Difference between revisions of "Advanced Guide"

From Isleward Wiki
Jump to navigation Jump to search
 
(28 intermediate revisions by 6 users not shown)
Line 6: Line 6:
 
{{OB}}
 
{{OB}}
 
{{wip}}
 
{{wip}}
 +
[[Category: Guides]]
  
This is a general guide that covers advanced tips and endgame goals and builds.
+
This is a general guide that covers advanced tips, endgame goals and builds.
 
 
== To Add in this section ==
 
 
 
* Advanced [[equipment]] explanation
 
* Advanced info about [[Rune]] usage
 
* Advanced leveling guide
 
* Advanced [[crafting]] (idol/mat) tips
 
* General passive node tips
 
* Fighting tips
 
* Other advanced tips
 
* Rune choices
 
* QQ equipment advice/explanation
 
  
 
== Goals ==
 
== Goals ==
 
Here's a list of things to work on (mainly lategame):
 
Here's a list of things to work on (mainly lategame):
* Reaching level 20 (on all 3 spirits)
+
* Reaching level 23 (on all 3 spirits)
* Farming [[Stinktooth]]/[[M'ogresh]]/[[Radulos]]/[[Temple]] for gear
+
* Farming [[Stinktooth]]/[[M'ogresh]]/[[Radulos]]/[[Nyxaliss]] and [[Trails of the Abyss]] for gear.
 
* Find/augment full legendary gear (has more rolls)
 
* Find/augment full legendary gear (has more rolls)
 
* High damage roll weapon
 
* High damage roll weapon
Line 31: Line 20:
 
* Farming for [[Putrid Shank]] (from Stinktooth)
 
* Farming for [[Putrid Shank]] (from Stinktooth)
 
* Farming for [[Steelclaw's Bite]] (from Stinktooth)
 
* Farming for [[Steelclaw's Bite]] (from Stinktooth)
* Farming for [[Princess Morgawsa's Trident]] (from Estuary)
+
* Farming for various [[Nyxaliss]] drops
 
* Farming for [[Corrupted Blossom]] (from Temple)
 
* Farming for [[Corrupted Blossom]] (from Temple)
 
* Farming for [[Cowl of Obscurity]] (from Gaekatla rep)
 
* Farming for [[Cowl of Obscurity]] (from Gaekatla rep)
 
* Farming for Gaekatlan Druid skin (from Gaekatla rep)
 
* Farming for Gaekatlan Druid skin (from Gaekatla rep)
 +
* Farming for [[Bonecaller's Crown]] and [[Morbid Marrow]]
 
* Seasonal events
 
* Seasonal events
 +
* Contribute to the crippling wealth gap by getting an unholy amount of idols
 
* Become the strongest :D
 
* Become the strongest :D
  
Line 44: Line 35:
 
[[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.
 
[[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.
  
[[Ice Spear]] can be used to deliver a quick hit thanks to its low cast time.  
+
[[Ice Spear]] can be used to deliver a quick hit thanks to its low cast time. However, it does have a long cooldown.
 +
 
 +
[[Magic Missile]] simply deals massive damage in exchange for a medium cast time and slightly long cooldown.
  
[[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]].
+
[[Smite]] can be paired with [[Magic Missile]] for some extra damage, as the smite stun is usually long enough to get an MM in.
 +
 
 +
[[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]].
 
Owls can farm groups of enemies by coupling [[Fireblast]] with a source of healing such as [[Consecrate]], [[Cowl of Obscurity]], or [[Healing Touch]].
 
Owls can farm groups of enemies by coupling [[Fireblast]] with a source of healing such as [[Consecrate]], [[Cowl of Obscurity]], or [[Healing Touch]].
  
When engaging in combat alone, 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.
+
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.
  
 
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.
 
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.
Line 61: Line 56:
 
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  
 
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  
 
the Spell Crit Chance and multi implicits of the Tomes.
 
the Spell Crit Chance and multi implicits of the Tomes.
 +
 +
Using a [[Charge]] to stun and a [[Slash]] to inflict large amounts of damage works very well on bosses such as [[M'ogresh]].
  
