Project Revamped
Passive Skill Tree
Passive Skill Tree
Basic Information
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What is the Passive Skill Tree?
- The Passive Skill Tree has a very large amount of different bonusses that you can decide to allocate passive points into, and is found in either your (C) window or (S) window.
- Every Single Passive Node is isolated, the way it works is you are freely able to allocate points to any node directly from your very first node. There is no traveling required between nodes. Invest directly in what you want.
- Every Node & Wheel is accessible from Level 1. You can free allocate and remove points whereever & whenever you want.
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How to obtain Passive Skill Tree Points?
- 3 per character level. - will only give a point if the level hasnt been obtained before on the account.
- 1 for each story quest (70 Total - 70 Quests - once per account)
- 5 for each event quest (65 Total - 13 Quests - once per account)
- 5 for each treasure item obtained (80 Total - 16 Items - once per account)
- 10 for each profession (NOT JC) (30 Total - lvl 10/30/50 - once per account)
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How much do nodes cost?
- Every Single Passive Node Has 10 Level.
- Each Level costs 1 point
- At Node Level 10, there is always a passive bonus.
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How can you reset passive points?
Stone of Passive
A Stone of Passive can be crafted by combining a Stone of Chance and a Stone of Birth. This is a crafting recipe unlocked at level 1.
SoC & SoB have a 1% chance to be obtained from KalCash boxes, or may be chosen in selective boxes.
The Stone of Passive resets the entire passive tree.
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Nodes
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Item Droprate - Overall
Level 1 - 0,5% increased item droprate
Level 2 - 0,5% increased item droprate
Level 3 - 0,5% increased item droprate
Level 4 - 0,5% increased item droprate
Level 5 - 0,5% increased item droprate
Level 6 - 0,5% increased item droprate
Level 7 - 0,5% increased item droprate
Level 8 - 0,5% increased item droprate
Level 9 - 0,5% increased item droprate
Level 10 - 0,5% increased item droprate
Level 10 Bonus: 2% Chance when any item drops to drop
another different item of the same type.
Item Droprate affects every single item dropped by monsters with NO
exception.
Item Droprate - Quality
Level 1 - 1% improved quality of dropped items
Level 2 - 1% improved quality of dropped items
Level 3 - 1% improved quality of dropped items
Level 4 - 1% improved quality of dropped items
Level 5 - 1% improved quality of dropped items
Level 6 - 1% improved quality of dropped items
Level 7 - 1% improved quality of dropped items
Level 8 - 1% improved quality of dropped items
Level 9 - 1% improved quality of dropped items
Level 10 - 1% improved quality of dropped items
Level 10 Bonus: 10% chance when any item drops to
roll the quality twice keeping the highest outcome
Item Droprate - Specification
Level 1 - 1% chance for item to drop as your class
Level 2 - 1% chance for item to drop as your class
Level 3 - 1% chance for item to drop as your class
Level 4 - 1% chance for item to drop as your class
Level 5 - 1% chance for item to drop as your class
Level 6 - 1% chance for item to drop as your class
Level 7 - 1% chance for item to drop as your class
Level 8 - 1% chance for item to drop as your class
Level 9 - 1% chance for item to drop as your class
Level 10 - 1% chance for item to drop as your class
Level 10 Bonus: Whenever an Item drops that isnt for your class,
adds a special counter that increases the chance of your
next drop beeing your class by 10%. When you drop an item
for your class, this bonus resets.
Item Droprate - Prefix
Level 1 - 2% chance for equipment to drop enhanced
Level 2 - 2% chance for equipment to drop enhanced
Level 3 - 2% chance for equipment to drop enhanced
Level 4 - 2% chance for equipment to drop enhanced
Level 5 - 2% chance for equipment to drop enhanced
Level 6 - 2% chance for equipment to drop enhanced
Level 7 - 2% chance for equipment to drop enhanced
Level 8 - 2% chance for equipment to drop enhanced
Level 9 - 2% chance for equipment to drop enhanced
Level 10 - 10% chance for equipment to drop enhanced
Level 10 Bonus: IF a ToD,ToA,ToJ,ToU is beeing rolled, they are rolled twice instead.
