ticks, allowing critical time to cast a final MM or cons to heal. It also works well when paired with [[Ice Spear]] or [[Smite]].&lt;br /&gt;
Owls can farm groups of enemies by coupling [[Fireblast]] with a source of healing such as [[Consecrate]], [[Cowl of Obscurity]], or [[Healing Touch]].&lt;br /&gt;
&lt;br /&gt;
When engaging in combat alone (or in a duo if using [[Vile Essence]]), a [[Healing Touch]] may be used instead of a [[Consecrate]] as it provides better hpt on single targets, although it relies the caster to be reactive towards damage taken rather than proactive, which can be more dangerous.&lt;br /&gt;
&lt;br /&gt;
Owls generally use [[List of Tomes|Tomes]] as the preferred offhand slot item because of the spell crit chance and multi implicits being more useful than the block chance implicit stat of the Shields. Some owls prefer to use shields for more armor, because owls are generally have less health and armor than other spirits. The [[Strength]] requirement on shields can sometimes be a problem though.&lt;br /&gt;
&lt;br /&gt;
=== Bear ===&lt;br /&gt;
&lt;br /&gt;
Bear can farm groups of enemies via AoE damage sources such as [[Rune of Whirlwind]], [[Shield of Lustre]], or [[Gourdhowl]] together with a source of healing such as [[Stat#Defense|LoH]], [[Cowl of Obscurity]] or [[Harvest Life]].&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage axe to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
If not using an axe, bears generally use [[OffHand|Shields]] as the preferred offhand slot item because of its block chance implicit stat being more useful than &lt;br /&gt;
the Spell Crit Chance and multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Using a [[Charge]] to stun and a [[Slash]] to inflict large amounts of damage works very well on bosses such as [[M&#039;ogresh]].&lt;br /&gt;
&lt;br /&gt;
=== Lynx ===&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage spear to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
Lynxes generally use [[Gilded Shield]] as the preferred offhand slot item because the armor implicit stat being more useful than the Spell Crit Chance and Multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Due to how often lynx can apply damage with [[Smokebomb]], building for crit with a [[Cowl of Obscurity]] vastly increases a lynx&#039;s durability.&lt;br /&gt;
&lt;br /&gt;
== List of Builds ==&lt;br /&gt;
&lt;br /&gt;
Most builds are designed around a certain spirit and a level 20 character.&lt;br /&gt;
Before level 20, different stats might be more important to kill mobs and level up as fast as possible so players can start working on getting the strongest endgame gear.&lt;br /&gt;
It&#039;s probably best to focus on reaching level 20 before specializing your build.&lt;br /&gt;
&lt;br /&gt;
== Bear ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Standard Damage Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Slash&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Whirlwind]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon, slash, harvest, and charge damage&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable, or you can run a one-handed weapon such as a [[Sword]] or [[The Sunsickle|Sunsickle]] with [[Shield of Lustre]]&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity and harvest lifes are important survivability tools&lt;br /&gt;
&lt;br /&gt;
* Whirlwind can be used as a way to clear out groups of enemies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0, edited slightly by cow&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|High damage flurry bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited slightly by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Steelclaw&#039;s Bite Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use the Steelclaw always crit + Harvest life to deal damage/regen hp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&lt;br /&gt;
* [[Dead Man&#039;s Band]] (generally a good source of all attri and str) or [[Banshee&#039;s Will]] (gives all attri as well as int and str. While the stat totals are the same, the extra HP regen may be worth it]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[List of shields|Shield]] (preferably [[Wooden Shield]] for the block chance)&lt;br /&gt;
* +/-[[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Poison/all res&lt;br /&gt;
* Strength/Intellect&lt;br /&gt;
* Vitality&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Mana regen&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on preference or on which stats you are missing (first tree is survivability focused while second tree is damage focused)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both deal damage and regen hp using scb [[Steelclaw&#039;s Bite]], while being tanky enough to survive your own self damage and the enemies&#039; damage.&lt;br /&gt;
&lt;br /&gt;
* Ideally 2 harvest life runes will be used, this is the perfect amount to harvest, take 2 steps, and harvest again (this is important for doing m&#039;ogresh)&lt;br /&gt;
&lt;br /&gt;
* All attribute is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attribute is basically 1.5 mainstat for the purposes of scaling damage instead of 1.&lt;br /&gt;
&lt;br /&gt;
* Focus on improving vit/res stats first, as they are vital to not killing yourself with scb.&lt;br /&gt;
&lt;br /&gt;
* Depending on if you are above/below 134% attack speed, 52/48 mana regen is the breakpoint to infinitely sustain 2 harvest lifes on cooldown, realistically you will need less as you should not be casting off cooldown too often&lt;br /&gt;
&lt;br /&gt;
* Spare rune slots is ideally dedicated to either [[Tranquility]] or [[Innervation]]&lt;br /&gt;
&lt;br /&gt;
* Its far more important to have less damage and more survivablity, its ruined if you risk becoming so low that you kill yourself on attack.&lt;br /&gt;
&lt;br /&gt;
* Cowl of obscurity is not required if you can heal consistently from your harvests.&lt;br /&gt;
&lt;br /&gt;
* It&#039;s important to play with stats to find a perfect mix between tankyness and damage.&lt;br /&gt;
&lt;br /&gt;
* Once perfected it becomes nearly impossible to die, allowing bears to solo temple and [[M&#039;ogresh]] as well as event bosses. The downside is it&#039;s slower due to dealing less damage than a traditional build might. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie and Icono for v0.11.0, slightly edited by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Tank Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tank bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Max armor/resist high vit/hp regen tank&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]] (for hp regen)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes), [[Dead Man&#039;s Band]] (for all attr and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Scaled Binding]] (for vitality)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sword]] + [[Wooden Shield]] (for block)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Slash]]/[[Flurry]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Tranquility]]/[[Innervation]]&lt;br /&gt;
* [[Taunt]]&lt;br /&gt;
* There&#039;s one too many runes here but I&#039;m not sure which one to remove to include taunt.&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Pathing to multi on the tree is not particularly useful in this case, it is up to personal preference where those points should be allocated, although the attack speed can help reduce harvest life cast time from 3 ticks to 2 ticks if an additional 18% attack speed is present from gear stats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
This build is purely theoretically useful and will not be practical until the addition of a rune that can establish threat not based on damage dealt (bear attacks and runes have threat multi present on them, but that is based on damage dealt so tank bear cannot realistically take aggro). UPDATE: such a rune now exists, [[Rune of Taunt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited by cow to include Soul&#039;s rings and taunt&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Sickle Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sickle Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Necro-ish build focused on harv and sickle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[The Sunsickle|Sunsickle]] + [[Wooden Shield]] (for block) or [[Shield of Lustre]] (for extra damage)&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen &lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Block chance&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength and Intellect&lt;br /&gt;
* LoH&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Passive tree is completely up to personal preference here, just go with whatever feels best&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is similar to scb bear, but instead of relying on scb to artificially inflate damage at the cost of extra levels of danger, a sickle and loh are used to increase survivability at the cost of damage (it is possible to actually outdamage scb bear because you are not limited by your own hp pool regarding how hard you can hit)&lt;br /&gt;
&lt;br /&gt;
* Any regular sickle can be used if sunsickle is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* High vitality is important to survive between harvest casts&lt;br /&gt;
&lt;br /&gt;
* Unlike scb bear, crit can and should be squeezed into the build (res is less important on this build so sacrifice res first to put on crit)&lt;br /&gt;
&lt;br /&gt;
* All attr is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attr is bascially 1.5 mainstat for the purposes of scaling damage instead of 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0, slightly edited by cow to include Soul&#039;s rings and Lusture&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Butcher PVP Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Butcher Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use Steelclaw, charge, and damage from lustre and slash to kill players in a single stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&lt;br /&gt;
* [[Pendant]] (for str)&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Shield of Lustre]]&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Vitality&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both to use Steelclaw&#039;s guaranteed crit (self damage is almost irrelevant in pvp), and a long stun duration charge coupled with slashes and spikes from lustre to kill even the tankiest enemy player in a single stun.&lt;br /&gt;
&lt;br /&gt;
* Pvp is determined almost entirely by whoever charges first&lt;br /&gt;
&lt;br /&gt;
* Lustre spike damage bypasses spawn invulnerability, so it is possible to kill players that have respawned and are still unable to attack you back&lt;br /&gt;
&lt;br /&gt;
* Some vit/armor can help you survive against a weaker butcher&#039;s combo, but ultimately building tanky is completely useless (you can have capped armor, 1500 hp, and capped res and still die in one combo from a powerful butcher)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lynx ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Flurry lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* Spear/bow&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
* You can use a bow if you prefer the range over the raw damage of spear, this can also allow you to take [[Roll]] over charge for kiting purposes&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Smokebomb Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Smokebomb Lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|SmokeBomb spam damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage/Area Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Smokebomb]]&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical/poison increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to use the high tickrate of sb damage coupled with crits and cowl heals to stay alive and deal damage&lt;br /&gt;
&lt;br /&gt;
* Cowl of Obscurity is a MUST, this build does not function without it&lt;br /&gt;
&lt;br /&gt;
* About 43 mana regen is the break point for infinitely sustainable casting of sb as soon as the cooldown is finished. &lt;br /&gt;
&lt;br /&gt;
* Although it may seem unintuitive, the more enemies around you the safer you actually are, as more enemies -&amp;gt; more crits -&amp;gt; more cob heals, and it is highly unlikely they will burst you fast enough to kill you&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Ambush Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Ambush lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use ambush to deal massive damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump ambush&lt;br /&gt;
&lt;br /&gt;
* Depending on the stats and the ambush runes, you mau need to crit on 2 or 3 out of 4 ambushes to kill m&#039;ogresh, so this build is almost as reliant on rng as flurry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Owl ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Support Steelclaw&#039;s bite owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Fast cast/Full crit heal owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Healer/Support&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Sash of Souls]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ancient Tome]] (for crit multi)&lt;br /&gt;
||&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Cast speed&lt;br /&gt;
* Intellect&lt;br /&gt;
* Spell crit multi&lt;br /&gt;
* Max mana&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Holy/elemental increase&lt;br /&gt;
* Spell increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to keep you and the whole party alive by constantly ensuring that there is at least 1 consecrate active&lt;br /&gt;
&lt;br /&gt;
* The steelclaw&#039;s bite allows for 100% crit chance but causes damage recoil. Healing with the bite, however, does not make you take damage but still makes your heals crit. &lt;br /&gt;
&lt;br /&gt;
* Because the max duration of cons is less than the cooldown, you need 2 cons runes to always have 1 active. Perfectly casting 2 max dur (12) cons runes so that cons is always active requires 92 mana regen to be infinitely sustainable, so beg your party to run extra tranqs&lt;br /&gt;
&lt;br /&gt;
* For stats, focus on multi, int, and spell/holy/elemental increase. Ignore crit chance.&lt;br /&gt;
&lt;br /&gt;
* It is recommended to use two [[Tranquility]] runes for your party members because of the large mana cost of [[Consecrate]]. (The [[Sash of Souls]] will help maintain a high mana pool even when using multiple tranqs)&lt;br /&gt;
&lt;br /&gt;
* You still get loot/exp if you heal a party member that damages a monster.&lt;br /&gt;
&lt;br /&gt;
* As long as you don&#039;t die in one hit or get stunned it&#039;s basically impossible to die with this build, provided you have enough mana regen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Generalist owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sniper owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|All purpose owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Ranged Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Quartz Fragment]] (for arcane incr)&lt;br /&gt;
||&lt;br /&gt;
* [[Magic Missile]]&lt;br /&gt;
* [[Smite]]&lt;br /&gt;
* [[Fireblast]]&lt;br /&gt;
* [[Ice Spear]]&lt;br /&gt;
* [[Healing Touch]]&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
*Intellect&lt;br /&gt;
*Spell/arcane/holy/elemental increase&lt;br /&gt;
*Spell crit chance/multi&lt;br /&gt;
*Cast speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Owl passive tree is incredibly flexible, you can change it depending on what you prefer or what matches the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to be adaptable to many situations, whether you need to deal single target damage, apply debuffs, heal, or do anything else. Owl is the jack of all trades spirit!&lt;br /&gt;
&lt;br /&gt;
* This build is incredibly adaptable, with it being recommended that you dedicate some inventory space to extra runes or even extra gear pieces (rune swaps help you adapt to any situation, and you can carry some specialized equip swaps such as a full cast speed [[Finger]] or [[Trinket]] item)&lt;br /&gt;
&lt;br /&gt;
* This build can vary amounts of cast speed, spell crit, intellect and mana stats based on personal choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Passive Tree Advice ==&lt;br /&gt;
&lt;br /&gt;
When considering where to go in the passive tree, generally the big nodes are useful to get. However, you must weigh whether they actually improve your build or even if it is worth pathing to at all. Consider these two lynx trees for example:&lt;br /&gt;
&lt;br /&gt;
[[File:L bad.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The first tree is an example of what a more novice player may take, because they believe the extra dex and phys incr from the small nodes on the lynx side is more benificial than spending them pathing to the multi node on the bear side. However, they fail to consider that the 1 dex nodes are not very valuable (each representing 0.1 max rolls), and while the phys incr represents 5 max rolls, phys incr going from 60 to 75 is much less useful than an additional 100 multi, which is not slouching either at 3.3 max rolls (consider that when calculating damage, the phys incr would represent a change in the phys incr factor from 1.6x to 1.75x, while the multi would represent the addition of 1 to the multi factor. Assuming everything else is equal, we can consider two equations, &amp;lt;code&amp;gt;damage = 1.6 x (multi + 1)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;damage = 1.75 x multi)&amp;lt;/code&amp;gt;. When solving for what multi would cause the damage to be equal, we come to the conclusion that the multi node is better until 1867 multi (INCREDIBLY unrealistic), so it is always better to take the multi node over the phys node)&lt;br /&gt;
&lt;br /&gt;
Look at the this owl passive tree for another example:&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
There are two possible paths in this tree for the right side, taking the upper path as shown or taking the lower path. They both result in the same ultimate goal (60 multi), but the paths there are vastly different in value. The path shown consists entirely of small nodes, which provide cast speed (which can help dpt) and int (which always helps dpt), while the alternate path includes a big node, but only provides mana regen and max mana, which does not serve to help dpt and only provides a cushion of max mana to allow lower dpt owls to cast more rotations of their runes before running out of mana.&lt;br /&gt;
&lt;br /&gt;
== What is QQ and why should you consider it? ==&lt;br /&gt;
&lt;br /&gt;
QQ stands for Quantity and Quality. It is a method of farming that prioritizes the amount and quality of items dropped rather than the speed at which enemies can be killed. Consult this helpful [https://islebuilds.com/tools/qq page] for an in-depth look at the mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Types of QQ Builds ===&lt;br /&gt;
&lt;br /&gt;
==== Full QQ Farm ====&lt;br /&gt;
The idea of this build is to cap both quality and quantity, at 286% and 200% respectively. This often leaves the build with little to no offensive power, so these are most frequently used for farming low level enemies such as [[Bunny|Bunnies]] or [[Seagull|Seagulls]]. Farming these enemies will NOT provide any idols, so this is purely a farm for augmenting materials, as well as for legendary items to craft with.&lt;br /&gt;
&lt;br /&gt;
==== Late game quant setup ====&lt;br /&gt;
Extremely late game builds, which can solo all content the game has to offer easily, can begin to replace some of their dpt with item quantity. This can be used to farm [[M&#039;ogresh]] and [[Temple]] more effectively, as with max quantity mog will start dropping 5 items instead of the usual 3, and mog already has max quality built in so the player does not need to build any. Temple already has some quality built in, and item quality is much harder to build for, so players often settle for just quantity. Both mog and temple drop lvl 20 gear and runes, meaning quanting them gives the best chance for gear upgrades or powerful legendary runes.&lt;br /&gt;
&lt;br /&gt;
== Item Crafting and Late Game Equipment ==&lt;br /&gt;
&lt;br /&gt;
In your journey, you probably picked up many [[Idol|idols]] and [[Salvaging|salvaged]] many items into materials. A brief explanation of crafting can be found [[Crafting|here]], but we will be considering what items are worth expending valuable resources on. The following sections are entirely the opinion of one player, Arkie, and should be considered more anecdotal advice rather than firm rules.&lt;br /&gt;
&lt;br /&gt;
=== Augmenting &amp;amp; Smolding ===&lt;br /&gt;
Due to the exponentially increasing nature of augmentation prices, when crafting your own augments it is more efficient to test the waters with one to two augments. If neither of these augments is a stat in line with what you are looking for, the item is bricked and you can move on, unless it is a vital unique item such as [[Crescent Dagger]], [[Putrid Shank]], or [[Gourdhowl]], in which case smolds can be used to try to salvage the craft. As tempting as it is, the process of smolding and augging an item to get good augments is far more expensive than the process of unsing an item with good augs to get a good roll). All weapons with less than epic damage should be considered bricks before even augging unless they are again a vital unique item.&lt;br /&gt;
&lt;br /&gt;
If 1 out of the 2 augments are what you are looking for, you can chance the 3rd augment depending on the roll of the good augment. If it represents is well rolled (I would consider about 0.6 max rolls or higher well rolled), the item can be saved if the third augment is also good and well rolled (you can judge the value of the rolls most easily with [https://islebuilds.com/waddon waddon], but remember that different stats are more or less useful than others) If the initial augment is low rolled (I would consider 0.4 max rolls or less a low roll), it is likely not worth trying for the 3rd augment, but it can be saved by a high roll (I would consider 0.8 max rolls or more a high roll). This is highly unlikely and it is simpler to just consider the item bricked.&lt;br /&gt;
&lt;br /&gt;
If 2 out of 2 augments are what you are looking for, always go for the 3rd augment. Even if they are low rolls, 2 low rolls can be saved by as little as a 3rd low roll. If they are both well rolled, the 3rd augment does not matter if it goes poorly, but can astronomically improve the value of the item if it goes well. The standard piece of late game gear will feature 2 good, well rolled augs out of 3 (referred to as 2/3 augs), while 3 good, well-rolled augments out of 3 (referred to as 3/3 augs) are coveted by all. &lt;br /&gt;
&lt;br /&gt;
Remember to consider the stat requirments of the item while augging, since it is possible to hit on a well-auged item for a different spirit/build, and the item can be sold if it is usable by the other spirit/build. &lt;br /&gt;
&lt;br /&gt;
=== Ascing, and when should you do it? ===&lt;br /&gt;
Ascending Idol usage has changed in v0.17.0.16.  You are no longer able to ascend an item&#039;s level, and you now ascend an item&#039;s &#039;&#039;rarity&#039;&#039;, up to a maximum of epic rarity.  You can now augment common and magic items (for less cost) and ascend the best augged ones to epic rarity with ascending idols.  This is very useful in saving crafting materials, especially essence used for augmenting trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Glass Idols===&lt;br /&gt;
Dragon-Glass idols have undergone a major change with the crafting rework or v0.17.0.16. They now reroll a single stat on an item, and have a chance to give a higher number of rolls &#039;&#039;for that stat&#039;&#039;.  This means that, when used properly, they can exceed the regular roll ranges for stats.  &lt;br /&gt;
&lt;br /&gt;
For example, if I have a high perfection stat of vitality (say 80% perfection for the level) and I use a dglass that randomly targets that stat, it has the chance to add two stat roll values together for the subsequent stat in the same slot.  This means the next roll for that stat spot could exceed 100% perfection. &lt;br /&gt;
&lt;br /&gt;
Optimized methods of using dglass are still being developed by players.  One method is to dglass a legendary item many, many times until all  stats exceed normal perfection levels.  Another is to use Unstable Idols until you get stacked rolls on an item and then use dglass on them.&lt;br /&gt;
&lt;br /&gt;
=== Bone Idols ===&lt;br /&gt;
Bone idols received a significant buff in v017.0.16, when the Blessed Reforge Weapon crafting function was added.  This enables you to use 20 bone idols at a time and receive between 20-40 rerolls of the weapons damage.  Crucially, no damage rolls below your weapon&#039;s current damage will be applied to your weapon.  This means that your weapon&#039;s damage &#039;&#039;will not&#039;&#039; decrease using the Blessed Reroll (which is a real possibility using the regular Reforge Weapon function). For this reason, &#039;Blessed Reforge Weapon&#039; is the option of choice for all weapon damage crafting.&lt;br /&gt;
&lt;br /&gt;
=== Unstable idols and where all your money went ===&lt;br /&gt;
After successfully augmenting your items, or acquiring a well-augged item from someone else, the next step is to uns it into usability. The general piece of late game gear will be a legendary base, so it will have 5 stat slots you can mix around with uns. A good piece of gear will have 3 out of the 5 as useful stats, however I would consider the requirements for how well these stats are rolled are less stringent. I would call rolls on the item base well rolled if they fall around or above 0.5 max rolls and high rolled if they fall above 0.7 max rolls. Typically, you see one set of 3 useful well rolled stats about every 100 uns on a leg item (you will have to spend more for items with less stat rolls, such as epic or rare, to get the same result). A set of 4 happens probably every 500 uns or so, and a set of 5 is essentially a miracle. The high average uns spent for a good set of rolls is what causes the crafting of completed items for sale to be unprofitable. And remember: 99% of gamblers quit before hitting it big.&lt;br /&gt;
&lt;br /&gt;
== Runes and Combat ==&lt;br /&gt;
&lt;br /&gt;
Due to the tick based nature of isleward, there is not a lot of depth to combat. However, there are still some things to consider, primarily regarding avoiding damage from bosses, weaving in basic attacks, and diminishing debuff returns. &lt;br /&gt;
&lt;br /&gt;
Weaving in basic attacks is incredibly simple, just remember to press spacebar. On slow attacking classes like owl with a staff or bear with an axe, you can fill the downtime in between hits with rune casts.&lt;br /&gt;
&lt;br /&gt;
Avoiding damage from bosses is relatively simple. Against [[Radulos]], simply walk out of his gas if you are caught in it. Against [[M&#039;ogresh]], you are given a fairly long time (probably around 8 ticks) between when mog starts putting down spikes and when they actually start hitting, so they are very easy to avoid. Additionally, mog only casts these when in melee range, so ranged characters have even longer before they need to worry about them. Against [[Lord Squash]], be mindful of how many chunks you have picked up. Against [[Vizier Zunni]] and [[Moonpriest Sahira]], use the spikes to block the missile if you have low armor, but be mindful of when they shatter. Against all bosses, you can stop midair projectiles from dealing any damage by stunning them.&lt;br /&gt;
&lt;br /&gt;
Debuffs have a diminishing return, where for each type of debuff (stun, slow, pushback) the first application is full effect, the second is half effect, and the third and beyond do not apply the debuff at all. Additionally, debuffs can be overridden by application of the same debuff, and will go off the duration of the last application. This means that it is pertinent to coordinate when debuffs are applied to prevent hazardous mishaps. For example, if 3 bears were doing mog and all charged at the same time, mog would not be stunned at all and immediately start attacking. When not in the presence of a late game character that can easily carry the bossfight, groups of players both bring multiple debuff types and choose the best times to use them in order to have the most chance of success.&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Soul%27s_Moor&amp;diff=11093</id>
		<title>Soul&#039;s Moor</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Soul%27s_Moor&amp;diff=11093"/>
		<updated>2025-10-22T03:58:13Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version 0.8.3}}&lt;br /&gt;
&lt;br /&gt;
= Soul&#039;s Moor Event = &lt;br /&gt;
&#039;&#039;&#039;Soul&#039;s Moor&#039;&#039;&#039; is the Halloween seasonal [[event]] that typically takes place during October and November in [[Fjolarok]] and [[Fjolgard]].&lt;br /&gt;
&lt;br /&gt;
The [[Pumpkin Sailor]] NPC can be found with his ship at the left of the bridge in [[Fjolgard]].&lt;br /&gt;
The [[Squash Patch]] dungeon is randomly generated and can be found in the graveyard, at the right from [[Ingar]]&#039;s house at [[Fjolgard]].&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
* Gathering [[Candy Corn]] from [[pumpkin]]s&lt;br /&gt;
* Exploring the [[Squash Patch]] and fighting its boss, [[Lord Squash]]&lt;br /&gt;
* Completing the [[Hollow Paths]]&lt;br /&gt;
* Buying exclusive [[item]]s and [[skin]]s from [[The Pumpkin Sailor]]&lt;br /&gt;
* Fishing for [[Sash of Souls]]&lt;br /&gt;
&lt;br /&gt;
== Pumpkins ==&lt;br /&gt;
[[Candy Corn]] can be [[Herbs#Gathering Herbs|gathered]] from [[pumpkin]]s that spawn on [[Fjolarok]], [[fjolgard]], and in [[The Squash Patch]]. &lt;br /&gt;
There are three sizes of [[pumpkin]]s: tiny, normal, and giant. They give 1, 2–4, and 2-6 [[Candy Corn]]s respectively.&lt;br /&gt;
&lt;br /&gt;
For each zone they spawn in, [[pumpkin]]s have a spawn cap. This cap is 6 tiny pumpkins, 3 normal pumpkins, and 1 giant pumpkin. This means that each of the three pumpkin-spawning zones ([[Fjolgard]], [[Fjolarok]], and [[The Squash Patch]]) can have up to 10 pumpkins at a time.&lt;br /&gt;
&lt;br /&gt;
When gathering [[Candy Corn|candy]] from a [[pumpkin]] outside of the [[The Squash Patch]], there is a chance for a [[Soul Nibbler]] to spawn. &lt;br /&gt;
&lt;br /&gt;
[[Soul Nibbler]]s drop 1-4 [[Candy Corn|candy]] on death, and are the same level as the player who collected the pumpkin.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;margin-right:auto&amp;quot;&lt;br /&gt;
! Tiny !!Normal !!Giant&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Tiny Pumpkin.png|100px]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Pumpkin.png|100px]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Giant Pumpkin.png|100px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
* [[Candy Corn]] (currency of the event)&lt;br /&gt;
* [[The Shadeblade]] (level 20 epic dagger that drops from the boss)&lt;br /&gt;
* [[Gourdhowl]] (level 20 epic axe that drops from the boss)&lt;br /&gt;
* [[Signet of Witching]] (intellect ring) for 400 [[Candy Corn]] at Honored reputation&lt;br /&gt;
* [[Banshee&#039;s Will]] (strength/intellect ring) for 400 [[Candy Corn]] at Honored reputation&lt;br /&gt;
* [[Black Cat&#039;s Grace]] (dexterity ring) for 400 [[Candy Corn]] at Honored reputation&lt;br /&gt;
* [[Dead Man&#039;s Band]] (strength ring) for 400 [[Candy Corn]] at Honored reputation&lt;br /&gt;
* [[The Soulfisher]] (epic fishing rod) for 1600 [[Candy Corn]] at Revered reputation&lt;br /&gt;
* [[Squashling Vine]] pet for 1200 [[Candy Corn]]&lt;br /&gt;
* [[Soul Lantern]] (toy item that drops from the boss)&lt;br /&gt;
* [[Sash of Souls]] (waist slot item obtained from fishing)&lt;br /&gt;
* [[Candy Corn Cordial]] (consumable obtained from harvesting pumpkins)&lt;br /&gt;
* [[Hollow Idol]] (crafting material obtained from completing the [[Hollow Paths]])&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
* [[Construction Materials|Construction Material: Pumpkin Cat]] (pet cat usable at the [[Player Housing|Housing Area]] as a drop from the boss)&lt;br /&gt;
* [[Construction Materials|Construction Material: Gray Cat]] (pet cat usable at the [[Player Housing|Housing Area]]) for 1,200 [[Candy Corn]]&lt;br /&gt;
* [[Construction Materials|Construction Material: Shadow Cat]] (pet cat purchasable for 6 [[Seafarer&#039;s Marks]] from [[Vikar]])&lt;br /&gt;
* [[Impish Ice Spear|Ice Spear Effect: Impish Ice Spear]] for 1200 [[Candy Corn]] at Honored reputation&lt;br /&gt;
* [[Mounts#Mount Skins|Mount Skin: Skeletal Horse]] for 2000 [[Candy Corn]] at Revered reputation&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 2025 ===&lt;br /&gt;
Added:&lt;br /&gt;
* [[Candy Corn Cordial]] (consumable)&lt;br /&gt;
* [[Hollow Idol]] (crafting material)&lt;br /&gt;
&lt;br /&gt;
=== 2020 Items ===&lt;br /&gt;
* [[Candy Corn]] (currency of the event)&lt;br /&gt;
* [[The Shadeblade]] (level 20 epic dagger that drops from the boss)&lt;br /&gt;
* [[Gourdhowl]] (level 20 epic axe that drops from the boss)&lt;br /&gt;
* [[Signet of Witching]] (intellect ring) for 400 [[Candy Corn]] at Honored reputation&lt;br /&gt;
* [[Banshee&#039;s Will]] (strength/intellect ring) for 400 [[Candy Corn]] at Honored reputation&lt;br /&gt;
* [[Black Cat&#039;s Grace]] (dexterity ring) for 400 [[Candy Corn]] at Honored reputation&lt;br /&gt;
* [[Dead Man&#039;s Band]] (strength ring) for 400 [[Candy Corn]] at Honored reputation&lt;br /&gt;
* [[Rune of Ice Spear|Ice Spear Effect: Impish Ice Spear]] for 1200 [[Candy Corn]] at Honored reputation&lt;br /&gt;
* [[Mounts#Mount Skins|Mount Skin: Skeletal Horse]] for 2000 [[Candy Corn]] at Revered reputation&lt;br /&gt;
* [[The Soulfisher]] (epic fishing rod) for 1600 [[Candy Corn]] at Revered reputation&lt;br /&gt;
* [[Squashling Vine]] pet for 1200 [[Candy Corn]] at Revered reputation&lt;br /&gt;
&lt;br /&gt;
=== 2019 Items ===&lt;br /&gt;
* The 3 level 15 [[finger|rings]] (sold by [[The Pumpkin Sailor]] and requires Honored [[Faction|reputation]] with [[The Pumpkin Sailor]] + 400 [[Candy Corn|candies]])&lt;br /&gt;
* Pumpkin-head Necromancer [[Skin]] (sold by [[The Pumpkin Sailor]] and requires Revered [[Faction|reputation]] with [[The Pumpkin Sailor]] + 2000 [[Candy Corn|candies]])&lt;br /&gt;
* The [[Ghostflame Fireblast]] MTX (sold by [[The Pumpkin Sailor]] and requires Revered [[Faction|reputation]] with [[The Pumpkin Sailor]] + 1000 [[Candy Corn|candies]])&lt;br /&gt;
* The level 5 [[waist]], &#039;&#039;&#039;Sash of souls&#039;&#039;&#039; obtained by fishing&lt;br /&gt;
* [[Summon Pumpkin Skeleton]] MTX (small chance from [[Soul Nibbler]])&lt;br /&gt;
* [[Haunted Ice Spear]] MTX (small chance from [[Lord Squash]])&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
![[Signet of Witching]] !! [[Banshee&#039;s Will]] !![[Black Cat&#039;s Grace]] !![[Dead Man&#039;s Band]]!!Sash of souls&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:SoulsMoorRing.png]]&lt;br /&gt;
|style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:SoulsMoorRing.png]]&lt;br /&gt;
|style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:SoulsMoorRing.png]]&lt;br /&gt;
|style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:SoulsMoorRing.png]]&lt;br /&gt;
|style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Sash of Souls.png]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 to [[stat|all attributes]]&amp;lt;br&amp;gt;12 [[intellect]]&amp;lt;br&amp;gt;5 [[stat|mana regeneration]]&lt;br /&gt;
| 8 to [[stat|all attributes]]&amp;lt;br&amp;gt;6 [[strength]]&amp;lt;br&amp;gt;6 [[intellect]]&amp;lt;br&amp;gt;8 [[stat|health regeneration]]&lt;br /&gt;
| 8 to [[stat|all attributes]]&amp;lt;br&amp;gt;12 [[dexterity]]&amp;lt;br&amp;gt;2.75% [[stat|global crit chance]]&lt;br /&gt;
| 8 to [[stat|all attributes]]&amp;lt;br&amp;gt;12 [[strength]]&amp;lt;br&amp;gt;150 [[armor]]&lt;br /&gt;
| 8 [[stat|mana regeneration]]&amp;lt;br&amp;gt;Reduce by 20% the mana reserverd&amp;lt;br&amp;gt;by the [[Rune of Tranquility]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2018 Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! [[Dead Man&#039;s Band]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:SoulsMoorRing.png]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 to [[stat|all attributes]]&amp;lt;br&amp;gt;12 [[strength]]&amp;lt;br&amp;gt;300 [[armor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11092</id>
		<title>Advanced Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11092"/>
		<updated>2025-10-22T02:57:56Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* How to Level Up? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Advanced Guide =&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{No Version}}&lt;br /&gt;
{{OB}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
This is a general guide that covers advanced tips, endgame goals and builds.&lt;br /&gt;
&lt;br /&gt;
== Advanced Levelling Guide == &lt;br /&gt;
&lt;br /&gt;
=== How to Level Up? ===&lt;br /&gt;
&lt;br /&gt;
You gain experience in several ways; killing mobs, gathering herbs and fish, and completing quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few game mechanics that are useful to know:&lt;br /&gt;
&lt;br /&gt;
* killing mobs gives you the most experience when the mob is at the same level as your character&lt;br /&gt;
&lt;br /&gt;
* quests give xp relative to the average mob level of the zone they are in&lt;br /&gt;
&lt;br /&gt;
* when you die, you lose 5% of the total experience required to get to the next level&lt;br /&gt;
&lt;br /&gt;
* when you die, you do not lose any levels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Until you are level 6 or 7, killing mobs is by far the fastest way to level up.  Try to find mobs at your level or within one or two levels or your own.  Quests in Fjolgard are largely irrelevant; the xp is low and they can be slow to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you reach level 6 the Fjolgard quests open up.  If it is your first play through, I recommend waiting until at least level 7 before attempting Fjolgard quests.  &lt;br /&gt;
&lt;br /&gt;
A good time to try advancing zones is after immediately after levelling up, since you will lose minimal xp upon death (you will only lose the xp you gained since levelling up last).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a basic guide.  You can adjust by a few levels around each threshold depending on your preferences.&lt;br /&gt;
&lt;br /&gt;
* Level 1-3: Tutorial&lt;br /&gt;
&lt;br /&gt;
* Level 3-7: Fjolarok mobs &lt;br /&gt;
&lt;br /&gt;
* Level 7-10: Fjolgard quests&lt;br /&gt;
&lt;br /&gt;
* Level 11-13: Sewer dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 14-20: Crystal Caverns dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 20-23: Blisterwind Isle quests&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An alternate area to farm xp for Level 18-20 is the Estuary.  There are no quests here, but the reputation bonus from killing Estuary mobs will eventually allow you to purchase an important healing item (the Cowl of Obscurity). &lt;br /&gt;
&lt;br /&gt;
*Tip: Killing high level mobs does not gain you extra xp. Completing high-level quests does give you extra xp.  If you are power-levelling with a friend, try quests in advanced zones (so long as you can survive!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When levelling additional characters to 23, the experience can be made much easier through proper itemization and decision making.&lt;br /&gt;
&lt;br /&gt;
=== Itemization ===&lt;br /&gt;
In order to maximize the rate of xp gain, it is important to be able to complete quests as quickly and often as possible. The most common quest types are ones asking to loot specific categories of items (purveyor quests), so to facilitate this it is important to have as much &#039;item quantity&#039; as possible. This can be done either by setting up quantity items on a levelling build or by having another player using a &#039;quant&#039; build take the last hit on every enemy. &lt;br /&gt;
&lt;br /&gt;
Occasionally, there will be quests asking for magic [[Loot|quality]] equipment of a specific categories or asking for any rare quality equipment. In order to facilitate this, some &#039;item quality&#039; helps immensely. You can do this again by putting it onto the levelling build itself, having an external player with it, or by killing or assisting in the killing of bosses such as [[Stinktooth]] or [[Radulos]], which are guaranteed to drop several higher rarity items. &lt;br /&gt;
&lt;br /&gt;
=== Decision Making ===&lt;br /&gt;
Before you start picking up your loot drops, you should ask yourself if it helps you complete your current quest. For example, if you are in sewers and have a quest to kill 9 rats, it is best for you to avoid picking up any loot they drop in the hopes that a purveyor quest is coming soon. Saving the drops can allow you to build up many lootable items on the floor allowing for rapid completion of purveyor quests when they appear. Additionally, hold off on picking up magic quality (green) or higher items, as those can be used for the purveyor quests associated with higher quality items. HOWEVER, eventually items do despawn after 10 minutes, so be mindful of how long you have left your loot on the floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Game Goals ==&lt;br /&gt;
Here&#039;s a list of things to work on (mainly lategame):&lt;br /&gt;
* Reaching level 23 (on all 3 spirits)&lt;br /&gt;
* Farming [[Stinktooth]]/[[M&#039;ogresh]]/[[Radulos]]/[[Nyxaliss]] and [[Trials of the Abyss]] for gear.&lt;br /&gt;
* Find/augment full legendary gear (has more rolls)&lt;br /&gt;
* High damage roll weapon&lt;br /&gt;
* High rolled runes&lt;br /&gt;
* Unlock [[Rune of Whirlwind|Whirlwind]] (from Stinktooth)/[[Rune of Ambush|Ambush]] (from Bera) recipes&lt;br /&gt;
* Farming for [[Putrid Shank]] (from Stinktooth)&lt;br /&gt;
* Farming for [[Steelclaw&#039;s Bite]] (from Stinktooth)&lt;br /&gt;
* Farming for various [[Nyxaliss]] drops&lt;br /&gt;
* Farming for [[Corrupted Blossom]] (from Temple)&lt;br /&gt;
* Farming for [[Cowl of Obscurity]] (from Gaekatla rep)&lt;br /&gt;
* Farming for Gaekatlan Druid skin (from Gaekatla rep)&lt;br /&gt;
* Farming for [[Bonecaller&#039;s Crown]] and [[Morbid Marrow]]&lt;br /&gt;
* Seasonal events&lt;br /&gt;
* Contribute to the crippling wealth gap by getting an unholy amount of idols&lt;br /&gt;
* Become the strongest :D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spirit Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Owl ===&lt;br /&gt;
&lt;br /&gt;
[[Summon Skeleton]] are many times used by slightly weaker owls to help keep enemies away by distracting them. Although it is recommended to use no more than 2, so that you have alternative attacks in case you are caught off guard while summoning a skeleton.&lt;br /&gt;
&lt;br /&gt;
[[Ice Spear]] can be used to deliver a quick hit thanks to its low cast time. However, it does have a long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Magic Missile]] simply deals massive damage in exchange for a medium cast time and slightly long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Smite]] can be paired with [[Magic Missile]] for some extra damage, as the smite stun is usually long enough to get an MM in.&lt;br /&gt;
&lt;br /&gt;
[[Fireblast]] can be used to keep mobs at distance for a few more ticks, allowing critical time to cast a final MM or cons to heal. It also works well when paired with [[Ice Spear]] or [[Smite]].&lt;br /&gt;
Owls can farm groups of enemies by coupling [[Fireblast]] with a source of healing such as [[Consecrate]], [[Cowl of Obscurity]], or [[Healing Touch]].&lt;br /&gt;
&lt;br /&gt;
When engaging in combat alone (or in a duo if using [[Vile Essence]]), a [[Healing Touch]] may be used instead of a [[Consecrate]] as it provides better hpt on single targets, although it relies the caster to be reactive towards damage taken rather than proactive, which can be more dangerous.&lt;br /&gt;
&lt;br /&gt;
Owls generally use [[List of Tomes|Tomes]] as the preferred offhand slot item because of the spell crit chance and multi implicits being more useful than the block chance implicit stat of the Shields. Some owls prefer to use shields for more armor, because owls are generally have less health and armor than other spirits. The [[Strength]] requirement on shields can sometimes be a problem though.&lt;br /&gt;
&lt;br /&gt;
=== Bear ===&lt;br /&gt;
&lt;br /&gt;
Bear can farm groups of enemies via AoE damage sources such as [[Rune of Whirlwind]], [[Shield of Lustre]], or [[Gourdhowl]] together with a source of healing such as [[Stat#Defense|LoH]], [[Cowl of Obscurity]] or [[Harvest Life]].&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage axe to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
If not using an axe, bears generally use [[OffHand|Shields]] as the preferred offhand slot item because of its block chance implicit stat being more useful than &lt;br /&gt;
the Spell Crit Chance and multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Using a [[Charge]] to stun and a [[Slash]] to inflict large amounts of damage works very well on bosses such as [[M&#039;ogresh]].&lt;br /&gt;
&lt;br /&gt;
=== Lynx ===&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage spear to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
Lynxes generally use [[Gilded Shield]] as the preferred offhand slot item because the armor implicit stat being more useful than the Spell Crit Chance and Multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Due to how often lynx can apply damage with [[Smokebomb]], building for crit with a [[Cowl of Obscurity]] vastly increases a lynx&#039;s durability.&lt;br /&gt;
&lt;br /&gt;
== List of Builds ==&lt;br /&gt;
&lt;br /&gt;
Most builds are designed around a certain spirit and a level 20 character.&lt;br /&gt;
Before level 20, different stats might be more important to kill mobs and level up as fast as possible so players can start working on getting the strongest endgame gear.&lt;br /&gt;
It&#039;s probably best to focus on reaching level 20 before specializing your build.&lt;br /&gt;
&lt;br /&gt;
== Bear ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Standard Damage Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Slash&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Whirlwind]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon, slash, harvest, and charge damage&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable, or you can run a one-handed weapon such as a [[Sword]] or [[The Sunsickle|Sunsickle]] with [[Shield of Lustre]]&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity and harvest lifes are important survivability tools&lt;br /&gt;
&lt;br /&gt;
* Whirlwind can be used as a way to clear out groups of enemies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0, edited slightly by cow&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|High damage flurry bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited slightly by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Steelclaw&#039;s Bite Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use the Steelclaw always crit + Harvest life to deal damage/regen hp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&lt;br /&gt;
* [[Dead Man&#039;s Band]] (generally a good source of all attri and str) or [[Banshee&#039;s Will]] (gives all attri as well as int and str. While the stat totals are the same, the extra HP regen may be worth it]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[List of shields|Shield]] (preferably [[Wooden Shield]] for the block chance)&lt;br /&gt;
* +/-[[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Poison/all res&lt;br /&gt;
* Strength/Intellect&lt;br /&gt;
* Vitality&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Mana regen&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on preference or on which stats you are missing (first tree is survivability focused while second tree is damage focused)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both deal damage and regen hp using scb [[Steelclaw&#039;s Bite]], while being tanky enough to survive your own self damage and the enemies&#039; damage.&lt;br /&gt;
&lt;br /&gt;