 
=== Lynx ===
 
=== Lynx ===
Line 94: Line 91:
 
* [[Cowl of Obscurity]]<br>
 
* [[Cowl of Obscurity]]<br>
 
* [[Pendant]] (for str implicit)<br>
 
* [[Pendant]] (for str implicit)<br>
* 2 [[Loop]]s (for all attributes)<br>
+
* 2 [[Loop]]s (for all attributes) or [[Dead Man's Band]] (for all attri and str, these are usually better than loops)<br>
 
* [[Leather Belt]] (for crit)<br>
 
* [[Leather Belt]] (for crit)<br>
 
* [[Smokey Orb]] (for dodge)<br>
 
* [[Smokey Orb]] (for dodge)<br>
Line 102: Line 99:
 
* [[Charge]]
 
* [[Charge]]
 
* [[Harvest Life]]
 
* [[Harvest Life]]
 +
* [[Whirlwind]]
 
||
 
||
 
* Strength
 
* Strength
Line 114: Line 112:
 
[[File:B-L_chance.png|300px]]
 
[[File:B-L_chance.png|300px]]
  
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 a little more than one max roll while the multi node represents about 1.3x of a max roll)
+
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)
  
  
Line 127: Line 125:
 
* Whirlwind can be used as a way to clear out groups of enemies
 
* Whirlwind can be used as a way to clear out groups of enemies
  
''written by Arkie for v0.11.0''
+
''written by Arkie for v0.11.0, edited slightly by cow''
 
</div></div>
 
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:50%; overflow:auto;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:50%; overflow:auto;">
<div style="font-weight:bold;text-align:center">Flurry bear</div>
+
<div style="font-weight:bold;text-align:center">Flurry Bear</div>
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
{| class="wikitable"  
 
{| class="wikitable"  
Line 146: Line 144:
 
* [[Cowl of Obscurity]]<br>
 
* [[Cowl of Obscurity]]<br>
 
* [[Pendant]] (for str implicit)<br>
 
* [[Pendant]] (for str implicit)<br>
* 2 [[Loop]]s (for all attributes)<br>
+
* 2 [[Loop]]s (for all attributes) or [[Dead Man's Band]] (for all attri and str, these are usually better than loops)<br>
 
* [[Leather Belt]] (for crit)<br>
 
* [[Leather Belt]] (for crit)<br>
 
* [[Smokey Orb]] (for dodge)<br>
 
* [[Smokey Orb]] (for dodge)<br>
Line 165: Line 163:
 
[[File:B-L_chance.png|300px]]
 
[[File:B-L_chance.png|300px]]
  
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 a little more than one max roll while the multi node represents about 1.3x of a max roll)
+
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)
  
  
Line 182: Line 180:
 
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng
 
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng
  
''written by Polfy edited by Arkie for v0.11.0''
+
''written by Polfy, edited by Arkie for v0.11.0, edited slightly by cow to include Soul's rings''
 
</div></div>
 
</div></div>
  
Line 200: Line 198:
 
|-
 
|-
 
|  
 
|  
* [[Cowl of obscurity]]<br>
 
 
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)
 
* [[Choker]]/[[Pendant]]/[[Amulet]] (for hp regen/str/int)
 +
* [[Dead Man's Band]] (generally a good source of all attri and str) or [[Banshee'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]]<br>
 
* [[Smokey Orb]] (for dodge chance)<br>
 
* [[Smokey Orb]] (for dodge chance)<br>
 
* [[Steelclaw's Bite]]<br>
 
* [[Steelclaw's Bite]]<br>
* [[List of Shields|Shield]] (preferably [[Wooden Shield]] for the block chance)
+
* [[List of shields|Shield]] (preferably [[Wooden Shield]] for the block chance)
 +
* +/-[[Cowl of Obscurity]]<br>
 
||
 
||
* [[Harvest life]]
+
* [[Harvest Life]]
 
* [[Charge]]
 
* [[Charge]]
 
||
 
||
Line 229: Line 228:
 
'''How to use''' :  
 
'''How to use''' :  
  
The main idea is to both deal damage and regen hp using scb, while being tanky enough to survive your own self damage and the enemies' damage.
+
The main idea is to both deal damage and regen hp using scb [[Steelclaw's Bite]], while being tanky enough to survive your own self damage and the enemies' damage.
  
* 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 mog'resh)
+
* 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'ogresh)
  
* 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
+
* 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.
  
* Focus on improving vit/res stats first, as they are vital to not killing yourself with scb
+
* Focus on improving vit/res stats first, as they are vital to not killing yourself with scb.
  