Enhanced means they can drop with a random ToI,ToW,ToP,
random talisman of defense level, toa level, toj level,
additionally weapons can roll with a ToU
The Cap for ToD,ToA & ToJ is 3
Talismans & ToU applied by this are limited to the zone where the item was found.
Item Droprate - Talismans
Level 1 - 2% increased chance for Talismans
Level 2 - 2% increased chance for Talismans
Level 3 - 2% increased chance for Talismans
Level 4 - 2% increased chance for Talismans
Level 5 - 2% increased chance for Talismans
Level 6 - 2% increased chance for Talismans
Level 7 - 2% increased chance for Talismans
Level 8 - 2% increased chance for Talismans
Level 9 - 2% increased chance for Talismans
Level 10 - 7% increased chance for Talismans
Level 10 Bonus - 5% chance for a talisman to drop as a selection box instead
Item Priority - Talisman of Intensification
Level 1 - 2% increased chance for Talismans to be a ToI
Level 2 - 2% increased chance for Talismans to be a ToI
Level 3 - 2% increased chance for Talismans to be a ToI
Level 4 - 2% increased chance for Talismans to be a ToI
Level 5 - 2% increased chance for Talismans to be a ToI
Level 6 - 2% increased chance for Talismans to be a ToI
Level 7 - 2% increased chance for Talismans to be a ToI
Level 8 - 2% increased chance for Talismans to be a ToI
Level 9 - 2% increased chance for Talismans to be a ToI
Level 10 - 7% increased chance for Talismans to be a ToI
Level 10 Bonus - 5% chance for a ToI to drop with 100% succes chance.
Item Priority - Talisman of Protection
Level 1 - 2% increased chance for Talismans to be a ToP
Level 2 - 2% increased chance for Talismans to be a ToP
Level 3 - 2% increased chance for Talismans to be a ToP
Level 4 - 2% increased chance for Talismans to be a ToP
Level 5 - 2% increased chance for Talismans to be a ToP
Level 6 - 2% increased chance for Talismans to be a ToP
Level 7 - 2% increased chance for Talismans to be a ToP
Level 8 - 2% increased chance for Talismans to be a ToP
Level 9 - 2% increased chance for Talismans to be a ToP
Level 10 - 7% increased chance for Talismans to be a ToP
Level 10 Bonus - 5% chance for a ToP to drop with 100% succes chance.
Item Priority - Talisman of Wonder
Level 1 - 2% increased chance for Talismans to be a ToI
Level 2 - 2% increased chance for Talismans to be a ToI
Level 3 - 2% increased chance for Talismans to be a ToI
Level 4 - 2% increased chance for Talismans to be a ToI
Level 5 - 2% increased chance for Talismans to be a ToI
Level 6 - 2% increased chance for Talismans to be a ToI
Level 7 - 2% increased chance for Talismans to be a ToI
Level 8 - 2% increased chance for Talismans to be a ToI
Level 9 - 2% increased chance for Talismans to be a ToI
Level 10 - 7% increased chance for Talismans to be a ToI
Level 10 Bonus - 5% chance for a ToW to drop with 100% succes chance.
Item Priority - Special Talisman
Level 1 - 2% increased chance for Talismans to be special
Level 2 - 2% increased chance for Talismans to be special
Level 3 - 2% increased chance for Talismans to be special
Level 4 - 2% increased chance for Talismans to be special
Level 5 - 2% increased chance for Talismans to be special
Level 6 - 2% increased chance for Talismans to be special
Level 7 - 2% increased chance for Talismans to be special
Level 8 - 2% increased chance for Talismans to be special
Level 9 - 2% increased chance for Talismansto be special
Level 10 - 7% increased chance for Talismans to be special
Level 10 Bonus - 5% chance for special talisman to be duplicated
Special Talismans are ToD,ToA,ToJ,ToU
Item Priority - Powerful Talisman
Level 1 - 2% increased chance for Talismans to contain a Strength Modifier
Level 2 - 2% increased chance for Talismans to contain a Strength Modifier
Level 3 - 2% increased chance for Talismans to contain a Strength Modifier
Level 4 - 2% increased chance for Talismans to contain a Strength Modifier
Level 5 - 2% increased chance for Talismans to contain a Strength Modifier
Level 6 - 2% increased chance for Talismans to contain a Strength Modifier
Level 7 - 2% increased chance for Talismans to contain a Strength Modifier
Level 8 - 2% increased chance for Talismans to contain a Strength Modifier
Level 9 - 2% increased chance for Talismans to contain a Strength Modifier
Level 10 - 2% increased chance for Talismans to contain a Strength Modifier
Level 10 Bonus - 5% chance for the procced strength talisman to be a tier higher.