* Ideally 2 harvest life runes will be used, this is the perfect amount to harvest, take 2 steps, and harvest again (this is important for doing m&#039;ogresh)&lt;br /&gt;
&lt;br /&gt;
* All attribute is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attribute is basically 1.5 mainstat for the purposes of scaling damage instead of 1.&lt;br /&gt;
&lt;br /&gt;
* Focus on improving vit/res stats first, as they are vital to not killing yourself with scb.&lt;br /&gt;
&lt;br /&gt;
* Depending on if you are above/below 134% attack speed, 52/48 mana regen is the breakpoint to infinitely sustain 2 harvest lifes on cooldown, realistically you will need less as you should not be casting off cooldown too often&lt;br /&gt;
&lt;br /&gt;
* Spare rune slots is ideally dedicated to either [[Tranquility]] or [[Innervation]]&lt;br /&gt;
&lt;br /&gt;
* Its far more important to have less damage and more survivablity, its ruined if you risk becoming so low that you kill yourself on attack.&lt;br /&gt;
&lt;br /&gt;
* Cowl of obscurity is not required if you can heal consistently from your harvests.&lt;br /&gt;
&lt;br /&gt;
* It&#039;s important to play with stats to find a perfect mix between tankyness and damage.&lt;br /&gt;
&lt;br /&gt;
* Once perfected it becomes nearly impossible to die, allowing bears to solo temple and [[M&#039;ogresh]] as well as event bosses. The downside is it&#039;s slower due to dealing less damage than a traditional build might. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie and Icono for v0.11.0, slightly edited by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Tank Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tank bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Max armor/resist high vit/hp regen tank&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]] (for hp regen)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes), [[Dead Man&#039;s Band]] (for all attr and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Scaled Binding]] (for vitality)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sword]] + [[Wooden Shield]] (for block)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Slash]]/[[Flurry]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Tranquility]]/[[Innervation]]&lt;br /&gt;
* [[Taunt]]&lt;br /&gt;
* There&#039;s one too many runes here but I&#039;m not sure which one to remove to include taunt.&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Pathing to multi on the tree is not particularly useful in this case, it is up to personal preference where those points should be allocated, although the attack speed can help reduce harvest life cast time from 3 ticks to 2 ticks if an additional 18% attack speed is present from gear stats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
This build is purely theoretically useful and will not be practical until the addition of a rune that can establish threat not based on damage dealt (bear attacks and runes have threat multi present on them, but that is based on damage dealt so tank bear cannot realistically take aggro). UPDATE: such a rune now exists, [[Rune of Taunt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited by cow to include Soul&#039;s rings and taunt&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Sickle Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sickle Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Necro-ish build focused on harv and sickle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[The Sunsickle|Sunsickle]] + [[Wooden Shield]] (for block) or [[Shield of Lustre]] (for extra damage)&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen &lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Block chance&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength and Intellect&lt;br /&gt;
* LoH&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Passive tree is completely up to personal preference here, just go with whatever feels best&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is similar to scb bear, but instead of relying on scb to artificially inflate damage at the cost of extra levels of danger, a sickle and loh are used to increase survivability at the cost of damage (it is possible to actually outdamage scb bear because you are not limited by your own hp pool regarding how hard you can hit)&lt;br /&gt;
&lt;br /&gt;
* Any regular sickle can be used if sunsickle is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* High vitality is important to survive between harvest casts&lt;br /&gt;
&lt;br /&gt;
* Unlike scb bear, crit can and should be squeezed into the build (res is less important on this build so sacrifice res first to put on crit)&lt;br /&gt;
&lt;br /&gt;
* All attr is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attr is bascially 1.5 mainstat for the purposes of scaling damage instead of 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0, slightly edited by cow to include Soul&#039;s rings and Lusture&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Butcher PVP Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Butcher Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use Steelclaw, charge, and damage from lustre and slash to kill players in a single stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&lt;br /&gt;
* [[Pendant]] (for str)&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Shield of Lustre]]&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Vitality&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both to use Steelclaw&#039;s guaranteed crit (self damage is almost irrelevant in pvp), and a long stun duration charge coupled with slashes and spikes from lustre to kill even the tankiest enemy player in a single stun.&lt;br /&gt;
&lt;br /&gt;
* Pvp is determined almost entirely by whoever charges first&lt;br /&gt;
&lt;br /&gt;
* Lustre spike damage bypasses spawn invulnerability, so it is possible to kill players that have respawned and are still unable to attack you back&lt;br /&gt;
&lt;br /&gt;
* Some vit/armor can help you survive against a weaker butcher&#039;s combo, but ultimately building tanky is completely useless (you can have capped armor, 1500 hp, and capped res and still die in one combo from a powerful butcher)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lynx ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Flurry lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* Spear/bow&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
* You can use a bow if you prefer the range over the raw damage of spear, this can also allow you to take [[Roll]] over charge for kiting purposes&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Smokebomb Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Smokebomb Lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|SmokeBomb spam damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage/Area Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Smokebomb]]&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical/poison increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to use the high tickrate of sb damage coupled with crits and cowl heals to stay alive and deal damage&lt;br /&gt;
&lt;br /&gt;
* Cowl of Obscurity is a MUST, this build does not function without it&lt;br /&gt;
&lt;br /&gt;
* About 43 mana regen is the break point for infinitely sustainable casting of sb as soon as the cooldown is finished. &lt;br /&gt;
&lt;br /&gt;
* Although it may seem unintuitive, the more enemies around you the safer you actually are, as more enemies -&amp;gt; more crits -&amp;gt; more cob heals, and it is highly unlikely they will burst you fast enough to kill you&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Ambush Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Ambush lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use ambush to deal massive damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump ambush&lt;br /&gt;
&lt;br /&gt;
* Depending on the stats and the ambush runes, you mau need to crit on 2 or 3 out of 4 ambushes to kill m&#039;ogresh, so this build is almost as reliant on rng as flurry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Owl ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Support Steelclaw&#039;s bite owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Fast cast/Full crit heal owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Healer/Support&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Sash of Souls]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ancient Tome]] (for crit multi)&lt;br /&gt;
||&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Cast speed&lt;br /&gt;
* Intellect&lt;br /&gt;
* Spell crit multi&lt;br /&gt;
* Max mana&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Holy/elemental increase&lt;br /&gt;
* Spell increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to keep you and the whole party alive by constantly ensuring that there is at least 1 consecrate active&lt;br /&gt;
&lt;br /&gt;
* The steelclaw&#039;s bite allows for 100% crit chance but causes damage recoil. Healing with the bite, however, does not make you take damage but still makes your heals crit. &lt;br /&gt;
&lt;br /&gt;
* Because the max duration of cons is less than the cooldown, you need 2 cons runes to always have 1 active. Perfectly casting 2 max dur (12) cons runes so that cons is always active requires 92 mana regen to be infinitely sustainable, so beg your party to run extra tranqs&lt;br /&gt;
&lt;br /&gt;
* For stats, focus on multi, int, and spell/holy/elemental increase. Ignore crit chance.&lt;br /&gt;
&lt;br /&gt;
* It is recommended to use two [[Tranquility]] runes for your party members because of the large mana cost of [[Consecrate]]. (The [[Sash of Souls]] will help maintain a high mana pool even when using multiple tranqs)&lt;br /&gt;
&lt;br /&gt;
* You still get loot/exp if you heal a party member that damages a monster.&lt;br /&gt;
&lt;br /&gt;
* As long as you don&#039;t die in one hit or get stunned it&#039;s basically impossible to die with this build, provided you have enough mana regen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Generalist owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sniper owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|All purpose owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Ranged Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Quartz Fragment]] (for arcane incr)&lt;br /&gt;
||&lt;br /&gt;
* [[Magic Missile]]&lt;br /&gt;
* [[Smite]]&lt;br /&gt;
* [[Fireblast]]&lt;br /&gt;
* [[Ice Spear]]&lt;br /&gt;
* [[Healing Touch]]&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
*Intellect&lt;br /&gt;
*Spell/arcane/holy/elemental increase&lt;br /&gt;
*Spell crit chance/multi&lt;br /&gt;
*Cast speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Owl passive tree is incredibly flexible, you can change it depending on what you prefer or what matches the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to be adaptable to many situations, whether you need to deal single target damage, apply debuffs, heal, or do anything else. Owl is the jack of all trades spirit!&lt;br /&gt;
&lt;br /&gt;
* This build is incredibly adaptable, with it being recommended that you dedicate some inventory space to extra runes or even extra gear pieces (rune swaps help you adapt to any situation, and you can carry some specialized equip swaps such as a full cast speed [[Finger]] or [[Trinket]] item)&lt;br /&gt;
&lt;br /&gt;
* This build can vary amounts of cast speed, spell crit, intellect and mana stats based on personal choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Passive Tree Advice ==&lt;br /&gt;
&lt;br /&gt;
When considering where to go in the passive tree, generally the big nodes are useful to get. However, you must weigh whether they actually improve your build or even if it is worth pathing to at all. Consider these two lynx trees for example:&lt;br /&gt;
&lt;br /&gt;
[[File:L bad.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The first tree is an example of what a more novice player may take, because they believe the extra dex and phys incr from the small nodes on the lynx side is more benificial than spending them pathing to the multi node on the bear side. However, they fail to consider that the 1 dex nodes are not very valuable (each representing 0.1 max rolls), and while the phys incr represents 5 max rolls, phys incr going from 60 to 75 is much less useful than an additional 100 multi, which is not slouching either at 3.3 max rolls (consider that when calculating damage, the phys incr would represent a change in the phys incr factor from 1.6x to 1.75x, while the multi would represent the addition of 1 to the multi factor. Assuming everything else is equal, we can consider two equations, &amp;lt;code&amp;gt;damage = 1.6 x (multi + 1)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;damage = 1.75 x multi)&amp;lt;/code&amp;gt;. When solving for what multi would cause the damage to be equal, we come to the conclusion that the multi node is better until 1867 multi (INCREDIBLY unrealistic), so it is always better to take the multi node over the phys node)&lt;br /&gt;
&lt;br /&gt;
Look at the this owl passive tree for another example:&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
There are two possible paths in this tree for the right side, taking the upper path as shown or taking the lower path. They both result in the same ultimate goal (60 multi), but the paths there are vastly different in value. The path shown consists entirely of small nodes, which provide cast speed (which can help dpt) and int (which always helps dpt), while the alternate path includes a big node, but only provides mana regen and max mana, which does not serve to help dpt and only provides a cushion of max mana to allow lower dpt owls to cast more rotations of their runes before running out of mana.&lt;br /&gt;
&lt;br /&gt;
== What is QQ and why should you consider it? ==&lt;br /&gt;
&lt;br /&gt;
QQ stands for Quantity and Quality. It is a method of farming that prioritizes the amount and quality of items dropped rather than the speed at which enemies can be killed. Consult this helpful [https://islebuilds.com/tools/qq page] for an in-depth look at the mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Types of QQ Builds ===&lt;br /&gt;
&lt;br /&gt;
==== Full QQ Farm ====&lt;br /&gt;
The idea of this build is to cap both quality and quantity, at 286% and 200% respectively. This often leaves the build with little to no offensive power, so these are most frequently used for farming low level enemies such as [[Bunny|Bunnies]] or [[Seagull|Seagulls]]. Farming these enemies will NOT provide any idols, so this is purely a farm for augmenting materials, as well as for legendary items to craft with.&lt;br /&gt;
&lt;br /&gt;
==== Late game quant setup ====&lt;br /&gt;
Extremely late game builds, which can solo all content the game has to offer easily, can begin to replace some of their dpt with item quantity. This can be used to farm [[M&#039;ogresh]] and [[Temple]] more effectively, as with max quantity mog will start dropping 5 items instead of the usual 3, and mog already has max quality built in so the player does not need to build any. Temple already has some quality built in, and item quality is much harder to build for, so players often settle for just quantity. Both mog and temple drop lvl 20 gear and runes, meaning quanting them gives the best chance for gear upgrades or powerful legendary runes.&lt;br /&gt;
&lt;br /&gt;
== Item Crafting and Late Game Equipment ==&lt;br /&gt;
&lt;br /&gt;
In your journey, you probably picked up many [[Idol|idols]] and [[Salvaging|salvaged]] many items into materials. A brief explanation of crafting can be found [[Crafting|here]], but we will be considering what items are worth expending valuable resources on. The following sections are entirely the opinion of one player, Arkie, and should be considered more anecdotal advice rather than firm rules.&lt;br /&gt;
&lt;br /&gt;
=== Augmenting &amp;amp; Smolding ===&lt;br /&gt;
Due to the exponentially increasing nature of augmentation prices, when crafting your own augments it is more efficient to test the waters with one to two augments. If neither of these augments is a stat in line with what you are looking for, the item is bricked and you can move on, unless it is a vital unique item such as [[Crescent Dagger]], [[Putrid Shank]], or [[Gourdhowl]], in which case smolds can be used to try to salvage the craft. As tempting as it is, the process of smolding and augging an item to get good augments is far more expensive than the process of unsing an item with good augs to get a good roll). All weapons with less than epic damage should be considered bricks before even augging unless they are again a vital unique item.&lt;br /&gt;
&lt;br /&gt;
If 1 out of the 2 augments are what you are looking for, you can chance the 3rd augment depending on the roll of the good augment. If it represents is well rolled (I would consider about 0.6 max rolls or higher well rolled), the item can be saved if the third augment is also good and well rolled (you can judge the value of the rolls most easily with [https://islebuilds.com/waddon waddon], but remember that different stats are more or less useful than others) If the initial augment is low rolled (I would consider 0.4 max rolls or less a low roll), it is likely not worth trying for the 3rd augment, but it can be saved by a high roll (I would consider 0.8 max rolls or more a high roll). This is highly unlikely and it is simpler to just consider the item bricked.&lt;br /&gt;
&lt;br /&gt;
If 2 out of 2 augments are what you are looking for, always go for the 3rd augment. Even if they are low rolls, 2 low rolls can be saved by as little as a 3rd low roll. If they are both well rolled, the 3rd augment does not matter if it goes poorly, but can astronomically improve the value of the item if it goes well. The standard piece of late game gear will feature 2 good, well rolled augs out of 3 (referred to as 2/3 augs), while 3 good, well-rolled augments out of 3 (referred to as 3/3 augs) are coveted by all. &lt;br /&gt;
&lt;br /&gt;
Remember to consider the stat requirments of the item while augging, since it is possible to hit on a well-auged item for a different spirit/build, and the item can be sold if it is usable by the other spirit/build. &lt;br /&gt;
&lt;br /&gt;
=== Ascing, and when should you do it? ===&lt;br /&gt;
Ascending Idol usage has changed in v0.17.0.16.  You are no longer able to ascend an item&#039;s level, and you now ascend an item&#039;s &#039;&#039;rarity&#039;&#039;, up to a maximum of epic rarity.  You can now augment common and magic items (for less cost) and ascend the best augged ones to epic rarity with ascending idols.  This is very useful in saving crafting materials, especially essence used for augmenting trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Glass Idols===&lt;br /&gt;
Dragon-Glass idols have undergone a major change with the crafting rework or v0.17.0.16. They now reroll a single stat on an item, and have a chance to give a higher number of rolls &#039;&#039;for that stat&#039;&#039;.  This means that, when used properly, they can exceed the regular roll ranges for stats.  &lt;br /&gt;
&lt;br /&gt;
For example, if I have a high perfection stat of vitality (say 80% perfection for the level) and I use a dglass that randomly targets that stat, it has the chance to add two stat roll values together for the subsequent stat in the same slot.  This means the next roll for that stat spot could exceed 100% perfection. &lt;br /&gt;
&lt;br /&gt;
Optimized methods of using dglass are still being developed by players.  One method is to dglass a legendary item many, many times until all  stats exceed normal perfection levels.  Another is to use Unstable Idols until you get stacked rolls on an item and then use dglass on them.&lt;br /&gt;
&lt;br /&gt;
=== Bone Idols ===&lt;br /&gt;
Bone idols received a significant buff in v017.0.16, when the Blessed Reforge Weapon crafting function was added.  This enables you to use 20 bone idols at a time and receive between 20-40 rerolls of the weapons damage.  Crucially, no damage rolls below your weapon&#039;s current damage will be applied to your weapon.  This means that your weapon&#039;s damage &#039;&#039;will not&#039;&#039; decrease using the Blessed Reroll (which is a real possibility using the regular Reforge Weapon function). For this reason, &#039;Blessed Reforge Weapon&#039; is the option of choice for all weapon damage crafting.&lt;br /&gt;
&lt;br /&gt;
=== Unstable idols and where all your money went ===&lt;br /&gt;
After successfully augmenting your items, or acquiring a well-augged item from someone else, the next step is to uns it into usability. The general piece of late game gear will be a legendary base, so it will have 5 stat slots you can mix around with uns. A good piece of gear will have 3 out of the 5 as useful stats, however I would consider the requirements for how well these stats are rolled are less stringent. I would call rolls on the item base well rolled if they fall around or above 0.5 max rolls and high rolled if they fall above 0.7 max rolls. Typically, you see one set of 3 useful well rolled stats about every 100 uns on a leg item (you will have to spend more for items with less stat rolls, such as epic or rare, to get the same result). A set of 4 happens probably every 500 uns or so, and a set of 5 is essentially a miracle. The high average uns spent for a good set of rolls is what causes the crafting of completed items for sale to be unprofitable. And remember: 99% of gamblers quit before hitting it big.&lt;br /&gt;
&lt;br /&gt;
== Runes and Combat ==&lt;br /&gt;
&lt;br /&gt;
Due to the tick based nature of isleward, there is not a lot of depth to combat. However, there are still some things to consider, primarily regarding avoiding damage from bosses, weaving in basic attacks, and diminishing debuff returns. &lt;br /&gt;
&lt;br /&gt;
Weaving in basic attacks is incredibly simple, just remember to press spacebar. On slow attacking classes like owl with a staff or bear with an axe, you can fill the downtime in between hits with rune casts.&lt;br /&gt;
&lt;br /&gt;
Avoiding damage from bosses is relatively simple. Against [[Radulos]], simply walk out of his gas if you are caught in it. Against [[M&#039;ogresh]], you are given a fairly long time (probably around 8 ticks) between when mog starts putting down spikes and when they actually start hitting, so they are very easy to avoid. Additionally, mog only casts these when in melee range, so ranged characters have even longer before they need to worry about them. Against [[Lord Squash]], be mindful of how many chunks you have picked up. Against [[Vizier Zunni]] and [[Moonpriest Sahira]], use the spikes to block the missile if you have low armor, but be mindful of when they shatter. Against all bosses, you can stop midair projectiles from dealing any damage by stunning them.&lt;br /&gt;
&lt;br /&gt;
Debuffs have a diminishing return, where for each type of debuff (stun, slow, pushback) the first application is full effect, the second is half effect, and the third and beyond do not apply the debuff at all. Additionally, debuffs can be overridden by application of the same debuff, and will go off the duration of the last application. This means that it is pertinent to coordinate when debuffs are applied to prevent hazardous mishaps. For example, if 3 bears were doing mog and all charged at the same time, mog would not be stunned at all and immediately start attacking. When not in the presence of a late game character that can easily carry the bossfight, groups of players both bring multiple debuff types and choose the best times to use them in order to have the most chance of success.&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11091</id>
		<title>Advanced Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11091"/>
		<updated>2025-10-22T02:29:54Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Advanced Guide =&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{No Version}}&lt;br /&gt;
{{OB}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
This is a general guide that covers advanced tips, endgame goals and builds.&lt;br /&gt;
&lt;br /&gt;
== Advanced Levelling Guide == &lt;br /&gt;
&lt;br /&gt;
=== How to Level Up? ===&lt;br /&gt;
&lt;br /&gt;
You gain experience in several ways; killing mobs, gathering herbs and fish, and completing quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There a few game mechanics that are useful to know:&lt;br /&gt;
&lt;br /&gt;
* killing mobs gives you the most experience when the mob is at the same level as your character&lt;br /&gt;
&lt;br /&gt;
* quests give xp relative to the average mob level of the zone they are in&lt;br /&gt;
&lt;br /&gt;
* when you die, you lose 5% of the total experience required to get to the next level&lt;br /&gt;
&lt;br /&gt;
* when you die, you do not lose any levels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Until you are level 6 or 7, killing mobs is by far the fastest way to level up.  Try to find mobs at your level or within one or two levels or your own.  Quests in Fjolgard are largely irrelevant; the xp is low and they can be slow to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you reach level 6 the Fjolgard quests open up.  If it is your first play through, I recommend waiting until at least level 7 before attempting Fjolgard quests.  &lt;br /&gt;
&lt;br /&gt;
A good time to try advancing zones is after immediately after levelling up, since you will lose minimal xp upon death (you will only lose the xp you gained since levelling up last).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a basic guide.  You can adjust by a few levels around each threshold depending on your preferences.&lt;br /&gt;
&lt;br /&gt;
* Level 1-3: Tutorial&lt;br /&gt;
&lt;br /&gt;
* Level 3-7: Fjolarok mobs &lt;br /&gt;
&lt;br /&gt;
* Level 7-10: Fjolgard quests&lt;br /&gt;
&lt;br /&gt;
* Level 11-13: Sewer dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 14-20: Crystal Caverns dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 20-23: Blisterwind Isle quests&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An alternate area to farm xp for Level 18-20 is the Estuary.  There are no quests here, but the reputation bonus from killing Estuary mobs will eventually allow you to purchase an important healing item (the Cowl of Obscurity). &lt;br /&gt;
&lt;br /&gt;
*Tip: Killing high level mobs does not gain you extra xp. Completing high-level quests does give you extra xp.  If you are power-levelling with a friend, try quests in advanced zones (so long as you can survive!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When levelling additional characters to 23, the experience can be made much easier through proper itemization and decision making. &lt;br /&gt;
&lt;br /&gt;
=== Itemization ===&lt;br /&gt;
In order to maximize the rate of xp gain, it is important to be able to complete quests as quickly and often as possible. The most common quest types are ones asking to loot specific categories of items (purveyor quests), so to facilitate this it is important to have as much &#039;item quantity&#039; as possible. This can be done either by setting up quantity items on a levelling build or by having another player using a &#039;quant&#039; build take the last hit on every enemy. &lt;br /&gt;
&lt;br /&gt;
Occasionally, there will be quests asking for magic [[Loot|quality]] equipment of a specific categories or asking for any rare quality equipment. In order to facilitate this, some &#039;item quality&#039; helps immensely. You can do this again by putting it onto the levelling build itself, having an external player with it, or by killing or assisting in the killing of bosses such as [[Stinktooth]] or [[Radulos]], which are guaranteed to drop several higher rarity items. &lt;br /&gt;
&lt;br /&gt;
=== Decision Making ===&lt;br /&gt;
Before you start picking up your loot drops, you should ask yourself if it helps you complete your current quest. For example, if you are in sewers and have a quest to kill 9 rats, it is best for you to avoid picking up any loot they drop in the hopes that a purveyor quest is coming soon. Saving the drops can allow you to build up many lootable items on the floor allowing for rapid completion of purveyor quests when they appear. Additionally, hold off on picking up magic quality (green) or higher items, as those can be used for the purveyor quests associated with higher quality items. HOWEVER, eventually items do despawn after 10 minutes, so be mindful of how long you have left your loot on the floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Game Goals ==&lt;br /&gt;
Here&#039;s a list of things to work on (mainly lategame):&lt;br /&gt;
* Reaching level 23 (on all 3 spirits)&lt;br /&gt;
* Farming [[Stinktooth]]/[[M&#039;ogresh]]/[[Radulos]]/[[Nyxaliss]] and [[Trials of the Abyss]] for gear.&lt;br /&gt;
* Find/augment full legendary gear (has more rolls)&lt;br /&gt;
* High damage roll weapon&lt;br /&gt;
* High rolled runes&lt;br /&gt;
* Unlock [[Rune of Whirlwind|Whirlwind]] (from Stinktooth)/[[Rune of Ambush|Ambush]] (from Bera) recipes&lt;br /&gt;
* Farming for [[Putrid Shank]] (from Stinktooth)&lt;br /&gt;
* Farming for [[Steelclaw&#039;s Bite]] (from Stinktooth)&lt;br /&gt;
* Farming for various [[Nyxaliss]] drops&lt;br /&gt;
* Farming for [[Corrupted Blossom]] (from Temple)&lt;br /&gt;
* Farming for [[Cowl of Obscurity]] (from Gaekatla rep)&lt;br /&gt;
* Farming for Gaekatlan Druid skin (from Gaekatla rep)&lt;br /&gt;
* Farming for [[Bonecaller&#039;s Crown]] and [[Morbid Marrow]]&lt;br /&gt;
* Seasonal events&lt;br /&gt;
* Contribute to the crippling wealth gap by getting an unholy amount of idols&lt;br /&gt;
* Become the strongest :D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spirit Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Owl ===&lt;br /&gt;
&lt;br /&gt;
[[Summon Skeleton]] are many times used by slightly weaker owls to help keep enemies away by distracting them. Although it is recommended to use no more than 2, so that you have alternative attacks in case you are caught off guard while summoning a skeleton.&lt;br /&gt;
&lt;br /&gt;
[[Ice Spear]] can be used to deliver a quick hit thanks to its low cast time. However, it does have a long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Magic Missile]] simply deals massive damage in exchange for a medium cast time and slightly long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Smite]] can be paired with [[Magic Missile]] for some extra damage, as the smite stun is usually long enough to get an MM in.&lt;br /&gt;
&lt;br /&gt;
[[Fireblast]] can be used to keep mobs at distance for a few more ticks, allowing critical time to cast a final MM or cons to heal. It also works well when paired with [[Ice Spear]] or [[Smite]].&lt;br /&gt;
Owls can farm groups of enemies by coupling [[Fireblast]] with a source of healing such as [[Consecrate]], [[Cowl of Obscurity]], or [[Healing Touch]].&lt;br /&gt;
&lt;br /&gt;
When engaging in combat alone (or in a duo if using [[Vile Essence]]), a [[Healing Touch]] may be used instead of a [[Consecrate]] as it provides better hpt on single targets, although it relies the caster to be reactive towards damage taken rather than proactive, which can be more dangerous.&lt;br /&gt;
&lt;br /&gt;
Owls generally use [[List of Tomes|Tomes]] as the preferred offhand slot item because of the spell crit chance and multi implicits being more useful than the block chance implicit stat of the Shields. Some owls prefer to use shields for more armor, because owls are generally have less health and armor than other spirits. The [[Strength]] requirement on shields can sometimes be a problem though.&lt;br /&gt;
&lt;br /&gt;
=== Bear ===&lt;br /&gt;
&lt;br /&gt;
Bear can farm groups of enemies via AoE damage sources such as [[Rune of Whirlwind]], [[Shield of Lustre]], or [[Gourdhowl]] together with a source of healing such as [[Stat#Defense|LoH]], [[Cowl of Obscurity]] or [[Harvest Life]].&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage axe to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
If not using an axe, bears generally use [[OffHand|Shields]] as the preferred offhand slot item because of its block chance implicit stat being more useful than &lt;br /&gt;
the Spell Crit Chance and multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Using a [[Charge]] to stun and a [[Slash]] to inflict large amounts of damage works very well on bosses such as [[M&#039;ogresh]].&lt;br /&gt;
&lt;br /&gt;
=== Lynx ===&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage spear to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
Lynxes generally use [[Gilded Shield]] as the preferred offhand slot item because the armor implicit stat being more useful than the Spell Crit Chance and Multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Due to how often lynx can apply damage with [[Smokebomb]], building for crit with a [[Cowl of Obscurity]] vastly increases a lynx&#039;s durability.&lt;br /&gt;
&lt;br /&gt;
== List of Builds ==&lt;br /&gt;
&lt;br /&gt;
Most builds are designed around a certain spirit and a level 20 character.&lt;br /&gt;
Before level 20, different stats might be more important to kill mobs and level up as fast as possible so players can start working on getting the strongest endgame gear.&lt;br /&gt;
It&#039;s probably best to focus on reaching level 20 before specializing your build.&lt;br /&gt;
&lt;br /&gt;
== Bear ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Standard Damage Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Slash&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Whirlwind]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon, slash, harvest, and charge damage&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable, or you can run a one-handed weapon such as a [[Sword]] or [[The Sunsickle|Sunsickle]] with [[Shield of Lustre]]&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity and harvest lifes are important survivability tools&lt;br /&gt;
&lt;br /&gt;
* Whirlwind can be used as a way to clear out groups of enemies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0, edited slightly by cow&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|High damage flurry bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited slightly by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Steelclaw&#039;s Bite Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use the Steelclaw always crit + Harvest life to deal damage/regen hp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&lt;br /&gt;
* [[Dead Man&#039;s Band]] (generally a good source of all attri and str) or [[Banshee&#039;s Will]] (gives all attri as well as int and str. While the stat totals are the same, the extra HP regen may be worth it]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[List of shields|Shield]] (preferably [[Wooden Shield]] for the block chance)&lt;br /&gt;
* +/-[[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Poison/all res&lt;br /&gt;
* Strength/Intellect&lt;br /&gt;
* Vitality&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Mana regen&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on preference or on which stats you are missing (first tree is survivability focused while second tree is damage focused)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both deal damage and regen hp using scb [[Steelclaw&#039;s Bite]], while being tanky enough to survive your own self damage and the enemies&#039; damage.&lt;br /&gt;
&lt;br /&gt;
* Ideally 2 harvest life runes will be used, this is the perfect amount to harvest, take 2 steps, and harvest again (this is important for doing m&#039;ogresh)&lt;br /&gt;
&lt;br /&gt;
* All attribute is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attribute is basically 1.5 mainstat for the purposes of scaling damage instead of 1.&lt;br /&gt;
&lt;br /&gt;
* Focus on improving vit/res stats first, as they are vital to not killing yourself with scb.&lt;br /&gt;
&lt;br /&gt;
* Depending on if you are above/below 134% attack speed, 52/48 mana regen is the breakpoint to infinitely sustain 2 harvest lifes on cooldown, realistically you will need less as you should not be casting off cooldown too often&lt;br /&gt;
&lt;br /&gt;
* Spare rune slots is ideally dedicated to either [[Tranquility]] or [[Innervation]]&lt;br /&gt;
&lt;br /&gt;
* Its far more important to have less damage and more survivablity, its ruined if you risk becoming so low that you kill yourself on attack.&lt;br /&gt;
&lt;br /&gt;
* Cowl of obscurity is not required if you can heal consistently from your harvests.&lt;br /&gt;
&lt;br /&gt;
* It&#039;s important to play with stats to find a perfect mix between tankyness and damage.&lt;br /&gt;
&lt;br /&gt;
* Once perfected it becomes nearly impossible to die, allowing bears to solo temple and [[M&#039;ogresh]] as well as event bosses. The downside is it&#039;s slower due to dealing less damage than a traditional build might. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie and Icono for v0.11.0, slightly edited by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Tank Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tank bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Max armor/resist high vit/hp regen tank&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]] (for hp regen)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes), [[Dead Man&#039;s Band]] (for all attr and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Scaled Binding]] (for vitality)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sword]] + [[Wooden Shield]] (for block)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Slash]]/[[Flurry]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Tranquility]]/[[Innervation]]&lt;br /&gt;
* [[Taunt]]&lt;br /&gt;
* There&#039;s one too many runes here but I&#039;m not sure which one to remove to include taunt.&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Pathing to multi on the tree is not particularly useful in this case, it is up to personal preference where those points should be allocated, although the attack speed can help reduce harvest life cast time from 3 ticks to 2 ticks if an additional 18% attack speed is present from gear stats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
This build is purely theoretically useful and will not be practical until the addition of a rune that can establish threat not based on damage dealt (bear attacks and runes have threat multi present on them, but that is based on damage dealt so tank bear cannot realistically take aggro). UPDATE: such a rune now exists, [[Rune of Taunt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited by cow to include Soul&#039;s rings and taunt&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Sickle Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sickle Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Necro-ish build focused on harv and sickle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[The Sunsickle|Sunsickle]] + [[Wooden Shield]] (for block) or [[Shield of Lustre]] (for extra damage)&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen &lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Block chance&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength and Intellect&lt;br /&gt;
* LoH&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Passive tree is completely up to personal preference here, just go with whatever feels best&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is similar to scb bear, but instead of relying on scb to artificially inflate damage at the cost of extra levels of danger, a sickle and loh are used to increase survivability at the cost of damage (it is possible to actually outdamage scb bear because you are not limited by your own hp pool regarding how hard you can hit)&lt;br /&gt;
&lt;br /&gt;
* Any regular sickle can be used if sunsickle is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* High vitality is important to survive between harvest casts&lt;br /&gt;
&lt;br /&gt;
* Unlike scb bear, crit can and should be squeezed into the build (res is less important on this build so sacrifice res first to put on crit)&lt;br /&gt;
&lt;br /&gt;
* All attr is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attr is bascially 1.5 mainstat for the purposes of scaling damage instead of 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0, slightly edited by cow to include Soul&#039;s rings and Lusture&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Butcher PVP Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Butcher Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use Steelclaw, charge, and damage from lustre and slash to kill players in a single stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&lt;br /&gt;
* [[Pendant]] (for str)&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Shield of Lustre]]&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Vitality&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both to use Steelclaw&#039;s guaranteed crit (self damage is almost irrelevant in pvp), and a long stun duration charge coupled with slashes and spikes from lustre to kill even the tankiest enemy player in a single stun.&lt;br /&gt;
&lt;br /&gt;
* Pvp is determined almost entirely by whoever charges first&lt;br /&gt;
&lt;br /&gt;
* Lustre spike damage bypasses spawn invulnerability, so it is possible to kill players that have respawned and are still unable to attack you back&lt;br /&gt;
&lt;br /&gt;
* Some vit/armor can help you survive against a weaker butcher&#039;s combo, but ultimately building tanky is completely useless (you can have capped armor, 1500 hp, and capped res and still die in one combo from a powerful butcher)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lynx ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Flurry lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* Spear/bow&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
* You can use a bow if you prefer the range over the raw damage of spear, this can also allow you to take [[Roll]] over charge for kiting purposes&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Smokebomb Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Smokebomb Lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|SmokeBomb spam damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage/Area Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Smokebomb]]&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical/poison increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to use the high tickrate of sb damage coupled with crits and cowl heals to stay alive and deal damage&lt;br /&gt;
&lt;br /&gt;
* Cowl of Obscurity is a MUST, this build does not function without it&lt;br /&gt;
&lt;br /&gt;
* About 43 mana regen is the break point for infinitely sustainable casting of sb as soon as the cooldown is finished. &lt;br /&gt;
&lt;br /&gt;
* Although it may seem unintuitive, the more enemies around you the safer you actually are, as more enemies -&amp;gt; more crits -&amp;gt; more cob heals, and it is highly unlikely they will burst you fast enough to kill you&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Ambush Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Ambush lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use ambush to deal massive damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump ambush&lt;br /&gt;
&lt;br /&gt;
* Depending on the stats and the ambush runes, you mau need to crit on 2 or 3 out of 4 ambushes to kill m&#039;ogresh, so this build is almost as reliant on rng as flurry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Owl ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Support Steelclaw&#039;s bite owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Fast cast/Full crit heal owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Healer/Support&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Sash of Souls]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ancient Tome]] (for crit multi)&lt;br /&gt;
||&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Cast speed&lt;br /&gt;
* Intellect&lt;br /&gt;
* Spell crit multi&lt;br /&gt;
* Max mana&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Holy/elemental increase&lt;br /&gt;
* Spell increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to keep you and the whole party alive by constantly ensuring that there is at least 1 consecrate active&lt;br /&gt;
&lt;br /&gt;
* The steelclaw&#039;s bite allows for 100% crit chance but causes damage recoil. Healing with the bite, however, does not make you take damage but still makes your heals crit. &lt;br /&gt;
&lt;br /&gt;
* Because the max duration of cons is less than the cooldown, you need 2 cons runes to always have 1 active. Perfectly casting 2 max dur (12) cons runes so that cons is always active requires 92 mana regen to be infinitely sustainable, so beg your party to run extra tranqs&lt;br /&gt;
&lt;br /&gt;
* For stats, focus on multi, int, and spell/holy/elemental increase. Ignore crit chance.&lt;br /&gt;
&lt;br /&gt;
* It is recommended to use two [[Tranquility]] runes for your party members because of the large mana cost of [[Consecrate]]. (The [[Sash of Souls]] will help maintain a high mana pool even when using multiple tranqs)&lt;br /&gt;
&lt;br /&gt;
* You still get loot/exp if you heal a party member that damages a monster.&lt;br /&gt;
&lt;br /&gt;
* As long as you don&#039;t die in one hit or get stunned it&#039;s basically impossible to die with this build, provided you have enough mana regen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Generalist owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sniper owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|All purpose owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Ranged Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Quartz Fragment]] (for arcane incr)&lt;br /&gt;
||&lt;br /&gt;
* [[Magic Missile]]&lt;br /&gt;
* [[Smite]]&lt;br /&gt;
* [[Fireblast]]&lt;br /&gt;
* [[Ice Spear]]&lt;br /&gt;
* [[Healing Touch]]&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
*Intellect&lt;br /&gt;
*Spell/arcane/holy/elemental increase&lt;br /&gt;
*Spell crit chance/multi&lt;br /&gt;
*Cast speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Owl passive tree is incredibly flexible, you can change it depending on what you prefer or what matches the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to be adaptable to many situations, whether you need to deal single target damage, apply debuffs, heal, or do anything else. Owl is the jack of all trades spirit!&lt;br /&gt;
&lt;br /&gt;
* This build is incredibly adaptable, with it being recommended that you dedicate some inventory space to extra runes or even extra gear pieces (rune swaps help you adapt to any situation, and you can carry some specialized equip swaps such as a full cast speed [[Finger]] or [[Trinket]] item)&lt;br /&gt;
&lt;br /&gt;
* This build can vary amounts of cast speed, spell crit, intellect and mana stats based on personal choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Passive Tree Advice ==&lt;br /&gt;
&lt;br /&gt;
When considering where to go in the passive tree, generally the big nodes are useful to get. However, you must weigh whether they actually improve your build or even if it is worth pathing to at all. Consider these two lynx trees for example:&lt;br /&gt;
&lt;br /&gt;
[[File:L bad.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The first tree is an example of what a more novice player may take, because they believe the extra dex and phys incr from the small nodes on the lynx side is more benificial than spending them pathing to the multi node on the bear side. However, they fail to consider that the 1 dex nodes are not very valuable (each representing 0.1 max rolls), and while the phys incr represents 5 max rolls, phys incr going from 60 to 75 is much less useful than an additional 100 multi, which is not slouching either at 3.3 max rolls (consider that when calculating damage, the phys incr would represent a change in the phys incr factor from 1.6x to 1.75x, while the multi would represent the addition of 1 to the multi factor. Assuming everything else is equal, we can consider two equations, &amp;lt;code&amp;gt;damage = 1.6 x (multi + 1)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;damage = 1.75 x multi)&amp;lt;/code&amp;gt;. When solving for what multi would cause the damage to be equal, we come to the conclusion that the multi node is better until 1867 multi (INCREDIBLY unrealistic), so it is always better to take the multi node over the phys node)&lt;br /&gt;