 
* 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
 
* 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
Line 241: Line 240:
 
* Spare rune slots is ideally dedicated to either [[Tranquility]] or [[Innervation]]
 
* Spare rune slots is ideally dedicated to either [[Tranquility]] or [[Innervation]]
  
''written by Polfy edited by Arkie for v0.11.0''
+
* 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.
 +
 
 +
* Cowl of obscurity is not required if you can heal consistently from your harvests.
 +
 
 +
* It's important to play with stats to find a perfect mix between tankyness and damage.
 +
 
 +
* Once perfected it becomes nearly impossible to die, allowing bears to solo temple and [[M'ogresh]] as well as event bosses. The downside is it's slower due to dealing less damage than a traditional build might.
 +
 
 +
 
 +
''written by Polfy, edited by Arkie and Icono for v0.11.0, slightly edited by cow to include Soul's rings''
 
</div></div>
 
</div></div>
  
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:50%; overflow:auto;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:50%; overflow:auto;">
<div style="font-weight:bold;text-align:center">Tank bear</div>
+
<div style="font-weight:bold;text-align:center">Tank Bear</div>
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
{| class="wikitable"  
 
{| class="wikitable"  
Line 261: Line 269:
 
* Iron armor pieces (for lot of implicit armor)<br>
 
* Iron armor pieces (for lot of implicit armor)<br>
 
* [[Choker]] (for hp regen)<br>
 
* [[Choker]] (for hp regen)<br>
* 2 [[Loop]]s (for all attributes)<br>
+
* 2 [[Loop]]s (for all attributes), [[Dead Man's Band]] (for all attr and str, these are usually better than loops)<br>
 
* [[Scaled Binding]] (for vitality)<br>
 
* [[Scaled Binding]] (for vitality)<br>
 
* [[Smokey Orb]] (for dodge)<br>
 
* [[Smokey Orb]] (for dodge)<br>
Line 270: Line 278:
 
* [[Harvest Life]]
 
* [[Harvest Life]]
 
* [[Tranquility]]/[[Innervation]]
 
* [[Tranquility]]/[[Innervation]]
 +
* [[Taunt]]
 +
* There's one too many runes here but I'm not sure which one to remove to include taunt.
 
||
 
||
 
* Vitality
 
* Vitality
Line 287: Line 297:
 
'''How to use''' :  
 
'''How to use''' :  
  
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)
+
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]].
  
''written by Polfy edited by Arkie for v0.11.0''
+
''written by Polfy, edited by Arkie for v0.11.0, edited by cow to include Soul's rings and taunt''
 
</div></div>
 
</div></div>
  
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:50%; overflow:auto;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:50%; overflow:auto;">
<div style="font-weight:bold;text-align:center">Sickle Tank bear</div>
+
<div style="font-weight:bold;text-align:center">Sickle Bear</div>
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
{| class="wikitable"  
 
{| class="wikitable"  
!colspan="3"|Sickle Tank bear
+
!colspan="3"|Sickle Bear
 
|-
 
|-
 
| <div align="center">'''Spirit'''<div> || colspan="2"|<span style="color:#ff0000">Bear</span>
 
| <div align="center">'''Spirit'''<div> || colspan="2"|<span style="color:#ff0000">Bear</span>
Line 311: Line 321:
 
* 2 [[Loop]]s (for all attributes)<br>
 
* 2 [[Loop]]s (for all attributes)<br>
 
* [[Smokey Orb]] (for dodge)<br>
 
* [[Smokey Orb]] (for dodge)<br>
* [[The Sunsickle|Sunsickle]] + [[Wooden Shield]] (for block)
+
* [[The Sunsickle|Sunsickle]] + [[Wooden Shield]] (for block) or [[Shield of Lustre]] (for extra damage)
 
||
 
||
 
* [[Charge]]
 
* [[Charge]]
* [[Harvest life]]
+
* [[Harvest Life]]
 
||
 
||
 
* Vitality
 
* Vitality
Line 343: Line 353:
 
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)
 
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)
  
* Any regular sickle can be used if sunsickle is not readily ontainable
+
* Any regular sickle can be used if sunsickle is not readily obtainable
  
 
* High vitality is important to survive between harvest casts
 
* High vitality is important to survive between harvest casts
Line 351: Line 361:
 