Item Priority - Healthy Talisman
Level 1 - 2% increased chance for Talismans to contain a Health Modifier
Level 2 - 2% increased chance for Talismans to contain a Health Modifier
Level 3 - 2% increased chance for Talismans to contain a Health Modifier
Level 4 - 2% increased chance for Talismans to contain a Health Modifier
Level 5 - 2% increased chance for Talismans to contain a Health Modifier
Level 6 - 2% increased chance for Talismans to contain a Health Modifier
Level 7 - 2% increased chance for Talismans to contain a Health Modifier
Level 8 - 2% increased chance for Talismans to contain a Health Modifier
Level 9 - 2% increased chance for Talismans to contain a Health Modifier
Level 10 - 2% increased chance for Talismans to contain a Health Modifier
Level 10 Bonus - 5% chance for the procced health talisman to be a tier higher.
Item Priority - Agile Talisman
Level 1 - 2% increased chance for Talismans to contain a Aglity Modifier
Level 2 - 2% increased chance for Talismans to contain a Aglity Modifier
Level 3 - 2% increased chance for Talismans to contain a Aglity Modifier
Level 4 - 2% increased chance for Talismans to contain a Aglity Modifier
Level 5 - 2% increased chance for Talismans to contain a Aglity Modifier
Level 6 - 2% increased chance for Talismans to contain a Aglity Modifier
Level 7 - 2% increased chance for Talismans to contain a Aglity Modifier
Level 8 - 2% increased chance for Talismans to contain a Aglity Modifier
Level 9 - 2% increased chance for Talismans to contain a Aglity Modifier
Level 10 - 2% increased chance for Talismans to contain a Aglity Modifier
Level 10 Bonus - 5% chance for the procced agility talisman to be a tier higher.
Item Priority - Intelligent Talisman
Level 1 - 2% increased chance for Talismans to contain a Intelligence Modifier
Level 2 - 2% increased chance for Talismans to contain a Intelligence Modifier
Level 3 - 2% increased chance for Talismans to contain a Intelligence Modifier
Level 4 - 2% increased chance for Talismans to contain a Intelligence Modifier
Level 5 - 2% increased chance for Talismans to contain a Intelligence Modifier
Level 6 - 2% increased chance for Talismans to contain a Intelligence Modifier
Level 7 - 2% increased chance for Talismans to contain a Intelligence Modifier
Level 8 - 2% increased chance for Talismans to contain a Intelligence Modifier
Level 9 - 2% increased chance for Talismans to contain a Intelligence Modifier
Level 10 - 2% increased chance for Talismans to contain a Intelligence Modifier
Level 10 Bonus - 5% chance for the procced intelligence talisman to be a tier higher.
Item Priority - Merciful Talisman
Level 1 - 2% increased chance for Talismans to contain a Wisdom Modifier
Level 2 - 2% increased chance for Talismans to contain a Wisdom Modifier
Level 3 - 2% increased chance for Talismans to contain a Wisdom Modifier
Level 4 - 2% increased chance for Talismans to contain a Wisdom Modifier
Level 5 - 2% increased chance for Talismans to contain a Wisdom Modifier
Level 6 - 2% increased chance for Talismans to contain a Wisdom Modifier
Level 7 - 2% increased chance for Talismans to contain a Wisdom Modifier
Level 8 - 2% increased chance for Talismans to contain a Wisdom Modifier
Level 9 - 2% increased chance for Talismans to contain a Wisdom Modifier
Level 10 - 2% increased chance for Talismans to contain a Wisdom Modifier
Level 10 Bonus - 5% chance for the procced wisdom talisman to be a tier higher.