&lt;br /&gt;
Look at the this owl passive tree for another example:&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
There are two possible paths in this tree for the right side, taking the upper path as shown or taking the lower path. They both result in the same ultimate goal (60 multi), but the paths there are vastly different in value. The path shown consists entirely of small nodes, which provide cast speed (which can help dpt) and int (which always helps dpt), while the alternate path includes a big node, but only provides mana regen and max mana, which does not serve to help dpt and only provides a cushion of max mana to allow lower dpt owls to cast more rotations of their runes before running out of mana.&lt;br /&gt;
&lt;br /&gt;
== What is QQ and why should you consider it? ==&lt;br /&gt;
&lt;br /&gt;
QQ stands for Quantity and Quality. It is a method of farming that prioritizes the amount and quality of items dropped rather than the speed at which enemies can be killed. Consult this helpful [https://islebuilds.com/tools/qq page] for an in-depth look at the mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Types of QQ Builds ===&lt;br /&gt;
&lt;br /&gt;
==== Full QQ Farm ====&lt;br /&gt;
The idea of this build is to cap both quality and quantity, at 286% and 200% respectively. This often leaves the build with little to no offensive power, so these are most frequently used for farming low level enemies such as [[Bunny|Bunnies]] or [[Seagull|Seagulls]]. Farming these enemies will NOT provide any idols, so this is purely a farm for augmenting materials, as well as for legendary items to craft with.&lt;br /&gt;
&lt;br /&gt;
==== Late game quant setup ====&lt;br /&gt;
Extremely late game builds, which can solo all content the game has to offer easily, can begin to replace some of their dpt with item quantity. This can be used to farm [[M&#039;ogresh]] and [[Temple]] more effectively, as with max quantity mog will start dropping 5 items instead of the usual 3, and mog already has max quality built in so the player does not need to build any. Temple already has some quality built in, and item quality is much harder to build for, so players often settle for just quantity. Both mog and temple drop lvl 20 gear and runes, meaning quanting them gives the best chance for gear upgrades or powerful legendary runes.&lt;br /&gt;
&lt;br /&gt;
== Item Crafting and Late Game Equipment ==&lt;br /&gt;
&lt;br /&gt;
In your journey, you probably picked up many [[Idol|idols]] and [[Salvaging|salvaged]] many items into materials. A brief explanation of crafting can be found [[Crafting|here]], but we will be considering what items are worth expending valuable resources on. The following sections are entirely the opinion of one player, Arkie, and should be considered more anecdotal advice rather than firm rules.&lt;br /&gt;
&lt;br /&gt;
=== Augmenting &amp;amp; Smolding ===&lt;br /&gt;
Due to the exponentially increasing nature of augmentation prices, when crafting your own augments it is more efficient to test the waters with one to two augments. If neither of these augments is a stat in line with what you are looking for, the item is bricked and you can move on, unless it is a vital unique item such as [[Crescent Dagger]], [[Putrid Shank]], or [[Gourdhowl]], in which case smolds can be used to try to salvage the craft. As tempting as it is, the process of smolding and augging an item to get good augments is far more expensive than the process of unsing an item with good augs to get a good roll). All weapons with less than epic damage should be considered bricks before even augging unless they are again a vital unique item.&lt;br /&gt;
&lt;br /&gt;
If 1 out of the 2 augments are what you are looking for, you can chance the 3rd augment depending on the roll of the good augment. If it represents is well rolled (I would consider about 0.6 max rolls or higher well rolled), the item can be saved if the third augment is also good and well rolled (you can judge the value of the rolls most easily with [https://islebuilds.com/waddon waddon], but remember that different stats are more or less useful than others) If the initial augment is low rolled (I would consider 0.4 max rolls or less a low roll), it is likely not worth trying for the 3rd augment, but it can be saved by a high roll (I would consider 0.8 max rolls or more a high roll). This is highly unlikely and it is simpler to just consider the item bricked.&lt;br /&gt;
&lt;br /&gt;
If 2 out of 2 augments are what you are looking for, always go for the 3rd augment. Even if they are low rolls, 2 low rolls can be saved by as little as a 3rd low roll. If they are both well rolled, the 3rd augment does not matter if it goes poorly, but can astronomically improve the value of the item if it goes well. The standard piece of late game gear will feature 2 good, well rolled augs out of 3 (referred to as 2/3 augs), while 3 good, well-rolled augments out of 3 (referred to as 3/3 augs) are coveted by all. &lt;br /&gt;
&lt;br /&gt;
Remember to consider the stat requirments of the item while augging, since it is possible to hit on a well-auged item for a different spirit/build, and the item can be sold if it is usable by the other spirit/build. &lt;br /&gt;
&lt;br /&gt;
=== Ascing, and when should you do it? ===&lt;br /&gt;
Ascending Idol usage has changed in v0.17.0.16.  You are no longer able to ascend an item&#039;s level, and you now ascend an item&#039;s &#039;&#039;rarity&#039;&#039;, up to a maximum of epic rarity.  You can now augment common and magic items (for less cost) and ascend the best augged ones to epic rarity with ascending idols.  This is very useful in saving crafting materials, especially essence used for augmenting trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Glass Idols===&lt;br /&gt;
Dragon-Glass idols have undergone a major change with the crafting rework or v0.17.0.16. They now reroll a single stat on an item, and have a chance to give a higher number of rolls &#039;&#039;for that stat&#039;&#039;.  This means that, when used properly, they can exceed the regular roll ranges for stats.  &lt;br /&gt;
&lt;br /&gt;
For example, if I have a high perfection stat of vitality (say 80% perfection for the level) and I use a dglass that randomly targets that stat, it has the chance to add two stat roll values together for the subsequent stat in the same slot.  This means the next roll for that stat spot could exceed 100% perfection. &lt;br /&gt;
&lt;br /&gt;
Optimized methods of using dglass are still being developed by players.  One method is to dglass a legendary item many, many times until all  stats exceed normal perfection levels.  Another is to use Unstable Idols until you get stacked rolls on an item and then use dglass on them.&lt;br /&gt;
&lt;br /&gt;
=== Bone Idols ===&lt;br /&gt;
Bone idols received a significant buff in v017.0.16, when the Blessed Reforge Weapon crafting function was added.  This enables you to use 20 bone idols at a time and receive between 20-40 rerolls of the weapons damage.  Crucially, no damage rolls below your weapon&#039;s current damage will be applied to your weapon.  This means that your weapon&#039;s damage &#039;&#039;will not&#039;&#039; decrease using the Blessed Reroll (which is a real possibility using the regular Reforge Weapon function). For this reason, &#039;Blessed Reforge Weapon&#039; is the option of choice for all weapon damage crafting.&lt;br /&gt;
&lt;br /&gt;
=== Unstable idols and where all your money went ===&lt;br /&gt;
After successfully augmenting your items, or acquiring a well-augged item from someone else, the next step is to uns it into usability. The general piece of late game gear will be a legendary base, so it will have 5 stat slots you can mix around with uns. A good piece of gear will have 3 out of the 5 as useful stats, however I would consider the requirements for how well these stats are rolled are less stringent. I would call rolls on the item base well rolled if they fall around or above 0.5 max rolls and high rolled if they fall above 0.7 max rolls. Typically, you see one set of 3 useful well rolled stats about every 100 uns on a leg item (you will have to spend more for items with less stat rolls, such as epic or rare, to get the same result). A set of 4 happens probably every 500 uns or so, and a set of 5 is essentially a miracle. The high average uns spent for a good set of rolls is what causes the crafting of completed items for sale to be unprofitable. And remember: 99% of gamblers quit before hitting it big.&lt;br /&gt;
&lt;br /&gt;
== Runes and Combat ==&lt;br /&gt;
&lt;br /&gt;
Due to the tick based nature of isleward, there is not a lot of depth to combat. However, there are still some things to consider, primarily regarding avoiding damage from bosses, weaving in basic attacks, and diminishing debuff returns. &lt;br /&gt;
&lt;br /&gt;
Weaving in basic attacks is incredibly simple, just remember to press spacebar. On slow attacking classes like owl with a staff or bear with an axe, you can fill the downtime in between hits with rune casts.&lt;br /&gt;
&lt;br /&gt;
Avoiding damage from bosses is relatively simple. Against [[Radulos]], simply walk out of his gas if you are caught in it. Against [[M&#039;ogresh]], you are given a fairly long time (probably around 8 ticks) between when mog starts putting down spikes and when they actually start hitting, so they are very easy to avoid. Additionally, mog only casts these when in melee range, so ranged characters have even longer before they need to worry about them. Against [[Lord Squash]], be mindful of how many chunks you have picked up. Against [[Vizier Zunni]] and [[Moonpriest Sahira]], use the spikes to block the missile if you have low armor, but be mindful of when they shatter. Against all bosses, you can stop midair projectiles from dealing any damage by stunning them.&lt;br /&gt;
&lt;br /&gt;
Debuffs have a diminishing return, where for each type of debuff (stun, slow, pushback) the first application is full effect, the second is half effect, and the third and beyond do not apply the debuff at all. Additionally, debuffs can be overridden by application of the same debuff, and will go off the duration of the last application. This means that it is pertinent to coordinate when debuffs are applied to prevent hazardous mishaps. For example, if 3 bears were doing mog and all charged at the same time, mog would not be stunned at all and immediately start attacking. When not in the presence of a late game character that can easily carry the bossfight, groups of players both bring multiple debuff types and choose the best times to use them in order to have the most chance of success.&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11090</id>
		<title>Advanced Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11090"/>
		<updated>2025-10-22T02:26:26Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* Advanced Levelling Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Advanced Guide =&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{No Version}}&lt;br /&gt;
{{OB}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
This is a general guide that covers advanced tips, endgame goals and builds.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
Here&#039;s a list of things to work on (mainly lategame):&lt;br /&gt;
* Reaching level 23 (on all 3 spirits)&lt;br /&gt;
* Farming [[Stinktooth]]/[[M&#039;ogresh]]/[[Radulos]]/[[Nyxaliss]] and [[Trials of the Abyss]] for gear.&lt;br /&gt;
* Find/augment full legendary gear (has more rolls)&lt;br /&gt;
* High damage roll weapon&lt;br /&gt;
* High rolled runes&lt;br /&gt;
* Unlock [[Rune of Whirlwind|Whirlwind]] (from Stinktooth)/[[Rune of Ambush|Ambush]] (from Bera) recipes&lt;br /&gt;
* Farming for [[Putrid Shank]] (from Stinktooth)&lt;br /&gt;
* Farming for [[Steelclaw&#039;s Bite]] (from Stinktooth)&lt;br /&gt;
* Farming for various [[Nyxaliss]] drops&lt;br /&gt;
* Farming for [[Corrupted Blossom]] (from Temple)&lt;br /&gt;
* Farming for [[Cowl of Obscurity]] (from Gaekatla rep)&lt;br /&gt;
* Farming for Gaekatlan Druid skin (from Gaekatla rep)&lt;br /&gt;
* Farming for [[Bonecaller&#039;s Crown]] and [[Morbid Marrow]]&lt;br /&gt;
* Seasonal events&lt;br /&gt;
* Contribute to the crippling wealth gap by getting an unholy amount of idols&lt;br /&gt;
* Become the strongest :D&lt;br /&gt;
&lt;br /&gt;
== Spirit Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Owl ===&lt;br /&gt;
&lt;br /&gt;
[[Summon Skeleton]] are many times used by slightly weaker owls to help keep enemies away by distracting them. Although it is recommended to use no more than 2, so that you have alternative attacks in case you are caught off guard while summoning a skeleton.&lt;br /&gt;
&lt;br /&gt;
[[Ice Spear]] can be used to deliver a quick hit thanks to its low cast time. However, it does have a long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Magic Missile]] simply deals massive damage in exchange for a medium cast time and slightly long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Smite]] can be paired with [[Magic Missile]] for some extra damage, as the smite stun is usually long enough to get an MM in.&lt;br /&gt;
&lt;br /&gt;
[[Fireblast]] can be used to keep mobs at distance for a few more ticks, allowing critical time to cast a final MM or cons to heal. It also works well when paired with [[Ice Spear]] or [[Smite]].&lt;br /&gt;
Owls can farm groups of enemies by coupling [[Fireblast]] with a source of healing such as [[Consecrate]], [[Cowl of Obscurity]], or [[Healing Touch]].&lt;br /&gt;
&lt;br /&gt;
When engaging in combat alone (or in a duo if using [[Vile Essence]]), a [[Healing Touch]] may be used instead of a [[Consecrate]] as it provides better hpt on single targets, although it relies the caster to be reactive towards damage taken rather than proactive, which can be more dangerous.&lt;br /&gt;
&lt;br /&gt;
Owls generally use [[List of Tomes|Tomes]] as the preferred offhand slot item because of the spell crit chance and multi implicits being more useful than the block chance implicit stat of the Shields. Some owls prefer to use shields for more armor, because owls are generally have less health and armor than other spirits. The [[Strength]] requirement on shields can sometimes be a problem though.&lt;br /&gt;
&lt;br /&gt;
=== Bear ===&lt;br /&gt;
&lt;br /&gt;
Bear can farm groups of enemies via AoE damage sources such as [[Rune of Whirlwind]], [[Shield of Lustre]], or [[Gourdhowl]] together with a source of healing such as [[Stat#Defense|LoH]], [[Cowl of Obscurity]] or [[Harvest Life]].&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage axe to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
If not using an axe, bears generally use [[OffHand|Shields]] as the preferred offhand slot item because of its block chance implicit stat being more useful than &lt;br /&gt;
the Spell Crit Chance and multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Using a [[Charge]] to stun and a [[Slash]] to inflict large amounts of damage works very well on bosses such as [[M&#039;ogresh]].&lt;br /&gt;
&lt;br /&gt;
=== Lynx ===&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage spear to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
Lynxes generally use [[Gilded Shield]] as the preferred offhand slot item because the armor implicit stat being more useful than the Spell Crit Chance and Multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Due to how often lynx can apply damage with [[Smokebomb]], building for crit with a [[Cowl of Obscurity]] vastly increases a lynx&#039;s durability.&lt;br /&gt;
&lt;br /&gt;
== List of Builds ==&lt;br /&gt;
&lt;br /&gt;
Most builds are designed around a certain spirit and a level 20 character.&lt;br /&gt;
Before level 20, different stats might be more important to kill mobs and level up as fast as possible so players can start working on getting the strongest endgame gear.&lt;br /&gt;
It&#039;s probably best to focus on reaching level 20 before specializing your build.&lt;br /&gt;
&lt;br /&gt;
== Bear ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Standard Damage Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Slash&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Whirlwind]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon, slash, harvest, and charge damage&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable, or you can run a one-handed weapon such as a [[Sword]] or [[The Sunsickle|Sunsickle]] with [[Shield of Lustre]]&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity and harvest lifes are important survivability tools&lt;br /&gt;
&lt;br /&gt;
* Whirlwind can be used as a way to clear out groups of enemies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0, edited slightly by cow&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|High damage flurry bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited slightly by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Steelclaw&#039;s Bite Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use the Steelclaw always crit + Harvest life to deal damage/regen hp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&lt;br /&gt;
* [[Dead Man&#039;s Band]] (generally a good source of all attri and str) or [[Banshee&#039;s Will]] (gives all attri as well as int and str. While the stat totals are the same, the extra HP regen may be worth it]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[List of shields|Shield]] (preferably [[Wooden Shield]] for the block chance)&lt;br /&gt;
* +/-[[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Poison/all res&lt;br /&gt;
* Strength/Intellect&lt;br /&gt;
* Vitality&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Mana regen&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on preference or on which stats you are missing (first tree is survivability focused while second tree is damage focused)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both deal damage and regen hp using scb [[Steelclaw&#039;s Bite]], while being tanky enough to survive your own self damage and the enemies&#039; damage.&lt;br /&gt;
&lt;br /&gt;
* Ideally 2 harvest life runes will be used, this is the perfect amount to harvest, take 2 steps, and harvest again (this is important for doing m&#039;ogresh)&lt;br /&gt;
&lt;br /&gt;
* All attribute is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attribute is basically 1.5 mainstat for the purposes of scaling damage instead of 1.&lt;br /&gt;
&lt;br /&gt;
* Focus on improving vit/res stats first, as they are vital to not killing yourself with scb.&lt;br /&gt;
&lt;br /&gt;
* Depending on if you are above/below 134% attack speed, 52/48 mana regen is the breakpoint to infinitely sustain 2 harvest lifes on cooldown, realistically you will need less as you should not be casting off cooldown too often&lt;br /&gt;
&lt;br /&gt;
* Spare rune slots is ideally dedicated to either [[Tranquility]] or [[Innervation]]&lt;br /&gt;
&lt;br /&gt;
* Its far more important to have less damage and more survivablity, its ruined if you risk becoming so low that you kill yourself on attack.&lt;br /&gt;
&lt;br /&gt;
* Cowl of obscurity is not required if you can heal consistently from your harvests.&lt;br /&gt;
&lt;br /&gt;
* It&#039;s important to play with stats to find a perfect mix between tankyness and damage.&lt;br /&gt;
&lt;br /&gt;
* Once perfected it becomes nearly impossible to die, allowing bears to solo temple and [[M&#039;ogresh]] as well as event bosses. The downside is it&#039;s slower due to dealing less damage than a traditional build might. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie and Icono for v0.11.0, slightly edited by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Tank Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tank bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Max armor/resist high vit/hp regen tank&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]] (for hp regen)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes), [[Dead Man&#039;s Band]] (for all attr and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Scaled Binding]] (for vitality)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sword]] + [[Wooden Shield]] (for block)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Slash]]/[[Flurry]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Tranquility]]/[[Innervation]]&lt;br /&gt;
* [[Taunt]]&lt;br /&gt;
* There&#039;s one too many runes here but I&#039;m not sure which one to remove to include taunt.&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Pathing to multi on the tree is not particularly useful in this case, it is up to personal preference where those points should be allocated, although the attack speed can help reduce harvest life cast time from 3 ticks to 2 ticks if an additional 18% attack speed is present from gear stats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
This build is purely theoretically useful and will not be practical until the addition of a rune that can establish threat not based on damage dealt (bear attacks and runes have threat multi present on them, but that is based on damage dealt so tank bear cannot realistically take aggro). UPDATE: such a rune now exists, [[Rune of Taunt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited by cow to include Soul&#039;s rings and taunt&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Sickle Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sickle Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Necro-ish build focused on harv and sickle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[The Sunsickle|Sunsickle]] + [[Wooden Shield]] (for block) or [[Shield of Lustre]] (for extra damage)&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen &lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Block chance&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength and Intellect&lt;br /&gt;
* LoH&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Passive tree is completely up to personal preference here, just go with whatever feels best&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is similar to scb bear, but instead of relying on scb to artificially inflate damage at the cost of extra levels of danger, a sickle and loh are used to increase survivability at the cost of damage (it is possible to actually outdamage scb bear because you are not limited by your own hp pool regarding how hard you can hit)&lt;br /&gt;
&lt;br /&gt;
* Any regular sickle can be used if sunsickle is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* High vitality is important to survive between harvest casts&lt;br /&gt;
&lt;br /&gt;
* Unlike scb bear, crit can and should be squeezed into the build (res is less important on this build so sacrifice res first to put on crit)&lt;br /&gt;
&lt;br /&gt;
* All attr is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attr is bascially 1.5 mainstat for the purposes of scaling damage instead of 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0, slightly edited by cow to include Soul&#039;s rings and Lusture&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Butcher PVP Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Butcher Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use Steelclaw, charge, and damage from lustre and slash to kill players in a single stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&lt;br /&gt;
* [[Pendant]] (for str)&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Shield of Lustre]]&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Vitality&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both to use Steelclaw&#039;s guaranteed crit (self damage is almost irrelevant in pvp), and a long stun duration charge coupled with slashes and spikes from lustre to kill even the tankiest enemy player in a single stun.&lt;br /&gt;
&lt;br /&gt;
* Pvp is determined almost entirely by whoever charges first&lt;br /&gt;
&lt;br /&gt;
* Lustre spike damage bypasses spawn invulnerability, so it is possible to kill players that have respawned and are still unable to attack you back&lt;br /&gt;
&lt;br /&gt;
* Some vit/armor can help you survive against a weaker butcher&#039;s combo, but ultimately building tanky is completely useless (you can have capped armor, 1500 hp, and capped res and still die in one combo from a powerful butcher)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lynx ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Flurry lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* Spear/bow&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
* You can use a bow if you prefer the range over the raw damage of spear, this can also allow you to take [[Roll]] over charge for kiting purposes&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Smokebomb Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Smokebomb Lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|SmokeBomb spam damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage/Area Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Smokebomb]]&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical/poison increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to use the high tickrate of sb damage coupled with crits and cowl heals to stay alive and deal damage&lt;br /&gt;
&lt;br /&gt;
* Cowl of Obscurity is a MUST, this build does not function without it&lt;br /&gt;
&lt;br /&gt;
* About 43 mana regen is the break point for infinitely sustainable casting of sb as soon as the cooldown is finished. &lt;br /&gt;
&lt;br /&gt;
* Although it may seem unintuitive, the more enemies around you the safer you actually are, as more enemies -&amp;gt; more crits -&amp;gt; more cob heals, and it is highly unlikely they will burst you fast enough to kill you&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Ambush Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Ambush lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use ambush to deal massive damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump ambush&lt;br /&gt;
&lt;br /&gt;
* Depending on the stats and the ambush runes, you mau need to crit on 2 or 3 out of 4 ambushes to kill m&#039;ogresh, so this build is almost as reliant on rng as flurry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Owl ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Support Steelclaw&#039;s bite owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Fast cast/Full crit heal owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Healer/Support&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Sash of Souls]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ancient Tome]] (for crit multi)&lt;br /&gt;
||&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Cast speed&lt;br /&gt;
* Intellect&lt;br /&gt;
* Spell crit multi&lt;br /&gt;
* Max mana&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Holy/elemental increase&lt;br /&gt;
* Spell increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to keep you and the whole party alive by constantly ensuring that there is at least 1 consecrate active&lt;br /&gt;
&lt;br /&gt;
* The steelclaw&#039;s bite allows for 100% crit chance but causes damage recoil. Healing with the bite, however, does not make you take damage but still makes your heals crit. &lt;br /&gt;
&lt;br /&gt;
* Because the max duration of cons is less than the cooldown, you need 2 cons runes to always have 1 active. Perfectly casting 2 max dur (12) cons runes so that cons is always active requires 92 mana regen to be infinitely sustainable, so beg your party to run extra tranqs&lt;br /&gt;
&lt;br /&gt;
* For stats, focus on multi, int, and spell/holy/elemental increase. Ignore crit chance.&lt;br /&gt;
&lt;br /&gt;
* It is recommended to use two [[Tranquility]] runes for your party members because of the large mana cost of [[Consecrate]]. (The [[Sash of Souls]] will help maintain a high mana pool even when using multiple tranqs)&lt;br /&gt;
&lt;br /&gt;
* You still get loot/exp if you heal a party member that damages a monster.&lt;br /&gt;
&lt;br /&gt;
* As long as you don&#039;t die in one hit or get stunned it&#039;s basically impossible to die with this build, provided you have enough mana regen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Generalist owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sniper owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|All purpose owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Ranged Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Quartz Fragment]] (for arcane incr)&lt;br /&gt;
||&lt;br /&gt;
* [[Magic Missile]]&lt;br /&gt;
* [[Smite]]&lt;br /&gt;
* [[Fireblast]]&lt;br /&gt;
* [[Ice Spear]]&lt;br /&gt;
* [[Healing Touch]]&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
*Intellect&lt;br /&gt;
*Spell/arcane/holy/elemental increase&lt;br /&gt;
*Spell crit chance/multi&lt;br /&gt;
*Cast speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Owl passive tree is incredibly flexible, you can change it depending on what you prefer or what matches the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to be adaptable to many situations, whether you need to deal single target damage, apply debuffs, heal, or do anything else. Owl is the jack of all trades spirit!&lt;br /&gt;
&lt;br /&gt;
* This build is incredibly adaptable, with it being recommended that you dedicate some inventory space to extra runes or even extra gear pieces (rune swaps help you adapt to any situation, and you can carry some specialized equip swaps such as a full cast speed [[Finger]] or [[Trinket]] item)&lt;br /&gt;
&lt;br /&gt;
* This build can vary amounts of cast speed, spell crit, intellect and mana stats based on personal choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Passive Tree Advice ==&lt;br /&gt;
&lt;br /&gt;
When considering where to go in the passive tree, generally the big nodes are useful to get. However, you must weigh whether they actually improve your build or even if it is worth pathing to at all. Consider these two lynx trees for example:&lt;br /&gt;
&lt;br /&gt;
[[File:L bad.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The first tree is an example of what a more novice player may take, because they believe the extra dex and phys incr from the small nodes on the lynx side is more benificial than spending them pathing to the multi node on the bear side. However, they fail to consider that the 1 dex nodes are not very valuable (each representing 0.1 max rolls), and while the phys incr represents 5 max rolls, phys incr going from 60 to 75 is much less useful than an additional 100 multi, which is not slouching either at 3.3 max rolls (consider that when calculating damage, the phys incr would represent a change in the phys incr factor from 1.6x to 1.75x, while the multi would represent the addition of 1 to the multi factor. Assuming everything else is equal, we can consider two equations, &amp;lt;code&amp;gt;damage = 1.6 x (multi + 1)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;damage = 1.75 x multi)&amp;lt;/code&amp;gt;. When solving for what multi would cause the damage to be equal, we come to the conclusion that the multi node is better until 1867 multi (INCREDIBLY unrealistic), so it is always better to take the multi node over the phys node)&lt;br /&gt;
&lt;br /&gt;
Look at the this owl passive tree for another example:&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
There are two possible paths in this tree for the right side, taking the upper path as shown or taking the lower path. They both result in the same ultimate goal (60 multi), but the paths there are vastly different in value. The path shown consists entirely of small nodes, which provide cast speed (which can help dpt) and int (which always helps dpt), while the alternate path includes a big node, but only provides mana regen and max mana, which does not serve to help dpt and only provides a cushion of max mana to allow lower dpt owls to cast more rotations of their runes before running out of mana.&lt;br /&gt;
&lt;br /&gt;
== Advanced Levelling Guide == &lt;br /&gt;
&lt;br /&gt;
=== How to Level Up? ===&lt;br /&gt;
&lt;br /&gt;
You gain experience in several ways; killing mobs, gathering herbs and fish, and completing quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There a few game mechanics that are useful to know:&lt;br /&gt;
&lt;br /&gt;
* killing mobs gives you the most experience when the mob is at the same level as your character&lt;br /&gt;
&lt;br /&gt;
* quests give xp relative to the average mob level of the zone they are in&lt;br /&gt;
&lt;br /&gt;
* when you die, you lose 5% of the total experience required to get to the next level&lt;br /&gt;
&lt;br /&gt;
* when you die, you do not lose any levels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Until you are level 6 or 7, killing mobs is by far the fastest way to level up.  Try to find mobs at your level or within one or two levels or your own.  Quests in Fjolgard are largely irrelevant; the xp is low and they can be slow to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you reach level 6 the Fjolgard quests open up.  If it is your first play through, I recommend waiting until at least level 7 before attempting Fjolgard quests.  &lt;br /&gt;
&lt;br /&gt;
A good time to try advancing zones is after immediately after levelling up, since you will lose minimal xp upon death (you will only lose the xp you gained since levelling up last).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a basic guide.  You can adjust by a few levels around each threshold depending on your preferences.&lt;br /&gt;
&lt;br /&gt;
* Level 1-3: Tutorial&lt;br /&gt;
&lt;br /&gt;
* Level 3-7: Fjolarok mobs &lt;br /&gt;
&lt;br /&gt;
* Level 7-10: Fjolgard quests&lt;br /&gt;
&lt;br /&gt;
* Level 11-13: Sewer dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 14-20: Crystal Caverns dungeon quests&lt;br /&gt;
&lt;br /&gt;
* Level 20-23: Blisterwind Isle quests&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An alternate area to farm xp for Level 18-20 is the Estuary.  There are no quests here, but the reputation bonus from killing Estuary mobs will eventually allow you to purchase an important healing item (the Cowl of Obscurity). &lt;br /&gt;
&lt;br /&gt;
*Tip: Killing high level mobs does not gain you extra xp. Completing high-level quests does give you extra xp.  If you are power-levelling with a friend, try quests in advanced zones (so long as you can survive!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When levelling additional characters to 23, the experience can be made much easier through proper itemization and decision making. &lt;br /&gt;
&lt;br /&gt;
=== Itemization ===&lt;br /&gt;
In order to maximize the rate of xp gain, it is important to be able to complete quests as quickly and often as possible. The most common quest types are ones asking to loot specific categories of items (purveyor quests), so to facilitate this it is important to have as much &#039;item quantity&#039; as possible. This can be done either by setting up quantity items on a levelling build or by having another player using a &#039;quant&#039; build take the last hit on every enemy. &lt;br /&gt;
&lt;br /&gt;
Occasionally, there will be quests asking for magic [[Loot|quality]] equipment of a specific categories or asking for any rare quality equipment. In order to facilitate this, some &#039;item quality&#039; helps immensely. You can do this again by putting it onto the levelling build itself, having an external player with it, or by killing or assisting in the killing of bosses such as [[Stinktooth]] or [[Radulos]], which are guaranteed to drop several higher rarity items. &lt;br /&gt;
&lt;br /&gt;
=== Decision Making ===&lt;br /&gt;
Before you start picking up your loot drops, you should ask yourself if it helps you complete your current quest. For example, if you are in sewers and have a quest to kill 9 rats, it is best for you to avoid picking up any loot they drop in the hopes that a purveyor quest is coming soon. Saving the drops can allow you to build up many lootable items on the floor allowing for rapid completion of purveyor quests when they appear. Additionally, hold off on picking up magic quality (green) or higher items, as those can be used for the purveyor quests associated with higher quality items. HOWEVER, eventually items do despawn after 10 minutes, so be mindful of how long you have left your loot on the floor.&lt;br /&gt;
&lt;br /&gt;
== What is QQ and why should you consider it? ==&lt;br /&gt;
&lt;br /&gt;
QQ stands for Quantity and Quality. It is a method of farming that prioritizes the amount and quality of items dropped rather than the speed at which enemies can be killed. Consult this helpful [https://islebuilds.com/tools/qq page] for an in-depth look at the mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Types of QQ Builds ===&lt;br /&gt;
&lt;br /&gt;
==== Full QQ Farm ====&lt;br /&gt;
The idea of this build is to cap both quality and quantity, at 286% and 200% respectively. This often leaves the build with little to no offensive power, so these are most frequently used for farming low level enemies such as [[Bunny|Bunnies]] or [[Seagull|Seagulls]]. Farming these enemies will NOT provide any idols, so this is purely a farm for augmenting materials, as well as for legendary items to craft with.&lt;br /&gt;
&lt;br /&gt;
==== Late game quant setup ====&lt;br /&gt;
Extremely late game builds, which can solo all content the game has to offer easily, can begin to replace some of their dpt with item quantity. This can be used to farm [[M&#039;ogresh]] and [[Temple]] more effectively, as with max quantity mog will start dropping 5 items instead of the usual 3, and mog already has max quality built in so the player does not need to build any. Temple already has some quality built in, and item quality is much harder to build for, so players often settle for just quantity. Both mog and temple drop lvl 20 gear and runes, meaning quanting them gives the best chance for gear upgrades or powerful legendary runes.&lt;br /&gt;
&lt;br /&gt;
== Item Crafting and Late Game Equipment ==&lt;br /&gt;
&lt;br /&gt;
In your journey, you probably picked up many [[Idol|idols]] and [[Salvaging|salvaged]] many items into materials. A brief explanation of crafting can be found [[Crafting|here]], but we will be considering what items are worth expending valuable resources on. The following sections are entirely the opinion of one player, Arkie, and should be considered more anecdotal advice rather than firm rules.&lt;br /&gt;
&lt;br /&gt;
=== Augmenting &amp;amp; Smolding ===&lt;br /&gt;
Due to the exponentially increasing nature of augmentation prices, when crafting your own augments it is more efficient to test the waters with one to two augments. If neither of these augments is a stat in line with what you are looking for, the item is bricked and you can move on, unless it is a vital unique item such as [[Crescent Dagger]], [[Putrid Shank]], or [[Gourdhowl]], in which case smolds can be used to try to salvage the craft. As tempting as it is, the process of smolding and augging an item to get good augments is far more expensive than the process of unsing an item with good augs to get a good roll). All weapons with less than epic damage should be considered bricks before even augging unless they are again a vital unique item.&lt;br /&gt;
&lt;br /&gt;
If 1 out of the 2 augments are what you are looking for, you can chance the 3rd augment depending on the roll of the good augment. If it represents is well rolled (I would consider about 0.6 max rolls or higher well rolled), the item can be saved if the third augment is also good and well rolled (you can judge the value of the rolls most easily with [https://islebuilds.com/waddon waddon], but remember that different stats are more or less useful than others) If the initial augment is low rolled (I would consider 0.4 max rolls or less a low roll), it is likely not worth trying for the 3rd augment, but it can be saved by a high roll (I would consider 0.8 max rolls or more a high roll). This is highly unlikely and it is simpler to just consider the item bricked.&lt;br /&gt;
&lt;br /&gt;
If 2 out of 2 augments are what you are looking for, always go for the 3rd augment. Even if they are low rolls, 2 low rolls can be saved by as little as a 3rd low roll. If they are both well rolled, the 3rd augment does not matter if it goes poorly, but can astronomically improve the value of the item if it goes well. The standard piece of late game gear will feature 2 good, well rolled augs out of 3 (referred to as 2/3 augs), while 3 good, well-rolled augments out of 3 (referred to as 3/3 augs) are coveted by all. &lt;br /&gt;
&lt;br /&gt;
Remember to consider the stat requirments of the item while augging, since it is possible to hit on a well-auged item for a different spirit/build, and the item can be sold if it is usable by the other spirit/build. &lt;br /&gt;
&lt;br /&gt;
=== Ascing, and when should you do it? ===&lt;br /&gt;
Ascending Idol usage has changed in v0.17.0.16.  You are no longer able to ascend an item&#039;s level, and you now ascend an item&#039;s &#039;&#039;rarity&#039;&#039;, up to a maximum of epic rarity.  You can now augment common and magic items (for less cost) and ascend the best augged ones to epic rarity with ascending idols.  This is very useful in saving crafting materials, especially essence used for augmenting trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Glass Idols===&lt;br /&gt;
Dragon-Glass idols have undergone a major change with the crafting rework or v0.17.0.16. They now reroll a single stat on an item, and have a chance to give a higher number of rolls &#039;&#039;for that stat&#039;&#039;.  This means that, when used properly, they can exceed the regular roll ranges for stats.  &lt;br /&gt;
&lt;br /&gt;
For example, if I have a high perfection stat of vitality (say 80% perfection for the level) and I use a dglass that randomly targets that stat, it has the chance to add two stat roll values together for the subsequent stat in the same slot.  This means the next roll for that stat spot could exceed 100% perfection. &lt;br /&gt;
&lt;br /&gt;
Optimized methods of using dglass are still being developed by players.  One method is to dglass a legendary item many, many times until all  stats exceed normal perfection levels.  Another is to use Unstable Idols until you get stacked rolls on an item and then use dglass on them.&lt;br /&gt;
&lt;br /&gt;
=== Bone Idols ===&lt;br /&gt;
Bone idols received a significant buff in v017.0.16, when the Blessed Reforge Weapon crafting function was added.  This enables you to use 20 bone idols at a time and receive between 20-40 rerolls of the weapons damage.  Crucially, no damage rolls below your weapon&#039;s current damage will be applied to your weapon.  This means that your weapon&#039;s damage &#039;&#039;will not&#039;&#039; decrease using the Blessed Reroll (which is a real possibility using the regular Reforge Weapon function). For this reason, &#039;Blessed Reforge Weapon&#039; is the option of choice for all weapon damage crafting.&lt;br /&gt;
&lt;br /&gt;
=== Unstable idols and where all your money went ===&lt;br /&gt;
After successfully augmenting your items, or acquiring a well-augged item from someone else, the next step is to uns it into usability. The general piece of late game gear will be a legendary base, so it will have 5 stat slots you can mix around with uns. A good piece of gear will have 3 out of the 5 as useful stats, however I would consider the requirements for how well these stats are rolled are less stringent. I would call rolls on the item base well rolled if they fall around or above 0.5 max rolls and high rolled if they fall above 0.7 max rolls. Typically, you see one set of 3 useful well rolled stats about every 100 uns on a leg item (you will have to spend more for items with less stat rolls, such as epic or rare, to get the same result). A set of 4 happens probably every 500 uns or so, and a set of 5 is essentially a miracle. The high average uns spent for a good set of rolls is what causes the crafting of completed items for sale to be unprofitable. And remember: 99% of gamblers quit before hitting it big.&lt;br /&gt;
&lt;br /&gt;
== Runes and Combat ==&lt;br /&gt;
&lt;br /&gt;
Due to the tick based nature of isleward, there is not a lot of depth to combat. However, there are still some things to consider, primarily regarding avoiding damage from bosses, weaving in basic attacks, and diminishing debuff returns. &lt;br /&gt;
&lt;br /&gt;
Weaving in basic attacks is incredibly simple, just remember to press spacebar. On slow attacking classes like owl with a staff or bear with an axe, you can fill the downtime in between hits with rune casts.&lt;br /&gt;
&lt;br /&gt;
Avoiding damage from bosses is relatively simple. Against [[Radulos]], simply walk out of his gas if you are caught in it. Against [[M&#039;ogresh]], you are given a fairly long time (probably around 8 ticks) between when mog starts putting down spikes and when they actually start hitting, so they are very easy to avoid. Additionally, mog only casts these when in melee range, so ranged characters have even longer before they need to worry about them. Against [[Lord Squash]], be mindful of how many chunks you have picked up. Against [[Vizier Zunni]] and [[Moonpriest Sahira]], use the spikes to block the missile if you have low armor, but be mindful of when they shatter. Against all bosses, you can stop midair projectiles from dealing any damage by stunning them.&lt;br /&gt;
&lt;br /&gt;
Debuffs have a diminishing return, where for each type of debuff (stun, slow, pushback) the first application is full effect, the second is half effect, and the third and beyond do not apply the debuff at all. Additionally, debuffs can be overridden by application of the same debuff, and will go off the duration of the last application. This means that it is pertinent to coordinate when debuffs are applied to prevent hazardous mishaps. For example, if 3 bears were doing mog and all charged at the same time, mog would not be stunned at all and immediately start attacking. When not in the presence of a late game character that can easily carry the bossfight, groups of players both bring multiple debuff types and choose the best times to use them in order to have the most chance of success.&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=News_%26_Events&amp;diff=11089</id>
		<title>News &amp; Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=News_%26_Events&amp;diff=11089"/>
		<updated>2025-10-16T02:52:45Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* News &amp;amp; Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= News &amp;amp; Events =&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
When adding more news, make sure there are only 5 entries in the *onlyinclude* section&lt;br /&gt;