* 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
 
* 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
  
''edited by Arkie for v0.11.0''
+
''edited by Arkie for v0.11.0, slightly edited by cow to include Soul's rings and Lusture''
 
</div></div>
 
</div></div>
  
Line 406: Line 416:
  
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:50%; overflow:auto;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:50%; overflow:auto;">
<div style="font-weight:bold;text-align:center">Flurry lynx</div>
+
<div style="font-weight:bold;text-align:center">Flurry Lynx</div>
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
{| class="wikitable"  
 
{| class="wikitable"  
Line 413: Line 423:
 
| <div align="center">'''Spirit'''<div> || colspan="2"|<span style="color:#00ff00">Lynx</span>
 
| <div align="center">'''Spirit'''<div> || colspan="2"|<span style="color:#00ff00">Lynx</span>
 
|-
 
|-
| <div align="center">'''Description'''<div> || colspan="2"|Use the flurry power to deal really high damage
+
| <div align="center">'''Description'''<div> || colspan="2"|Use flurry to deal high single target damage
 
|-
 
|-
 
| <div align="center">'''Type'''<div> || colspan="2"|Damage
 
| <div align="center">'''Type'''<div> || colspan="2"|Damage
Line 420: Line 430:
 
|-
 
|-
 
|  
 
|  
* Cowl of obscurity<br>
+
* [[Cowl of Obscurity]]<br>
* Neck: Locket (for dex)<br>
+
* [[Locket]] (for dex)<br>
* 2 Loops (for all attributes)<br>
+
* 2 [[Loop]]s (for all attributes)<br>
* Leather Belt (for crit)<br>
+
* [[Leather Belt]] (for crit)<br>
* Trinket: Smokey Orb (for dodge)<br>
+
* [[Smokey Orb]] (for dodge)<br>
 
* Spear/bow
 
* Spear/bow
 
||
 
||
Line 441: Line 451:
 
[[File:B-L chance.png|300px]]
 
[[File:B-L chance.png|300px]]
  
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 1.1x of a max roll while the multi node represents about 1.3x of a max roll)
+
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)
  
 
'''How to use''' :  
 
'''How to use''' :  
Line 457: Line 467:
 
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng
 
Flurry is NOT a consistent source of damage, so this build is abnormally reliant on rng
  
''written by Polfy edited by Arkie as of v0.11.0''
+
''written by Polfy edited by Arkie for v0.11.0''
 
</div></div>
 
</div></div>
  
Line 475: Line 485:
 
|-
 
|-
 
|  
 
|  
* Cowl of obscurity<br>
+
* [[Cowl of Obscurity]]<br>
* Neck: Locket (for dex)<br>
+
* [[Locket]] (for dex)<br>
* 2 Loops (for all attributes)<br>
+
* 2 [[Loop]]s (for all attributes)<br>
* Leather Belt (for crit)<br>
+
* [[Leather Belt]] (for crit)<br>
* Trinket: Smokey Orb (for dodge chance)<br>
+
* [[Smokey Orb]] (for dodge chance)<br>
 
||
 
||
 
* [[Smokebomb]]
 
* [[Smokebomb]]
Line 505: Line 515:
 
* Although it may seem unintuitive, the more enemies around you the safer you actually are, as more enemies -> more crits -> more cob heals, and it is highly unlikely they will burst you fast enough to kill you
 
* Although it may seem unintuitive, the more enemies around you the safer you actually are, as more enemies -> more crits -> more cob heals, and it is highly unlikely they will burst you fast enough to kill you
  
''written by Polfy edited by Arkie as of v0.11.0''
+
''written by Polfy edited by Arkie for v0.11.0''
 