Item Droprate - Mixing Stones
Level 1 - 1% increased chance for Mixing Stones
Level 2 - 1% increased chance for Mixing Stones
Level 3 - 1% increased chance for Mixing Stones
Level 4 - 1% increased chance for Mixing Stones
Level 5 - 1% increased chance for Mixing Stones
Level 6 - 1% increased chance for Mixing Stones
Level 7 - 1% increased chance for Mixing Stones
Level 8 - 1% increased chance for Mixing Stones
Level 9 - 1% increased chance for Mixing Stones
Level 10 - 6% increased chance for Mixing Stones
Level 10 Bonus - 10% chance for Mixing Stones to drop at their highest possible variant.
Item Priority - Mixing Stones
Level 1 - 1% chance for Mixing Stones to drop as a selection box instead.
Level 2 - 1% chance for Mixing Stones to drop as a selection box instead.
Level 3 - 1% chance for Mixing Stones to drop as a selection box instead.
Level 4 - 1% chance for Mixing Stones to drop as a selection box instead.
Level 5 - 1% chance for Mixing Stones to drop as a selection box instead.
Level 6 - 1% chance for Mixing Stones to drop as a selection box instead.
Level 7 - 1% chance for Mixing Stones to drop as a selection box instead.
Level 8 - 1% chance for Mixing Stones to drop as a selection box instead.
Level 9 - 1% chance for Mixing Stones to drop as a selection box instead.
Level 10 - 6% chance for Mixing Stones to drop as a selection box instead.
Level 10 Bonus - Mixing Stones always drop at their highest possible potential.
Item Droprate - KalCash
Level 1 - 2% increased chance for KalCash
Level 2 - 2% increased chance for KalCash
Level 3 - 2% increased chance for KalCash
Level 4 - 2% increased chance for KalCash
Level 5 - 2% increased chance for KalCash
Level 6 - 2% increased chance for KalCash
Level 7 - 2% increased chance for KalCash
Level 8 - 2% increased chance for KalCash
Level 9 - 2% increased chance for KalCash
Level 10 - 7% increased chance for KalCash
Level 10 Bonus - 10% chance for a KalCash Box to be openable again.
KalCash - Power Enhancement
Level 1 - 2% Chance for Scroll & Potion to trigger a second random Scroll or Potion Effect.
Level 2 - 2% Chance for Scroll & Potion to trigger a second random Scroll or Potion Effect.
Level 3 - 2% Chance for Scroll & Potion to trigger a second random Scroll or Potion Effect.
Level 4 - 2% Chance for Scroll & Potion to trigger a second random Scroll or Potion Effect.
Level 5 - 2% Chance for Scroll & Potion to trigger a second random Scroll or Potion Effect.
Level 6 - 2% Chance for Scroll & Potion to trigger a second random Scroll or Potion Effect.
Level 7 - 2% Chance for Scroll & Potion to trigger a second random Scroll or Potion Effect.
Level 8 - 2% Chance for Scroll & Potion to trigger a second random Scroll or Potion Effect.
Level 9 - 2% Chance for Scroll & Potion to trigger a second random Scroll or Potion Effect.
Level 10 - 2% Chance for Scroll & Potion to trigger a second random Scroll or Potion Effect.
Level 10 Bonus - 10% Chance any for Scroll & Potion to become upgraded to a Lucky Version when consumed. Lucky variants are roughly 20% stronger.
Item Droprate - Special
Level 1 - 2% increased chance for Special Drops
Level 2 - 2% increased chance for Special Drops
Level 3 - 2% increased chance for Special Drops
Level 4 - 2% increased chance for Special Drops
Level 5 - 2% increased chance for Special Drops
Level 6 - 2% increased chance for Special Drops
Level 7 - 2% increased chance for Special Drops
Level 8 - 2% increased chance for Special Drops
Level 9 - 2% increased chance for Special Drops
Level 10 - 7% increased chance for Special Drops
Level 10 Bonus - 5% increased chance for Special Drops
Special Drops are: Quest Items & Treasure Items only
Item Droprate - Rare
Level 1 - 2% increased chance for Rare Drops
Level 2 - 2% increased chance for Rare Drops
Level 3 - 2% increased chance for Rare Drops
Level 4 - 2% increased chance for Rare Drops
Level 5 - 2% increased chance for Rare Drops
Level 6 - 2% increased chance for Rare Drops
Level 7 - 2% increased chance for Rare Drops
Level 8 - 2% increased chance for Rare Drops
Level 9 - 2% increased chance for Rare Drops
Level 10 - 7% increased chance for Rare Drops
Level 10 Bonus - 5% increased chance for Rare Drops
Rare Drops are: Necklaces, Jewels & Glyphs only
Item Priority - Offensive Glyphs
Level 1 - 2% increased chance for glyphs to contain a Offensive Modifier.