Those five are the news that will show up on the index page.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;2025-09-25&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2025-08-24&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2025-06-22&#039;&#039;&#039; [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2025-04-21&#039;&#039;&#039; [[Version 0.20.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-04-02&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;2025-03-30&#039;&#039;&#039; [[Version 0.19.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-03-22&#039;&#039;&#039; [[Version 0.18.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-02-22&#039;&#039;&#039; [[Version 0.17.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-02-16&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2025-01-25&#039;&#039;&#039; [[Version 0.16.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-01-10&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-12-14&#039;&#039;&#039; [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-11-27&#039;&#039;&#039; Double Idols, Runes, and XP has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-11-26&#039;&#039;&#039; Double Idols, Runes, and XP has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-11-16&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-10-24&#039;&#039;&#039; Double Idols has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-10-15&#039;&#039;&#039; Double Idols has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-10-05&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-09-08&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-08-10&#039;&#039;&#039; [[Version 0.15.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2024-07-27&#039;&#039;&#039; [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-04-03&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-02-10&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-02-10&#039;&#039;&#039; [[Version 0.14.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2024-01-28&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-12-09&#039;&#039;&#039; [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-12-02&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-10-21&#039;&#039;&#039; [[Version 0.13.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2023-10-16&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-08-22&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-07-15&#039;&#039;&#039; [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-05-06&#039;&#039;&#039; [[Version 0.12.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2023-05-05&#039;&#039;&#039; [[Idolic Blessing]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-05-02&#039;&#039;&#039; [[Idolic Blessing]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-03-21&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-02-14&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-02-13&#039;&#039;&#039; Double Idols, Runes, and XP has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-02-10&#039;&#039;&#039; Double Idols, Runes, and XP has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-01-21&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2022-12-04&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended and [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2022-10-27&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2022-09-16&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2022-07-20&#039;&#039;&#039; [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2022-05-01&#039;&#039;&#039; [[Version 0.11.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2022-03-05&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2022-02-14&#039;&#039;&#039; [[Version 0.10.6]] released and [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2022-01-09&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-12-12&#039;&#039;&#039; [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2021-11-13&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-10-17&#039;&#039;&#039; [[Version 0.10.5]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-10-16&#039;&#039;&#039; [[Version 0.10.4]] released and [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2021-10-07&#039;&#039;&#039; [[Version 0.10.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-21&#039;&#039;&#039; [[Housing Competition]] ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-15&#039;&#039;&#039; [[Version 0.10.2]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-14&#039;&#039;&#039; [[Version 0.10.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-14&#039;&#039;&#039; [[Housing Competition]] started!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-05&#039;&#039;&#039; [[Version 0.10.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-07-12&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-06-11&#039;&#039;&#039; [[Version 0.9.1]] released and [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2021-05-15&#039;&#039;&#039; [[Version 0.9.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-03-14&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-02-16&#039;&#039;&#039; [[Version 0.8.6]] released and [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2021-01-17&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-01-02&#039;&#039;&#039; [[Version 0.8.5]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-12-16&#039;&#039;&#039; [[Version 0.8.4]] released and [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2020-11-21&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2020-11-17&#039;&#039;&#039; [[Version 0.8.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-10-24&#039;&#039;&#039; [[Version 0.8.2]] released and [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2020-10-20&#039;&#039;&#039; [[Version 0.8.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-10-10&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2020-09-12&#039;&#039;&#039; [[Version 0.8.0]] released and [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2020-05-26&#039;&#039;&#039; [[Version 0.7.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-04-25&#039;&#039;&#039; [[Version 0.6.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-04-11&#039;&#039;&#039; [[Version 0.6.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-04-03&#039;&#039;&#039; [[Version 0.5.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-03-15&#039;&#039;&#039; [[Version 0.5.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-02-29&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2020-02-14&#039;&#039;&#039; [[Version 0.4.4]] released and [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2020-02-01&#039;&#039;&#039; [[Version 0.4.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-01-02&#039;&#039;&#039; [[Version 0.4.2]] released and [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2019-12-12&#039;&#039;&#039; [[Version 0.4.1]] released and [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2019-12-08&#039;&#039;&#039; [[Version 0.4.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2019-11-08&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2019-10-12&#039;&#039;&#039; [[Version 0.3.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2019-10-04&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2019-05-14&#039;&#039;&#039; [[Version 0.3.2]] released and [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2018-12-13&#039;&#039;&#039; [[Version 0.3.1]] released and [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2018-11-12&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2018-10-06&#039;&#039;&#039; [[Version 0.3.0]] released and [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2018-09-05&#039;&#039;&#039; [[Version 0.2.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2018-05-13&#039;&#039;&#039; [[Version 0.2.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2018-04-19&#039;&#039;&#039; [[Version 0.1.11]] released!&lt;br /&gt;
* &#039;&#039;&#039;2018-03-24&#039;&#039;&#039; [[Version 0.1.10]] released!&lt;br /&gt;
* &#039;&#039;&#039;2018-03-18&#039;&#039;&#039; [[Public Test Realm|PTR]] Stress Test&lt;br /&gt;
* &#039;&#039;&#039;2018-01-01&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2017-12-29&#039;&#039;&#039; [[Version 0.1.9]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-12-09&#039;&#039;&#039; [[Version 0.1.8]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-10-22&#039;&#039;&#039; [[Version 0.1.7]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-08-30&#039;&#039;&#039; [[Version 0.1.6]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-08-22&#039;&#039;&#039; [[Version 0.1.5]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-07-02&#039;&#039;&#039; [[Version 0.1.4]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-05-24&#039;&#039;&#039; [[Version 0.1.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-03-11&#039;&#039;&#039; [[Version 0.1.2]] released!&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=User:Balsam&amp;diff=11088</id>
		<title>User:Balsam</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=User:Balsam&amp;diff=11088"/>
		<updated>2025-09-05T03:22:04Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Freen&lt;br /&gt;
| image = Frozen_Invoker.png&lt;br /&gt;
| level = 23&lt;br /&gt;
| rank = normal&lt;br /&gt;
| aggro = default&lt;br /&gt;
| faction = Canadians&lt;br /&gt;
| variantof = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;i&amp;gt;Also Known As&amp;lt;/i&amp;gt;&lt;br /&gt;
= The Freen =&lt;br /&gt;
Hello!&lt;br /&gt;
I am Freen.  In the wiki, I go by Balsam.&lt;br /&gt;
A long time player, I am still learning how this wiki works, so don&#039;t hesitate to let me know if I miss anything!&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11087</id>
		<title>Category:Runes</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11087"/>
		<updated>2025-09-04T02:53:55Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Runes =&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Version 0.20.0}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runes&#039;&#039;&#039; are equippable [[item]]s that grant abilities usable by players and some [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
Runes can be &amp;quot;learned&amp;quot; (equipped) by right clicking a rune in the inventory and pressing &amp;lt;code&amp;gt;learn&amp;lt;/code&amp;gt;,&lt;br /&gt;
or by pressing &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; and clicking on a rune slots at the bottom and selecting a rune.&lt;br /&gt;
Up to four runes can be learned at a time, not including the &amp;lt;code&amp;gt;space&amp;lt;/code&amp;gt; ability that main hand weapons provide.&lt;br /&gt;
&lt;br /&gt;
When runes are learned they appear in the spellbook in top right corner.&lt;br /&gt;
Hovering over their icons shows more details about the abilities.&lt;br /&gt;
&lt;br /&gt;
Runes usually use [[stat|mana]] points when cast by players, and some runes also require a target to cast.&lt;br /&gt;
Runes also have different [[Quality|qualities]] and level requirements.&lt;br /&gt;
&lt;br /&gt;
Unlike other equipment, runes cannot be [[Crafting|augmented]], although they can still be [[Salvaging|salvaged]] for [[essence]]s.&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
Most rune information can be found in this [https://gitlab.com/Isleward/isleward/blob/master/src/server/config/spellsConfig.js config file on GitLab].&lt;br /&gt;
Not all runes are available there though. Rune ranges that are not publicly available have been reverse-calculated using perfection values, so some degree of inaccuracy is possible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining Runes ==&lt;br /&gt;
Characters start with a few runes learned depending on their chosen [[spirit]].&lt;br /&gt;
Runes can also be dropped by monsters when killed.&lt;br /&gt;
&lt;br /&gt;
Players can trade a set of [[Card|Runecrafter&#039;s Toil]] cards with the [[Shady Dealer]] for a random level 10, 15, or 20 rune.&lt;br /&gt;
[[Asvald]] also sells some level 1 runes for 30 gold.&lt;br /&gt;
&lt;br /&gt;
Some runes can be crafted at the [[Etching Station]] using [[Muddy Runestone]]s and other materials.&lt;br /&gt;
&lt;br /&gt;
== List of Runes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Name !! Benefits from !! Stats !! Damage type !! Mana cost !! Range !! Cast time&amp;lt;br&amp;gt;(Ticks) !! Cooldown&amp;lt;br&amp;gt;(Ticks)&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Ambush]]&amp;lt;br&amp;gt;[[Rune of Ambush]] || [[Dexterity]] || Damage [8 - 79]&amp;lt;br&amp;gt; StunDuration [4 - 7]|| Physical Attack || 7 || 10 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Barbed Chain]]&amp;lt;br&amp;gt;[[Rune of Barbed Chain]] || [[Strength]] || Damage [4 - 15]&amp;lt;br&amp;gt;StunDuration [2 - 8] || Physical Attack || 4 || 9 || 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Blood Barrier]]&amp;lt;br&amp;gt;[[Rune of Blood Barrier]] || [[Strength]] / [[Intellect]] || DrainPercentage [10 - 50]&amp;lt;br&amp;gt;ShieldMultiplier [2 - 5]&amp;lt;br&amp;gt;FrenzyDuration [5 - 15] || Boost || 5 || 9 || 3 || 13&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Charge]]&amp;lt;br&amp;gt;[[Rune of Charge]] || [[Strength]] || Damage [2 - 22]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Physical Attack || 3 || 10 || 1 || 14&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Consecrate]]&amp;lt;br&amp;gt;[[Rune of Consecrate]] || [[Intellect]] || Healing [0.3 - 0.53]&amp;lt;br&amp;gt;Duration [7 - 12] || Holy Spell || 12 || 9 || 4 || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDexInt.png|link=Rune of Crystal Spikes]]&amp;lt;br&amp;gt;[[Rune of Crystal Spikes]] || [[Intellect]] / [[Dexterity]] || Damage [3 - 66]&amp;lt;br&amp;gt;Delay [1 - 4] || Physical Attack || 14 || 9 || Delay || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Fireblast]]&amp;lt;br&amp;gt;[[Rune of Fireblast]] || [[Intellect]] || Damage [2 - 35]&amp;lt;br&amp;gt;Radius [1 - 2]&amp;lt;br&amp;gt;PushBack [2 - 5] || Fire Spell || 5 || On self || 2 || 4&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Flurry]]&amp;lt;br&amp;gt;[[Rune of Flurry]] || [[Dexterity]] || Duration [10 - 20]&amp;lt;br&amp;gt;Chance [30 - 60] || Basic attack || 10 || Basic attack range || 0 || 20&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Harvest Life]]&amp;lt;br&amp;gt;[[Rune of Harvest Life]] || [[Strength]] / [[Intellect]] || Damage [4 - 24]&amp;lt;br&amp;gt;HealPercent [10 - 20] || Physical Attack || 5 || Melee || 3 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Healing Touch]]&amp;lt;br&amp;gt;[[Rune of Healing Touch]] || [[Intellect]] || Healing [1 - 3.5]|| Holy Spell || 8 || 9 || 4 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Ice Spear]]&amp;lt;br&amp;gt;[[Rune of Ice Spear]] || [[Intellect]] || Damage [2 - 47]&amp;lt;br&amp;gt;FreezeDuration [6 - 10] || Frost Spell || 4 || 9 || 2 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Innervation]]&amp;lt;br&amp;gt;[[Rune of Innervation]] || - || RegenPercentage [0.2 - 0.8] || [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Leech Life]]&amp;lt;br&amp;gt;[[Rune of Leech Life]] || [[Dexterity]] || Damage (approx.) [0.19 - 1.84]&amp;lt;br&amp;gt;Duration (approx.) [7 - 20]&amp;lt;br&amp;gt;LeechPercent (approx.) [0.70 - 7.97] ||&amp;lt;br&amp;gt; Poison Attack || 7 || 1 || 1 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Magic Missile]]&amp;lt;br&amp;gt;[[Rune of Magic Missile]] || [[Intellect]] || Damage [4 - 32] || Arcane Spell || 5 || 9 || 6 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Roll]]&amp;lt;br&amp;gt;[[Rune of Roll]] || - || maxDistance [5 - 8]|| Transport Rune || 6 || 20 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Slash]]&amp;lt;br&amp;gt;[[Rune of Slash]] || [[Strength]] || Damage [6 - 57] || Physical Attack || 4 || Melee || 1 || 9&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Smite]]&amp;lt;br&amp;gt;[[Rune of Smite]] || [[Intellect]] || Damage [4 - 31]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Holy Spell || 7 || 9 || 3 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Smokebomb]]&amp;lt;br&amp;gt;[[Rune of Smokebomb]] || [[Dexterity]] || Damage [0.25 - 4.4]&amp;lt;br&amp;gt;Radius [1 - 3]&amp;lt;br&amp;gt;Duration [7 - 13] || Poison Attack || 6 || On self || 0 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Summon Skeleton]]&amp;lt;br&amp;gt;[[Rune of Summon Skeleton]] || [[Strength]] / [[Intellect]] || DamagePercent [40 - 400]&amp;lt;br&amp;gt;HpPercent [40 - 70] || Summon || 5 || 9 || 6 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Swiftness]]&amp;lt;br&amp;gt;[[Rune of Swiftness]] || - || Chance [8 - 20] || [[Aura|Aura Boost]] || 40% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Taunt]]&amp;lt;br&amp;gt;[[Rune of Taunt]] || [[Strength]] || tauntDuration [5 - 20] || Aggro || 3 || 9 || 1 || 12&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Tranquility]]&amp;lt;br&amp;gt;[[Rune of Tranquility]] || - || RegenPercentage [4 - 10]|| [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Whirlwind]]&amp;lt;br&amp;gt;[[Rune of Whirlwind]] || [[Strength]] || Damage [4 - 59]&amp;lt;br&amp;gt; Radius [1 - 2]|| Physical Attack || 7 || On self || 2 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Compendium]][[Category:Item Slot]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=News_%26_Events&amp;diff=11086</id>
		<title>News &amp; Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=News_%26_Events&amp;diff=11086"/>
		<updated>2025-08-25T00:42:27Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= News &amp;amp; Events =&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
When adding more news, make sure there are only 5 entries in the *onlyinclude* section&lt;br /&gt;
Those five are the news that will show up on the index page.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;2025-08-24&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2025-06-22&#039;&#039;&#039; [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2025-04-21&#039;&#039;&#039; [[Version 0.20.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-04-02&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2025-03-30&#039;&#039;&#039; [[Version 0.19.0]] released!&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;2025-03-22&#039;&#039;&#039; [[Version 0.18.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-02-22&#039;&#039;&#039; [[Version 0.17.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-02-16&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2025-01-25&#039;&#039;&#039; [[Version 0.16.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-01-10&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-12-14&#039;&#039;&#039; [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-11-27&#039;&#039;&#039; Double Idols, Runes, and XP has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-11-26&#039;&#039;&#039; Double Idols, Runes, and XP has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-11-16&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-10-24&#039;&#039;&#039; Double Idols has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-10-15&#039;&#039;&#039; Double Idols has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-10-05&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-09-08&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-08-10&#039;&#039;&#039; [[Version 0.15.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2024-07-27&#039;&#039;&#039; [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-04-03&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-02-10&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-02-10&#039;&#039;&#039; [[Version 0.14.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2024-01-28&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-12-09&#039;&#039;&#039; [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-12-02&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-10-21&#039;&#039;&#039; [[Version 0.13.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2023-10-16&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-08-22&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-07-15&#039;&#039;&#039; [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-05-06&#039;&#039;&#039; [[Version 0.12.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2023-05-05&#039;&#039;&#039; [[Idolic Blessing]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-05-02&#039;&#039;&#039; [[Idolic Blessing]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-03-21&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-02-14&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-02-13&#039;&#039;&#039; Double Idols, Runes, and XP has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-02-10&#039;&#039;&#039; Double Idols, Runes, and XP has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-01-21&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2022-12-04&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended and [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2022-10-27&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2022-09-16&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2022-07-20&#039;&#039;&#039; [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2022-05-01&#039;&#039;&#039; [[Version 0.11.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2022-03-05&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2022-02-14&#039;&#039;&#039; [[Version 0.10.6]] released and [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2022-01-09&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-12-12&#039;&#039;&#039; [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2021-11-13&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-10-17&#039;&#039;&#039; [[Version 0.10.5]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-10-16&#039;&#039;&#039; [[Version 0.10.4]] released and [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2021-10-07&#039;&#039;&#039; [[Version 0.10.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-21&#039;&#039;&#039; [[Housing Competition]] ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-15&#039;&#039;&#039; [[Version 0.10.2]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-14&#039;&#039;&#039; [[Version 0.10.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-14&#039;&#039;&#039; [[Housing Competition]] started!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-05&#039;&#039;&#039; [[Version 0.10.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-07-12&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-06-11&#039;&#039;&#039; [[Version 0.9.1]] released and [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2021-05-15&#039;&#039;&#039; [[Version 0.9.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-03-14&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-02-16&#039;&#039;&#039; [[Version 0.8.6]] released and [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2021-01-17&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-01-02&#039;&#039;&#039; [[Version 0.8.5]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-12-16&#039;&#039;&#039; [[Version 0.8.4]] released and [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2020-11-21&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2020-11-17&#039;&#039;&#039; [[Version 0.8.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-10-24&#039;&#039;&#039; [[Version 0.8.2]] released and [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2020-10-20&#039;&#039;&#039; [[Version 0.8.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-10-10&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2020-09-12&#039;&#039;&#039; [[Version 0.8.0]] released and [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2020-05-26&#039;&#039;&#039; [[Version 0.7.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-04-25&#039;&#039;&#039; [[Version 0.6.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-04-11&#039;&#039;&#039; [[Version 0.6.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-04-03&#039;&#039;&#039; [[Version 0.5.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-03-15&#039;&#039;&#039; [[Version 0.5.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-02-29&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2020-02-14&#039;&#039;&#039; [[Version 0.4.4]] released and [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2020-02-01&#039;&#039;&#039; [[Version 0.4.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-01-02&#039;&#039;&#039; [[Version 0.4.2]] released and [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2019-12-12&#039;&#039;&#039; [[Version 0.4.1]] released and [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2019-12-08&#039;&#039;&#039; [[Version 0.4.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2019-11-08&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2019-10-12&#039;&#039;&#039; [[Version 0.3.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2019-10-04&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2019-05-14&#039;&#039;&#039; [[Version 0.3.2]] released and [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2018-12-13&#039;&#039;&#039; [[Version 0.3.1]] released and [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2018-11-12&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2018-10-06&#039;&#039;&#039; [[Version 0.3.0]] released and [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2018-09-05&#039;&#039;&#039; [[Version 0.2.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2018-05-13&#039;&#039;&#039; [[Version 0.2.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2018-04-19&#039;&#039;&#039; [[Version 0.1.11]] released!&lt;br /&gt;
* &#039;&#039;&#039;2018-03-24&#039;&#039;&#039; [[Version 0.1.10]] released!&lt;br /&gt;
* &#039;&#039;&#039;2018-03-18&#039;&#039;&#039; [[Public Test Realm|PTR]] Stress Test&lt;br /&gt;
* &#039;&#039;&#039;2018-01-01&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2017-12-29&#039;&#039;&#039; [[Version 0.1.9]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-12-09&#039;&#039;&#039; [[Version 0.1.8]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-10-22&#039;&#039;&#039; [[Version 0.1.7]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-08-30&#039;&#039;&#039; [[Version 0.1.6]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-08-22&#039;&#039;&#039; [[Version 0.1.5]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-07-02&#039;&#039;&#039; [[Version 0.1.4]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-05-24&#039;&#039;&#039; [[Version 0.1.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-03-11&#039;&#039;&#039; [[Version 0.1.2]] released!&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Rune_of_Leech_Life&amp;diff=11085</id>
		<title>Rune of Leech Life</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Rune_of_Leech_Life&amp;diff=11085"/>
		<updated>2025-08-23T03:01:57Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rune infobox&lt;br /&gt;
| name = Leech Life&lt;br /&gt;
| rune icon = RuneDex.png&lt;br /&gt;
| description = Cuts your foe deeply, causing them to bleed over a few ticks during which you gain a percentage of the damage of health. &lt;br /&gt;
&lt;br /&gt;
| mana cost = 7 mana&lt;br /&gt;
| cooldown = 6 ticks&lt;br /&gt;
| cast time = 1 tick&lt;br /&gt;
| range = 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| stat1 = duration&lt;br /&gt;
| stat1 min = 7&lt;br /&gt;
| stat1 max = 20&lt;br /&gt;
| stat2 = damage&lt;br /&gt;
| stat2 min = 0.19&lt;br /&gt;
| stat2 max = 51.84&lt;br /&gt;
| stat3 = leech percentage&lt;br /&gt;
| stat3 min = 0.70&lt;br /&gt;
| stat3 max = 7.97&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
These stat ranges are approximated for level 23 based on values found in the code and may not be perfectly accurate.&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Rune_of_Leech_Life&amp;diff=11084</id>
		<title>Rune of Leech Life</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Rune_of_Leech_Life&amp;diff=11084"/>
		<updated>2025-08-23T02:53:47Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rune infobox&lt;br /&gt;
| name = Leech Life&lt;br /&gt;
| rune icon = RuneDex.png&lt;br /&gt;
| description = Cuts your foe deeply, causing them to bleed over a few ticks during which you gain a percentage of the damage of health. &lt;br /&gt;
&lt;br /&gt;
| mana cost = 7 mana&lt;br /&gt;
| cooldown = 6 ticks&lt;br /&gt;
| cast time = 1 tick&lt;br /&gt;
| range = 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| stat1 = duration&lt;br /&gt;
| stat1 min = 7&lt;br /&gt;
| stat1 max = 20&lt;br /&gt;
| stat2 = damage&lt;br /&gt;
| stat2 min = 0.19&lt;br /&gt;
| stat2 max = 51.84&lt;br /&gt;
| stat3 = leech percentage&lt;br /&gt;
| stat3 min = 0.70&lt;br /&gt;
| stat3 max = 7.97&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{Rune stats}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Rune_of_Leech_Life&amp;diff=11083</id>
		<title>Rune of Leech Life</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Rune_of_Leech_Life&amp;diff=11083"/>
		<updated>2025-08-23T02:50:18Z</updated>

		<summary type="html">&lt;p&gt;Balsam: Created page with &amp;quot;{{Rune infobox | name = Leech Life | rune icon = RuneDex.png | description = Cut&amp;#039;s your foe deeply, causing them to bleed over a few ticks during which you gain a percentage o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rune infobox&lt;br /&gt;
| name = Leech Life&lt;br /&gt;
| rune icon = RuneDex.png&lt;br /&gt;
| description = Cut&#039;s your foe deeply, causing them to bleed over a few ticks during which you gain a percentage of the damage of health. &lt;br /&gt;
&lt;br /&gt;
| mana cost = 7 mana&lt;br /&gt;
| cooldown = 6 ticks&lt;br /&gt;
| cast time = 1 tick&lt;br /&gt;
| range = 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| stat1 = duration&lt;br /&gt;
| stat1 min = 7&lt;br /&gt;
| stat1 max = 20&lt;br /&gt;
| stat2 = damage&lt;br /&gt;
| stat2 min = 0.19&lt;br /&gt;
| stat2 max = 51.84&lt;br /&gt;
| stat3 = leech percentage&lt;br /&gt;
| stat3 min = 0.70&lt;br /&gt;
| stat3 max = 7.97&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{Rune stats}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11082</id>
		<title>Category:Runes</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11082"/>
		<updated>2025-08-23T02:14:17Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Runes =&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Version 0.11.0}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runes&#039;&#039;&#039; are equippable [[item]]s that grant abilities usable by players and some [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
Runes can be &amp;quot;learned&amp;quot; (equipped) by right clicking a rune in the inventory and pressing &amp;lt;code&amp;gt;learn&amp;lt;/code&amp;gt;,&lt;br /&gt;
or by pressing &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; and clicking on a rune slots at the bottom and selecting a rune.&lt;br /&gt;
Up to four runes can be learned at a time, not including the &amp;lt;code&amp;gt;space&amp;lt;/code&amp;gt; ability that main hand weapons provide.&lt;br /&gt;
&lt;br /&gt;
When runes are learned they appear in the spellbook in top right corner.&lt;br /&gt;
Hovering over their icons shows more details about the abilities.&lt;br /&gt;
&lt;br /&gt;
Runes usually use [[stat|mana]] points when cast by players, and some runes also require a target to cast.&lt;br /&gt;
Runes also have different [[Quality|qualities]] and level requirements.&lt;br /&gt;
&lt;br /&gt;
Unlike other equipment, runes cannot be [[Crafting|augmented]], although they can still be [[Salvaging|salvaged]] for [[essence]]s.&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
Most rune information can be found in this [https://gitlab.com/Isleward/isleward/blob/master/src/server/config/spellsConfig.js config file on GitLab].&lt;br /&gt;
Not all runes are available there though. Rune ranges that are not publicly available have been reverse-calculated using perfection values, so some degree of inaccuracy is possible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining Runes ==&lt;br /&gt;
Characters start with a few runes learned depending on their chosen [[spirit]].&lt;br /&gt;
Runes can also be dropped by monsters when killed.&lt;br /&gt;
&lt;br /&gt;
Players can trade a set of [[Card|Runecrafter&#039;s Toil]] cards with the [[Shady Dealer]] for a random level 10, 15, or 20 rune.&lt;br /&gt;
[[Asvald]] also sells some level 1 runes for 30 gold.&lt;br /&gt;
&lt;br /&gt;
Some runes can be crafted at the [[Etching Station]] using [[Muddy Runestone]]s and other materials.&lt;br /&gt;
&lt;br /&gt;
== List of Runes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Name !! Benefits from !! Stats !! Damage type !! Mana cost !! Range !! Cast time&amp;lt;br&amp;gt;(Ticks) !! Cooldown&amp;lt;br&amp;gt;(Ticks)&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Ambush]]&amp;lt;br&amp;gt;[[Rune of Ambush]] || [[Dexterity]] || Damage [8 - 79]&amp;lt;br&amp;gt; StunDuration [4 - 7]|| Physical Attack || 7 || 10 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Barbed Chain]]&amp;lt;br&amp;gt;[[Rune of Barbed Chain]] || [[Strength]] || Damage (approx.) [4 - 15]&amp;lt;br&amp;gt;StunDuration (approx.) [2 - 8] || Physical Attack || 4 || 9 || 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Blood Barrier]]&amp;lt;br&amp;gt;[[Rune of Blood Barrier]] || [[Strength]] / [[Intellect]] || DrainPercentage [10 - 50]&amp;lt;br&amp;gt;ShieldMultiplier [2 - 5]&amp;lt;br&amp;gt;FrenzyDuration [5 - 15] || Boost || 5 || 9 || 3 || 13&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Charge]]&amp;lt;br&amp;gt;[[Rune of Charge]] || [[Strength]] || Damage [2 - 22]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Physical Attack || 3 || 10 || 1 || 14&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Consecrate]]&amp;lt;br&amp;gt;[[Rune of Consecrate]] || [[Intellect]] || Healing [0.3 - 0.53]&amp;lt;br&amp;gt;Duration [7 - 12] || Holy Spell || 12 || 9 || 4 || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDexInt.png|link=Rune of Crystal Spikes]]&amp;lt;br&amp;gt;[[Rune of Crystal Spikes]] || [[Intellect]] / [[Dexterity]] || Damage [3 - 66]&amp;lt;br&amp;gt;Delay [1 - 4] || Physical Attack || 14 || 9 || Delay || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Fireblast]]&amp;lt;br&amp;gt;[[Rune of Fireblast]] || [[Intellect]] || Damage [2 - 35]&amp;lt;br&amp;gt;Radius [1 - 2]&amp;lt;br&amp;gt;PushBack [2 - 5] || Fire Spell || 5 || On self || 2 || 4&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Flurry]]&amp;lt;br&amp;gt;[[Rune of Flurry]] || [[Dexterity]] || Duration [10 - 20]&amp;lt;br&amp;gt;Chance [30 - 60] || Basic attack || 10 || Basic attack range || 0 || 20&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Harvest Life]]&amp;lt;br&amp;gt;[[Rune of Harvest Life]] || [[Strength]] / [[Intellect]] || Damage [4 - 24]&amp;lt;br&amp;gt;HealPercent [10 - 20] || Physical Attack || 5 || Melee || 3 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Healing Touch]]&amp;lt;br&amp;gt;[[Rune of Healing Touch]] || [[Intellect]] || Healing [1 - 3.5]|| Holy Spell || 8 || 9 || 4 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Ice Spear]]&amp;lt;br&amp;gt;[[Rune of Ice Spear]] || [[Intellect]] || Damage [2 - 47]&amp;lt;br&amp;gt;FreezeDuration [6 - 10] || Frost Spell || 4 || 9 || 2 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Innervation]]&amp;lt;br&amp;gt;[[Rune of Innervation]] || - || RegenPercentage [0.2 - 0.8] || [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Leech Life]]&amp;lt;br&amp;gt;[[Rune of Leech Life]] || [[Dexterity]] || Damage (approx.) [0.19 - 1.84]&amp;lt;br&amp;gt;Duration (approx.) [7 - 20]&amp;lt;br&amp;gt;LeechPercent (approx.) [0.70 - 7.97] ||&amp;lt;br&amp;gt; Poison Attack || 7 || 1 || 1 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Magic Missile]]&amp;lt;br&amp;gt;[[Rune of Magic Missile]] || [[Intellect]] || Damage [4 - 32] || Arcane Spell || 5 || 9 || 6 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Roll]]&amp;lt;br&amp;gt;[[Rune of Roll]] || - || maxDistance [5 - 8]|| Transport Rune || 6 || 20 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Slash]]&amp;lt;br&amp;gt;[[Rune of Slash]] || [[Strength]] || Damage [6 - 57] || Physical Attack || 4 || Melee || 1 || 9&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Smite]]&amp;lt;br&amp;gt;[[Rune of Smite]] || [[Intellect]] || Damage [4 - 31]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Holy Spell || 7 || 9 || 3 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Smokebomb]]&amp;lt;br&amp;gt;[[Rune of Smokebomb]] || [[Dexterity]] || Damage [0.25 - 4.4]&amp;lt;br&amp;gt;Radius [1 - 3]&amp;lt;br&amp;gt;Duration [7 - 13] || Poison Attack || 6 || On self || 0 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Summon Skeleton]]&amp;lt;br&amp;gt;[[Rune of Summon Skeleton]] || [[Strength]] / [[Intellect]] || DamagePercent [40 - 400]&amp;lt;br&amp;gt;HpPercent [40 - 70] || Summon || 5 || 9 || 6 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Swiftness]]&amp;lt;br&amp;gt;[[Rune of Swiftness]] || - || Chance [8 - 20] || [[Aura|Aura Boost]] || 40% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Taunt]]&amp;lt;br&amp;gt;[[Rune of Taunt]] || [[Strength]] || tauntDuration (approx.) [5 - 20] || Aggro || 3 || 9 || 1 || 12&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Tranquility]]&amp;lt;br&amp;gt;[[Rune of Tranquility]] || - || RegenPercentage [4 - 10]|| [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Whirlwind]]&amp;lt;br&amp;gt;[[Rune of Whirlwind]] || [[Strength]] || Damage [4 - 59]&amp;lt;br&amp;gt; Radius [1 - 2]|| Physical Attack || 7 || On self || 2 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Compendium]][[Category:Item Slot]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11081</id>
		<title>Category:Runes</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11081"/>
		<updated>2025-08-21T04:09:51Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Runes =&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Version 0.11.0}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runes&#039;&#039;&#039; are equippable [[item]]s that grant abilities usable by players and some [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
Runes can be &amp;quot;learned&amp;quot; (equipped) by right clicking a rune in the inventory and pressing &amp;lt;code&amp;gt;learn&amp;lt;/code&amp;gt;,&lt;br /&gt;
or by pressing &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; and clicking on a rune slots at the bottom and selecting a rune.&lt;br /&gt;
Up to four runes can be learned at a time, not including the &amp;lt;code&amp;gt;space&amp;lt;/code&amp;gt; ability that main hand weapons provide.&lt;br /&gt;
&lt;br /&gt;
When runes are learned they appear in the spellbook in top right corner.&lt;br /&gt;
Hovering over their icons shows more details about the abilities.&lt;br /&gt;
&lt;br /&gt;
Runes usually use [[stat|mana]] points when cast by players, and some runes also require a target to cast.&lt;br /&gt;
Runes also have different [[Quality|qualities]] and level requirements.&lt;br /&gt;
&lt;br /&gt;
Unlike other equipment, runes cannot be [[Crafting|augmented]], although they can still be [[Salvaging|salvaged]] for [[essence]]s.&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
Most rune information can be found in this [https://gitlab.com/Isleward/isleward/blob/master/src/server/config/spellsConfig.js config file on GitLab].&lt;br /&gt;
Not all runes are available there though. Rune ranges that are not publicly available have been reverse-calculated using perfection values, so some degree of inaccuracy is possible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining Runes ==&lt;br /&gt;
Characters start with a few runes learned depending on their chosen [[spirit]].&lt;br /&gt;
Runes can also be dropped by monsters when killed.&lt;br /&gt;
&lt;br /&gt;
Players can trade a set of [[Card|Runecrafter&#039;s Toil]] cards with the [[Shady Dealer]] for a random level 10, 15, or 20 rune.&lt;br /&gt;
[[Asvald]] also sells some level 1 runes for 30 gold.&lt;br /&gt;
&lt;br /&gt;
Some runes can be crafted at the [[Etching Station]] using [[Muddy Runestone]]s and other materials.&lt;br /&gt;
&lt;br /&gt;
== List of Runes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Name !! Benefits from !! Stats !! Damage type !! Mana cost !! Range !! Cast time&amp;lt;br&amp;gt;(Ticks) !! Cooldown&amp;lt;br&amp;gt;(Ticks)&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Ambush]]&amp;lt;br&amp;gt;[[Rune of Ambush]] || [[Dexterity]] || Damage [8 - 79]&amp;lt;br&amp;gt; StunDuration [4 - 7]|| Physical Attack || 7 || 10 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Barbed Chain]]&amp;lt;br&amp;gt;[[Rune of Barbed Chain]] || [[Strength]] || Damage (approx.) [4 - 15]&amp;lt;br&amp;gt;StunDuration (approx.) [2 - 8] || Physical Attack || 4 || 9 || 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Blood Barrier]]&amp;lt;br&amp;gt;[[Rune of Blood Barrier]] || [[Strength]] / [[Intellect]] || DrainPercentage [10 - 50]&amp;lt;br&amp;gt;ShieldMultiplier [2 - 5]&amp;lt;br&amp;gt;FrenzyDuration [5 - 15] || Boost || 5 || 9 || 3 || 13&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Charge]]&amp;lt;br&amp;gt;[[Rune of Charge]] || [[Strength]] || Damage [2 - 22]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Physical Attack || 3 || 10 || 1 || 14&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Consecrate]]&amp;lt;br&amp;gt;[[Rune of Consecrate]] || [[Intellect]] || Healing [0.3 - 0.53]&amp;lt;br&amp;gt;Duration [7 - 12] || Holy Spell || 12 || 9 || 4 || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDexInt.png|link=Rune of Crystal Spikes]]&amp;lt;br&amp;gt;[[Rune of Crystal Spikes]] || [[Intellect]] / [[Dexterity]] || Damage [3 - 66]&amp;lt;br&amp;gt;Delay [1 - 4] || Physical Attack || 14 || 9 || Delay || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Fireblast]]&amp;lt;br&amp;gt;[[Rune of Fireblast]] || [[Intellect]] || Damage [2 - 35]&amp;lt;br&amp;gt;Radius [1 - 2]&amp;lt;br&amp;gt;PushBack [2 - 5] || Fire Spell || 5 || On self || 2 || 4&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Flurry]]&amp;lt;br&amp;gt;[[Rune of Flurry]] || [[Dexterity]] || Duration [10 - 20]&amp;lt;br&amp;gt;Chance [30 - 60] || Basic attack || 10 || Basic attack range || 0 || 20&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Harvest Life]]&amp;lt;br&amp;gt;[[Rune of Harvest Life]] || [[Strength]] / [[Intellect]] || Damage [4 - 24]&amp;lt;br&amp;gt;HealPercent [10 - 20] || Physical Attack || 5 || Melee || 3 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Healing Touch]]&amp;lt;br&amp;gt;[[Rune of Healing Touch]] || [[Intellect]] || Healing [1 - 3.5]|| Holy Spell || 8 || 9 || 4 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Ice Spear]]&amp;lt;br&amp;gt;[[Rune of Ice Spear]] || [[Intellect]] || Damage [2 - 47]&amp;lt;br&amp;gt;FreezeDuration [6 - 10] || Frost Spell || 4 || 9 || 2 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Innervation]]&amp;lt;br&amp;gt;[[Rune of Innervation]] || - || RegenPercentage [0.2 - 0.8] || [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Leech Life]]&amp;lt;br&amp;gt;[[Rune of Leech Life]] || [[Dexterity]] || Damage (approx.) [0.19 - 1.84]&amp;lt;br&amp;gt;Duration (approx.) [7 - 20]&amp;lt;br&amp;gt;LeechPercent (approx.) [0.70 - 7.97] ||&amp;lt;br&amp;gt; Poison Attack || 7 || 1 || 1 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Magic Missile]]&amp;lt;br&amp;gt;[[Rune of Magic Missile]] || [[Intellect]] || Damage [4 - 32] || Arcane Spell || 5 || 9 || 6 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Roll]]&amp;lt;br&amp;gt;[[Rune of Roll]] || - || maxDistance [5 - 8]|| Transport Rune || 6 || 20 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Slash]]&amp;lt;br&amp;gt;[[Rune of Slash]] || [[Strength]] || Damage [6 - 57] || Physical Attack || 4 || Melee || 1 || 9&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Smite]]&amp;lt;br&amp;gt;[[Rune of Smite]] || [[Intellect]] || Damage [4 - 31]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Holy Spell || 7 || 9 || 3 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Smokebomb]]&amp;lt;br&amp;gt;[[Rune of Smokebomb]] || [[Dexterity]] || Damage [0.25 - 4.4]&amp;lt;br&amp;gt;Radius [1 - 3]&amp;lt;br&amp;gt;Duration [7 - 13] || Poison Attack || 6 || On self || 0 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Summon Skeleton]]&amp;lt;br&amp;gt;[[Rune of Summon Skeleton]] || [[Strength]] / [[Intellect]] || DamagePercent [40 - 400]&amp;lt;br&amp;gt;HpPercent [40 - 70] || Summon || 5 || 9 || 6 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Swiftness]]&amp;lt;br&amp;gt;[[Rune of Swiftness]] || - || Chance [8 - 20] || [[Aura|Aura Boost]] || 40% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Taunt]]&amp;lt;br&amp;gt;[[Rune of Taunt]] || [[Strength]] || tauntDuration [? - ?] || Aggro || 3 || 9 || 1 || 12&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Tranquility]]&amp;lt;br&amp;gt;[[Rune of Tranquility]] || - || RegenPercentage [4 - 10]|| [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Whirlwind]]&amp;lt;br&amp;gt;[[Rune of Whirlwind]] || [[Strength]] || Damage [4 - 59]&amp;lt;br&amp;gt; Radius [1 - 2]|| Physical Attack || 7 || On self || 2 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Compendium]][[Category:Item Slot]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11080</id>
		<title>Category:Runes</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11080"/>
		<updated>2025-08-21T04:07:43Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Runes =&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Version 0.11.0}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runes&#039;&#039;&#039; are equippable [[item]]s that grant abilities usable by players and some [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
Runes can be &amp;quot;learned&amp;quot; (equipped) by right clicking a rune in the inventory and pressing &amp;lt;code&amp;gt;learn&amp;lt;/code&amp;gt;,&lt;br /&gt;
or by pressing &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; and clicking on a rune slots at the bottom and selecting a rune.&lt;br /&gt;
Up to four runes can be learned at a time, not including the &amp;lt;code&amp;gt;space&amp;lt;/code&amp;gt; ability that main hand weapons provide.&lt;br /&gt;
&lt;br /&gt;
When runes are learned they appear in the spellbook in top right corner.&lt;br /&gt;
Hovering over their icons shows more details about the abilities.&lt;br /&gt;
&lt;br /&gt;
Runes usually use [[stat|mana]] points when cast by players, and some runes also require a target to cast.&lt;br /&gt;
Runes also have different [[Quality|qualities]] and level requirements.&lt;br /&gt;
&lt;br /&gt;
Unlike other equipment, runes cannot be [[Crafting|augmented]], although they can still be [[Salvaging|salvaged]] for [[essence]]s.&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
Most rune information can be found in this [https://gitlab.com/Isleward/isleward/blob/master/src/server/config/spellsConfig.js config file on GitLab].&lt;br /&gt;
Not all runes are available there though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining Runes ==&lt;br /&gt;
Characters start with a few runes learned depending on their chosen [[spirit]].&lt;br /&gt;
Runes can also be dropped by monsters when killed.&lt;br /&gt;
&lt;br /&gt;
Players can trade a set of [[Card|Runecrafter&#039;s Toil]] cards with the [[Shady Dealer]] for a random level 10, 15, or 20 rune.&lt;br /&gt;
[[Asvald]] also sells some level 1 runes for 30 gold.&lt;br /&gt;
&lt;br /&gt;
Some runes can be crafted at the [[Etching Station]] using [[Muddy Runestone]]s and other materials.&lt;br /&gt;
&lt;br /&gt;
== List of Runes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Name !! Benefits from !! Stats !! Damage type !! Mana cost !! Range !! Cast time&amp;lt;br&amp;gt;(Ticks) !! Cooldown&amp;lt;br&amp;gt;(Ticks)&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Ambush]]&amp;lt;br&amp;gt;[[Rune of Ambush]] || [[Dexterity]] || Damage [8 - 79]&amp;lt;br&amp;gt; StunDuration [4 - 7]|| Physical Attack || 7 || 10 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Barbed Chain]]&amp;lt;br&amp;gt;[[Rune of Barbed Chain]] || [[Strength]] || Damage (approx.) [4 - 15]&amp;lt;br&amp;gt;StunDuration (approx.) [2 - 8] || Physical Attack || 4 || 9 || 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Blood Barrier]]&amp;lt;br&amp;gt;[[Rune of Blood Barrier]] || [[Strength]] / [[Intellect]] || DrainPercentage [10 - 50]&amp;lt;br&amp;gt;ShieldMultiplier [2 - 5]&amp;lt;br&amp;gt;FrenzyDuration [5 - 15] || Boost || 5 || 9 || 3 || 13&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Charge]]&amp;lt;br&amp;gt;[[Rune of Charge]] || [[Strength]] || Damage [2 - 22]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Physical Attack || 3 || 10 || 1 || 14&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Consecrate]]&amp;lt;br&amp;gt;[[Rune of Consecrate]] || [[Intellect]] || Healing [0.3 - 0.53]&amp;lt;br&amp;gt;Duration [7 - 12] || Holy Spell || 12 || 9 || 4 || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDexInt.png|link=Rune of Crystal Spikes]]&amp;lt;br&amp;gt;[[Rune of Crystal Spikes]] || [[Intellect]] / [[Dexterity]] || Damage [3 - 66]&amp;lt;br&amp;gt;Delay [1 - 4] || Physical Attack || 14 || 9 || Delay || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Fireblast]]&amp;lt;br&amp;gt;[[Rune of Fireblast]] || [[Intellect]] || Damage [2 - 35]&amp;lt;br&amp;gt;Radius [1 - 2]&amp;lt;br&amp;gt;PushBack [2 - 5] || Fire Spell || 5 || On self || 2 || 4&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Flurry]]&amp;lt;br&amp;gt;[[Rune of Flurry]] || [[Dexterity]] || Duration [10 - 20]&amp;lt;br&amp;gt;Chance [30 - 60] || Basic attack || 10 || Basic attack range || 0 || 20&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Harvest Life]]&amp;lt;br&amp;gt;[[Rune of Harvest Life]] || [[Strength]] / [[Intellect]] || Damage [4 - 24]&amp;lt;br&amp;gt;HealPercent [10 - 20] || Physical Attack || 5 || Melee || 3 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Healing Touch]]&amp;lt;br&amp;gt;[[Rune of Healing Touch]] || [[Intellect]] || Healing [1 - 3.5]|| Holy Spell || 8 || 9 || 4 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Ice Spear]]&amp;lt;br&amp;gt;[[Rune of Ice Spear]] || [[Intellect]] || Damage [2 - 47]&amp;lt;br&amp;gt;FreezeDuration [6 - 10] || Frost Spell || 4 || 9 || 2 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Innervation]]&amp;lt;br&amp;gt;[[Rune of Innervation]] || - || RegenPercentage [0.2 - 0.8] || [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Leech Life]]&amp;lt;br&amp;gt;[[Rune of Leech Life]] || [[Dexterity]] || Damage (approx.) [0.19 - 1.84]&amp;lt;br&amp;gt;Duration (approx.) [7 - 20]&amp;lt;br&amp;gt;LeechPercent (approx.) [0.70 - 7.97] ||&amp;lt;br&amp;gt; Poison Attack || 7 || 1 || 1 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Magic Missile]]&amp;lt;br&amp;gt;[[Rune of Magic Missile]] || [[Intellect]] || Damage [4 - 32] || Arcane Spell || 5 || 9 || 6 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Roll]]&amp;lt;br&amp;gt;[[Rune of Roll]] || - || maxDistance [5 - 8]|| Transport Rune || 6 || 20 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Slash]]&amp;lt;br&amp;gt;[[Rune of Slash]] || [[Strength]] || Damage [6 - 57] || Physical Attack || 4 || Melee || 1 || 9&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Smite]]&amp;lt;br&amp;gt;[[Rune of Smite]] || [[Intellect]] || Damage [4 - 31]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Holy Spell || 7 || 9 || 3 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Smokebomb]]&amp;lt;br&amp;gt;[[Rune of Smokebomb]] || [[Dexterity]] || Damage [0.25 - 4.4]&amp;lt;br&amp;gt;Radius [1 - 3]&amp;lt;br&amp;gt;Duration [7 - 13] || Poison Attack || 6 || On self || 0 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Summon Skeleton]]&amp;lt;br&amp;gt;[[Rune of Summon Skeleton]] || [[Strength]] / [[Intellect]] || DamagePercent [40 - 400]&amp;lt;br&amp;gt;HpPercent [40 - 70] || Summon || 5 || 9 || 6 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Swiftness]]&amp;lt;br&amp;gt;[[Rune of Swiftness]] || - || Chance [8 - 20] || [[Aura|Aura Boost]] || 40% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Taunt]]&amp;lt;br&amp;gt;[[Rune of Taunt]] || [[Strength]] || tauntDuration [? - ?] || Aggro || 3 || 9 || 1 || 12&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Tranquility]]&amp;lt;br&amp;gt;[[Rune of Tranquility]] || - || RegenPercentage [4 - 10]|| [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Whirlwind]]&amp;lt;br&amp;gt;[[Rune of Whirlwind]] || [[Strength]] || Damage [4 - 59]&amp;lt;br&amp;gt; Radius [1 - 2]|| Physical Attack || 7 || On self || 2 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Compendium]][[Category:Item Slot]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Festival_of_the_Sun&amp;diff=11079</id>