</div>
 
</div>
 
</div>
 
</div>
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:50%; overflow:auto;">
 +
<div style="font-weight:bold;text-align:center">Ambush Lynx</div>
 +
<div class="mw-collapsible-content">
 +
{| class="wikitable"
 +
!colspan="3"|Ambush lynx
 +
|-
 +
| <div align="center">'''Spirit'''<div> || colspan="2"|<span style="color:#00ff00">Lynx</span>
 +
|-
 +
| <div align="center">'''Description'''<div> || colspan="2"|Use ambush to deal massive damage
 +
|-
 +
| <div align="center">'''Type'''<div> || colspan="2"|Damage
 +
|-
 +
!Specific Gears !! Runes to use !! Stats to focus on
 +
|-
 +
|
 +
* [[Locket]] (for dex)<br>
 +
* 2 [[Loop]]s (for all attributes)<br>
 +
* [[Leather Belt]] (for crit)<br>
 +
* [[Smokey Orb]] (for dodge)<br>
 +
||
 +
* [[Ambush]]
 +
||
 +
* Dexterity
 +
* Attack crit chance/multi
 +
* Physical increase
 +
|}
 +
 +
'''Passive tree choices'''
 +
 +
[[File:B-L multi.png|300px]]
 +
 +
[[File:B-L chance.png|300px]]
 +
 +
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)
 +
 +
 +
'''How to use''' :
 +
 +
The main idea is getting as much crit chance/mult, dex, and physical increase to pump ambush
 +
 +
* Depending on the stats and the ambush runes, you mau need to crit on 2 or 3 out of 4 ambushes to kill m'ogresh, so this build is almost as reliant on rng as flurry
 +
 +
''written by Arkie for v0.11.0''
 +
</div></div>
  
 
== Owl ==
 
== Owl ==
Line 548: Line 602:
 
'''How to use''' :  
 
'''How to use''' :  
  
The main idea is to keep you and the whole party alive by constantly ensuring that there is at least one consecrate active
+
The main idea is to keep you and the whole party alive by constantly ensuring that there is at least 1 consecrate active
  
 
* The steelclaw'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.  
 
* The steelclaw'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.  
  
* Because the max duration of [[Consecrate]] is less than the cooldown, you need 2 cons runes to always have one active. Perfectly casting 2 max dur (13) cons runes so that cons is always active requires 92 mana regen to be infinitely sustainable, so beg your party to run extra tranqs
+
* 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
  
 
* For stats, focus on multi, int, and spell/holy/elemental increase. Ignore crit chance.
 
* For stats, focus on multi, int, and spell/holy/elemental increase. Ignore crit chance.
  
* It is recommended to use 2 [[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)
+
* 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)
  
* You still get loot/exp if you heal a party member that damages a monster
+
* You still get loot/exp if you heal a party member that damages a monster.
 +
 
 +
* As long as you don't die in one hit or get stunned it's basically impossible to die with this build, provided you have enough mana regen.
  
 
''edited by Arkie for v0.11.0''
 
''edited by Arkie for v0.11.0''
Line 617: Line 673:
 
</div></div>
 
</div></div>
  
== Other builds not in the list ==
+
== Additional Passive Tree Advice ==
*High damage Bear
+
 
*Whirlwind Bear
+
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:
*High damage Lynx
+
 
*Ambush Lynx
+
[[File:L bad.png|300px]]
*Bow Lynx
+
 
 +
[[File:L multi.png|300px]]
 +
 
 +
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, <code>damage = 1.6 x (multi + 1)</code> and <code>damage = 1.75 x multi)</code>. 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)
 +
 
 +
Look at the this owl passive tree for another example:
 +
 
 +
[[File:O crit.png|300px]]
 +
 
 +
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.
 +
 
 +
== Advanced Levelling Guide ==
 +
 
 +
When levelling additional characters to 20, the experience can be made much easier through proper itemization and decision making.
 +
 
 +
=== Itemization ===
 +
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.
 +
 
 +
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.
 +
 
 +
=== Decision Making ===
 +
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.
 +
 
 +
 
 +
== What is QQ and why should you consider it? ==
 +
 
 +
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.
 +
 
 +
=== Types of QQ Builds ===
 +
 
 +
==== Full QQ Farm ====
 +
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.
 +
 
 +
==== Late game quant setup ====
 +
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'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.
 +
 
 +
== Item Crafting and Late Game Equipment ==
 +
 
 +
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.
 +
 
 +
=== Augmenting & Smolding ===
 +
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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
=== Ascing, and when should you do it? ===
 +
Ascending Idol usage has changed in v0.17.0.16.  You are no longer able to ascend an item's level, and you now ascend an item's ''rarity'', 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.
 +
 
 +
=== Dragon-Glass Idols===
 +
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 ''for that stat''.  This means that, when used properly, they can exceed the regular roll ranges for stats. 
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
=== Bone Idols ===
 +
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's current damage will be applied to your weapon.  This means that your weapon's damage ''will not'' decrease using the Blessed Reroll (which is a real possibility using the regular Reforge Weapon function). For this reason, 'Blessed Reforge Weapon' is the option of choice for all weapon damage crafting.
 +
 
 +
=== Unstable idols and where all your money went ===
 +
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.
 +
 
 +
== Runes and Combat ==
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
Avoiding damage from bosses is relatively simple. Against [[Radulos]], simply walk out of his gas if you are caught in it. Against [[M'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.
  