Level 2 - 2% increased chance for glyphs to contain a Offensive Modifier.
Level 3 - 2% increased chance for glyphs to contain a Offensive Modifier.
Level 4 - 2% increased chance for glyphs to contain a Offensive Modifier.
Level 5 - 2% increased chance for glyphs to contain a Offensive Modifier.
Level 6 - 2% increased chance for glyphs to contain a Offensive Modifier.
Level 7 - 2% increased chance for glyphs to contain a Offensive Modifier.
Level 8 - 2% increased chance for glyphs to contain a Offensive Modifier.
Level 9 -2% increased chance for glyphs to contain a Offensive Modifier.
Level 10 - 7% increased chance for glyphs to contain a Offensive Modifier.
Level 10 Bonus - New Crafting Recipe: 3 to 1 Offensive Glyph into new Offensive Glyph
Offensive Glyphs are: Str,Int,Agility, Flat Damage, Crit & EB Modifiers, OTP
Item Priority - Defensive Glyphs
Level 1 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 2 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 3 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 4 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 5 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 6 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 7 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 8 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 9 -2% increased chance for glyphs to contain a Defensive Modifier.
Level 10 - 7% increased chance for glyphs to contain a Defensive Modifier.
Level 10 Bonus - New Crafting Recipe: 3 to 1 Defensive Glyph into new Defensive Glyph
Defensive Glyphs are: Health,Wis, HP,MP, Defense, Damage Reduction, Evasion
Item Priority - Utility Glyphs
Level 1 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 2 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 3 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 4 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 5 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 6 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 7 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 8 - 2% increased chance for glyphs to contain a Defensive Modifier.
Level 9 -2% increased chance for glyphs to contain a Defensive Modifier.
Level 10 - 7% increased chance for glyphs to contain a Defensive Modifier.
Level 10 Bonus - New Crafting Recipe: 3 to 1 Utility Glyph into new Utility Glyph
Utility Glyphs are: EXP, Droprate, Egg EXP, Zamogeons
Item Droprate - Zamogeons
Level 1 3% increased Zamogeons
Level 2 - 3% increased Zamogeons
Level 3 - 3% increased Zamogeons
Level 4 - 3% increased Zamogeons
Level 5 - 3% increased Zamogeons
Level 6 - 3% increased Zamogeons
Level 7 - 3% increased Zamogeons
Level 8 - 3% increased Zamogeons
Level 9 - 3% increased Zamogeons
Level 10 - 3% increased Zamogeons
Level 10 Bonus - You are always affected by a Golden Piece of Lucky Stone.
Item Priority - Demon Hearts
Level 1 - 1% chance for Demons Heart to drop in pairs
Level 2 - 1% chance for Demons Heart to drop in pairs
Level 3 - 1% chance for Demons Heart to drop in pairs
Level 4 - 1% chance for Demons Heart to drop in pairs
Level 5 - 1% chance for Demons Heart to drop in pairs
Level 6 - 1% chance for Demons Heart to drop in pairs
Level 7 - 1% chance for Demons Heart to drop in pairs
Level 8 - 1% chance for Demons Heart to drop in pairs
Level 9 - 1% chance for Demons Heart to drop in pairs
Level 10 - 1% chance for Demons Heart to drop in pairs
Level 10 Bonus - Unlocks Crafting Recipe: Turn 100 Demon Hearts into either a Stone of Chance or Stone of Birth.
Item Priority - Zone Special
Level 1 - 1% increased zone mastery special drops
Level 2 - 1% increased zone mastery special drops
Level 3 - 1% increased zone mastery special drops
Level 4 - 1% increased zone mastery special drops
Level 5 - 1% increased zone mastery special drops
Level 6 - 1% increased zone mastery special drops
Level 7 - 1% increased zone mastery special drops
Level 8 - 1% increased zone mastery special drops
Level 9 - 1% increased zone mastery special drops
Level 10 - 1% increased zone mastery special drops
Level 10 Bonus - Zone Special Mastery droprate pool now gains a pity,
when reached it will drop a random unweighted drop out of the pool
Note that this still requires zone mastery to be unlocked at maximum level
for this to have any effect. Pity behaviour isnt changed.