		<title>Festival of the Sun</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Festival_of_the_Sun&amp;diff=11079"/>
		<updated>2025-06-22T16:01:48Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version Unknown}}&lt;br /&gt;
&lt;br /&gt;
= Festival of the Sun =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
! [[File:SceibiansAtFjolgard.png|300px]]&lt;br /&gt;
|-&lt;br /&gt;
| Sceibians in Fjolgard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Blockquote|&amp;quot;The hour of the Moon is nigh...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Meet Amina, the Priestess of the Sun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Festival of the Sun is coming to Fjolgard...but not all is joy and merriment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Strange visitors are coming to Fjolarok, and bringing the Festival of the Sun with them. They are also asking for help. Enter the Pyramid of the Sun... defeat the Moonbound... and be generously rewarded.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Festival of the Sun&#039;&#039;&#039; is a seasonal event first released with v0.8 on September 12, 2020.&lt;br /&gt;
The event brings new NPCs to Fjolarok, a new randomly-generated dungeon (the [[Pyramid of the Sun]]), 8 unique items, and a new faction, the Sceibians.&lt;br /&gt;
The currency for this event is [[Solar Tear]]s, which are dropped from monsters and the boss fight in the Pyramid and are used to buy items and cosmetics from [[Lara]], one of the Sceibians camped in Fjolgard.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
* [[Priestess Amina]]&lt;br /&gt;
* [[Tariq]]&lt;br /&gt;
* [[Lara]]&lt;br /&gt;
* [[Basri]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
* [[Solar Tear]] from the Pyramid&lt;br /&gt;
* [[Radiant Sword]] from [[Lara]] for 10 tears&lt;br /&gt;
* [[Shield of Lustre]] from [[Lara]] for 10 tears&lt;br /&gt;
* [[The Sunsickle]] from [[Lara]] for 10 tears&lt;br /&gt;
* [[Amulet of the Sun]] from [[Lara]] for 10 tears&lt;br /&gt;
* [[Twilight Sword]] from the Pyramid boss&lt;br /&gt;
* [[Shield of Eclipses]] from the Pyramid boss&lt;br /&gt;
* [[Crescent Dagger]] from the Pyramid boss&lt;br /&gt;
* [[Amulet of the Moon]] from the Pyramid boss&lt;br /&gt;
* [[Djinn&#039;s Tonic]] from killing [[Djinn]]&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
The following are available for purchase with Solar tears from Lara:&lt;br /&gt;
&lt;br /&gt;
* Skin: [[Desert Mage]] (30 Solar Tears)&lt;br /&gt;
* Skin: [[Desert Warrior]] (30 Solar Tears)&lt;br /&gt;
* Skin: [[Desert Assassin]] (30 Solar Tears)&lt;br /&gt;
* Mount Skin: [[Brown Camel]] (30 Solar Tears)&lt;br /&gt;
* Chat Message Tag: Sun and Moon (75 Solar Tears)&lt;br /&gt;
&lt;br /&gt;
One cosmetic can only be dropped from the Pyramid boss&lt;br /&gt;
* The [[Lunar Charge]] cosmetic for [[Rune of Charge]] can drop from the Pyramid bosses, [[Vizier Zunni]] and [[Moonpriest Sahira]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
During the 2022 and 2023 Festivals, the [[Lunar Charge]] cosmetic was unobtainable, unbeknownst to the community. It was re-added in 2024.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=News_%26_Events&amp;diff=11078</id>
		<title>News &amp; Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=News_%26_Events&amp;diff=11078"/>
		<updated>2025-06-22T15:53:23Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= News &amp;amp; Events =&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
When adding more news, make sure there are only 5 entries in the *onlyinclude* section&lt;br /&gt;
Those five are the news that will show up on the index page.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;2025-06-22&#039;&#039;&#039; [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2025-04-21&#039;&#039;&#039; [[Version 0.20.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-04-02&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2025-03-30&#039;&#039;&#039; [[Version 0.19.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-03-22&#039;&#039;&#039; [[Version 0.18.0]] released!&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;2025-02-22&#039;&#039;&#039; [[Version 0.17.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-02-16&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2025-01-25&#039;&#039;&#039; [[Version 0.16.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2025-01-10&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-12-14&#039;&#039;&#039; [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-11-27&#039;&#039;&#039; Double Idols, Runes, and XP has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-11-26&#039;&#039;&#039; Double Idols, Runes, and XP has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-11-16&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-10-24&#039;&#039;&#039; Double Idols has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-10-15&#039;&#039;&#039; Double Idols has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-10-05&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-09-08&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-08-10&#039;&#039;&#039; [[Version 0.15.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2024-07-27&#039;&#039;&#039; [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-04-03&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2024-02-10&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2024-02-10&#039;&#039;&#039; [[Version 0.14.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2024-01-28&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-12-09&#039;&#039;&#039; [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-12-02&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-10-21&#039;&#039;&#039; [[Version 0.13.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2023-10-16&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-08-22&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-07-15&#039;&#039;&#039; [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-05-06&#039;&#039;&#039; [[Version 0.12.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2023-05-05&#039;&#039;&#039; [[Idolic Blessing]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-05-02&#039;&#039;&#039; [[Idolic Blessing]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-03-21&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-02-14&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-02-13&#039;&#039;&#039; Double Idols, Runes, and XP has ended!&lt;br /&gt;
* &#039;&#039;&#039;2023-02-10&#039;&#039;&#039; Double Idols, Runes, and XP has started!&lt;br /&gt;
* &#039;&#039;&#039;2023-01-21&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2022-12-04&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended and [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2022-10-27&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2022-09-16&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2022-07-20&#039;&#039;&#039; [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2022-05-01&#039;&#039;&#039; [[Version 0.11.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2022-03-05&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2022-02-14&#039;&#039;&#039; [[Version 0.10.6]] released and [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2022-01-09&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-12-12&#039;&#039;&#039; [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2021-11-13&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-10-17&#039;&#039;&#039; [[Version 0.10.5]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-10-16&#039;&#039;&#039; [[Version 0.10.4]] released and [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2021-10-07&#039;&#039;&#039; [[Version 0.10.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-21&#039;&#039;&#039; [[Housing Competition]] ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-15&#039;&#039;&#039; [[Version 0.10.2]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-14&#039;&#039;&#039; [[Version 0.10.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-14&#039;&#039;&#039; [[Housing Competition]] started!&lt;br /&gt;
* &#039;&#039;&#039;2021-09-05&#039;&#039;&#039; [[Version 0.10.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-07-12&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-06-11&#039;&#039;&#039; [[Version 0.9.1]] released and [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2021-05-15&#039;&#039;&#039; [[Version 0.9.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2021-03-14&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-02-16&#039;&#039;&#039; [[Version 0.8.6]] released and [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2021-01-17&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2021-01-02&#039;&#039;&#039; [[Version 0.8.5]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-12-16&#039;&#039;&#039; [[Version 0.8.4]] released and [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2020-11-21&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2020-11-17&#039;&#039;&#039; [[Version 0.8.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-10-24&#039;&#039;&#039; [[Version 0.8.2]] released and [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2020-10-20&#039;&#039;&#039; [[Version 0.8.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-10-10&#039;&#039;&#039; [[Festival of the Sun]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2020-09-12&#039;&#039;&#039; [[Version 0.8.0]] released and [[Festival of the Sun]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2020-05-26&#039;&#039;&#039; [[Version 0.7.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-04-25&#039;&#039;&#039; [[Version 0.6.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-04-11&#039;&#039;&#039; [[Version 0.6.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-04-03&#039;&#039;&#039; [[Version 0.5.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-03-15&#039;&#039;&#039; [[Version 0.5.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-02-29&#039;&#039;&#039; [[Sjofni&#039;s Embrace]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2020-02-14&#039;&#039;&#039; [[Version 0.4.4]] released and [[Sjofni&#039;s Embrace]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2020-02-01&#039;&#039;&#039; [[Version 0.4.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2020-01-02&#039;&#039;&#039; [[Version 0.4.2]] released and [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2019-12-12&#039;&#039;&#039; [[Version 0.4.1]] released and [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2019-12-08&#039;&#039;&#039; [[Version 0.4.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2019-11-08&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2019-10-12&#039;&#039;&#039; [[Version 0.3.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2019-10-04&#039;&#039;&#039; [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2019-05-14&#039;&#039;&#039; [[Version 0.3.2]] released and [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2018-12-13&#039;&#039;&#039; [[Version 0.3.1]] released and [[Merrywinter]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2018-11-12&#039;&#039;&#039; [[Soul&#039;s Moor]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2018-10-06&#039;&#039;&#039; [[Version 0.3.0]] released and [[Soul&#039;s Moor]] has started!&lt;br /&gt;
* &#039;&#039;&#039;2018-09-05&#039;&#039;&#039; [[Version 0.2.1]] released!&lt;br /&gt;
* &#039;&#039;&#039;2018-05-13&#039;&#039;&#039; [[Version 0.2.0]] released!&lt;br /&gt;
* &#039;&#039;&#039;2018-04-19&#039;&#039;&#039; [[Version 0.1.11]] released!&lt;br /&gt;
* &#039;&#039;&#039;2018-03-24&#039;&#039;&#039; [[Version 0.1.10]] released!&lt;br /&gt;
* &#039;&#039;&#039;2018-03-18&#039;&#039;&#039; [[Public Test Realm|PTR]] Stress Test&lt;br /&gt;
* &#039;&#039;&#039;2018-01-01&#039;&#039;&#039; [[Merrywinter]] has ended!&lt;br /&gt;
* &#039;&#039;&#039;2017-12-29&#039;&#039;&#039; [[Version 0.1.9]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-12-09&#039;&#039;&#039; [[Version 0.1.8]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-10-22&#039;&#039;&#039; [[Version 0.1.7]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-08-30&#039;&#039;&#039; [[Version 0.1.6]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-08-22&#039;&#039;&#039; [[Version 0.1.5]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-07-02&#039;&#039;&#039; [[Version 0.1.4]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-05-24&#039;&#039;&#039; [[Version 0.1.3]] released!&lt;br /&gt;
* &#039;&#039;&#039;2017-03-11&#039;&#039;&#039; [[Version 0.1.2]] released!&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Scarab_Husk&amp;diff=11077</id>
		<title>Scarab Husk</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Scarab_Husk&amp;diff=11077"/>
		<updated>2025-05-11T23:41:32Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Scarab Husk&lt;br /&gt;
| description = A petrified husk with a glassy, jewel-like finish that shimmers mysteriously.&lt;br /&gt;
| quality = rare&lt;br /&gt;
| type = crafting material&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Scarab Husk&#039;&#039;&#039; is a rare drop obtained from killing various mobs on Blisterwind.  They are a [[crafting material]] used to purchase [[Sand-Shrouded]] items from [[Supply Officer]] on [[Blisterwind]] Isle.  The rate of exchange at the Supply Officer&#039;s shop varies depending on the equipment&#039;s slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Version 0.20.0}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Currencies]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Category:NPCs&amp;diff=11076</id>
		<title>Category:NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Category:NPCs&amp;diff=11076"/>
		<updated>2025-05-11T23:36:44Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version 0.3.3}}&lt;br /&gt;
= NPCs =&lt;br /&gt;
NPCs, or non-player characters, are characters that interact with the player, offering [[item]]s and [[Lore|backstory]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Name !!Level !!Location !!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Hermit]] || 10 || [[Fjolarok]] || Sells random low-level [[equipment]]&amp;lt;br&amp;gt;Sells sticks&lt;br /&gt;
|-&lt;br /&gt;
| [[Vikar]] || 15 || [[Fjolgard]] || Hosts an enchanting shrine for [[Crafting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Estrid]] || 15 || [[Fjolgard]] || Sells [[Empty Vial]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Asvald]] || 15 || [[Fjolgard]] || Owns the etching station used for [[Crafting|Runecrafting]]&amp;lt;br&amp;gt;Sells level 1 runes&lt;br /&gt;
|-&lt;br /&gt;
| [[Gaekatla Priest]] || 20 || [[Fjolgard]] || Sells [[Gaekatla]] [[equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shady Dealer]] || ? || [[Fjolgard Sewers]] || Trades [[Cards]] for [[Item]]s, [[Runes]], and [[Idol]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[ Alrik ]] || 15 || [[Fjolgard]] || Crafts [[Mounts]] for [[Essence]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Finn Elderbow]] || 20 || Near [[Estuary]] Entrance || Appears every four hours for 10 minutes. Assists you in crafting [[Bow]]s. &lt;br /&gt;
|-&lt;br /&gt;
| [[Akarei Scout]] ||20 ||[[Crystal Caves]] || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Biorn]] ||20 ||[[Crystal Caves]] || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Veleif]] ||20 ||[[Crystal Caves]] || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Akarei Artificer]] ||20 ||[[Crystal Caves]] || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Thaumaturge Yala]] ||20 ||[[Crystal Caves]] || Sells [[The Akarei|Akarei]] [[neck]] slot items with a Special Stat of chance for lightning bolt on crit&lt;br /&gt;
|-&lt;br /&gt;
| [[The Winter Man]] || 20 || [[Fjolgard]] || [[Merrywinter]] [[event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Pumpkin Sailor]] || ? || [[Fjolarok]] || [[Soul&#039;s Moor]] [[event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vizier Zunni]] || 20 || [[Pyramid of the Sun]] || One of the bosses of the [[Festival of the Sun]] [[event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Moonpriest Sahira]] || 20 || [[Pyramid of the Sun]] || One of the bosses of the [[Festival of the Sun]] [[event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tariq]] || 20 || [[Pyramid of the Sun]] || A [[Festival of the Sun|Sceibian]]; provides the player information about the [[Festival of the Sun]] [[event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lara]] || 20 || [[Pyramid of the Sun]] || A [[Festival of the Sun|Sceibian]]; trades [[Loot|epic]] items for [[Solar Tears]] during the [[Festival of the Sun]] [[event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Basri]] || 20 || [[Pyramid of the Sun]] || Helped set up the [[Festival of the Sun|Sceibian]] camp during the [[Festival of the Sun]] [[event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Battlemaster Greig]] || 20 || [[Fjolgard]] || Initiates [[Capture the Flag]] a player-vs-player minigame. &lt;br /&gt;
|-&lt;br /&gt;
| [[Supply Officer]] || 20 || [[Blisterwind]] || Trades [[Scarab Husk]]s for [[Sand-Shrouded]] equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Compendium]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11075</id>
		<title>Advanced Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Advanced_Guide&amp;diff=11075"/>
		<updated>2025-05-11T18:44:23Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Advanced Guide =&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{No Version}}&lt;br /&gt;
{{OB}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
This is a general guide that covers advanced tips, endgame goals and builds.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
Here&#039;s a list of things to work on (mainly lategame):&lt;br /&gt;
* Reaching level 23 (on all 3 spirits)&lt;br /&gt;
* Farming [[Stinktooth]]/[[M&#039;ogresh]]/[[Radulos]]/[[Nyxaliss]] and [[Trials of the Abyss]] for gear.&lt;br /&gt;
* Find/augment full legendary gear (has more rolls)&lt;br /&gt;
* High damage roll weapon&lt;br /&gt;
* High rolled runes&lt;br /&gt;
* Unlock [[Rune of Whirlwind|Whirlwind]] (from Stinktooth)/[[Rune of Ambush|Ambush]] (from Bera) recipes&lt;br /&gt;
* Farming for [[Putrid Shank]] (from Stinktooth)&lt;br /&gt;
* Farming for [[Steelclaw&#039;s Bite]] (from Stinktooth)&lt;br /&gt;
* Farming for various [[Nyxaliss]] drops&lt;br /&gt;
* Farming for [[Corrupted Blossom]] (from Temple)&lt;br /&gt;
* Farming for [[Cowl of Obscurity]] (from Gaekatla rep)&lt;br /&gt;
* Farming for Gaekatlan Druid skin (from Gaekatla rep)&lt;br /&gt;
* Farming for [[Bonecaller&#039;s Crown]] and [[Morbid Marrow]]&lt;br /&gt;
* Seasonal events&lt;br /&gt;
* Contribute to the crippling wealth gap by getting an unholy amount of idols&lt;br /&gt;
* Become the strongest :D&lt;br /&gt;
&lt;br /&gt;
== Spirit Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Owl ===&lt;br /&gt;
&lt;br /&gt;
[[Summon Skeleton]] are many times used by slightly weaker owls to help keep enemies away by distracting them. Although it is recommended to use no more than 2, so that you have alternative attacks in case you are caught off guard while summoning a skeleton.&lt;br /&gt;
&lt;br /&gt;
[[Ice Spear]] can be used to deliver a quick hit thanks to its low cast time. However, it does have a long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Magic Missile]] simply deals massive damage in exchange for a medium cast time and slightly long cooldown.&lt;br /&gt;
&lt;br /&gt;
[[Smite]] can be paired with [[Magic Missile]] for some extra damage, as the smite stun is usually long enough to get an MM in.&lt;br /&gt;
&lt;br /&gt;
[[Fireblast]] can be used to keep mobs at distance for a few more ticks, allowing critical time to cast a final MM or cons to heal. It also works well when paired with [[Ice Spear]] or [[Smite]].&lt;br /&gt;
Owls can farm groups of enemies by coupling [[Fireblast]] with a source of healing such as [[Consecrate]], [[Cowl of Obscurity]], or [[Healing Touch]].&lt;br /&gt;
&lt;br /&gt;
When engaging in combat alone (or in a duo if using [[Vile Essence]]), a [[Healing Touch]] may be used instead of a [[Consecrate]] as it provides better hpt on single targets, although it relies the caster to be reactive towards damage taken rather than proactive, which can be more dangerous.&lt;br /&gt;
&lt;br /&gt;
Owls generally use [[List of Tomes|Tomes]] as the preferred offhand slot item because of the spell crit chance and multi implicits being more useful than the block chance implicit stat of the Shields. Some owls prefer to use shields for more armor, because owls are generally have less health and armor than other spirits. The [[Strength]] requirement on shields can sometimes be a problem though.&lt;br /&gt;
&lt;br /&gt;
=== Bear ===&lt;br /&gt;
&lt;br /&gt;
Bear can farm groups of enemies via AoE damage sources such as [[Rune of Whirlwind]], [[Shield of Lustre]], or [[Gourdhowl]] together with a source of healing such as [[Stat#Defense|LoH]], [[Cowl of Obscurity]] or [[Harvest Life]].&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage axe to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
If not using an axe, bears generally use [[OffHand|Shields]] as the preferred offhand slot item because of its block chance implicit stat being more useful than &lt;br /&gt;
the Spell Crit Chance and multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Using a [[Charge]] to stun and a [[Slash]] to inflict large amounts of damage works very well on bosses such as [[M&#039;ogresh]].&lt;br /&gt;
&lt;br /&gt;
=== Lynx ===&lt;br /&gt;
&lt;br /&gt;
[[Rune of Flurry]] may be used in pairing with a high damage spear to deal large amounts of damage in a short period of time.&lt;br /&gt;
&lt;br /&gt;
Lynxes generally use [[Gilded Shield]] as the preferred offhand slot item because the armor implicit stat being more useful than the Spell Crit Chance and Multi implicits of the Tomes.&lt;br /&gt;
&lt;br /&gt;
Due to how often lynx can apply damage with [[Smokebomb]], building for crit with a [[Cowl of Obscurity]] vastly increases a lynx&#039;s durability.&lt;br /&gt;
&lt;br /&gt;
== List of Builds ==&lt;br /&gt;
&lt;br /&gt;
Most builds are designed around a certain spirit and a level 20 character.&lt;br /&gt;
Before level 20, different stats might be more important to kill mobs and level up as fast as possible so players can start working on getting the strongest endgame gear.&lt;br /&gt;
It&#039;s probably best to focus on reaching level 20 before specializing your build.&lt;br /&gt;
&lt;br /&gt;
== Bear ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Standard Damage Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Slash&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Whirlwind]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon, slash, harvest, and charge damage&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable, or you can run a one-handed weapon such as a [[Sword]] or [[The Sunsickle|Sunsickle]] with [[Shield of Lustre]]&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity and harvest lifes are important survivability tools&lt;br /&gt;
&lt;br /&gt;
* Whirlwind can be used as a way to clear out groups of enemies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0, edited slightly by cow&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|High damage flurry bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stat to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Pendant]] (for str implicit)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes) or [[Dead Man&#039;s Band]] (for all attri and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gourdhowl]] (for whirlwind on hit)&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L_chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, str, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* Regular axes are an option if Gourdhowl is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited slightly by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Steelclaw&#039;s Bite Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use the Steelclaw always crit + Harvest life to deal damage/regen hp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&lt;br /&gt;
* [[Dead Man&#039;s Band]] (generally a good source of all attri and str) or [[Banshee&#039;s Will]] (gives all attri as well as int and str. While the stat totals are the same, the extra HP regen may be worth it]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[List of shields|Shield]] (preferably [[Wooden Shield]] for the block chance)&lt;br /&gt;
* +/-[[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Poison/all res&lt;br /&gt;
* Strength/Intellect&lt;br /&gt;
* Vitality&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Mana regen&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on preference or on which stats you are missing (first tree is survivability focused while second tree is damage focused)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both deal damage and regen hp using scb [[Steelclaw&#039;s Bite]], while being tanky enough to survive your own self damage and the enemies&#039; damage.&lt;br /&gt;
&lt;br /&gt;
* Ideally 2 harvest life runes will be used, this is the perfect amount to harvest, take 2 steps, and harvest again (this is important for doing m&#039;ogresh)&lt;br /&gt;
&lt;br /&gt;
* All attribute is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attribute is basically 1.5 mainstat for the purposes of scaling damage instead of 1.&lt;br /&gt;
&lt;br /&gt;
* Focus on improving vit/res stats first, as they are vital to not killing yourself with scb.&lt;br /&gt;
&lt;br /&gt;
* Depending on if you are above/below 134% attack speed, 52/48 mana regen is the breakpoint to infinitely sustain 2 harvest lifes on cooldown, realistically you will need less as you should not be casting off cooldown too often&lt;br /&gt;
&lt;br /&gt;
* Spare rune slots is ideally dedicated to either [[Tranquility]] or [[Innervation]]&lt;br /&gt;
&lt;br /&gt;
* Its far more important to have less damage and more survivablity, its ruined if you risk becoming so low that you kill yourself on attack.&lt;br /&gt;
&lt;br /&gt;
* Cowl of obscurity is not required if you can heal consistently from your harvests.&lt;br /&gt;
&lt;br /&gt;
* It&#039;s important to play with stats to find a perfect mix between tankyness and damage.&lt;br /&gt;
&lt;br /&gt;
* Once perfected it becomes nearly impossible to die, allowing bears to solo temple and [[M&#039;ogresh]] as well as event bosses. The downside is it&#039;s slower due to dealing less damage than a traditional build might. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie and Icono for v0.11.0, slightly edited by cow to include Soul&#039;s rings&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Tank Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tank bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Max armor/resist high vit/hp regen tank&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]] (for hp regen)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes), [[Dead Man&#039;s Band]] (for all attr and str, these are usually better than loops)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Scaled Binding]] (for vitality)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sword]] + [[Wooden Shield]] (for block)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Slash]]/[[Flurry]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
* [[Tranquility]]/[[Innervation]]&lt;br /&gt;
* [[Taunt]]&lt;br /&gt;
* There&#039;s one too many runes here but I&#039;m not sure which one to remove to include taunt.&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen&lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Pathing to multi on the tree is not particularly useful in this case, it is up to personal preference where those points should be allocated, although the attack speed can help reduce harvest life cast time from 3 ticks to 2 ticks if an additional 18% attack speed is present from gear stats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
This build is purely theoretically useful and will not be practical until the addition of a rune that can establish threat not based on damage dealt (bear attacks and runes have threat multi present on them, but that is based on damage dealt so tank bear cannot realistically take aggro). UPDATE: such a rune now exists, [[Rune of Taunt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy, edited by Arkie for v0.11.0, edited by cow to include Soul&#039;s rings and taunt&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Sickle Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sickle Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Necro-ish build focused on harv and sickle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Iron armor pieces (for lot of implicit armor)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[The Sunsickle|Sunsickle]] + [[Wooden Shield]] (for block) or [[Shield of Lustre]] (for extra damage)&lt;br /&gt;
||&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Harvest Life]]&lt;br /&gt;
||&lt;br /&gt;
* Vitality&lt;br /&gt;
* Hp regen &lt;br /&gt;
* Armor&lt;br /&gt;
* Poison/all resist&lt;br /&gt;
* Block chance&lt;br /&gt;
* Attack/spell dodge (attack dodge is more useful)&lt;br /&gt;
* Strength and Intellect&lt;br /&gt;
* LoH&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B semitank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B tank.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Passive tree is completely up to personal preference here, just go with whatever feels best&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is similar to scb bear, but instead of relying on scb to artificially inflate damage at the cost of extra levels of danger, a sickle and loh are used to increase survivability at the cost of damage (it is possible to actually outdamage scb bear because you are not limited by your own hp pool regarding how hard you can hit)&lt;br /&gt;
&lt;br /&gt;
* Any regular sickle can be used if sunsickle is not readily obtainable&lt;br /&gt;
&lt;br /&gt;
* High vitality is important to survive between harvest casts&lt;br /&gt;
&lt;br /&gt;
* Unlike scb bear, crit can and should be squeezed into the build (res is less important on this build so sacrifice res first to put on crit)&lt;br /&gt;
&lt;br /&gt;
* All attr is a blessing, as harvest life scales off of 0.75x the sum of int+str, meaning all attr is bascially 1.5 mainstat for the purposes of scaling damage instead of 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0, slightly edited by cow to include Soul&#039;s rings and Lusture&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Butcher PVP Bear&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Butcher Bear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bear&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use Steelclaw, charge, and damage from lustre and slash to kill players in a single stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage / Tank&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&lt;br /&gt;
* [[Pendant]] (for str)&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Shield of Lustre]]&lt;br /&gt;
||&lt;br /&gt;
* [[Slash]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Strength&lt;br /&gt;
* Attack crit mult&lt;br /&gt;
* Physical increase&lt;br /&gt;
* Vitality&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to both to use Steelclaw&#039;s guaranteed crit (self damage is almost irrelevant in pvp), and a long stun duration charge coupled with slashes and spikes from lustre to kill even the tankiest enemy player in a single stun.&lt;br /&gt;
&lt;br /&gt;
* Pvp is determined almost entirely by whoever charges first&lt;br /&gt;
&lt;br /&gt;
* Lustre spike damage bypasses spawn invulnerability, so it is possible to kill players that have respawned and are still unable to attack you back&lt;br /&gt;
&lt;br /&gt;
* Some vit/armor can help you survive against a weaker butcher&#039;s combo, but ultimately building tanky is completely useless (you can have capped armor, 1500 hp, and capped res and still die in one combo from a powerful butcher)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lynx ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Flurry Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Flurry lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use flurry to deal high single target damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
* Spear/bow&lt;br /&gt;
||&lt;br /&gt;
* [[Flurry]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump weapon damage for flurry&lt;br /&gt;
&lt;br /&gt;
* The cowl of obscurity is an important survivability tool&lt;br /&gt;
&lt;br /&gt;
* Vitality and resistances can help you survive a flurry cast with bad rng&lt;br /&gt;
&lt;br /&gt;
* Having some mana regen and using [[Tranquility]] can help alleviate the high mana cost of flurry&lt;br /&gt;
&lt;br /&gt;
* You can use a bow if you prefer the range over the raw damage of spear, this can also allow you to take [[Roll]] over charge for kiting purposes&lt;br /&gt;
&lt;br /&gt;
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Smokebomb Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Smokebomb Lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|SmokeBomb spam damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage/Area Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Cowl of Obscurity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge chance)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Smokebomb]]&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical/poison increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to use the high tickrate of sb damage coupled with crits and cowl heals to stay alive and deal damage&lt;br /&gt;
&lt;br /&gt;
* Cowl of Obscurity is a MUST, this build does not function without it&lt;br /&gt;
&lt;br /&gt;
* About 43 mana regen is the break point for infinitely sustainable casting of sb as soon as the cooldown is finished. &lt;br /&gt;
&lt;br /&gt;
* Although it may seem unintuitive, the more enemies around you the safer you actually are, as more enemies -&amp;gt; more crits -&amp;gt; more cob heals, and it is highly unlikely they will burst you fast enough to kill you&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Polfy edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Ambush Lynx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Ambush lynx&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;Lynx&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Use ambush to deal massive damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Locket]] (for dex)&amp;lt;br&amp;gt;&lt;br /&gt;
* 2 [[Loop]]s (for all attributes)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Leather Belt]] (for crit)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Smokey Orb]] (for dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
||&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Attack crit chance/multi&lt;br /&gt;
* Physical increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive tree choices&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:B-L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:B-L chance.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Choose depending on which improves dpt more, the first tree is typically stronger due to the % of a single stat roll the nodes represent (the difference is a 3.5 chance node vs a 40 multi node, the chance node represents about 0.9 max rolls while the multi node represents about 1.3 max rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is getting as much crit chance/mult, dex, and physical increase to pump ambush&lt;br /&gt;
&lt;br /&gt;
* Depending on the stats and the ambush runes, you mau need to crit on 2 or 3 out of 4 ambushes to kill m&#039;ogresh, so this build is almost as reliant on rng as flurry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Owl ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Steelclaw&#039;s Bite Owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Support Steelclaw&#039;s bite owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Fast cast/Full crit heal owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Healer/Support&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Sash of Souls]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Steelclaw&#039;s Bite]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ancient Tome]] (for crit multi)&lt;br /&gt;
||&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
* Cast speed&lt;br /&gt;
* Intellect&lt;br /&gt;
* Spell crit multi&lt;br /&gt;
* Max mana&lt;br /&gt;
* Mana regen&lt;br /&gt;
* Holy/elemental increase&lt;br /&gt;
* Spell increase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea is to keep you and the whole party alive by constantly ensuring that there is at least 1 consecrate active&lt;br /&gt;
&lt;br /&gt;
* The steelclaw&#039;s bite allows for 100% crit chance but causes damage recoil. Healing with the bite, however, does not make you take damage but still makes your heals crit. &lt;br /&gt;
&lt;br /&gt;
* Because the max duration of cons is less than the cooldown, you need 2 cons runes to always have 1 active. Perfectly casting 2 max dur (12) cons runes so that cons is always active requires 92 mana regen to be infinitely sustainable, so beg your party to run extra tranqs&lt;br /&gt;
&lt;br /&gt;
* For stats, focus on multi, int, and spell/holy/elemental increase. Ignore crit chance.&lt;br /&gt;
&lt;br /&gt;
* It is recommended to use two [[Tranquility]] runes for your party members because of the large mana cost of [[Consecrate]]. (The [[Sash of Souls]] will help maintain a high mana pool even when using multiple tranqs)&lt;br /&gt;
&lt;br /&gt;
* You still get loot/exp if you heal a party member that damages a monster.&lt;br /&gt;
&lt;br /&gt;
* As long as you don&#039;t die in one hit or get stunned it&#039;s basically impossible to die with this build, provided you have enough mana regen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;text-align:center&amp;quot;&amp;gt;Generalist owl&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Sniper owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Owl&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|All purpose owl&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;div&amp;gt; || colspan=&amp;quot;2&amp;quot;|Ranged Damage&lt;br /&gt;
|-&lt;br /&gt;
!Specific Gears !! Runes to use !! Stats to focus on&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* [[Quartz Fragment]] (for arcane incr)&lt;br /&gt;
||&lt;br /&gt;
* [[Magic Missile]]&lt;br /&gt;
* [[Smite]]&lt;br /&gt;
* [[Fireblast]]&lt;br /&gt;
* [[Ice Spear]]&lt;br /&gt;
* [[Healing Touch]]&lt;br /&gt;
* [[Consecrate]]&lt;br /&gt;
* [[Tranquility]]&lt;br /&gt;
||&lt;br /&gt;
*Intellect&lt;br /&gt;
*Spell/arcane/holy/elemental increase&lt;br /&gt;
*Spell crit chance/multi&lt;br /&gt;
*Cast speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Passive tree choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:O multi2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:O crit2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Owl passive tree is incredibly flexible, you can change it depending on what you prefer or what matches the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use&#039;&#039;&#039; : &lt;br /&gt;
&lt;br /&gt;
The main idea of this build is to be adaptable to many situations, whether you need to deal single target damage, apply debuffs, heal, or do anything else. Owl is the jack of all trades spirit!&lt;br /&gt;
&lt;br /&gt;
* This build is incredibly adaptable, with it being recommended that you dedicate some inventory space to extra runes or even extra gear pieces (rune swaps help you adapt to any situation, and you can carry some specialized equip swaps such as a full cast speed [[Finger]] or [[Trinket]] item)&lt;br /&gt;
&lt;br /&gt;
* This build can vary amounts of cast speed, spell crit, intellect and mana stats based on personal choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;edited by Arkie for v0.11.0&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Passive Tree Advice ==&lt;br /&gt;
&lt;br /&gt;
When considering where to go in the passive tree, generally the big nodes are useful to get. However, you must weigh whether they actually improve your build or even if it is worth pathing to at all. Consider these two lynx trees for example:&lt;br /&gt;
&lt;br /&gt;
[[File:L bad.png|300px]]&lt;br /&gt;
&lt;br /&gt;
[[File:L multi.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The first tree is an example of what a more novice player may take, because they believe the extra dex and phys incr from the small nodes on the lynx side is more benificial than spending them pathing to the multi node on the bear side. However, they fail to consider that the 1 dex nodes are not very valuable (each representing 0.1 max rolls), and while the phys incr represents 5 max rolls, phys incr going from 60 to 75 is much less useful than an additional 100 multi, which is not slouching either at 3.3 max rolls (consider that when calculating damage, the phys incr would represent a change in the phys incr factor from 1.6x to 1.75x, while the multi would represent the addition of 1 to the multi factor. Assuming everything else is equal, we can consider two equations, &amp;lt;code&amp;gt;damage = 1.6 x (multi + 1)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;damage = 1.75 x multi)&amp;lt;/code&amp;gt;. When solving for what multi would cause the damage to be equal, we come to the conclusion that the multi node is better until 1867 multi (INCREDIBLY unrealistic), so it is always better to take the multi node over the phys node)&lt;br /&gt;
&lt;br /&gt;
Look at the this owl passive tree for another example:&lt;br /&gt;
&lt;br /&gt;
[[File:O crit.png|300px]]&lt;br /&gt;
&lt;br /&gt;
There are two possible paths in this tree for the right side, taking the upper path as shown or taking the lower path. They both result in the same ultimate goal (60 multi), but the paths there are vastly different in value. The path shown consists entirely of small nodes, which provide cast speed (which can help dpt) and int (which always helps dpt), while the alternate path includes a big node, but only provides mana regen and max mana, which does not serve to help dpt and only provides a cushion of max mana to allow lower dpt owls to cast more rotations of their runes before running out of mana.&lt;br /&gt;
&lt;br /&gt;
== Advanced Levelling Guide == &lt;br /&gt;
&lt;br /&gt;
When levelling additional characters to 20, the experience can be made much easier through proper itemization and decision making. &lt;br /&gt;
&lt;br /&gt;
=== Itemization ===&lt;br /&gt;
In order to maximize the rate of xp gain, it is important to be able to complete quests as quickly and often as possible. The most common quest types are ones asking to loot specific categories of items (purveyor quests), so to facilitate this it is important to have as much item quant as possible. This can be done either by setting up quant items on a levelling build or by having another player using a quant build take the last hit on every enemy. &lt;br /&gt;
&lt;br /&gt;
Occasionally, there will be quests asking for magic [[Loot|quality]] equipment of a specific categories or asking for any rare quality equipment. In order to facilitate this, some item quality helps immensely. You can do this again by putting it onto the levelling build itself, having an external player with it, or by killing or assisting in the killing of bosses such as [[Stinktooth]] or [[Radulos]], which are guaranteed to drop several higher rarity items. &lt;br /&gt;
&lt;br /&gt;
=== Decision Making ===&lt;br /&gt;
Before you start picking up your loot drops, you should ask yourself if it helps you complete your current quest. For example, if you are in sewers and have a quest to kill 9 rats, it is best for you to avoid picking up any loot they drop in the hopes that a purveyor quest is coming soon. Saving the drops can allow you to build up many lootable items on the floor allowing for rapid fire completion of purveyor quests when they appear. Additionally, hold off on picking up magic quality or higher items, as those can be used for the purveyor quests associated with higher quality items. HOWEVER, eventually items do despawn after 10 minutes, so be mindful of how long you have left your loot on the floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is QQ and why should you consider it? ==&lt;br /&gt;
&lt;br /&gt;
QQ stands for Quantity and Quality. It is a method of farming that prioritizes the amount and quality of items dropped rather than the speed at which enemies can be killed. Consult this helpful [https://islebuilds.com/tools/qq page] for an in-depth look at the mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Types of QQ Builds ===&lt;br /&gt;
&lt;br /&gt;
==== Full QQ Farm ====&lt;br /&gt;
The idea of this build is to cap both quality and quantity, at 286% and 200% respectively. This often leaves the build with little to no offensive power, so these are most frequently used for farming low level enemies such as [[Bunny|Bunnies]] or [[Seagull|Seagulls]]. Farming these enemies will NOT provide any idols, so this is purely a farm for augmenting materials, as well as for legendary items to craft with.&lt;br /&gt;
&lt;br /&gt;
==== Late game quant setup ====&lt;br /&gt;
Extremely late game builds, which can solo all content the game has to offer easily, can begin to replace some of their dpt with item quantity. This can be used to farm [[M&#039;ogresh]] and [[Temple]] more effectively, as with max quantity mog will start dropping 5 items instead of the usual 3, and mog already has max quality built in so the player does not need to build any. Temple already has some quality built in, and item quality is much harder to build for, so players often settle for just quantity. Both mog and temple drop lvl 20 gear and runes, meaning quanting them gives the best chance for gear upgrades or powerful legendary runes.&lt;br /&gt;
&lt;br /&gt;