[[Category:Guides]]
+
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.

Latest revision as of 00:06, 18 March 2025

Advanced Guide[edit]

No Version: This article explicitly has no version. It is likely not maintained or needed enough to be always kept up to date, and everything should be considered outdated and double-checked when used if necessary.

Player Opinion: This article contains advice from other players which may be subjective or incorrect. Consult this guide with caution.

WIP: This article is a work in progress, meaning that it is being worked on but is unfinished. You can help by editing it.

This is a general guide that covers advanced tips, endgame goals and builds.

Goals[edit]

Here's a list of things to work on (mainly lategame):

Spirit Tips[edit]

Owl[edit]

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.

Ice Spear can be used to deliver a quick hit thanks to its low cast time. However, it does have a long cooldown.

Magic Missile simply deals massive damage in exchange for a medium cast time and slightly long cooldown.

Smite can be paired with Magic Missile for some extra damage, as the smite stun is usually long enough to get an MM in.

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. Owls can farm groups of enemies by coupling Fireblast with a source of healing such as Consecrate, Cowl of Obscurity, or Healing Touch.

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.

Owls generally use 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.

Bear[edit]

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 LoH, Cowl of Obscurity or Harvest Life.

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.

If not using an axe, bears generally use Shields as the preferred offhand slot item because of its block chance implicit stat being more useful than the Spell Crit Chance and multi implicits of the Tomes.

Using a Charge to stun and a Slash to inflict large amounts of damage works very well on bosses such as M'ogresh.

Lynx[edit]

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.

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.

Due to how often lynx can apply damage with Smokebomb, building for crit with a Cowl of Obscurity vastly increases a lynx's durability.

List of Builds[edit]

Most builds are designed around a certain spirit and a level 20 character. 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. It's probably best to focus on reaching level 20 before specializing your build.

Bear[edit]

Standard Damage Bear
Flurry Bear
Steelclaw's Bite Bear
Tank Bear
Sickle Bear
Butcher PVP Bear

Lynx[edit]

Flurry Lynx
Smokebomb Lynx
Ambush Lynx

Owl[edit]

Steelclaw's Bite Owl
Generalist owl

Additional Passive Tree Advice[edit]

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:

L bad.png

L multi.png

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, damage = 1.6 x (multi + 1) and damage = 1.75 x multi). 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)

Look at the this owl passive tree for another example:

O crit.png

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.

Advanced Levelling Guide[edit]

When levelling additional characters to 20, the experience can be made much easier through proper itemization and decision making.

Itemization[edit]

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.

Occasionally, there will be quests asking for magic 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.

Decision Making[edit]

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.


What is QQ and why should you consider it?[edit]

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 page for an in-depth look at the mechanics.

Types of QQ Builds[edit]

Full QQ Farm[edit]

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 Bunnies or 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.

Late game quant setup[edit]

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'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.

Item Crafting and Late Game Equipment[edit]

In your journey, you probably picked up many idols and salvaged many items into materials. A brief explanation of crafting can be found 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.

Augmenting & Smolding[edit]

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.

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 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.

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.

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.

Ascing, and when should you do it?[edit]

Ascending Idol usage has changed in v0.17.0.16. You are no longer able to ascend an item's level, and you now ascend an item's rarity, 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.

Dragon-Glass Idols[edit]

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 for that stat. This means that, when used properly, they can exceed the regular roll ranges for stats.

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.

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.

Bone Idols[edit]

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's current damage will be applied to your weapon. This means that your weapon's damage will not decrease using the Blessed Reroll (which is a real possibility using the regular Reforge Weapon function). For this reason, 'Blessed Reforge Weapon' is the option of choice for all weapon damage crafting.

Unstable idols and where all your money went[edit]

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.

Runes and Combat[edit]

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.

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.

Avoiding damage from bosses is relatively simple. Against Radulos, simply walk out of his gas if you are caught in it. Against M'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.

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.