Experience - Overall
Level 1 - 0,5% increased experience
Level 2 - 0,5% increased experience
Level 3 - 0,5% increased experience
Level 4 - 0,5% increased experience
Level 5 - 0,5% increased experience
Level 6 - 0,5% increased experience
Level 7 - 0,5% increased experience
Level 8 - 0,5% increased experience
Level 9 - 0,5% increased experience
Level 10 - 0,5% increased experience
Level 10 Bonus - 1% chance when you kill a monster
to gain its experience again
Production Experience - Overall
Level 1 - 1% increased production experience when gathering or crafting
Level 2 - 1% increased production experience when gathering or crafting
Level 3 - 1% increased production experience when gathering or crafting
Level 4 - 1% increased production experience when gathering or crafting
Level 5 -1% increased production experience when gathering or crafting
Level 6 - 1% increased production experience when gathering or crafting
Level 7 - 1% increased production experience when gathering or crafting
Level 8 - 1% increased production experience when gathering or crafting
Level 9 - 1% increased production experience when gathering or crafting
Level 10 - 6% increased production experience when gathering or crafting
Level 10 Bonus - 5% chance for double production experience when gathering or crafting
Production Experience - Alchemy
Level 1 - 2% increased alchemy experience when gathering or crafting
Level 2 - 2% increased alchemy experience when gathering or crafting
Level 3 - 2% increased alchemy experience when gathering or crafting
Level 4 - 2% increased alchemy experience when gathering or crafting
Level 5 - 2% increased alchemy experience when gathering or crafting
Level 6 - 2% increased alchemy experience when gathering or crafting
Level 7 - 2% increased alchemy experience when gathering or crafting
Level 8 - 2% increased alchemy experience when gathering or crafting
Level 9 - 2% increased alchemy experience when gathering or crafting
Level 10 - 7% increased alchemy experience when gathering or crafting
Level 10 Bonus - 5% chance for double alchemy experience when gathering or crafting
Production Experience - Butcher
Level 1 - 2% increased butchering experience when gathering or crafting
Level 2 - 2% increased butchering experience when gathering or crafting
Level 3 - 2% increased butchering experience when gathering or crafting
Level 4 - 2% increased butchering experience when gathering or crafting
Level 5 -2% increased butchering experience when gathering or crafting
Level 6 - 2% increased butchering experience when gathering or crafting
Level 7 - 2% increased butchering experience when gathering or crafting
Level 8 - 2% increased butchering experience when gathering or crafting
Level 9 - 2% increased butchering experience when gathering or crafting
Level 10 - 7% increased butchering experience when gathering or crafting
Level 10 Bonus - 5% chance for double butchering experience when gathering or crafting
Production Experience - Fisher
Level 1 - 2% increased fishing experience when gathering or crafting
Level 2 - 2% increased fishing experience when gathering or crafting
Level 3 - 2% increased fishing experience when gathering or crafting
Level 4 - 2% increased fishing experience when gathering or crafting
Level 5 -2% increased fishing experience when gathering or crafting
Level 6 - 2% increased fishing experience when gathering or crafting
Level 7 - 2% increased fishing experience when gathering or crafting
Level 8 - 2% increased fishing experience when gathering or crafting
Level 9 - 2% increased fishing experience when gathering or crafting
Level 10 - 7% increased fishing experience when gathering or crafting
Level 10 Bonus - 5% chance for double fishing experience when gathering or crafting
Production Experience - Miner
Level 1 - 2% increased mining experience when gathering or crafting
Level 2 - 2% increased mining experience when gathering or crafting
Level 3 - 2% increased mining experience when gathering or crafting
Level 4 - 2% increased mining experience when gathering or crafting
Level 5 -2% increased mining experience when gathering or crafting
Level 6 - 2% increased mining experience when gathering or crafting
Level 7 - 2% increased mining experience when gathering or crafting
Level 8 - 2% increased mining experience when gathering or crafting
Level 9 - 2% increased mining experience when gathering or crafting
Level 10 - 7% increased mining experience when gathering or crafting
Level 10 Bonus - 5% chance for double mining experience when gathering or crafting
Egg Experience - Overall
Level 1 - +0,1% flat egg experience
Level 2 - +0,1% flat egg experience
Level 3 - +0,1% flat egg experience
Level 4 - +0,1% flat egg experience
Level 5 - +0,1% flat egg experience
Level 6 - +0,1% flat egg experience
Level 7 - +0,1% flat egg experience
Level 8 - +0,1% flat egg experience
Level 9 - +0,1% flat egg experience
Level 10 - +0,1% flat egg experience
Level 10 Bonus - Feral Rage recovers 20% faster.