== Item Crafting and Late Game Equipment ==&lt;br /&gt;
&lt;br /&gt;
In your journey, you probably picked up many [[Idol|idols]] and [[Salvaging|salvaged]] many items into materials. A brief explanation of crafting can be found [[Crafting|here]], but we will be considering what items are worth expending valuable resources on. The following sections are entirely the opinion of one player, Arkie, and should be considered more anecdotal advice rather than firm rules.&lt;br /&gt;
&lt;br /&gt;
=== Augmenting &amp;amp; Smolding ===&lt;br /&gt;
Due to the exponentially increasing nature of augmentation prices, when crafting your own augments it is more efficient to test the waters with one to two augments. If neither of these augments is a stat in line with what you are looking for, the item is bricked and you can move on, unless it is a vital unique item such as [[Crescent Dagger]], [[Putrid Shank]], or [[Gourdhowl]], in which case smolds can be used to try to salvage the craft. As tempting as it is, the process of smolding and augging an item to get good augments is far more expensive than the process of unsing an item with good augs to get a good roll). All weapons with less than epic damage should be considered bricks before even augging unless they are again a vital unique item.&lt;br /&gt;
&lt;br /&gt;
If 1 out of the 2 augments are what you are looking for, you can chance the 3rd augment depending on the roll of the good augment. If it represents is well rolled (I would consider about 0.6 max rolls or higher well rolled), the item can be saved if the third augment is also good and well rolled (you can judge the value of the rolls most easily with [https://islebuilds.com/waddon waddon], but remember that different stats are more or less useful than others) If the initial augment is low rolled (I would consider 0.4 max rolls or less a low roll), it is likely not worth trying for the 3rd augment, but it can be saved by a high roll (I would consider 0.8 max rolls or more a high roll). This is highly unlikely and it is simpler to just consider the item bricked.&lt;br /&gt;
&lt;br /&gt;
If 2 out of 2 augments are what you are looking for, always go for the 3rd augment. Even if they are low rolls, 2 low rolls can be saved by as little as a 3rd low roll. If they are both well rolled, the 3rd augment does not matter if it goes poorly, but can astronomically improve the value of the item if it goes well. The standard piece of late game gear will feature 2 good, well rolled augs out of 3 (referred to as 2/3 augs), while 3 good, well-rolled augments out of 3 (referred to as 3/3 augs) are coveted by all. &lt;br /&gt;
&lt;br /&gt;
Remember to consider the stat requirments of the item while augging, since it is possible to hit on a well-auged item for a different spirit/build, and the item can be sold if it is usable by the other spirit/build. &lt;br /&gt;
&lt;br /&gt;
=== Ascing, and when should you do it? ===&lt;br /&gt;
Ascending Idol usage has changed in v0.17.0.16.  You are no longer able to ascend an item&#039;s level, and you now ascend an item&#039;s &#039;&#039;rarity&#039;&#039;, up to a maximum of epic rarity.  You can now augment common and magic items (for less cost) and ascend the best augged ones to epic rarity with ascending idols.  This is very useful in saving crafting materials, especially essence used for augmenting trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Glass Idols===&lt;br /&gt;
Dragon-Glass idols have undergone a major change with the crafting rework or v0.17.0.16. They now reroll a single stat on an item, and have a chance to give a higher number of rolls &#039;&#039;for that stat&#039;&#039;.  This means that, when used properly, they can exceed the regular roll ranges for stats.  &lt;br /&gt;
&lt;br /&gt;
For example, if I have a high perfection stat of vitality (say 80% perfection for the level) and I use a dglass that randomly targets that stat, it has the chance to add two stat roll values together for the subsequent stat in the same slot.  This means the next roll for that stat spot could exceed 100% perfection. &lt;br /&gt;
&lt;br /&gt;
Optimized methods of using dglass are still being developed by players.  One method is to dglass a legendary item many, many times until all  stats exceed normal perfection levels.  Another is to use Unstable Idols until you get stacked rolls on an item and then use dglass on them.&lt;br /&gt;
&lt;br /&gt;
=== Bone Idols ===&lt;br /&gt;
Bone idols received a significant buff in v017.0.16, when the Blessed Reforge Weapon crafting function was added.  This enables you to use 20 bone idols at a time and receive between 20-40 rerolls of the weapons damage.  Crucially, no damage rolls below your weapon&#039;s current damage will be applied to your weapon.  This means that your weapon&#039;s damage &#039;&#039;will not&#039;&#039; decrease using the Blessed Reroll (which is a real possibility using the regular Reforge Weapon function). For this reason, &#039;Blessed Reforge Weapon&#039; is the option of choice for all weapon damage crafting.&lt;br /&gt;
&lt;br /&gt;
=== Unstable idols and where all your money went ===&lt;br /&gt;
After successfully augmenting your items, or acquiring a well-augged item from someone else, the next step is to uns it into usability. The general piece of late game gear will be a legendary base, so it will have 5 stat slots you can mix around with uns. A good piece of gear will have 3 out of the 5 as useful stats, however I would consider the requirements for how well these stats are rolled are less stringent. I would call rolls on the item base well rolled if they fall around or above 0.5 max rolls and high rolled if they fall above 0.7 max rolls. Typically, you see one set of 3 useful well rolled stats about every 100 uns on a leg item (you will have to spend more for items with less stat rolls, such as epic or rare, to get the same result). A set of 4 happens probably every 500 uns or so, and a set of 5 is essentially a miracle. The high average uns spent for a good set of rolls is what causes the crafting of completed items for sale to be unprofitable. And remember: 99% of gamblers quit before hitting it big.&lt;br /&gt;
&lt;br /&gt;
== Runes and Combat ==&lt;br /&gt;
&lt;br /&gt;
Due to the tick based nature of isleward, there is not a lot of depth to combat. However, there are still some things to consider, primarily regarding avoiding damage from bosses, weaving in basic attacks, and diminishing debuff returns. &lt;br /&gt;
&lt;br /&gt;
Weaving in basic attacks is incredibly simple, just remember to press spacebar. On slow attacking classes like owl with a staff or bear with an axe, you can fill the downtime in between hits with rune casts.&lt;br /&gt;
&lt;br /&gt;
Avoiding damage from bosses is relatively simple. Against [[Radulos]], simply walk out of his gas if you are caught in it. Against [[M&#039;ogresh]], you are given a fairly long time (probably around 8 ticks) between when mog starts putting down spikes and when they actually start hitting, so they are very easy to avoid. Additionally, mog only casts these when in melee range, so ranged characters have even longer before they need to worry about them. Against [[Lord Squash]], be mindful of how many chunks you have picked up. Against [[Vizier Zunni]] and [[Moonpriest Sahira]], use the spikes to block the missile if you have low armor, but be mindful of when they shatter. Against all bosses, you can stop midair projectiles from dealing any damage by stunning them.&lt;br /&gt;
&lt;br /&gt;
Debuffs have a diminishing return, where for each type of debuff (stun, slow, pushback) the first application is full effect, the second is half effect, and the third and beyond do not apply the debuff at all. Additionally, debuffs can be overridden by application of the same debuff, and will go off the duration of the last application. This means that it is pertinent to coordinate when debuffs are applied to prevent hazardous mishaps. For example, if 3 bears were doing mog and all charged at the same time, mog would not be stunned at all and immediately start attacking. When not in the presence of a late game character that can easily carry the bossfight, groups of players both bring multiple debuff types and choose the best times to use them in order to have the most chance of success.&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11074</id>
		<title>Category:Runes</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11074"/>
		<updated>2025-05-11T18:42:04Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* List of Runes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Runes =&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Version 0.11.0}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runes&#039;&#039;&#039; are equippable [[item]]s that grant abilities usable by players and some [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
Runes can be &amp;quot;learned&amp;quot; (equipped) by right clicking a rune in the inventory and pressing &amp;lt;code&amp;gt;learn&amp;lt;/code&amp;gt;,&lt;br /&gt;
or by pressing &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; and clicking on a rune slots at the bottom and selecting a rune.&lt;br /&gt;
Up to four runes can be learned at a time, not including the &amp;lt;code&amp;gt;space&amp;lt;/code&amp;gt; ability that main hand weapons provide.&lt;br /&gt;
&lt;br /&gt;
When runes are learned they appear in the spellbook in top right corner.&lt;br /&gt;
Hovering over their icons shows more details about the abilities.&lt;br /&gt;
&lt;br /&gt;
Runes usually use [[stat|mana]] points when cast by players, and some runes also require a target to cast.&lt;br /&gt;
Runes also have different [[Quality|qualities]] and level requirements.&lt;br /&gt;
&lt;br /&gt;
Unlike other equipment, runes cannot be [[Crafting|augmented]], although they can still be [[Salvaging|salvaged]] for [[essence]]s.&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
Most rune information can be found in this [https://gitlab.com/Isleward/isleward/blob/master/src/server/config/spellsConfig.js config file on GitLab].&lt;br /&gt;
Not all runes are available there though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining Runes ==&lt;br /&gt;
Characters start with a few runes learned depending on their chosen [[spirit]].&lt;br /&gt;
Runes can also be dropped by monsters when killed.&lt;br /&gt;
&lt;br /&gt;
Players can trade a set of [[Card|Runecrafter&#039;s Toil]] cards with the [[Shady Dealer]] for a random level 10, 15, or 20 rune.&lt;br /&gt;
[[Asvald]] also sells some level 1 runes for 30 gold.&lt;br /&gt;
&lt;br /&gt;
Some runes can be crafted at the [[Etching Station]] using [[Muddy Runestone]]s and other materials.&lt;br /&gt;
&lt;br /&gt;
== List of Runes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Name !! Benefits from !! Stats !! Damage type !! Mana cost !! Range !! Cast time&amp;lt;br&amp;gt;(Ticks) !! Cooldown&amp;lt;br&amp;gt;(Ticks)&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Ambush]]&amp;lt;br&amp;gt;[[Rune of Ambush]] || [[Dexterity]] || Damage [8 - 79]&amp;lt;br&amp;gt; StunDuration [4 - 7]|| Physical Attack || 7 || 10 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Barbed Chain]]&amp;lt;br&amp;gt;[[Rune of Barbed Chain]] || [[Strength]] || Damage [? - ?]&amp;lt;br&amp;gt;StunDuration [? - ?] || Physical Attack || 4 || 9 || 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Blood Barrier]]&amp;lt;br&amp;gt;[[Rune of Blood Barrier]] || [[Strength]] / [[Intellect]] || DrainPercentage [10 - 50]&amp;lt;br&amp;gt;ShieldMultiplier [2 - 5]&amp;lt;br&amp;gt;FrenzyDuration [5 - 15] || Boost || 5 || 9 || 3 || 13&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Charge]]&amp;lt;br&amp;gt;[[Rune of Charge]] || [[Strength]] || Damage [2 - 22]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Physical Attack || 3 || 10 || 1 || 14&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Consecrate]]&amp;lt;br&amp;gt;[[Rune of Consecrate]] || [[Intellect]] || Healing [0.3 - 0.53]&amp;lt;br&amp;gt;Duration [7 - 12] || Holy Spell || 12 || 9 || 4 || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDexInt.png|link=Rune of Crystal Spikes]]&amp;lt;br&amp;gt;[[Rune of Crystal Spikes]] || [[Intellect]] / [[Dexterity]] || Damage [3 - 66]&amp;lt;br&amp;gt;Delay [1 - 4] || Physical Attack || 14 || 9 || Delay || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Fireblast]]&amp;lt;br&amp;gt;[[Rune of Fireblast]] || [[Intellect]] || Damage [2 - 35]&amp;lt;br&amp;gt;Radius [1 - 2]&amp;lt;br&amp;gt;PushBack [2 - 5] || Fire Spell || 5 || On self || 2 || 4&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Flurry]]&amp;lt;br&amp;gt;[[Rune of Flurry]] || [[Dexterity]] || Duration [10 - 20]&amp;lt;br&amp;gt;Chance [30 - 60] || Basic attack || 10 || Basic attack range || 0 || 20&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Harvest Life]]&amp;lt;br&amp;gt;[[Rune of Harvest Life]] || [[Strength]] / [[Intellect]] || Damage [4 - 24]&amp;lt;br&amp;gt;HealPercent [10 - 20] || Physical Attack || 5 || Melee || 3 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Healing Touch]]&amp;lt;br&amp;gt;[[Rune of Healing Touch]] || [[Intellect]] || Healing [1 - 3.5]|| Holy Spell || 8 || 9 || 4 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Ice Spear]]&amp;lt;br&amp;gt;[[Rune of Ice Spear]] || [[Intellect]] || Damage [2 - 47]&amp;lt;br&amp;gt;FreezeDuration [6 - 10] || Frost Spell || 4 || 9 || 2 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Innervation]]&amp;lt;br&amp;gt;[[Rune of Innervation]] || - || RegenPercentage [0.2 - 0.8] || [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Leech Life]]&amp;lt;br&amp;gt;[[Rune of Leech Life]] || [[Dexterity]] || Damage [? - ?]&amp;lt;br&amp;gt;Duration [? - ?]&amp;lt;br&amp;gt;LeechPercent [?? - ??] ||&amp;lt;br&amp;gt; Poison Attack || 7 || 1 || 1 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Magic Missile]]&amp;lt;br&amp;gt;[[Rune of Magic Missile]] || [[Intellect]] || Damage [4 - 32] || Arcane Spell || 5 || 9 || 6 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Roll]]&amp;lt;br&amp;gt;[[Rune of Roll]] || - || maxDistance [5 - 8]|| Transport Rune || 6 || 20 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Slash]]&amp;lt;br&amp;gt;[[Rune of Slash]] || [[Strength]] || Damage [6 - 57] || Physical Attack || 4 || Melee || 1 || 9&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Smite]]&amp;lt;br&amp;gt;[[Rune of Smite]] || [[Intellect]] || Damage [4 - 31]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Holy Spell || 7 || 9 || 3 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Smokebomb]]&amp;lt;br&amp;gt;[[Rune of Smokebomb]] || [[Dexterity]] || Damage [0.25 - 4.4]&amp;lt;br&amp;gt;Radius [1 - 3]&amp;lt;br&amp;gt;Duration [7 - 13] || Poison Attack || 6 || On self || 0 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Summon Skeleton]]&amp;lt;br&amp;gt;[[Rune of Summon Skeleton]] || [[Strength]] / [[Intellect]] || DamagePercent [40 - 400]&amp;lt;br&amp;gt;HpPercent [40 - 70] || Summon || 5 || 9 || 6 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Swiftness]]&amp;lt;br&amp;gt;[[Rune of Swiftness]] || - || Chance [8 - 20] || [[Aura|Aura Boost]] || 40% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Taunt]]&amp;lt;br&amp;gt;[[Rune of Taunt]] || [[Strength]] || tauntDuration [? - ?] || Aggro || 3 || 9 || 1 || 12&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Tranquility]]&amp;lt;br&amp;gt;[[Rune of Tranquility]] || - || RegenPercentage [4 - 10]|| [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Whirlwind]]&amp;lt;br&amp;gt;[[Rune of Whirlwind]] || [[Strength]] || Damage [4 - 59]&amp;lt;br&amp;gt; Radius [1 - 2]|| Physical Attack || 7 || On self || 2 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Compendium]][[Category:Item Slot]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11073</id>
		<title>Category:Runes</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Category:Runes&amp;diff=11073"/>
		<updated>2025-05-11T18:23:40Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Runes =&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Version 0.11.0}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runes&#039;&#039;&#039; are equippable [[item]]s that grant abilities usable by players and some [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
Runes can be &amp;quot;learned&amp;quot; (equipped) by right clicking a rune in the inventory and pressing &amp;lt;code&amp;gt;learn&amp;lt;/code&amp;gt;,&lt;br /&gt;
or by pressing &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; and clicking on a rune slots at the bottom and selecting a rune.&lt;br /&gt;
Up to four runes can be learned at a time, not including the &amp;lt;code&amp;gt;space&amp;lt;/code&amp;gt; ability that main hand weapons provide.&lt;br /&gt;
&lt;br /&gt;
When runes are learned they appear in the spellbook in top right corner.&lt;br /&gt;
Hovering over their icons shows more details about the abilities.&lt;br /&gt;
&lt;br /&gt;
Runes usually use [[stat|mana]] points when cast by players, and some runes also require a target to cast.&lt;br /&gt;
Runes also have different [[Quality|qualities]] and level requirements.&lt;br /&gt;
&lt;br /&gt;
Unlike other equipment, runes cannot be [[Crafting|augmented]], although they can still be [[Salvaging|salvaged]] for [[essence]]s.&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
Most rune information can be found in this [https://gitlab.com/Isleward/isleward/blob/master/src/server/config/spellsConfig.js config file on GitLab].&lt;br /&gt;
Not all runes are available there though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining Runes ==&lt;br /&gt;
Characters start with a few runes learned depending on their chosen [[spirit]].&lt;br /&gt;
Runes can also be dropped by monsters when killed.&lt;br /&gt;
&lt;br /&gt;
Players can trade a set of [[Card|Runecrafter&#039;s Toil]] cards with the [[Shady Dealer]] for a random level 10, 15, or 20 rune.&lt;br /&gt;
[[Asvald]] also sells some level 1 runes for 30 gold.&lt;br /&gt;
&lt;br /&gt;
Some runes can be crafted at the [[Etching Station]] using [[Muddy Runestone]]s and other materials.&lt;br /&gt;
&lt;br /&gt;
== List of Runes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Name !! Benefits from !! Stats !! Damage type !! Mana cost !! Range !! Cast time&amp;lt;br&amp;gt;(Ticks) !! Cooldown&amp;lt;br&amp;gt;(Ticks)&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Ambush]]&amp;lt;br&amp;gt;[[Rune of Ambush]] || [[Dexterity]] || Damage [8 - 79]&amp;lt;br&amp;gt; StunDuration [4 - 7]|| Physical Attack || 7 || 10 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Barbed Chain]]&amp;lt;br&amp;gt;[[Rune of Barbed Chain]] || [[Strength]] || Damage [? - ?]&amp;lt;br&amp;gt;StunDuration [? - ?] || Physical Attack || 4 || 9 || 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Blood Barrier]]&amp;lt;br&amp;gt;[[Rune of Blood Barrier]] || [[Strength]] / [[Intellect]] || DrainPercentage [10 - 50]&amp;lt;br&amp;gt;ShieldMultiplier [2 - 5]&amp;lt;br&amp;gt;FrenzyDuration [5 - 15] || Boost || 5 || 9 || 3 || 13&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Charge]]&amp;lt;br&amp;gt;[[Rune of Charge]] || [[Strength]] || Damage [2 - 30]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Physical Attack || 3 || 10 || 1 || 14&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Consecrate]]&amp;lt;br&amp;gt;[[Rune of Consecrate]] || [[Intellect]] || Healing [0.3 - 0.53]&amp;lt;br&amp;gt;Duration [7 - 12] || Holy Spell || 12 || 9 || 4 || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDexInt.png|link=Rune of Crystal Spikes]]&amp;lt;br&amp;gt;[[Rune of Crystal Spikes]] || [[Intellect]] / [[Dexterity]] || Damage [3 - 66]&amp;lt;br&amp;gt;Delay [1 - 4] || Physical Attack || 14 || 9 || Delay || 15&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Fireblast]]&amp;lt;br&amp;gt;[[Rune of Fireblast]] || [[Intellect]] || Damage [2 - 35]&amp;lt;br&amp;gt;Radius [1 - 2]&amp;lt;br&amp;gt;PushBack [2 - 5] || Fire Spell || 5 || On self || 2 || 4&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Flurry]]&amp;lt;br&amp;gt;[[Rune of Flurry]] || [[Dexterity]] || Duration [10 - 20]&amp;lt;br&amp;gt;Chance [30 - 60] || Basic attack || 10 || Basic attack range || 0 || 20&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Harvest Life]]&amp;lt;br&amp;gt;[[Rune of Harvest Life]] || [[Strength]] / [[Intellect]] || Damage [4 - 23]&amp;lt;br&amp;gt;HealPercent [10 - 20] || Physical Attack || 5 || Melee || 3 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Healing Touch]]&amp;lt;br&amp;gt;[[Rune of Healing Touch]] || [[Intellect]] || Healing [1 - 3.5]|| Holy Spell || 8 || 9 || 4 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Ice Spear]]&amp;lt;br&amp;gt;[[Rune of Ice Spear]] || [[Intellect]] || Damage [2 - 47]&amp;lt;br&amp;gt;FreezeDuration [6 - 10] || Frost Spell || 4 || 9 || 2 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Innervation]]&amp;lt;br&amp;gt;[[Rune of Innervation]] || - || RegenPercentage [0.2 - 0.8] || [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Leech Life]]&amp;lt;br&amp;gt;[[Rune of Leech Life]] || [[Dexterity]] || Damage [? - ?]&amp;lt;br&amp;gt;Duration [? - ?]&amp;lt;br&amp;gt;LeechPercent [?? - ??] ||&amp;lt;br&amp;gt; Poison Attack || 7 || 1 || 1 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Magic Missile]]&amp;lt;br&amp;gt;[[Rune of Magic Missile]] || [[Intellect]] || Damage [4 - 32] || Arcane Spell || 5 || 9 || 6 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Roll]]&amp;lt;br&amp;gt;[[Rune of Roll]] || - || maxDistance [5 - 8]|| Transport Rune || 6 || 20 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Slash]]&amp;lt;br&amp;gt;[[Rune of Slash]] || [[Strength]] || Damage [6 - 57] || Physical Attack || 4 || Melee || 1 || 9&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Smite]]&amp;lt;br&amp;gt;[[Rune of Smite]] || [[Intellect]] || Damage [4 - 35]&amp;lt;br&amp;gt;StunDuration [6 - 10] || Holy Spell || 7 || 9 || 3 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneDex.png|link=Rune of Smokebomb]]&amp;lt;br&amp;gt;[[Rune of Smokebomb]] || [[Dexterity]] || Damage [0.25 - 4.4]&amp;lt;br&amp;gt;Radius [1 - 3]&amp;lt;br&amp;gt;Duration [7 - 13] || Poison Attack || 6 || On self || 0 || 7&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RunePhysical.png|link=Rune of Summon Skeleton]]&amp;lt;br&amp;gt;[[Rune of Summon Skeleton]] || [[Strength]] / [[Intellect]] || DamagePercent [20 - 76]&amp;lt;br&amp;gt;HpPercent [40 - 60] || Summon || 5 || 9 || 6 || 6&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Swiftness]]&amp;lt;br&amp;gt;[[Rune of Swiftness]] || - || Chance [8 - 20] || [[Aura|Aura Boost]] || 40% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Taunt]]&amp;lt;br&amp;gt;[[Rune of Taunt]] || [[Strength]] || tauntDuration [? - ?] || Aggro || 3 || 9 || 1 || 12&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneInt.png|link=Rune of Tranquility]]&amp;lt;br&amp;gt;[[Rune of Tranquility]] || - || RegenPercentage [4 - 10]|| [[Aura|Aura Boost]] || 25% mana&amp;lt;br&amp;gt;reserved || 9 || 0 || 10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:RuneStr.png|link=Rune of Whirlwind]]&amp;lt;br&amp;gt;[[Rune of Whirlwind]] || [[Strength]] || Damage [4 - 59]&amp;lt;br&amp;gt; Radius [1 - 2]|| Physical Attack || 7 || On self || 2 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Compendium]][[Category:Item Slot]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Stat&amp;diff=11072</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Stat&amp;diff=11072"/>
		<updated>2025-05-11T18:02:53Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* Offense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Version 0.20.0}}&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; determine a character&#039;s attributes such as damage, health, or mana. You can view your stats in the character sheet by pressing the &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; key. Your character&#039;s stats can be improved by wearing better [[equipment]]. Stats may also be temporarily affected by [[aura]] runes. Stats are also greatly affected by your [[spirit]]s and the amount of intellect, strength or dexterity that you have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
; Level&lt;br /&gt;
: &#039;&#039;Main Article: [[Character Level]]&#039;&#039;&lt;br /&gt;
: The level of your character determines the maximum health and [[equipment]]s you can use. The maximum level is capped at 20. You can only use equipment with a level requirement equal to or lower than your character&#039;s level (except when the item has level reduction). You can level up by gaining experience which you get when killing mobs. Note that you gain the most xp from killing mobs your own level.&lt;br /&gt;
&lt;br /&gt;
; Experience Points (XP)&lt;br /&gt;
: &#039;&#039;Main Article: [[Experience Point]]&#039;&#039;&lt;br /&gt;
: Experience points are used to level up your character. You will gain experience by killing [[monster]]s, completing [[quest]]s and by [[gathering]]. The experience required to level up is: &amp;lt;code&amp;gt;XL * 5 + XL * 10 * (XL^2.2)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is your current level. You also receive reduced experience if the monster killed is not the same level as you. The multiplier is: &amp;lt;code&amp;gt;(1-D/10)^2&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;D&amp;lt;/code&amp;gt; is the difference of levels, and you gain no experience if the difference is 10 or higher.&lt;br /&gt;
&lt;br /&gt;
; Strength&lt;br /&gt;
: Strength is the primary stat of the [[Warrior|Bear]] Spirit. It improves the damage of [[Axe]]s and [[Sword]]s. Every strength point increases your armor by 1. Strength rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; Intellect&lt;br /&gt;
: Intellect is the primary stat of the [[Wizard|Owl]] Spirit. It improves the damage of [[Staff]]s and [[Weapon|Wand]]s. Every 6 intellect points increases your maximum mana by 1. Intellect rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; Dexterity&lt;br /&gt;
: Dexterity is the primary stat of the [[Thief|Lynx]] Spirit. It improves the damage of [[Dagger]]s and [[Spear]]s. Every 12 dexterity points increases your dodge chance by 1%. Dexterity rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;to all attributes&amp;quot;&lt;br /&gt;
: + &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; to all attributes mean that increases &#039;&#039;&#039;Strength&#039;&#039;&#039;, &#039;&#039;&#039;Intellect&#039;&#039;&#039;, &#039;&#039;&#039;Dexterity&#039;&#039;&#039; by &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;. To all attributes rolls range from 1-13.&lt;br /&gt;
* Only on [[Finger]] and [[Neck]] &lt;br /&gt;
&lt;br /&gt;
; Vitality&lt;br /&gt;
: Vitality increases your max health by 10 health per point. Vitality rolls range from 1-11.5.&lt;br /&gt;
&lt;br /&gt;
; Max Mana&lt;br /&gt;
: Increase your character&#039;s maximum mana by 1 mana per point. Max Mana rolls range from 1-8.&lt;br /&gt;
&lt;br /&gt;
; HP Regeneration&lt;br /&gt;
: The rate of health restored per tick during [[combat]]. Outside combat, HP regenerates at the rate of &amp;lt;code&amp;gt;max(MaxHP / 112, HPRegen * 0.05)&amp;lt;/code&amp;gt; per tick, while it only regenerates by &amp;lt;code&amp;gt;HPRegen * 0.2&amp;lt;/code&amp;gt; per tick during combat. HP Regeneration rolls range from 1-17.&lt;br /&gt;
&lt;br /&gt;
; MP Regeneration&lt;br /&gt;
: The rate of mana restored per tick. The amount of MP regenerated per tick is &amp;lt;code&amp;gt;MPRegen / 50&amp;lt;/code&amp;gt;. Mana regenerates the same in combat as out of combat. MP Regeneration rolls range from 1-5.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
; Global critical hit chance&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical chance&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical chance&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 5% for all spirits. &lt;br /&gt;
: Global critical hit chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Attack critical chance&lt;br /&gt;
: The chance of dealing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Attack critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Spell critical chance&lt;br /&gt;
: The chance of dealing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Global critical hit multiplier&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical multiplier&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical multiplier&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 150% for all spirits. &lt;br /&gt;
: Global critical hit multiplier rolls range from 1-18.&lt;br /&gt;
&lt;br /&gt;
; Attack critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;). &lt;br /&gt;
: Attack critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Spell critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Arcane increase / Fire increase / Frost increase / Holy increase / Poison increase / Physical increase / Spell Increase&lt;br /&gt;
: Increase the elemental/type of damage by the % of the roll per point. Increase rolls range from 1-5.75.&lt;br /&gt;
&lt;br /&gt;
; Attack Speed / Cast Speed&lt;br /&gt;
: The amount an attack&#039;s cast time is decreased. In-game, the value is displayed as &amp;lt;code&amp;gt;100% + chance&amp;lt;/code&amp;gt;,  cast speed and attack speed allows you to cast abilities faster. To find a cast/attack speed calculator go to https://islebuilds.com/tools/cast-time. Attack Speed / Cast Speed rolls range from 1-4. When a rune has no cast time, attack/cast speed will reduce its cooldown by ceil(runeCooldown * (1 - (attackOrCastSpeed / 100))) &lt;br /&gt;
* Only on [[Finger]], [[Neck]], [[Trinket]], and [[Weapon]] slot&lt;br /&gt;
&lt;br /&gt;
; Added Attack Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all physical attacks. Rolls range from 1-69.&lt;br /&gt;
&lt;br /&gt;
; Added Spell Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all spell attacks. Rolls range from 1-69.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
; Armor&lt;br /&gt;
: &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces the physical damage taken. The percentage of damage mitigated is &amp;lt;code&amp;gt;Armor / (100 * XL)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is the level of the damage source and the reduction is capped 50%. Therefore, against a level 10 [[monster]] you need 500 armor (&amp;lt;code&amp;gt;500 / (100 * 10) = 50%&amp;lt;/code&amp;gt;) to achieve the maximum damage reduction.&lt;br /&gt;
&lt;br /&gt;
; Chance to block Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[OffHand|Shield]] slot. Chance to block Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Chance to dodge Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[Feet]] slot. Chance to dodge Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Arcane Resistance / Fire Resistance / Frost Resistance / Holy Resistance/ Poison Resistance / All Resistance&lt;br /&gt;
: &#039;&#039;&#039;Resistance&#039;&#039;&#039; reduces the damage taken from a particular types of element (and &#039;&#039;&#039;All Resistance&#039;&#039;&#039; applies to all types of elements). Each point of resistance reduces the damage taken by &amp;lt;code&amp;gt;0.5%&amp;lt;/code&amp;gt; and is capped at 50%. Therefore, you need 100 points of resistance to achieve the maximum possible damage mitigation. Resistance rolls range from 1-10.&lt;br /&gt;
* Only on level 7+ [[equipment]].&lt;br /&gt;
&lt;br /&gt;
The damage reduction offered by armor and resistance only stack if the attack is both physical and has a type. Armor only blocks physical damage so if the attack is a spell only the type resistance will reduce damage.&lt;br /&gt;
&lt;br /&gt;
; Life Gained On Dealing Physical Damage&lt;br /&gt;
: With Life Gained on Dealing Physical Damage (LGoDPD), an attack that deals physical damage gives you a certain amount of hp per hit. Found on the implicit of [[Sickle|sickles]], offhand and trinket slot items. Roll values range from 2-25, with the exception of sickles which have implicit values of up to 460. The hp actually gained per hit is your total LGoDPD divided by 20/rune cooldown.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
; Item Quality&lt;br /&gt;
: The chance of finding higher [[quality]] items.&lt;br /&gt;
: Each point reduces the chance to get a common item by 7 (capped at 286 quality). Item Quality rolls range from 1-15.&lt;br /&gt;
: (This stat was previously called &#039;&#039;&#039;Magic Find&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
; Item Quantity&lt;br /&gt;
: The chance of finding more items (capped at 200%). Item Quantity rolls range from 2-27.&lt;br /&gt;
&lt;br /&gt;
; Sprint Chance&lt;br /&gt;
: The chance of moving two tiles in one tick. [[Feet|boots]] may generate with this stat, and with the [[Enchanted Wreath]], and you also gain this stat by using a [[rune of Swiftness]]. Sprint Chance rolls range from 1-20.&lt;br /&gt;
&lt;br /&gt;
; XP Increase&lt;br /&gt;
: Increase the experience points gained by killing [[monster]]s and quests. XP Increase rolls range from 1-6.&lt;br /&gt;
&lt;br /&gt;
;Level Reduction&lt;br /&gt;
:Reduces the level requirement on an item. The level requirement automatically changes to its new value and shows the new level needed to equip an item slot (Unable to go below level 1). &lt;br /&gt;
:This stat is not visible on the character sheet as it functions only on the gear slot it is found on. &lt;br /&gt;
== Stat Table ==&lt;br /&gt;
&lt;br /&gt;
The numbers along the top indicate at which level a slot of gear is and the max roll a stat can get at that level. These may not take the different roll ranges of implicit stats into account.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Stat !! Compatibility !!1 !!2 !!3 !!4 !!5 !!6 !!7 !!8 !!9 !!10 !!11 !!12 !!13 !!14 !!15 !!16 !!17 !!18 !!19 !!20 !!21 !!22 !!23&lt;br /&gt;
|-&lt;br /&gt;
| Vitality (Min 1)|| [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| HP Regeneration (Min 1) || [[Equipment|All Equipment]] ||1||2||2||4||4||4||5||6||7||7||7||10||11||11||11||12||13||13||13||14||14||14||17&lt;br /&gt;
|-&lt;br /&gt;
| Mana Regeneration (Min 1) || [[Equipment|All Equipment]] ||5||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||5&lt;br /&gt;
|-&lt;br /&gt;
| Max Mana (Min 1) || [[Equipment|All Equipment]] ||8||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||8&lt;br /&gt;
|-&lt;br /&gt;
| Strength (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Intellect (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Item Quality (Min 1%) || [[Equipment|All Equipment]] ||15%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||15%&lt;br /&gt;
|-&lt;br /&gt;
| Item Quantity (Min 2%)|| [[Equipment|All Equipment]] ||27%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||27%&lt;br /&gt;
|-&lt;br /&gt;
| XP Increase (Min 1%) || [[Equipment|All Equipment]] ||6%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||6%&lt;br /&gt;
|-&lt;br /&gt;
| Level Requirement Reduction (Min 1)|| [[Equipment|All Equipment]] ||/||/||/||/||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| All Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Fire Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Frost Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Holy Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Physical Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Poison Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| All Attributes (Min 1) || [[Finger]],[[Neck]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Attack Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Life on Hit (Min 2) || [[OffHand|Offhand]], [[Trinket]] &amp;lt;br&amp;gt; [[Sickle]] ||2||2||2||6||6||6||6||9||9||9||10||14||14||14||14||18||18||18||18||22||22||23||25&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Attack (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Spell (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Attack (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Spell (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Sprint Chance (Min 1%) || [[Feet]] ||20%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||20%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Fire Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Frost Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Holy Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Physical Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Poison Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Stat&amp;diff=11071</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Stat&amp;diff=11071"/>
		<updated>2025-05-11T17:59:51Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Version 0.20.0}}&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; determine a character&#039;s attributes such as damage, health, or mana. You can view your stats in the character sheet by pressing the &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; key. Your character&#039;s stats can be improved by wearing better [[equipment]]. Stats may also be temporarily affected by [[aura]] runes. Stats are also greatly affected by your [[spirit]]s and the amount of intellect, strength or dexterity that you have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
; Level&lt;br /&gt;
: &#039;&#039;Main Article: [[Character Level]]&#039;&#039;&lt;br /&gt;
: The level of your character determines the maximum health and [[equipment]]s you can use. The maximum level is capped at 20. You can only use equipment with a level requirement equal to or lower than your character&#039;s level (except when the item has level reduction). You can level up by gaining experience which you get when killing mobs. Note that you gain the most xp from killing mobs your own level.&lt;br /&gt;
&lt;br /&gt;
; Experience Points (XP)&lt;br /&gt;
: &#039;&#039;Main Article: [[Experience Point]]&#039;&#039;&lt;br /&gt;
: Experience points are used to level up your character. You will gain experience by killing [[monster]]s, completing [[quest]]s and by [[gathering]]. The experience required to level up is: &amp;lt;code&amp;gt;XL * 5 + XL * 10 * (XL^2.2)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is your current level. You also receive reduced experience if the monster killed is not the same level as you. The multiplier is: &amp;lt;code&amp;gt;(1-D/10)^2&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;D&amp;lt;/code&amp;gt; is the difference of levels, and you gain no experience if the difference is 10 or higher.&lt;br /&gt;
&lt;br /&gt;
; Strength&lt;br /&gt;
: Strength is the primary stat of the [[Warrior|Bear]] Spirit. It improves the damage of [[Axe]]s and [[Sword]]s. Every strength point increases your armor by 1. Strength rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; Intellect&lt;br /&gt;
: Intellect is the primary stat of the [[Wizard|Owl]] Spirit. It improves the damage of [[Staff]]s and [[Weapon|Wand]]s. Every 6 intellect points increases your maximum mana by 1. Intellect rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; Dexterity&lt;br /&gt;
: Dexterity is the primary stat of the [[Thief|Lynx]] Spirit. It improves the damage of [[Dagger]]s and [[Spear]]s. Every 12 dexterity points increases your dodge chance by 1%. Dexterity rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;to all attributes&amp;quot;&lt;br /&gt;
: + &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; to all attributes mean that increases &#039;&#039;&#039;Strength&#039;&#039;&#039;, &#039;&#039;&#039;Intellect&#039;&#039;&#039;, &#039;&#039;&#039;Dexterity&#039;&#039;&#039; by &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;. To all attributes rolls range from 1-13.&lt;br /&gt;
* Only on [[Finger]] and [[Neck]] &lt;br /&gt;
&lt;br /&gt;
; Vitality&lt;br /&gt;
: Vitality increases your max health by 10 health per point. Vitality rolls range from 1-11.5.&lt;br /&gt;
&lt;br /&gt;
; Max Mana&lt;br /&gt;
: Increase your character&#039;s maximum mana by 1 mana per point. Max Mana rolls range from 1-8.&lt;br /&gt;
&lt;br /&gt;
; HP Regeneration&lt;br /&gt;
: The rate of health restored per tick during [[combat]]. Outside combat, HP regenerates at the rate of &amp;lt;code&amp;gt;max(MaxHP / 112, HPRegen * 0.05)&amp;lt;/code&amp;gt; per tick, while it only regenerates by &amp;lt;code&amp;gt;HPRegen * 0.2&amp;lt;/code&amp;gt; per tick during combat. HP Regeneration rolls range from 1-17.&lt;br /&gt;
&lt;br /&gt;
; MP Regeneration&lt;br /&gt;
: The rate of mana restored per tick. The amount of MP regenerated per tick is &amp;lt;code&amp;gt;MPRegen / 50&amp;lt;/code&amp;gt;. Mana regenerates the same in combat as out of combat. MP Regeneration rolls range from 1-5.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
; Global critical hit chance&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical chance&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical chance&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 5% for all spirits. &lt;br /&gt;
: Global critical hit chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Attack critical chance&lt;br /&gt;
: The chance of dealing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Attack critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Spell critical chance&lt;br /&gt;
: The chance of dealing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Global critical hit multiplier&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical multiplier&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical multiplier&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 150% for all spirits. &lt;br /&gt;
: Global critical hit multiplier rolls range from 1-18.&lt;br /&gt;
&lt;br /&gt;
; Attack critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;). &lt;br /&gt;
: Attack critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Spell critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Arcane increase / Fire increase / Frost increase / Holy increase / Poison increase / Physical increase / Spell Increase&lt;br /&gt;
: Increase the elemental/type of damage by the % of the roll per point. Increase rolls range from 1-5.75.&lt;br /&gt;
&lt;br /&gt;
; Attack Speed / Cast Speed&lt;br /&gt;
: The amount an attack&#039;s cast time is decreased. In-game, the value is displayed as &amp;lt;code&amp;gt;100% + chance&amp;lt;/code&amp;gt;,  cast speed and attack speed allows you to cast abilities faster. To find a cast/attack speed calculator go to https://islebuilds.com/tools/cast-time. Attack Speed / Cast Speed rolls range from 1-4. When a rune has no cast time, attack/cast speed will reduce its cooldown by ceil(runeCooldown * (1 - (attackOrCastSpeed / 100))) &lt;br /&gt;
* Only on [[Finger]], [[Neck]], [[Trinket]], and [[Weapon]] slot&lt;br /&gt;
&lt;br /&gt;
; Added Attack Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all physical attacks.&lt;br /&gt;
&lt;br /&gt;
; Added Spell Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all spell attacks.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
; Armor&lt;br /&gt;
: &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces the physical damage taken. The percentage of damage mitigated is &amp;lt;code&amp;gt;Armor / (100 * XL)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is the level of the damage source and the reduction is capped 50%. Therefore, against a level 10 [[monster]] you need 500 armor (&amp;lt;code&amp;gt;500 / (100 * 10) = 50%&amp;lt;/code&amp;gt;) to achieve the maximum damage reduction.&lt;br /&gt;
&lt;br /&gt;
; Chance to block Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[OffHand|Shield]] slot. Chance to block Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Chance to dodge Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[Feet]] slot. Chance to dodge Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Arcane Resistance / Fire Resistance / Frost Resistance / Holy Resistance/ Poison Resistance / All Resistance&lt;br /&gt;
: &#039;&#039;&#039;Resistance&#039;&#039;&#039; reduces the damage taken from a particular types of element (and &#039;&#039;&#039;All Resistance&#039;&#039;&#039; applies to all types of elements). Each point of resistance reduces the damage taken by &amp;lt;code&amp;gt;0.5%&amp;lt;/code&amp;gt; and is capped at 50%. Therefore, you need 100 points of resistance to achieve the maximum possible damage mitigation. Resistance rolls range from 1-10.&lt;br /&gt;
* Only on level 7+ [[equipment]].&lt;br /&gt;
&lt;br /&gt;
The damage reduction offered by armor and resistance only stack if the attack is both physical and has a type. Armor only blocks physical damage so if the attack is a spell only the type resistance will reduce damage.&lt;br /&gt;
&lt;br /&gt;
; Life Gained On Dealing Physical Damage&lt;br /&gt;
: With Life Gained on Dealing Physical Damage (LGoDPD), an attack that deals physical damage gives you a certain amount of hp per hit. Found on the implicit of [[Sickle|sickles]], offhand and trinket slot items. Roll values range from 2-25, with the exception of sickles which have implicit values of up to 460. The hp actually gained per hit is your total LGoDPD divided by 20/rune cooldown.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
; Item Quality&lt;br /&gt;
: The chance of finding higher [[quality]] items.&lt;br /&gt;
: Each point reduces the chance to get a common item by 7 (capped at 286 quality). Item Quality rolls range from 1-15.&lt;br /&gt;
: (This stat was previously called &#039;&#039;&#039;Magic Find&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
; Item Quantity&lt;br /&gt;
: The chance of finding more items (capped at 200%). Item Quantity rolls range from 2-27.&lt;br /&gt;
&lt;br /&gt;
; Sprint Chance&lt;br /&gt;
: The chance of moving two tiles in one tick. [[Feet|boots]] may generate with this stat, and with the [[Enchanted Wreath]], and you also gain this stat by using a [[rune of Swiftness]]. Sprint Chance rolls range from 1-20.&lt;br /&gt;
&lt;br /&gt;
; XP Increase&lt;br /&gt;
: Increase the experience points gained by killing [[monster]]s and quests. XP Increase rolls range from 1-6.&lt;br /&gt;
&lt;br /&gt;
;Level Reduction&lt;br /&gt;
:Reduces the level requirement on an item. The level requirement automatically changes to its new value and shows the new level needed to equip an item slot (Unable to go below level 1). &lt;br /&gt;
:This stat is not visible on the character sheet as it functions only on the gear slot it is found on. &lt;br /&gt;
== Stat Table ==&lt;br /&gt;
&lt;br /&gt;
The numbers along the top indicate at which level a slot of gear is and the max roll a stat can get at that level. These may not take the different roll ranges of implicit stats into account.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Stat !! Compatibility !!1 !!2 !!3 !!4 !!5 !!6 !!7 !!8 !!9 !!10 !!11 !!12 !!13 !!14 !!15 !!16 !!17 !!18 !!19 !!20 !!21 !!22 !!23&lt;br /&gt;
|-&lt;br /&gt;
| Vitality (Min 1)|| [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| HP Regeneration (Min 1) || [[Equipment|All Equipment]] ||1||2||2||4||4||4||5||6||7||7||7||10||11||11||11||12||13||13||13||14||14||14||17&lt;br /&gt;
|-&lt;br /&gt;
| Mana Regeneration (Min 1) || [[Equipment|All Equipment]] ||5||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||5&lt;br /&gt;
|-&lt;br /&gt;
| Max Mana (Min 1) || [[Equipment|All Equipment]] ||8||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||8&lt;br /&gt;
|-&lt;br /&gt;
| Strength (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Intellect (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Item Quality (Min 1%) || [[Equipment|All Equipment]] ||15%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||15%&lt;br /&gt;
|-&lt;br /&gt;
| Item Quantity (Min 2%)|| [[Equipment|All Equipment]] ||27%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||27%&lt;br /&gt;
|-&lt;br /&gt;
| XP Increase (Min 1%) || [[Equipment|All Equipment]] ||6%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||6%&lt;br /&gt;
|-&lt;br /&gt;
| Level Requirement Reduction (Min 1)|| [[Equipment|All Equipment]] ||/||/||/||/||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| All Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Fire Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Frost Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Holy Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Physical Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Poison Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| All Attributes (Min 1) || [[Finger]],[[Neck]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Attack Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Life on Hit (Min 2) || [[OffHand|Offhand]], [[Trinket]] &amp;lt;br&amp;gt; [[Sickle]] ||2||2||2||6||6||6||6||9||9||9||10||14||14||14||14||18||18||18||18||22||22||23||25&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Attack (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Spell (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Attack (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Spell (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Sprint Chance (Min 1%) || [[Feet]] ||20%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||20%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Fire Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Frost Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Holy Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Physical Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Poison Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Stat&amp;diff=11070</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Stat&amp;diff=11070"/>
		<updated>2025-05-11T17:59:30Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* Basic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Version 0.13.0}}&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; determine a character&#039;s attributes such as damage, health, or mana. You can view your stats in the character sheet by pressing the &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; key. Your character&#039;s stats can be improved by wearing better [[equipment]]. Stats may also be temporarily affected by [[aura]] runes. Stats are also greatly affected by your [[spirit]]s and the amount of intellect, strength or dexterity that you have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
; Level&lt;br /&gt;
: &#039;&#039;Main Article: [[Character Level]]&#039;&#039;&lt;br /&gt;
: The level of your character determines the maximum health and [[equipment]]s you can use. The maximum level is capped at 20. You can only use equipment with a level requirement equal to or lower than your character&#039;s level (except when the item has level reduction). You can level up by gaining experience which you get when killing mobs. Note that you gain the most xp from killing mobs your own level.&lt;br /&gt;
&lt;br /&gt;
; Experience Points (XP)&lt;br /&gt;
: &#039;&#039;Main Article: [[Experience Point]]&#039;&#039;&lt;br /&gt;
: Experience points are used to level up your character. You will gain experience by killing [[monster]]s, completing [[quest]]s and by [[gathering]]. The experience required to level up is: &amp;lt;code&amp;gt;XL * 5 + XL * 10 * (XL^2.2)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is your current level. You also receive reduced experience if the monster killed is not the same level as you. The multiplier is: &amp;lt;code&amp;gt;(1-D/10)^2&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;D&amp;lt;/code&amp;gt; is the difference of levels, and you gain no experience if the difference is 10 or higher.&lt;br /&gt;
&lt;br /&gt;
; Strength&lt;br /&gt;
: Strength is the primary stat of the [[Warrior|Bear]] Spirit. It improves the damage of [[Axe]]s and [[Sword]]s. Every strength point increases your armor by 1. Strength rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; Intellect&lt;br /&gt;
: Intellect is the primary stat of the [[Wizard|Owl]] Spirit. It improves the damage of [[Staff]]s and [[Weapon|Wand]]s. Every 6 intellect points increases your maximum mana by 1. Intellect rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; Dexterity&lt;br /&gt;
: Dexterity is the primary stat of the [[Thief|Lynx]] Spirit. It improves the damage of [[Dagger]]s and [[Spear]]s. Every 12 dexterity points increases your dodge chance by 1%. Dexterity rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;to all attributes&amp;quot;&lt;br /&gt;
: + &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; to all attributes mean that increases &#039;&#039;&#039;Strength&#039;&#039;&#039;, &#039;&#039;&#039;Intellect&#039;&#039;&#039;, &#039;&#039;&#039;Dexterity&#039;&#039;&#039; by &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;. To all attributes rolls range from 1-13.&lt;br /&gt;
* Only on [[Finger]] and [[Neck]] &lt;br /&gt;
&lt;br /&gt;
; Vitality&lt;br /&gt;
: Vitality increases your max health by 10 health per point. Vitality rolls range from 1-11.5.&lt;br /&gt;
&lt;br /&gt;
; Max Mana&lt;br /&gt;
: Increase your character&#039;s maximum mana by 1 mana per point. Max Mana rolls range from 1-8.&lt;br /&gt;
&lt;br /&gt;
; HP Regeneration&lt;br /&gt;
: The rate of health restored per tick during [[combat]]. Outside combat, HP regenerates at the rate of &amp;lt;code&amp;gt;max(MaxHP / 112, HPRegen * 0.05)&amp;lt;/code&amp;gt; per tick, while it only regenerates by &amp;lt;code&amp;gt;HPRegen * 0.2&amp;lt;/code&amp;gt; per tick during combat. HP Regeneration rolls range from 1-17.&lt;br /&gt;
&lt;br /&gt;
; MP Regeneration&lt;br /&gt;
: The rate of mana restored per tick. The amount of MP regenerated per tick is &amp;lt;code&amp;gt;MPRegen / 50&amp;lt;/code&amp;gt;. Mana regenerates the same in combat as out of combat. MP Regeneration rolls range from 1-5.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
; Global critical hit chance&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical chance&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical chance&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 5% for all spirits. &lt;br /&gt;
: Global critical hit chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Attack critical chance&lt;br /&gt;
: The chance of dealing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Attack critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Spell critical chance&lt;br /&gt;
: The chance of dealing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Global critical hit multiplier&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical multiplier&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical multiplier&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 150% for all spirits. &lt;br /&gt;
: Global critical hit multiplier rolls range from 1-18.&lt;br /&gt;
&lt;br /&gt;
; Attack critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;). &lt;br /&gt;
: Attack critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Spell critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Arcane increase / Fire increase / Frost increase / Holy increase / Poison increase / Physical increase / Spell Increase&lt;br /&gt;
: Increase the elemental/type of damage by the % of the roll per point. Increase rolls range from 1-5.75.&lt;br /&gt;
&lt;br /&gt;
; Attack Speed / Cast Speed&lt;br /&gt;
: The amount an attack&#039;s cast time is decreased. In-game, the value is displayed as &amp;lt;code&amp;gt;100% + chance&amp;lt;/code&amp;gt;,  cast speed and attack speed allows you to cast abilities faster. To find a cast/attack speed calculator go to https://islebuilds.com/tools/cast-time. Attack Speed / Cast Speed rolls range from 1-4. When a rune has no cast time, attack/cast speed will reduce its cooldown by ceil(runeCooldown * (1 - (attackOrCastSpeed / 100))) &lt;br /&gt;
* Only on [[Finger]], [[Neck]], [[Trinket]], and [[Weapon]] slot&lt;br /&gt;
&lt;br /&gt;
; Added Attack Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all physical attacks.&lt;br /&gt;
&lt;br /&gt;
; Added Spell Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all spell attacks.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
; Armor&lt;br /&gt;
: &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces the physical damage taken. The percentage of damage mitigated is &amp;lt;code&amp;gt;Armor / (100 * XL)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is the level of the damage source and the reduction is capped 50%. Therefore, against a level 10 [[monster]] you need 500 armor (&amp;lt;code&amp;gt;500 / (100 * 10) = 50%&amp;lt;/code&amp;gt;) to achieve the maximum damage reduction.&lt;br /&gt;
&lt;br /&gt;
; Chance to block Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[OffHand|Shield]] slot. Chance to block Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Chance to dodge Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[Feet]] slot. Chance to dodge Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Arcane Resistance / Fire Resistance / Frost Resistance / Holy Resistance/ Poison Resistance / All Resistance&lt;br /&gt;
: &#039;&#039;&#039;Resistance&#039;&#039;&#039; reduces the damage taken from a particular types of element (and &#039;&#039;&#039;All Resistance&#039;&#039;&#039; applies to all types of elements). Each point of resistance reduces the damage taken by &amp;lt;code&amp;gt;0.5%&amp;lt;/code&amp;gt; and is capped at 50%. Therefore, you need 100 points of resistance to achieve the maximum possible damage mitigation. Resistance rolls range from 1-10.&lt;br /&gt;
* Only on level 7+ [[equipment]].&lt;br /&gt;
&lt;br /&gt;
The damage reduction offered by armor and resistance only stack if the attack is both physical and has a type. Armor only blocks physical damage so if the attack is a spell only the type resistance will reduce damage.&lt;br /&gt;
&lt;br /&gt;
; Life Gained On Dealing Physical Damage&lt;br /&gt;
: With Life Gained on Dealing Physical Damage (LGoDPD), an attack that deals physical damage gives you a certain amount of hp per hit. Found on the implicit of [[Sickle|sickles]], offhand and trinket slot items. Roll values range from 2-25, with the exception of sickles which have implicit values of up to 460. The hp actually gained per hit is your total LGoDPD divided by 20/rune cooldown.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
; Item Quality&lt;br /&gt;
: The chance of finding higher [[quality]] items.&lt;br /&gt;
: Each point reduces the chance to get a common item by 7 (capped at 286 quality). Item Quality rolls range from 1-15.&lt;br /&gt;
: (This stat was previously called &#039;&#039;&#039;Magic Find&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
; Item Quantity&lt;br /&gt;
: The chance of finding more items (capped at 200%). Item Quantity rolls range from 2-27.&lt;br /&gt;
&lt;br /&gt;
; Sprint Chance&lt;br /&gt;
: The chance of moving two tiles in one tick. [[Feet|boots]] may generate with this stat, and with the [[Enchanted Wreath]], and you also gain this stat by using a [[rune of Swiftness]]. Sprint Chance rolls range from 1-20.&lt;br /&gt;
&lt;br /&gt;
; XP Increase&lt;br /&gt;
: Increase the experience points gained by killing [[monster]]s and quests. XP Increase rolls range from 1-6.&lt;br /&gt;
&lt;br /&gt;
;Level Reduction&lt;br /&gt;
:Reduces the level requirement on an item. The level requirement automatically changes to its new value and shows the new level needed to equip an item slot (Unable to go below level 1). &lt;br /&gt;
:This stat is not visible on the character sheet as it functions only on the gear slot it is found on. &lt;br /&gt;
== Stat Table ==&lt;br /&gt;
&lt;br /&gt;
The numbers along the top indicate at which level a slot of gear is and the max roll a stat can get at that level. These may not take the different roll ranges of implicit stats into account.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Stat !! Compatibility !!1 !!2 !!3 !!4 !!5 !!6 !!7 !!8 !!9 !!10 !!11 !!12 !!13 !!14 !!15 !!16 !!17 !!18 !!19 !!20 !!21 !!22 !!23&lt;br /&gt;
|-&lt;br /&gt;
| Vitality (Min 1)|| [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| HP Regeneration (Min 1) || [[Equipment|All Equipment]] ||1||2||2||4||4||4||5||6||7||7||7||10||11||11||11||12||13||13||13||14||14||14||17&lt;br /&gt;
|-&lt;br /&gt;
| Mana Regeneration (Min 1) || [[Equipment|All Equipment]] ||5||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||5&lt;br /&gt;
|-&lt;br /&gt;
| Max Mana (Min 1) || [[Equipment|All Equipment]] ||8||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||8&lt;br /&gt;
|-&lt;br /&gt;
| Strength (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Intellect (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Item Quality (Min 1%) || [[Equipment|All Equipment]] ||15%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||15%&lt;br /&gt;
|-&lt;br /&gt;
| Item Quantity (Min 2%)|| [[Equipment|All Equipment]] ||27%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||27%&lt;br /&gt;
|-&lt;br /&gt;
| XP Increase (Min 1%) || [[Equipment|All Equipment]] ||6%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||6%&lt;br /&gt;
|-&lt;br /&gt;
| Level Requirement Reduction (Min 1)|| [[Equipment|All Equipment]] ||/||/||/||/||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| All Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Fire Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Frost Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Holy Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Physical Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Poison Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| All Attributes (Min 1) || [[Finger]],[[Neck]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Attack Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Life on Hit (Min 2) || [[OffHand|Offhand]], [[Trinket]] &amp;lt;br&amp;gt; [[Sickle]] ||2||2||2||6||6||6||6||9||9||9||10||14||14||14||14||18||18||18||18||22||22||23||25&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Attack (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Spell (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Attack (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Spell (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Sprint Chance (Min 1%) || [[Feet]] ||20%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||20%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Fire Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Frost Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Holy Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Physical Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Poison Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Stat&amp;diff=11069</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Stat&amp;diff=11069"/>
		<updated>2025-05-11T17:58:21Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Version 0.13.0}}&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; determine a character&#039;s attributes such as damage, health, or mana. You can view your stats in the character sheet by pressing the &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; key. Your character&#039;s stats can be improved by wearing better [[equipment]]. Stats may also be temporarily affected by [[aura]] runes. Stats are also greatly affected by your [[spirit]]s and the amount of intellect, strength or dexterity that you have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
; Level&lt;br /&gt;
: &#039;&#039;Main Article: [[Character Level]]&#039;&#039;&lt;br /&gt;
: The level of your character determines the maximum health and [[equipment]]s you can use. The maximum level is capped at 20. You can only use equipment with a level requirement equal to or lower than your character&#039;s level (except when the item has level reduction). You can level up by gaining experience which you get when killing mobs. Note that you gain the most xp from killing mobs your own level.&lt;br /&gt;
&lt;br /&gt;
; Experience Points (XP)&lt;br /&gt;
: &#039;&#039;Main Article: [[Experience Point]]&#039;&#039;&lt;br /&gt;
: Experience points are used to level up your character. You will gain experience by killing [[monster]]s, completing [[quest]]s and by [[gathering]]. The experience required to level up is: &amp;lt;code&amp;gt;XL * 5 + XL * 10 * (XL^2.2)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is your current level. You also receive reduced experience if the monster killed is not the same level as you. The multiplier is: &amp;lt;code&amp;gt;(1-D/10)^2&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;D&amp;lt;/code&amp;gt; is the difference of levels, and you gain no experience if the difference is 10 or higher.&lt;br /&gt;
&lt;br /&gt;
; Strength&lt;br /&gt;
: Strength is the primary stat of the [[Warrior|Bear]] Spirit. It improves the damage of [[Axe]]s and [[Sword]]s. Every strength point increases your armor by 1. Strength rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; Intellect&lt;br /&gt;
: Intellect is the primary stat of the [[Wizard|Owl]] Spirit. It improves the damage of [[Staff]]s and [[Weapon|Wand]]s. Every 6 intellect points increases your maximum mana by 1. Intellect rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; Dexterity&lt;br /&gt;
: Dexterity is the primary stat of the [[Thief|Lynx]] Spirit. It improves the damage of [[Dagger]]s and [[Spear]]s. Every 12 dexterity points increases your dodge chance by 1%. Dexterity rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;to all attributes&amp;quot;&lt;br /&gt;
: + &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; to all attributes mean that increases &#039;&#039;&#039;Strength&#039;&#039;&#039;, &#039;&#039;&#039;Intellect&#039;&#039;&#039;, &#039;&#039;&#039;Dexterity&#039;&#039;&#039; by &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;. To all attributes rolls range from 1-13.&lt;br /&gt;
* Only on [[Finger]] and [[Neck]] &lt;br /&gt;
&lt;br /&gt;
; Vitality&lt;br /&gt;
: Vitality increases your max health by 10 health per point. Vitality rolls range from 1-11.5.&lt;br /&gt;
&lt;br /&gt;
; Max Mana&lt;br /&gt;
: Increase your character&#039;s maximum mana by 1 mana per point. Max Mana rolls range from 1-8.&lt;br /&gt;
&lt;br /&gt;
; HP Regeneration&lt;br /&gt;
: The rate of health restored per tick during [[combat]]. Outside combat, HP regenerates at the rate of &amp;lt;code&amp;gt;max(MaxHP / 112, HPRegen * 0.05)&amp;lt;/code&amp;gt; per tick, while it only regenerates by &amp;lt;code&amp;gt;HPRegen * 0.2&amp;lt;/code&amp;gt; per tick during combat. HP Regeneration rolls range from 1-15.&lt;br /&gt;
&lt;br /&gt;
; MP Regeneration&lt;br /&gt;
: The rate of mana restored per tick. The amount of MP regenerated per tick is &amp;lt;code&amp;gt;MPRegen / 50&amp;lt;/code&amp;gt;. Mana regenerates the same in combat as out of combat. MP Regeneration rolls range from 1-5.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
; Global critical hit chance&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical chance&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical chance&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 5% for all spirits. &lt;br /&gt;
: Global critical hit chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Attack critical chance&lt;br /&gt;
: The chance of dealing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Attack critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Spell critical chance&lt;br /&gt;
: The chance of dealing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Global critical hit multiplier&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical multiplier&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical multiplier&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 150% for all spirits. &lt;br /&gt;
: Global critical hit multiplier rolls range from 1-18.&lt;br /&gt;
&lt;br /&gt;
; Attack critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;). &lt;br /&gt;
: Attack critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Spell critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Arcane increase / Fire increase / Frost increase / Holy increase / Poison increase / Physical increase / Spell Increase&lt;br /&gt;
: Increase the elemental/type of damage by the % of the roll per point. Increase rolls range from 1-5.75.&lt;br /&gt;
&lt;br /&gt;
; Attack Speed / Cast Speed&lt;br /&gt;
: The amount an attack&#039;s cast time is decreased. In-game, the value is displayed as &amp;lt;code&amp;gt;100% + chance&amp;lt;/code&amp;gt;,  cast speed and attack speed allows you to cast abilities faster. To find a cast/attack speed calculator go to https://islebuilds.com/tools/cast-time. Attack Speed / Cast Speed rolls range from 1-4. When a rune has no cast time, attack/cast speed will reduce its cooldown by ceil(runeCooldown * (1 - (attackOrCastSpeed / 100))) &lt;br /&gt;
* Only on [[Finger]], [[Neck]], [[Trinket]], and [[Weapon]] slot&lt;br /&gt;
&lt;br /&gt;
; Added Attack Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all physical attacks.&lt;br /&gt;
&lt;br /&gt;
; Added Spell Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all spell attacks.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
; Armor&lt;br /&gt;
: &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces the physical damage taken. The percentage of damage mitigated is &amp;lt;code&amp;gt;Armor / (100 * XL)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is the level of the damage source and the reduction is capped 50%. Therefore, against a level 10 [[monster]] you need 500 armor (&amp;lt;code&amp;gt;500 / (100 * 10) = 50%&amp;lt;/code&amp;gt;) to achieve the maximum damage reduction.&lt;br /&gt;
&lt;br /&gt;
; Chance to block Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[OffHand|Shield]] slot. Chance to block Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Chance to dodge Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[Feet]] slot. Chance to dodge Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Arcane Resistance / Fire Resistance / Frost Resistance / Holy Resistance/ Poison Resistance / All Resistance&lt;br /&gt;
: &#039;&#039;&#039;Resistance&#039;&#039;&#039; reduces the damage taken from a particular types of element (and &#039;&#039;&#039;All Resistance&#039;&#039;&#039; applies to all types of elements). Each point of resistance reduces the damage taken by &amp;lt;code&amp;gt;0.5%&amp;lt;/code&amp;gt; and is capped at 50%. Therefore, you need 100 points of resistance to achieve the maximum possible damage mitigation. Resistance rolls range from 1-10.&lt;br /&gt;
* Only on level 7+ [[equipment]].&lt;br /&gt;
&lt;br /&gt;
The damage reduction offered by armor and resistance only stack if the attack is both physical and has a type. Armor only blocks physical damage so if the attack is a spell only the type resistance will reduce damage.&lt;br /&gt;
&lt;br /&gt;
; Life Gained On Dealing Physical Damage&lt;br /&gt;
: With Life Gained on Dealing Physical Damage (LGoDPD), an attack that deals physical damage gives you a certain amount of hp per hit. Found on the implicit of [[Sickle|sickles]], offhand and trinket slot items. Roll values range from 2-25, with the exception of sickles which have implicit values of up to 460. The hp actually gained per hit is your total LGoDPD divided by 20/rune cooldown.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
; Item Quality&lt;br /&gt;
: The chance of finding higher [[quality]] items.&lt;br /&gt;
: Each point reduces the chance to get a common item by 7 (capped at 286 quality). Item Quality rolls range from 1-15.&lt;br /&gt;
: (This stat was previously called &#039;&#039;&#039;Magic Find&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
; Item Quantity&lt;br /&gt;
: The chance of finding more items (capped at 200%). Item Quantity rolls range from 2-27.&lt;br /&gt;
&lt;br /&gt;
; Sprint Chance&lt;br /&gt;
: The chance of moving two tiles in one tick. [[Feet|boots]] may generate with this stat, and with the [[Enchanted Wreath]], and you also gain this stat by using a [[rune of Swiftness]]. Sprint Chance rolls range from 1-20.&lt;br /&gt;
&lt;br /&gt;
; XP Increase&lt;br /&gt;
: Increase the experience points gained by killing [[monster]]s and quests. XP Increase rolls range from 1-6.&lt;br /&gt;
&lt;br /&gt;
;Level Reduction&lt;br /&gt;
:Reduces the level requirement on an item. The level requirement automatically changes to its new value and shows the new level needed to equip an item slot (Unable to go below level 1). &lt;br /&gt;
:This stat is not visible on the character sheet as it functions only on the gear slot it is found on. &lt;br /&gt;
== Stat Table ==&lt;br /&gt;
&lt;br /&gt;
The numbers along the top indicate at which level a slot of gear is and the max roll a stat can get at that level. These may not take the different roll ranges of implicit stats into account.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Stat !! Compatibility !!1 !!2 !!3 !!4 !!5 !!6 !!7 !!8 !!9 !!10 !!11 !!12 !!13 !!14 !!15 !!16 !!17 !!18 !!19 !!20 !!21 !!22 !!23&lt;br /&gt;
|-&lt;br /&gt;
| Vitality (Min 1)|| [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| HP Regeneration (Min 1) || [[Equipment|All Equipment]] ||1||2||2||4||4||4||5||6||7||7||7||10||11||11||11||12||13||13||13||14||14||14||17&lt;br /&gt;
|-&lt;br /&gt;
| Mana Regeneration (Min 1) || [[Equipment|All Equipment]] ||5||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||5&lt;br /&gt;
|-&lt;br /&gt;
| Max Mana (Min 1) || [[Equipment|All Equipment]] ||8||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||8&lt;br /&gt;
|-&lt;br /&gt;
| Strength (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Intellect (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Item Quality (Min 1%) || [[Equipment|All Equipment]] ||15%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||15%&lt;br /&gt;
|-&lt;br /&gt;
| Item Quantity (Min 2%)|| [[Equipment|All Equipment]] ||27%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||27%&lt;br /&gt;
|-&lt;br /&gt;
| XP Increase (Min 1%) || [[Equipment|All Equipment]] ||6%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||6%&lt;br /&gt;
|-&lt;br /&gt;
| Level Requirement Reduction (Min 1)|| [[Equipment|All Equipment]] ||/||/||/||/||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| All Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Fire Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Frost Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Holy Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Physical Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Poison Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| All Attributes (Min 1) || [[Finger]],[[Neck]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Attack Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Life on Hit (Min 2) || [[OffHand|Offhand]], [[Trinket]] &amp;lt;br&amp;gt; [[Sickle]] ||2||2||2||6||6||6||6||9||9||9||10||14||14||14||14||18||18||18||18||22||22||23||25&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Attack (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Spell (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Attack (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Spell (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Sprint Chance (Min 1%) || [[Feet]] ||20%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||20%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Fire Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Frost Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Holy Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Physical Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Poison Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Stat&amp;diff=11068</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Stat&amp;diff=11068"/>
		<updated>2025-05-11T17:57:02Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* Basic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Version 0.13.0}}&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; determine a character&#039;s attributes such as damage, health, or mana. You can view your stats in the character sheet by pressing the &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; key. Your character&#039;s stats can be improved by wearing better [[equipment]]. Stats may also be temporarily affected by [[aura]] runes. Stats are also greatly affected by your [[spirit]]s and the amount of intellect, strength or dexterity that you have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
; Level&lt;br /&gt;
: &#039;&#039;Main Article: [[Character Level]]&#039;&#039;&lt;br /&gt;
: The level of your character determines the maximum health and [[equipment]]s you can use. The maximum level is capped at 20. You can only use equipment with a level requirement equal to or lower than your character&#039;s level (except when the item has level reduction). You can level up by gaining experience which you get when killing mobs. Note that you gain the most xp from killing mobs your own level.&lt;br /&gt;
&lt;br /&gt;
; Experience Points (XP)&lt;br /&gt;
: &#039;&#039;Main Article: [[Experience Point]]&#039;&#039;&lt;br /&gt;
: Experience points are used to level up your character. You will gain experience by killing [[monster]]s, completing [[quest]]s and by [[gathering]]. The experience required to level up is: &amp;lt;code&amp;gt;XL * 5 + XL * 10 * (XL^2.2)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is your current level. You also receive reduced experience if the monster killed is not the same level as you. The multiplier is: &amp;lt;code&amp;gt;(1-D/10)^2&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;D&amp;lt;/code&amp;gt; is the difference of levels, and you gain no experience if the difference is 10 or higher.&lt;br /&gt;
&lt;br /&gt;
; Strength&lt;br /&gt;
: Strength is the primary stat of the [[Warrior|Bear]] Spirit. It improves the damage of [[Axe]]s and [[Sword]]s. Every strength point increases your armor by 1. Strength rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; Intellect&lt;br /&gt;
: Intellect is the primary stat of the [[Wizard|Owl]] Spirit. It improves the damage of [[Staff]]s and [[Weapon|Wand]]s. Every 6 intellect points increases your maximum mana by 1. Intellect rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; Dexterity&lt;br /&gt;
: Dexterity is the primary stat of the [[Thief|Lynx]] Spirit. It improves the damage of [[Dagger]]s and [[Spear]]s. Every 12 dexterity points increases your dodge chance by 1%. Dexterity rolls range from 1-13.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;to all attributes&amp;quot;&lt;br /&gt;
: + &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; to all attributes mean that increases &#039;&#039;&#039;Strength&#039;&#039;&#039;, &#039;&#039;&#039;Intellect&#039;&#039;&#039;, &#039;&#039;&#039;Dexterity&#039;&#039;&#039; by &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;. To all attributes rolls range from 1-13.&lt;br /&gt;
* Only on [[Finger]] and [[Neck]] &lt;br /&gt;
&lt;br /&gt;
; Vitality&lt;br /&gt;
: Vitality increases your max health by 10 health per point. Vitality rolls range from 1-11.5.&lt;br /&gt;
&lt;br /&gt;
; Max Mana&lt;br /&gt;
: Increase your character&#039;s maximum mana by 1 mana per point. Max Mana rolls range from 1-8.&lt;br /&gt;
&lt;br /&gt;
; HP Regeneration&lt;br /&gt;
: The rate of health restored per tick during [[combat]]. Outside combat, HP regenerates at the rate of &amp;lt;code&amp;gt;max(MaxHP / 112, HPRegen * 0.05)&amp;lt;/code&amp;gt; per tick, while it only regenerates by &amp;lt;code&amp;gt;HPRegen * 0.2&amp;lt;/code&amp;gt; per tick during combat. HP Regeneration rolls range from 1-15.&lt;br /&gt;
&lt;br /&gt;
; MP Regeneration&lt;br /&gt;
: The rate of mana restored per tick. The amount of MP regenerated per tick is &amp;lt;code&amp;gt;MPRegen / 50&amp;lt;/code&amp;gt;. Mana regenerates the same in combat as out of combat. MP Regeneration rolls range from 1-5.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
; Global critical hit chance&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical chance&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical chance&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 5% for all spirits. &lt;br /&gt;
: Global critical hit chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Attack critical chance&lt;br /&gt;
: The chance of dealing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Attack critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Spell critical chance&lt;br /&gt;
: The chance of dealing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Global critical hit multiplier&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical multiplier&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical multiplier&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 150% for all spirits. &lt;br /&gt;
: Global critical hit multiplier rolls range from 1-18.&lt;br /&gt;
&lt;br /&gt;
; Attack critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;). &lt;br /&gt;
: Attack critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Spell critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Arcane increase / Fire increase / Frost increase / Holy increase / Poison increase / Physical increase / Spell Increase&lt;br /&gt;
: Increase the elemental/type of damage by the % of the roll per point. Increase rolls range from 1-5.75.&lt;br /&gt;
&lt;br /&gt;
; Attack Speed / Cast Speed&lt;br /&gt;
: The amount an attack&#039;s cast time is decreased. In-game, the value is displayed as &amp;lt;code&amp;gt;100% + chance&amp;lt;/code&amp;gt;,  cast speed and attack speed allows you to cast abilities faster. To find a cast/attack speed calculator go to https://islebuilds.com/tools/cast-time. Attack Speed / Cast Speed rolls range from 1-4. When a rune has no cast time, attack/cast speed will reduce its cooldown by ceil(runeCooldown * (1 - (attackOrCastSpeed / 100))) &lt;br /&gt;
* Only on [[Finger]], [[Neck]], [[Trinket]], and [[Weapon]] slot&lt;br /&gt;
&lt;br /&gt;
; Added Attack Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all physical attacks.&lt;br /&gt;
&lt;br /&gt;
; Added Spell Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all spell attacks.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
; Armor&lt;br /&gt;
: &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces the physical damage taken. The percentage of damage mitigated is &amp;lt;code&amp;gt;Armor / (100 * XL)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is the level of the damage source and the reduction is capped 50%. Therefore, against a level 10 [[monster]] you need 500 armor (&amp;lt;code&amp;gt;500 / (100 * 10) = 50%&amp;lt;/code&amp;gt;) to achieve the maximum damage reduction.&lt;br /&gt;
&lt;br /&gt;
; Chance to block Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[OffHand|Shield]] slot. Chance to block Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Chance to dodge Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[Feet]] slot. Chance to dodge Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Arcane Resistance / Fire Resistance / Frost Resistance / Holy Resistance/ Poison Resistance / All Resistance&lt;br /&gt;
: &#039;&#039;&#039;Resistance&#039;&#039;&#039; reduces the damage taken from a particular types of element (and &#039;&#039;&#039;All Resistance&#039;&#039;&#039; applies to all types of elements). Each point of resistance reduces the damage taken by &amp;lt;code&amp;gt;0.5%&amp;lt;/code&amp;gt; and is capped at 50%. Therefore, you need 100 points of resistance to achieve the maximum possible damage mitigation. Resistance rolls range from 1-10.&lt;br /&gt;
* Only on level 15+ [[equipment]].&lt;br /&gt;
&lt;br /&gt;
The damage reduction offered by armor and resistance only stack if the attack is both physical and has a type. Armor only blocks physical damage so if the attack is a spell only the type resistance will reduce damage.&lt;br /&gt;
&lt;br /&gt;
; Life Gained On Dealing Physical Damage&lt;br /&gt;
: With Life Gained on Dealing Physical Damage (LGoDPD), an attack that deals physical damage gives you a certain amount of hp per hit. Found on the implicit of [[Sickle|sickles]], offhand and trinket slot items. Roll values range from 2-25, with the exception of sickles which have implicit values of up to 460. The hp actually gained per hit is your total LGoDPD divided by 20/rune cooldown.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
; Item Quality&lt;br /&gt;
: The chance of finding higher [[quality]] items.&lt;br /&gt;
: Each point reduces the chance to get a common item by 7 (capped at 286 quality). Item Quality rolls range from 1-15.&lt;br /&gt;
: (This stat was previously called &#039;&#039;&#039;Magic Find&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
; Item Quantity&lt;br /&gt;
: The chance of finding more items (capped at 200%). Item Quantity rolls range from 2-27.&lt;br /&gt;
&lt;br /&gt;
; Sprint Chance&lt;br /&gt;
: The chance of moving two tiles in one tick. [[Feet|boots]] may generate with this stat, and with the [[Enchanted Wreath]], and you also gain this stat by using a [[rune of Swiftness]]. Sprint Chance rolls range from 1-20.&lt;br /&gt;
&lt;br /&gt;
; XP Increase&lt;br /&gt;
: Increase the experience points gained by killing [[monster]]s and quests. XP Increase rolls range from 1-6.&lt;br /&gt;
&lt;br /&gt;
;Level Reduction&lt;br /&gt;
:Reduces the level requirement on an item. The level requirement automatically changes to its new value and shows the new level needed to equip an item slot (Unable to go below level 1). &lt;br /&gt;
:This stat is not visible on the character sheet as it functions only on the gear slot it is found on. &lt;br /&gt;
== Stat Table ==&lt;br /&gt;
&lt;br /&gt;
The numbers along the top indicate at which level a slot of gear is and the max roll a stat can get at that level. These may not take the different roll ranges of implicit stats into account.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Stat !! Compatibility !!1 !!2 !!3 !!4 !!5 !!6 !!7 !!8 !!9 !!10 !!11 !!12 !!13 !!14 !!15 !!16 !!17 !!18 !!19 !!20 !!21 !!22 !!23&lt;br /&gt;
|-&lt;br /&gt;
| Vitality (Min 1)|| [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| HP Regeneration (Min 1) || [[Equipment|All Equipment]] ||1||2||2||4||4||4||5||6||7||7||7||10||11||11||11||12||13||13||13||14||14||14||17&lt;br /&gt;
|-&lt;br /&gt;
| Mana Regeneration (Min 1) || [[Equipment|All Equipment]] ||5||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||5&lt;br /&gt;
|-&lt;br /&gt;
| Max Mana (Min 1) || [[Equipment|All Equipment]] ||8||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||8&lt;br /&gt;
|-&lt;br /&gt;
| Strength (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Intellect (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Item Quality (Min 1%) || [[Equipment|All Equipment]] ||15%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||15%&lt;br /&gt;
|-&lt;br /&gt;
| Item Quantity (Min 2%)|| [[Equipment|All Equipment]] ||27%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||27%&lt;br /&gt;
|-&lt;br /&gt;
| XP Increase (Min 1%) || [[Equipment|All Equipment]] ||6%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||6%&lt;br /&gt;
|-&lt;br /&gt;
| Level Requirement Reduction (Min 1)|| [[Equipment|All Equipment]] ||/||/||/||/||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| All Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Fire Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Frost Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Holy Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Physical Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Poison Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| All Attributes (Min 1) || [[Finger]],[[Neck]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Attack Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Life on Hit (Min 2) || [[OffHand|Offhand]], [[Trinket]] &amp;lt;br&amp;gt; [[Sickle]] ||2||2||2||6||6||6||6||9||9||9||10||14||14||14||14||18||18||18||18||22||22||23||25&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Attack (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Spell (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Attack (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Spell (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Sprint Chance (Min 1%) || [[Feet]] ||20%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||20%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Fire Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Frost Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Holy Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Physical Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Poison Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Stat&amp;diff=11067</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Stat&amp;diff=11067"/>
		<updated>2025-05-11T17:54:41Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* Offense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Version 0.13.0}}&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; determine a character&#039;s attributes such as damage, health, or mana. You can view your stats in the character sheet by pressing the &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; key. Your character&#039;s stats can be improved by wearing better [[equipment]]. Stats may also be temporarily affected by [[aura]] runes. Stats are also greatly affected by your [[spirit]]s and the amount of intellect, strength or dexterity that you have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
; Level&lt;br /&gt;
: &#039;&#039;Main Article: [[Character Level]]&#039;&#039;&lt;br /&gt;
: The level of your character determines the maximum health and [[equipment]]s you can use. The maximum level is capped at 20. You can only use equipment with a level requirement equal to or lower than your character&#039;s level (except when the item has level reduction). You can level up by gaining experience which you get when killing mobs. Note that you gain the most xp from killing mobs your own level.&lt;br /&gt;
&lt;br /&gt;
; Experience Points (XP)&lt;br /&gt;
: &#039;&#039;Main Article: [[Experience Point]]&#039;&#039;&lt;br /&gt;
: Experience points are used to level up your character. You will gain experience by killing [[monster]]s, completing [[quest]]s and by [[gathering]]. The experience required to level up is: &amp;lt;code&amp;gt;XL * 5 + XL * 10 * (XL^2.2)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is your current level. You also receive reduced experience if the monster killed is not the same level as you. The multiplier is: &amp;lt;code&amp;gt;(1-D/10)^2&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;D&amp;lt;/code&amp;gt; is the difference of levels, and you gain no experience if the difference is 10 or higher.&lt;br /&gt;
&lt;br /&gt;
; Strength&lt;br /&gt;
: Strength is the primary stat of the [[Warrior|Bear]] Spirit. It improves the damage of [[Axe]]s and [[Sword]]s. Every strength point increases your armor by 1. Strength rolls range from 1-10.&lt;br /&gt;
&lt;br /&gt;
; Intellect&lt;br /&gt;
: Intellect is the primary stat of the [[Wizard|Owl]] Spirit. It improves the damage of [[Staff]]s and [[Weapon|Wand]]s. Every 6 intellect points increases your maximum mana by 1. Intellect rolls range from 1-10.&lt;br /&gt;
&lt;br /&gt;
; Dexterity&lt;br /&gt;
: Dexterity is the primary stat of the [[Thief|Lynx]] Spirit. It improves the damage of [[Dagger]]s and [[Spear]]s. Every 12 dexterity points increases your dodge chance by 1%. Dexterity rolls range from 1-10.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;to all attributes&amp;quot;&lt;br /&gt;
: + &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; to all attributes mean that increases &#039;&#039;&#039;Strength&#039;&#039;&#039;, &#039;&#039;&#039;Intellect&#039;&#039;&#039;, &#039;&#039;&#039;Dexterity&#039;&#039;&#039; by &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;. To all attributes rolls range from 1-10.&lt;br /&gt;
* Only on [[Finger]] and [[Neck]] &lt;br /&gt;
&lt;br /&gt;
; Vitality&lt;br /&gt;
: Vitality increases your max health by 10 health per point. Vitality rolls range from 1-7.&lt;br /&gt;
&lt;br /&gt;
; Max Mana&lt;br /&gt;
: Increase your character&#039;s maximum mana by 1 mana per point. Max Mana rolls range from 1-8.&lt;br /&gt;
&lt;br /&gt;
; HP Regeneration&lt;br /&gt;
: The rate of health restored per tick during [[combat]]. Outside combat, HP regenerates at the rate of &amp;lt;code&amp;gt;max(MaxHP / 112, HPRegen * 0.05)&amp;lt;/code&amp;gt; per tick, while it only regenerates by &amp;lt;code&amp;gt;HPRegen * 0.2&amp;lt;/code&amp;gt; per tick during combat. HP Regeneration rolls range from 1-15.&lt;br /&gt;
&lt;br /&gt;
; MP Regeneration&lt;br /&gt;
: The rate of mana restored per tick. The amount of MP regenerated per tick is &amp;lt;code&amp;gt;MPRegen / 50&amp;lt;/code&amp;gt;. Mana regenerates the same in combat as out of combat. MP Regeneration rolls range from 1-5.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
; Global critical hit chance&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical chance&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical chance&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 5% for all spirits. &lt;br /&gt;
: Global critical hit chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Attack critical chance&lt;br /&gt;
: The chance of dealing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Attack critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Spell critical chance&lt;br /&gt;
: The chance of dealing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical chance rolls range from 1-78 (that translates to 0.05%-2.9%).&lt;br /&gt;
&lt;br /&gt;
; Global critical hit multiplier&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical multiplier&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical multiplier&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 150% for all spirits. &lt;br /&gt;
: Global critical hit multiplier rolls range from 1-18.&lt;br /&gt;
&lt;br /&gt;
; Attack critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;). &lt;br /&gt;
: Attack critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Spell critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical multiplier rolls range from 0.1-18.&lt;br /&gt;
&lt;br /&gt;
; Arcane increase / Fire increase / Frost increase / Holy increase / Poison increase / Physical increase / Spell Increase&lt;br /&gt;
: Increase the elemental/type of damage by the % of the roll per point. Increase rolls range from 1-5.75.&lt;br /&gt;
&lt;br /&gt;
; Attack Speed / Cast Speed&lt;br /&gt;
: The amount an attack&#039;s cast time is decreased. In-game, the value is displayed as &amp;lt;code&amp;gt;100% + chance&amp;lt;/code&amp;gt;,  cast speed and attack speed allows you to cast abilities faster. To find a cast/attack speed calculator go to https://islebuilds.com/tools/cast-time. Attack Speed / Cast Speed rolls range from 1-4. When a rune has no cast time, attack/cast speed will reduce its cooldown by ceil(runeCooldown * (1 - (attackOrCastSpeed / 100))) &lt;br /&gt;
* Only on [[Finger]], [[Neck]], [[Trinket]], and [[Weapon]] slot&lt;br /&gt;
&lt;br /&gt;
; Added Attack Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all physical attacks.&lt;br /&gt;
&lt;br /&gt;
; Added Spell Damage&lt;br /&gt;
: Adds flat (un-scaled) damage to all spell attacks.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
; Armor&lt;br /&gt;
: &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces the physical damage taken. The percentage of damage mitigated is &amp;lt;code&amp;gt;Armor / (100 * XL)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is the level of the damage source and the reduction is capped 50%. Therefore, against a level 10 [[monster]] you need 500 armor (&amp;lt;code&amp;gt;500 / (100 * 10) = 50%&amp;lt;/code&amp;gt;) to achieve the maximum damage reduction.&lt;br /&gt;
&lt;br /&gt;
; Chance to block Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[OffHand|Shield]] slot. Chance to block Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Chance to dodge Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[Feet]] slot. Chance to dodge Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Arcane Resistance / Fire Resistance / Frost Resistance / Holy Resistance/ Poison Resistance / All Resistance&lt;br /&gt;
: &#039;&#039;&#039;Resistance&#039;&#039;&#039; reduces the damage taken from a particular types of element (and &#039;&#039;&#039;All Resistance&#039;&#039;&#039; applies to all types of elements). Each point of resistance reduces the damage taken by &amp;lt;code&amp;gt;0.5%&amp;lt;/code&amp;gt; and is capped at 50%. Therefore, you need 100 points of resistance to achieve the maximum possible damage mitigation. Resistance rolls range from 1-10.&lt;br /&gt;
* Only on level 15+ [[equipment]].&lt;br /&gt;
&lt;br /&gt;
The damage reduction offered by armor and resistance only stack if the attack is both physical and has a type. Armor only blocks physical damage so if the attack is a spell only the type resistance will reduce damage.&lt;br /&gt;
&lt;br /&gt;
; Life Gained On Dealing Physical Damage&lt;br /&gt;
: With Life Gained on Dealing Physical Damage (LGoDPD), an attack that deals physical damage gives you a certain amount of hp per hit. Found on the implicit of [[Sickle|sickles]], offhand and trinket slot items. Roll values range from 2-25, with the exception of sickles which have implicit values of up to 460. The hp actually gained per hit is your total LGoDPD divided by 20/rune cooldown.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
; Item Quality&lt;br /&gt;
: The chance of finding higher [[quality]] items.&lt;br /&gt;
: Each point reduces the chance to get a common item by 7 (capped at 286 quality). Item Quality rolls range from 1-15.&lt;br /&gt;
: (This stat was previously called &#039;&#039;&#039;Magic Find&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
; Item Quantity&lt;br /&gt;
: The chance of finding more items (capped at 200%). Item Quantity rolls range from 2-27.&lt;br /&gt;
&lt;br /&gt;
; Sprint Chance&lt;br /&gt;
: The chance of moving two tiles in one tick. [[Feet|boots]] may generate with this stat, and with the [[Enchanted Wreath]], and you also gain this stat by using a [[rune of Swiftness]]. Sprint Chance rolls range from 1-20.&lt;br /&gt;
&lt;br /&gt;
; XP Increase&lt;br /&gt;
: Increase the experience points gained by killing [[monster]]s and quests. XP Increase rolls range from 1-6.&lt;br /&gt;
&lt;br /&gt;
;Level Reduction&lt;br /&gt;
:Reduces the level requirement on an item. The level requirement automatically changes to its new value and shows the new level needed to equip an item slot (Unable to go below level 1). &lt;br /&gt;
:This stat is not visible on the character sheet as it functions only on the gear slot it is found on. &lt;br /&gt;
== Stat Table ==&lt;br /&gt;
&lt;br /&gt;
The numbers along the top indicate at which level a slot of gear is and the max roll a stat can get at that level. These may not take the different roll ranges of implicit stats into account.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Stat !! Compatibility !!1 !!2 !!3 !!4 !!5 !!6 !!7 !!8 !!9 !!10 !!11 !!12 !!13 !!14 !!15 !!16 !!17 !!18 !!19 !!20 !!21 !!22 !!23&lt;br /&gt;
|-&lt;br /&gt;
| Vitality (Min 1)|| [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| HP Regeneration (Min 1) || [[Equipment|All Equipment]] ||1||2||2||4||4||4||5||6||7||7||7||10||11||11||11||12||13||13||13||14||14||14||17&lt;br /&gt;
|-&lt;br /&gt;
| Mana Regeneration (Min 1) || [[Equipment|All Equipment]] ||5||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||5&lt;br /&gt;
|-&lt;br /&gt;
| Max Mana (Min 1) || [[Equipment|All Equipment]] ||8||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||8&lt;br /&gt;
|-&lt;br /&gt;
| Strength (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Intellect (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Item Quality (Min 1%) || [[Equipment|All Equipment]] ||15%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||15%&lt;br /&gt;
|-&lt;br /&gt;
| Item Quantity (Min 2%)|| [[Equipment|All Equipment]] ||27%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||27%&lt;br /&gt;
|-&lt;br /&gt;
| XP Increase (Min 1%) || [[Equipment|All Equipment]] ||6%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||6%&lt;br /&gt;
|-&lt;br /&gt;
| Level Requirement Reduction (Min 1)|| [[Equipment|All Equipment]] ||/||/||/||/||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| All Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Fire Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Frost Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Holy Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Physical Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Poison Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| All Attributes (Min 1) || [[Finger]],[[Neck]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Attack Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Life on Hit (Min 2) || [[OffHand|Offhand]], [[Trinket]] &amp;lt;br&amp;gt; [[Sickle]] ||2||2||2||6||6||6||6||9||9||9||10||14||14||14||14||18||18||18||18||22||22||23||25&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Attack (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Spell (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Attack (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Spell (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Sprint Chance (Min 1%) || [[Feet]] ||20%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||20%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Fire Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Frost Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Holy Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Physical Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Poison Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Stat&amp;diff=11066</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Stat&amp;diff=11066"/>
		<updated>2025-05-11T17:39:30Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Version 0.13.0}}&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; determine a character&#039;s attributes such as damage, health, or mana. You can view your stats in the character sheet by pressing the &amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt; key. Your character&#039;s stats can be improved by wearing better [[equipment]]. Stats may also be temporarily affected by [[aura]] runes. Stats are also greatly affected by your [[spirit]]s and the amount of intellect, strength or dexterity that you have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
; Level&lt;br /&gt;
: &#039;&#039;Main Article: [[Character Level]]&#039;&#039;&lt;br /&gt;
: The level of your character determines the maximum health and [[equipment]]s you can use. The maximum level is capped at 20. You can only use equipment with a level requirement equal to or lower than your character&#039;s level (except when the item has level reduction). You can level up by gaining experience which you get when killing mobs. Note that you gain the most xp from killing mobs your own level.&lt;br /&gt;
&lt;br /&gt;
; Experience Points (XP)&lt;br /&gt;
: &#039;&#039;Main Article: [[Experience Point]]&#039;&#039;&lt;br /&gt;
: Experience points are used to level up your character. You will gain experience by killing [[monster]]s, completing [[quest]]s and by [[gathering]]. The experience required to level up is: &amp;lt;code&amp;gt;XL * 5 + XL * 10 * (XL^2.2)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is your current level. You also receive reduced experience if the monster killed is not the same level as you. The multiplier is: &amp;lt;code&amp;gt;(1-D/10)^2&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;D&amp;lt;/code&amp;gt; is the difference of levels, and you gain no experience if the difference is 10 or higher.&lt;br /&gt;
&lt;br /&gt;
; Strength&lt;br /&gt;
: Strength is the primary stat of the [[Warrior|Bear]] Spirit. It improves the damage of [[Axe]]s and [[Sword]]s. Every strength point increases your armor by 1. Strength rolls range from 1-10.&lt;br /&gt;
&lt;br /&gt;
; Intellect&lt;br /&gt;
: Intellect is the primary stat of the [[Wizard|Owl]] Spirit. It improves the damage of [[Staff]]s and [[Weapon|Wand]]s. Every 6 intellect points increases your maximum mana by 1. Intellect rolls range from 1-10.&lt;br /&gt;
&lt;br /&gt;
; Dexterity&lt;br /&gt;
: Dexterity is the primary stat of the [[Thief|Lynx]] Spirit. It improves the damage of [[Dagger]]s and [[Spear]]s. Every 12 dexterity points increases your dodge chance by 1%. Dexterity rolls range from 1-10.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;to all attributes&amp;quot;&lt;br /&gt;
: + &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; to all attributes mean that increases &#039;&#039;&#039;Strength&#039;&#039;&#039;, &#039;&#039;&#039;Intellect&#039;&#039;&#039;, &#039;&#039;&#039;Dexterity&#039;&#039;&#039; by &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;. To all attributes rolls range from 1-10.&lt;br /&gt;
* Only on [[Finger]] and [[Neck]] &lt;br /&gt;
&lt;br /&gt;
; Vitality&lt;br /&gt;
: Vitality increases your max health by 10 health per point. Vitality rolls range from 1-7.&lt;br /&gt;
&lt;br /&gt;
; Max Mana&lt;br /&gt;
: Increase your character&#039;s maximum mana by 1 mana per point. Max Mana rolls range from 1-8.&lt;br /&gt;
&lt;br /&gt;
; HP Regeneration&lt;br /&gt;
: The rate of health restored per tick during [[combat]]. Outside combat, HP regenerates at the rate of &amp;lt;code&amp;gt;max(MaxHP / 112, HPRegen * 0.05)&amp;lt;/code&amp;gt; per tick, while it only regenerates by &amp;lt;code&amp;gt;HPRegen * 0.2&amp;lt;/code&amp;gt; per tick during combat. HP Regeneration rolls range from 1-15.&lt;br /&gt;
&lt;br /&gt;
; MP Regeneration&lt;br /&gt;
: The rate of mana restored per tick. The amount of MP regenerated per tick is &amp;lt;code&amp;gt;MPRegen / 50&amp;lt;/code&amp;gt;. Mana regenerates the same in combat as out of combat. MP Regeneration rolls range from 1-5.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
; Global critical hit chance&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical chance&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical chance&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 5% for all spirits. &lt;br /&gt;
: Global critical hit chance rolls range from 1-78 (that translates to 0.05%-3.9%).&lt;br /&gt;
* Only on level 7+ [[equipment]]&lt;br /&gt;
&lt;br /&gt;
; Attack critical chance&lt;br /&gt;
: The chance of dealing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Attack critical chance rolls range from 1-78 (that translates to 0.05%-3.9%).&lt;br /&gt;
* Only on level 7+ [[equipment]] &lt;br /&gt;
&lt;br /&gt;
; Spell critical chance&lt;br /&gt;
: The chance of dealing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 5% (Because of the base 5% of &#039;&#039;&#039;Global critical hit chance&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical chance rolls range from 1-78 (that translates to 0.05%-3.9%).&lt;br /&gt;
* Only on level 7+ [[equipment]]&lt;br /&gt;
&lt;br /&gt;
; Global critical hit multiplier&lt;br /&gt;
: This will increase your &#039;&#039;&#039;Attack critical multiplier&#039;&#039;&#039; and &#039;&#039;&#039;Spell critical multiplier&#039;&#039;&#039; by the amount of it you have.&lt;br /&gt;
: The base Global critical hit chance is 150% for all spirits. Global critical hit multiplier rolls range from 1-28.&lt;br /&gt;
* Only on level 12+ [[equipment]]&lt;br /&gt;
&lt;br /&gt;
; Attack critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with physical attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;). &lt;br /&gt;
: Attack critical multiplier rolls range from 1-28.&lt;br /&gt;
* Only on level 12+ [[equipment]].&lt;br /&gt;
; Spell critical multiplier&lt;br /&gt;
: The multiplied damage when performing a critical hit with a spell attack.&lt;br /&gt;
: The base chance is 150% (Because of the base 150% of &#039;&#039;&#039;Global critical hit multiplier&#039;&#039;&#039;).&lt;br /&gt;
: Spell critical multiplier rolls range from 1-28.&lt;br /&gt;
* Only on level 12+ [[equipment]]. &lt;br /&gt;
&lt;br /&gt;
; Arcane increase / Fire increase / Frost increase / Holy increase / Poison increase / Physical increase / Spell Increase&lt;br /&gt;
: Increase the elemental/type of damage by the % of the roll per point. Increase rolls range from 1-3.&lt;br /&gt;
* Only on [[Finger]] and [[Neck]] slot and on the implicit of a [[Trinket|Quartz Fragment]]&lt;br /&gt;
* Only on level 10+ [[equipment]]&lt;br /&gt;
&lt;br /&gt;
; Attack Speed / Cast Speed&lt;br /&gt;
: The amount an attack&#039;s cast time is decreased. In-game, the value is displayed as &amp;lt;code&amp;gt;100% + chance&amp;lt;/code&amp;gt;,  cast speed and attack speed allows you to cast abilities faster. To find a cast/attack speed calculator go to https://islebuilds.com/tools/cast-time. Attack Speed / Cast Speed rolls range from 1-4. When a rune has no cast time, attack/cast speed will reduce its cooldown by ceil(runeCooldown * (1 - (attackOrCastSpeed / 100))) (that doesn&#039;t make sense, ik)&lt;br /&gt;
* Only on [[Finger]], [[Neck]], [[Trinket]], and [[Weapon]] slot&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
; Armor&lt;br /&gt;
: &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces the physical damage taken. The percentage of damage mitigated is &amp;lt;code&amp;gt;Armor / (100 * XL)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;XL&amp;lt;/code&amp;gt; is the level of the damage source and the reduction is capped 50%. Therefore, against a level 10 [[monster]] you need 500 armor (&amp;lt;code&amp;gt;500 / (100 * 10) = 50%&amp;lt;/code&amp;gt;) to achieve the maximum damage reduction.&lt;br /&gt;
&lt;br /&gt;
; Chance to block Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[OffHand|Shield]] slot. Chance to block Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Chance to dodge Attacks / Spells&lt;br /&gt;
: The chance to negate an attack or spell completely.&lt;br /&gt;
* Only on [[Feet]] slot. Chance to dodge Attacks / Spells rolls range from 1–10.&lt;br /&gt;
&lt;br /&gt;
; Arcane Resistance / Fire Resistance / Frost Resistance / Holy Resistance/ Poison Resistance / All Resistance&lt;br /&gt;
: &#039;&#039;&#039;Resistance&#039;&#039;&#039; reduces the damage taken from a particular types of element (and &#039;&#039;&#039;All Resistance&#039;&#039;&#039; applies to all types of elements). Each point of resistance reduces the damage taken by &amp;lt;code&amp;gt;0.5%&amp;lt;/code&amp;gt; and is capped at 50%. Therefore, you need 100 points of resistance to achieve the maximum possible damage mitigation. Resistance rolls range from 1-10.&lt;br /&gt;
* Only on level 15+ [[equipment]].&lt;br /&gt;
&lt;br /&gt;
The damage reduction offered by armor and resistance only stack if the attack is both physical and has a type. Armor only blocks physical damage so if the attack is a spell only the type resistance will reduce damage.&lt;br /&gt;
&lt;br /&gt;
; Life Gained On Dealing Physical Damage&lt;br /&gt;
: With Life Gained on Dealing Physical Damage (LGoDPD), an attack that deals physical damage gives you a certain amount of hp per hit. Found on the implicit of [[Sickle|sickles]], offhand and trinket slot items. Roll values range from 2-25, with the exception of sickles which have implicit values of up to 460. The hp actually gained per hit is your total LGoDPD divided by 20/rune cooldown.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
; Item Quality&lt;br /&gt;
: The chance of finding higher [[quality]] items.&lt;br /&gt;
: Each point reduces the chance to get a common item by 7 (capped at 286 quality). Item Quality rolls range from 1-15.&lt;br /&gt;
: (This stat was previously called &#039;&#039;&#039;Magic Find&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
; Item Quantity&lt;br /&gt;
: The chance of finding more items (capped at 200%). Item Quantity rolls range from 2-27.&lt;br /&gt;
&lt;br /&gt;
; Sprint Chance&lt;br /&gt;
: The chance of moving two tiles in one tick. [[Feet|boots]] may generate with this stat, and with the [[Enchanted Wreath]], and you also gain this stat by using a [[rune of Swiftness]]. Sprint Chance rolls range from 1-20.&lt;br /&gt;
&lt;br /&gt;
; XP Increase&lt;br /&gt;
: Increase the experience points gained by killing [[monster]]s and quests. XP Increase rolls range from 1-6.&lt;br /&gt;
&lt;br /&gt;
;Level Reduction&lt;br /&gt;
:Reduces the level requirement on an item. The level requirement automatically changes to its new value and shows the new level needed to equip an item slot (Unable to go below level 1). &lt;br /&gt;
:This stat is not visible on the character sheet as it functions only on the gear slot it is found on. &lt;br /&gt;
== Stat Table ==&lt;br /&gt;
&lt;br /&gt;
The numbers along the top indicate at which level a slot of gear is and the max roll a stat can get at that level. These may not take the different roll ranges of implicit stats into account.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Stat !! Compatibility !!1 !!2 !!3 !!4 !!5 !!6 !!7 !!8 !!9 !!10 !!11 !!12 !!13 !!14 !!15 !!16 !!17 !!18 !!19 !!20 !!21 !!22 !!23&lt;br /&gt;
|-&lt;br /&gt;
| Vitality (Min 1)|| [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| HP Regeneration (Min 1) || [[Equipment|All Equipment]] ||1||2||2||4||4||4||5||6||7||7||7||10||11||11||11||12||13||13||13||14||14||14||17&lt;br /&gt;
|-&lt;br /&gt;
| Mana Regeneration (Min 1) || [[Equipment|All Equipment]] ||5||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||5&lt;br /&gt;
|-&lt;br /&gt;
| Max Mana (Min 1) || [[Equipment|All Equipment]] ||8||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||8&lt;br /&gt;
|-&lt;br /&gt;
| Strength (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Intellect (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity (Min 1) || [[Equipment|All Equipment]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Item Quality (Min 1%) || [[Equipment|All Equipment]] ||15%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||15%&lt;br /&gt;
|-&lt;br /&gt;
| Item Quantity (Min 2%)|| [[Equipment|All Equipment]] ||27%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||27%&lt;br /&gt;
|-&lt;br /&gt;
| XP Increase (Min 1%) || [[Equipment|All Equipment]] ||6%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||6%&lt;br /&gt;
|-&lt;br /&gt;
| Level Requirement Reduction (Min 1)|| [[Equipment|All Equipment]] ||/||/||/||/||3||3||4||4||5||5||6||6||7||7||8||8||9||9||10||10||11||11||12&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Chance (Min 0.05%)|| [[Equipment|All Equipment]] ||0.15%||0.25%||0.4%||0.5%||0.65%||0.75%||0.9%||1%||1.15%||1.25%||1.4%||1.5%||1.65%||1.75%||1.9%||2%||2.15%||2.25%||2.4%||2.5%||2.65%||2.75%||2.9%&lt;br /&gt;
|-&lt;br /&gt;
| Global Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Attack Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Crit Multiplier (Min 1%)|| [[Equipment|All Equipment]] ||1%||2%||2%||3%||4%||5%||5%||6%||7%||8%||9%||9%||10%||11%||12%||13%||13%||14%||15%||16%||16%||17%||18%&lt;br /&gt;
|-&lt;br /&gt;
| All Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Fire Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Frost Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Holy Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Physical Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| Poison Resistance (Min 1) || [[Equipment|All Equipment]] ||/||/||/||/||/||/||9||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| All Attributes (Min 1) || [[Finger]],[[Neck]] ||1||1||2||2||3||3||4||4||5||5||6||7||7||8||8||9||9||10||10||11||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
| Attack Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Speed (Min 1%) || [[Finger]], [[Neck]] &amp;lt;br&amp;gt; [[Trinket]], [[Weapon]] ||4%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||4%&lt;br /&gt;
|-&lt;br /&gt;
| Life on Hit (Min 2) || [[OffHand|Offhand]], [[Trinket]] &amp;lt;br&amp;gt; [[Sickle]] ||2||2||2||6||6||6||6||9||9||9||10||14||14||14||14||18||18||18||18||22||22||23||25&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Attack (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Block Spell (Min 1%) || [[OffHand|Sheild]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Attack (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Chance to Dodge Spell (Min 1%) || [[Feet]] ||10%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||10%&lt;br /&gt;
|-&lt;br /&gt;
| Sprint Chance (Min 1%) || [[Feet]] ||20%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||20%&lt;br /&gt;
|-&lt;br /&gt;
| Spell Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Fire Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Frost Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Holy Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Physical Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|-&lt;br /&gt;
| Poison Increase (Min 1%) || [[Equipment|All Equipment]] ||1%||1%||1%||1%||1%||2%||2%||2%||2%||3%||3%||3%||3%||4%||4%||4%||4%||5%||5%||5%&lt;br /&gt;
||5%||6%||6%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Category:Weapons&amp;diff=11065</id>
		<title>Category:Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Category:Weapons&amp;diff=11065"/>
		<updated>2025-05-11T17:33:15Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weapons =&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039; are a type of [[equipment]] that can be obtained by killing [[monster]]s. Weapons can be [[augmentation|augmented]] with and salvaged to produce [[Iron Bar|iron bars]].&lt;br /&gt;
&lt;br /&gt;
{{Version 0.20.0}}&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
Random weapons can have prefixes of &amp;lt;code&amp;gt;Biting&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Booming&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Carve&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Cleave&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Devouring&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Forge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Piercing&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Reaper&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;Steady&amp;lt;/code&amp;gt; and suffixes of &amp;lt;code&amp;gt;Bite&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Crusher&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Executor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Implement&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Reaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Render&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Siphon&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Slasher&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Smite&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Splitter&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Talon&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Union&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Weapon&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Wrecker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Decimator&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Reach&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Bane&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;Obliterator&amp;lt;/code&amp;gt; in addition to the generic list of prefixes and suffixes for rare or higher [[quality]] [[item]]s.&lt;br /&gt;
&lt;br /&gt;
== List of Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: 10px&amp;quot;&lt;br /&gt;
! Name !! Image !! Handedness || Damage scale&amp;lt;br&amp;gt;[[Stat]] || Damage Range&amp;lt;br&amp;gt;(at level 20)|| Damage Range&amp;lt;br&amp;gt;(at level 23)|| Implicit stat / Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Sword]] || style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Sword.png|64px|link=Sword]] || 1H || [[Strength]] || 1.47 - 9.65 || 2.31 - 15 || [[stat|Attack Speed]] [1 - 5]&lt;br /&gt;
|-&lt;br /&gt;
| [[Axe]] || style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Axe.png|64px|link=Axe]] || 2H || [[Strength]] || 2.64 - 17.37 || 4.31 - 27 || [[stat|Attack Crit Multiplier]] [10 - 30]&lt;br /&gt;
|- &lt;br /&gt;
| [[Wand]] || style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Wand.png|64px|link=Wand]] || 1H || [[Intellect]] || 1.17 - 7.72 || 1.85 - 12 || [[stat|Cast Speed]] [1 - 5]&amp;lt;br&amp;gt;Deal holy damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnarled Staff]] || style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Gnarled Staff.png|64px|link=Gnarled_Staff]] || 2H || [[Intellect]] || 1.65 - 10.81 || 2.58 - 16.8 || [[stat|Mana Regeneration]] [3 - 9]&amp;lt;br&amp;gt;Deal arcane damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Dagger]] || style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Dagger.png|64px|link=Dagger]] || 1H || [[Dexterity]] || 0.88 - 5.79 || 1.38 - 9 || [[stat|Attack Crit Chance]] [10 - 50]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spear]] || style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Spear.png|64px|link=Spear]] || 2H || [[Dexterity]] || 1.76 - 11.58 || 2.49 - 16.2 || [[stat|Dodge Attack Chance]] [1 - 7]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]] || style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Bow.png|64px|link=Bow]] || 2H || [[Dexterity]] || 1.18 - 7.72 || 1.55 - 12 || [[stat|Sprint Chance]] [1 - 5]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sickle]] || style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Sickle.png|64px|link=Sickle]] || 1H || [[Strength]] + [[Intellect]] || 1 - 7 || 1.6 - 10.4 || [[stat|Life Gained On Dealing Physical Damage]] [1 - 460]&lt;br /&gt;
|-&lt;br /&gt;
| [[Golden Sickle]] || style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Golden Sickle.png|64px|link=Golden Sickle]] || 1H || [[Strength]] + [[Intellect]] || 1 - 7 || 1.6 - 10.4 || [[stat|Life Gained On Dealing Physical Damage]] [1 - 460]&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade Sickle]] || style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Jade Sickle.png|64px|link=Jade Sickle]] || 1H || [[Strength]] + [[Intellect]] || 1 - 7 || 1.6 - 10.4 || [[stat|Life Gained On Dealing Physical Damage]] [1 - 460]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Sickle]] || style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Bone Sickle.png|64px|link=Bone Sickle]] || 1H || [[Strength]] + [[Intellect]] || 1 - 7 || 1.6 - 10.4 || [[stat|Life Gained On Dealing Physical Damage]] [1 - 460]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unique Weapons ==&lt;br /&gt;
Some unique weapons can only be obtained by trading in the associated [[card]] set to the [[Shady Dealer]] in [[Sewers|Fjolgard Sewers]]. Others can drop from certain [[Monster|monsters]]. And some must be traded to [[Non-Player Characters|NPCs]] Most unique weapons have a Special Stat that cannot be changed when using an [[Idol|Unstable Idol]]. Unique weapons have a special appearance compared to other weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: 10px&amp;quot;&lt;br /&gt;
!Name !!Image !!Obtaining&lt;br /&gt;
|-&lt;br /&gt;
| [[Princess Morgawsa&#039;s Trident]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Trident.png|64px|link=Princess Morgawsa&#039;s Trident]] || Trading 12x Benthic Incantation to Shady Dealer&lt;br /&gt;
|-&lt;br /&gt;
| [[Steelclaw&#039;s Bite]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Steelclaw&#039;s Bite.png|64px|link=Steelclaw&#039;s Bite]] || Trading 20x Fangs of Fury to Shady Dealer&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupted Blossom]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Corrupted Blossom.png|64px|link=Corrupted Blossom]] || Small chance to drop from an [[Albino Serpent]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Putrid Shank]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Putrid Shank.png|64px|link=Putrid Shank]] || Small chance to drop from [[Stinktooth]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nyxaliss&#039; Nock]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Nyxaliss&#039; Nock.png|64px|link=Nyxaliss&#039; Nock]] || Small chance to drop from [[Nyxaliss]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Virulent Cleaver]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Virulent Cleaver.png|64px|link=Virulent Cleaver]] || Small chance to drop from [[Nyxaliss]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Festive Spear]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Festive Spear.png|64px|link=Festive Spear]] || Trading Cheer and Spear to Shady Dealer&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiant Sword]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Radiant Sword.png|64px|link=Radiant Sword]] || Trading 10x [[Solar Tear]] to [[The Sceibians|Lara]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sunsickle]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:The Sunsickle.png|64px|link=The Sunsickle]] || Trading 10x [[Solar Tear]] to [[The Sceibians|Lara]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Crescent Dagger]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Crescent Dagger.png|64px|link=Crescent Dagger]] || Small chance to drop from [[Pyramid of the Sun|Zunni and Sahira]]&#039;s chest reward&lt;br /&gt;
|-&lt;br /&gt;
| [[Twilight Sword]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Twilight Sword.png|64px|link=Twilight Sword]] || Small chance to drop from [[Pyramid of the Sun|Zunni and Sahira]]&#039;s chest reward&lt;br /&gt;
|-&lt;br /&gt;
| [[Gourdhowl]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:Gourdhowl.png|64px|link=Gourdhowl]] || Small chance to drop from [[Lord Squash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shadeblade]] ||style=&amp;quot;background-color:#2D2136&amp;quot; | [[File:The Shadeblade.png|64px|link=The Shadeblade]] || Small chance to drop from [[Lord Squash]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Compendium]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Category:Game_Updates&amp;diff=10981</id>
		<title>Category:Game Updates</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Category:Game_Updates&amp;diff=10981"/>
		<updated>2025-05-04T20:06:55Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Game Updates =&lt;br /&gt;
[[Isleward]] is updated every few months, bringing new features, balances, bug fixes and polishes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
! Version !! Date !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.20.0]] || 2024-04-21 || Chat UI, Capture the Flag, performance upgrades&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.19.0]] || 2024-03-30 || Map gen optimization, PTR testing commands&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.18.0]] || 2024-03-22 || New rune, trinkets, fish; balance changes&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.17.0]] || 2024-02-22 || Blisterwind phase 1, level 23&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.16.0]] || 2025-01-25 || Rebalance, crafting changes&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.15.0]] || 2024-08-10 || Trials of the Abyss, leagues&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.14.0]] || 2024-02-10 || Crews&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.13.0]] || 2023-10-21 || Chat cosmetics, friends, new online list&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.12.0]] || 2023-05-06 || Nyxaliss encounter&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.11.0]] || 2022-05-01 || New instanced tutorial&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.10.6]] || 2022-02-14 || Rune and life-on-hit rebalance, Rune of Roll and Healing Touch, Whirlwind and Ambush and Sturdy Bow changes&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.10.5]] || 2021-10-17 || Minor fixes&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.10.4]] || 2021-10-16 || [[Soul&#039;s Moor]] event&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.10.3]] || 2021-10-07 || Hotfix&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.10.2]] || 2021-09-15 || Bugfix update&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.10.1]] || 2021-09-14 || QOL/bugfix update&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.10.0]] || 2021-09-05 || [[Player Housing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.9.1]] || 2021-06-11 || [[Festival of the Sun]] event&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.9.0]] || 2021-05-15 || [[Fjolgard]] zone remake, gameplay balance changes, and assorted fixes&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.8.6]] || 2020-11-17 || [[Sjofni&#039;s Embrace]] event, QOL&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.8.5]] || 2020-11-17 || Minor fixes to various bugs&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.8.4]] || 2020-11-17 || [[Merrywinter]] event&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.8.3]] || 2020-11-17 || Mail rewrite&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.8.2]] || 2020-10-24 || [[Soul&#039;s Moor]] event&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.8.1]] || 2020-10-20 || Party UI changes and minor fixes&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.8.0]] || 2020-09-12 || [[Festival of the Sun]] event, new dungeon&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.7.0]] || 2020-05-26 || UI sounds and music&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.6.1]] || 2020-04-24 || Report issue and report player in-game&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.6.0]] || 2020-04-11 || Mounts, new enchanting UI, extended Crab ruins area, bows&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.5.1]] || 2020-04-03 || Minor fixes to various bugs&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.5.0]] || 2020-03-15 || New events, [[Putrid Shank]] skin change, external [[temple]] snakes and path&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.4.4]] || 2020-02-14 || [[Sjofni&#039;s Embrace]] event, pets&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.4.3]] || 2020-02-01 || Inter-player trading, options menu&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.4.2]] || 2020-01-02 || Titangrip removed, certain runes damages increased, quick salvage&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.4.1]] || 2019-12-12 || [[Merrywinter]] event, rare serpents in [[temple]] and new unique item in [[temple]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.4.0]] || 2019-12-08 || New Sewer Map, Runecrafting and Life on Hit on certain items!&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.3.3]] || 2019-10-12 || Small changes, fixes, QOL&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.3.2]] || 2019-05-14 || Migrated from SQLite to RethinkDB, small changes&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.3.1]] || 2018-12-12 || Android version, block command, auto-sort button, add first rooms of the [[temple]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.3.0]] || 2018-10-06 || Inspect player, spell casting time, loading screen&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.2.1]] || 2018-09-04 || Alchemy, cooking, shared Estuary, removed downscaling&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.2.0]] || 2018-05-13 || Passive skill tree, attribute requirement, attack/spell crit, dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.1.11]] || 2018-04-19 || Moderator commands, XP loss&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.1.10]] || 2018-03-24 || Game reset, extended sewer, player downscaling&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.1.9]] || 2017-12-29 || New runes and slots, stack splitting&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.1.8]] || 2017-12-09 || Wardrobe, reward cards, attack/cast speed, Steelclaw, Merrywinter, remapped Fjolgard&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.1.7]] || 2017-10-22 || Soul&#039;s Moor, item mailing, custom chat channels&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.1.6]] || 2017-08-30 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.1.5]] || 2017-08-22 || Fishing Tournament, Austere, daily login rewards&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.1.4]] || 2017-07-02 || Crystal Cave, Necromancer&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.1.3]] || 2017-05-24 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Version 0.1.2]] || 2017-03-11 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Supply_Officer&amp;diff=10980</id>
		<title>Supply Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Supply_Officer&amp;diff=10980"/>
		<updated>2025-05-04T19:55:49Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Supply Officer&lt;br /&gt;
| level = 23&lt;br /&gt;
| rank = normal&lt;br /&gt;
| aggro = friendly&lt;br /&gt;
| faction = Fjolgard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Supply Officer&#039;&#039;&#039; is an NPC that can be found on [[Blisterwind]] Isle in the Fjolgardian camp.  &lt;br /&gt;
&lt;br /&gt;
The Supply Officer trades [[Scarab Husks]] in exchange for [[Sand-Shrouded]] Equipment, which have &amp;quot;been recovered from the mountains and desert&amp;quot;.  Sand-shrouded items are available in any slot type, and once &#039;cleaned&#039; are revealed to be random items of that slot in varying rarities.  &lt;br /&gt;
&lt;br /&gt;
Sand-shrouded items have a small possibility of being revealed as very rare unique items not available anywhere else. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Located in|Blisterwind}}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Version_0.20.0&amp;diff=10979</id>
		<title>Version 0.20.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Version_0.20.0&amp;diff=10979"/>
		<updated>2025-05-04T19:50:34Z</updated>

		<summary type="html">&lt;p&gt;Balsam: /* Capture the Flag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Version 0.20.0 =&lt;br /&gt;
&lt;br /&gt;
Released on April 21, 2025. The original [https://gitlab.com/Isleward/play.isleward.com/-/wikis/v0.20.0-Release-Notes release notes] are accessible on GitLab.&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
*New Chat UI&lt;br /&gt;
*Capture the Flag (Prototype)&lt;br /&gt;
*Many performance enhancements&lt;br /&gt;
&lt;br /&gt;
== Rebuilt Client Architecture ==&lt;br /&gt;
For this release, we&#039;ve done something we&#039;ve wanted to do a long time ago: migrated the client from CommonJS to ES6 modules. This has been a rough process, not only because it&#039;s a huge job, but also because it&#039;s a complex thing to achieve due to how Isleward depends on various files from the server at runtime (Modded UIs, images, sounds, etc.).&lt;br /&gt;
Now that this has been done, it has opened the door for us to:&lt;br /&gt;
&lt;br /&gt;
*Pre-package many files that the client would request at start-up into bundles (shorter load times)&lt;br /&gt;
*Use React + Opus UI to build UIs&lt;br /&gt;
*Upgrade Pixi.js to the latest version&lt;br /&gt;
...and more!&lt;br /&gt;
&lt;br /&gt;
== Chat UI ==&lt;br /&gt;
Our first React + Opus UI component is here! We&#039;ve completely rebuilt the Chat UI to solve many issues we&#039;ve had with the old one. Most notably, things like private messages, loot messages, and party chat can now be placed into their old tabs, making it easier to communicate within those channels and keeping your global chat less busy.&lt;br /&gt;
&lt;br /&gt;
== Pixi.js Upgrade ==&lt;br /&gt;
Along with this upgrade, we&#039;ve also completely rewritten how the map is rendered. This has a big effect on framerates. We&#039;ve also rebuilt how hidden rooms are handled, leading to more performance increases.&lt;br /&gt;
&lt;br /&gt;
== Particle Engine Upgrade ==&lt;br /&gt;
We&#039;ve upgraded the particle engine as well. Unfortunately it was not possible for us to keep particles looking exactly like they did before, but we did our best to ensure the changes aren&#039;t drastic. You might still see a client-side issue with particles here and there. When you do, please report which particles you think caused the issue.&lt;br /&gt;
&lt;br /&gt;
== Capture the Flag ==&lt;br /&gt;
We&#039;ve released a prototype of the [[Capture the Flag]] game mode. Players can join a match every 6 minutes by talking to &amp;quot;Battlemaster Greig&amp;quot; just north-east of the Fjolgard Docks. Matches are only 5 minutes long. We will be expanding on this feature a lot in the future.&lt;br /&gt;
In a CTF match, player damage and heals are scaled fairly heavily to ensure players aren&#039;t one-shotted.&lt;br /&gt;
&lt;br /&gt;
== Content ==&lt;br /&gt;
*Added unique boots to the Blisterwind Supply Officer&#039;s pool of items&lt;br /&gt;
*The passage leading to Led&#039;Nohib has opened—but the townsfolk have bolted their doors and mysteriously vanished. Perhaps we’ll get to the bottom of it in the next release!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Fixed certain doors not working in the Housing District&lt;br /&gt;
*Fixed path-finding being weird on mobs&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Updates]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Supply_Officer&amp;diff=10978</id>
		<title>Supply Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Supply_Officer&amp;diff=10978"/>
		<updated>2025-05-04T19:34:54Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Supply Officer&lt;br /&gt;
| level = 23&lt;br /&gt;
| rank = normal&lt;br /&gt;
| aggro = friendly&lt;br /&gt;
| faction = Fjolgard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Supply Officer&#039;&#039;&#039; is an NPC that can be found on [[Blisterwind]] Isle in the Fjolgardian camp.  &lt;br /&gt;
&lt;br /&gt;
The Supply Officer trades [[Scarab Husks]] in exchange for [[Sand-Shrouded]] Equipment, which have &amp;quot;been recovered from the mountains and desert&amp;quot;.  Sand-shrouded items are available in any slot, and once &#039;cleaned&#039; are reveal to be random items of that slot in varying rarities.  &lt;br /&gt;
&lt;br /&gt;
Sand-shrouded items have a small possibility of being revealed as very rare unique items not available anywhere else. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Located in|Blisterwind}}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Template:Version_0.20.0&amp;diff=10977</id>
		<title>Template:Version 0.20.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Template:Version_0.20.0&amp;diff=10977"/>
		<updated>2025-05-04T19:33:07Z</updated>

		<summary type="html">&lt;p&gt;Balsam: Created page with &amp;quot;= Version 0.20.0 =  Released on April 21, 2025. The original [https://gitlab.com/Isleward/play.isleward.com/-/wikis/v0.20.0-Release-Notes release notes] are accessible on GitL...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Version 0.20.0 =&lt;br /&gt;
&lt;br /&gt;
Released on April 21, 2025. The original [https://gitlab.com/Isleward/play.isleward.com/-/wikis/v0.20.0-Release-Notes release notes] are accessible on GitLab.&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
*New Chat UI&lt;br /&gt;
*Capture the Flag (Prototype)&lt;br /&gt;
*Many performance enhancements&lt;br /&gt;
&lt;br /&gt;
== Rebuilt Client Architecture ==&lt;br /&gt;
For this release, we&#039;ve done something we&#039;ve wanted to do a long time ago: migrated the client from CommonJS to ES6 modules. This has been a rough process, not only because it&#039;s a huge job, but also because it&#039;s a complex thing to achieve due to how Isleward depends on various files from the server at runtime (Modded UIs, images, sounds, etc.).&lt;br /&gt;
Now that this has been done, it has opened the door for us to:&lt;br /&gt;
&lt;br /&gt;
*Pre-package many files that the client would request at start-up into bundles (shorter load times)&lt;br /&gt;
*Use React + Opus UI to build UIs&lt;br /&gt;
*Upgrade Pixi.js to the latest version&lt;br /&gt;
...and more!&lt;br /&gt;
&lt;br /&gt;
== Chat UI ==&lt;br /&gt;
Our first React + Opus UI component is here! We&#039;ve completely rebuilt the Chat UI to solve many issues we&#039;ve had with the old one. Most notably, things like private messages, loot messages, and party chat can now be placed into their old tabs, making it easier to communicate within those channels and keeping your global chat less busy.&lt;br /&gt;
&lt;br /&gt;
== Pixi.js Upgrade ==&lt;br /&gt;
Along with this upgrade, we&#039;ve also completely rewritten how the map is rendered. This has a big effect on framerates. We&#039;ve also rebuilt how hidden rooms are handled, leading to more performance increases.&lt;br /&gt;
&lt;br /&gt;
== Particle Engine Upgrade ==&lt;br /&gt;
We&#039;ve upgraded the particle engine as well. Unfortunately it was not possible for us to keep particles looking exactly like they did before, but we did our best to ensure the changes aren&#039;t drastic. You might still see a client-side issue with particles here and there. When you do, please report which particles you think caused the issue.&lt;br /&gt;
&lt;br /&gt;
== Capture the Flag ==&lt;br /&gt;
We&#039;ve released a prototype of the &amp;quot;Capture the Flag&amp;quot; game mode. Players can join a match every 6 minutes by talking to &amp;quot;Battlemaster Greig&amp;quot; just north-east of the Fjolgard Docks. Matches are only 5 minutes long. We will be expanding on this feature a lot in the future.&lt;br /&gt;
In a CTF match, player damage and heals are scaled fairly heavily to ensure players aren&#039;t one-shotted.&lt;br /&gt;
&lt;br /&gt;
== Content ==&lt;br /&gt;
*Added unique boots to the Blisterwind Supply Officer&#039;s pool of items&lt;br /&gt;
*The passage leading to Led&#039;Nohib has opened—but the townsfolk have bolted their doors and mysteriously vanished. Perhaps we’ll get to the bottom of it in the next release!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Fixed certain doors not working in the Housing District&lt;br /&gt;
*Fixed path-finding being weird on mobs&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Updates]]&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Supply_Officer&amp;diff=10976</id>
		<title>Supply Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Supply_Officer&amp;diff=10976"/>
		<updated>2025-05-04T16:34:59Z</updated>

		<summary type="html">&lt;p&gt;Balsam: Created page with &amp;quot;{{NPC infobox | name = Supply Officer | level = 23 | rank = normal | aggro = friendly | faction = Fjolgard }}  The &amp;#039;&amp;#039;&amp;#039;Supply Officer&amp;#039;&amp;#039;&amp;#039; is an NPC that can be found on Bliste...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Supply Officer&lt;br /&gt;
| level = 23&lt;br /&gt;
| rank = normal&lt;br /&gt;
| aggro = friendly&lt;br /&gt;
| faction = Fjolgard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Supply Officer&#039;&#039;&#039; is an NPC that can be found on [[Blisterwind]] Isle in the Fjolgardian camp.  &lt;br /&gt;
&lt;br /&gt;
The Supply Officer trades [[Scarab Husks]] in exchange for [[Sand-Shrouded]] Equipment, which have &amp;quot;been recovered from the mountains and desert&amp;quot;.  Sand-shrouded items are available in any slot, and once &#039;cleaned&#039; are reveal to be random items of that slot in varying rarities.  &lt;br /&gt;
&lt;br /&gt;
Sand-shrouded items have a small possibility of being revealed as very rare unique items not available anywhere else. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Located in|Blisterwind}}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Battlemaster_Greig&amp;diff=10975</id>
		<title>Battlemaster Greig</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Battlemaster_Greig&amp;diff=10975"/>
		<updated>2025-05-04T16:26:30Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Battlemaster Greig&lt;br /&gt;
| level = 20&lt;br /&gt;
| rank = normal&lt;br /&gt;
| aggro = friendly&lt;br /&gt;
| faction = Fjolgard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlemaster Greig&#039;&#039;&#039; is an NPC that can be found in Fjolgard between the fishing docks and the Royal Palace.  &lt;br /&gt;
&lt;br /&gt;
Greig initiates the mini-game [[Capture the Flag]], a player vs. player event that sees players team up and compete against each other on a separate map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Located in|Fjolgard}}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Battlemaster_Greig&amp;diff=10974</id>
		<title>Battlemaster Greig</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Battlemaster_Greig&amp;diff=10974"/>
		<updated>2025-05-04T16:26:08Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Battlemaster Greig&lt;br /&gt;
| level = 20&lt;br /&gt;
| rank = normal&lt;br /&gt;
| aggro = friendly&lt;br /&gt;
| faction = Fjolgard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlemaster Greig&#039;&#039;&#039; is an NPC that can be found in Fjolgard between teh fishing docks and the Royal Palace.  &lt;br /&gt;
&lt;br /&gt;
Greig initiates the mini-game [[Capture the Flag]], a player vs. player event that sees players team up and compete against each other on a separate map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Located in|Fjolgard}}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
	<entry>
		<id>https://wiki.isleward.com/index.php?title=Battlemaster_Greig&amp;diff=10973</id>
		<title>Battlemaster Greig</title>
		<link rel="alternate" type="text/html" href="https://wiki.isleward.com/index.php?title=Battlemaster_Greig&amp;diff=10973"/>
		<updated>2025-05-04T16:25:30Z</updated>

		<summary type="html">&lt;p&gt;Balsam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Battlemaster Greig&lt;br /&gt;
| level = 20&lt;br /&gt;
| rank = normal&lt;br /&gt;
| aggro = friendly&lt;br /&gt;
| faction = Fjolgard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlemaster Greig&#039;&#039;&#039; is an NPC that can be found in Fjolgard between teh fishing docks and the Royal Palace.  &lt;br /&gt;
&lt;br /&gt;
Greig initiates the mini-game [[Capture the Flag]], a pvp style event that sees players team up an compete against each other on a separate map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Located in|Fjolgard}}&lt;/div&gt;</summary>
		<author><name>Balsam</name></author>
	</entry>
</feed>