Skill Point Experience - Overall
Level 1 - skills level up 2% faster
Level 2 - skills level up 2% faster
Level 3 - skills level up 2% faster
Level 4 - skills level up 2% faster
Level 5 - skills level up 2% faster
Level 6 - skills level up 2% faster
Level 7 - skills level up 2% faster
Level 8 - skills level up 2% faster
Level 9 - skills level up 2% faster
Level 10 - skills level up 7% faster
Level 10 Bonus - required experience for skills to level up reduced by 10%.
Wooden Boxes - Overall
Level 1 - 10% increased wooden boxes
Level 2 - 10% increased wooden boxes
Level 3 - 10% increased wooden boxes
Level 4 - 10% increased wooden boxes
Level 5 - 10% increased wooden boxes
Level 6 - 10% increased wooden boxes
Level 7 - 10% increased wooden boxes
Level 8 - 10% increased wooden boxes
Level 9 - 10% increased wooden boxes
Level 10 - 10% increased wooden boxes
Level 10 Bonus - Wooden Boxes are always treasure boxes
This Node makes it so they a) spawn more frequently and b) spawn closer to you
Wooden Boxes - Power Enhancement
Level 1 - 10% increased wooden boxes
Level 2 - 10% increased wooden boxes
Level 3 - 10% increased wooden boxes
Level 4 - 10% increased wooden boxes
Level 5 - 10% increased wooden boxes
Level 6 - 10% increased wooden boxes
Level 7 - 10% increased wooden boxes
Level 8 - 10% increased wooden boxes
Level 9 - 10% increased wooden boxes
Level 10 - 10% increased wooden boxes
Level 10 Bonus - Wooden Boxes are removed and become buff shrines instead
When interacting with a Buff Shrine, Gain a Random Max Grade Buff for 1 Hour
Theoretically if you find a second one within the buffs duration AND it rolls the same buff, it will add the time
Max Grade Buffs can be any CJB or Hermit Buff
This Node makes it so they a) spawn more frequently and b) spawn closer to you
Wooden Boxes - Aquisition Enhancement
Level 1 - 10% increased wooden boxes
Level 2 - 10% increased wooden boxes
Level 3 - 10% increased wooden boxes
Level 4 - 10% increased wooden boxes
Level 5 - 10% increased wooden boxes
Level 6 - 10% increased wooden boxes
Level 7 - 10% increased wooden boxes
Level 8 - 10% increased wooden boxes
Level 9 - 10% increased wooden boxes
Level 10 - 10% increased wooden boxes
Level 10 Bonus - Wooden Boxes are removed and become aquisition shrines instead.
When interacting with a aquisition shrine, Gain a Random Stone Buff for 30 minutes
Stone of Experience (30%-30m) - Golden Stone of Wealth (50%/30m) - Golden Stone of Ancient Animal (100%/30m) - Blessed Aquisition (20%/30m Item Droprate)
Theoretically if you find a second one within the buffs duration AND it rolls the same buff, it will add time instead of refreshing it
This Node makes it so they a) spawn more frequently and b) spawn closer to you
Medicine - Improvements
Level 1 - 1% increased medicine effect
Level 2 - 1% increased medicine effect
Level 3 - 1% increased medicine effect
Level 4 - 1% increased medicine effect
Level 5 - 1% increased medicine effect
Level 6 - 2% more medicine crafted
Level 7 - 2% more medicine crafted
Level 8 - 2% more medicine crafted
Level 9 - 2% rmore medicine crafted
Level 10 - 2% more medicine crafted
Level 10 Bonus - 2% Chance for Medicine to restore the same amount
as Mana.
Profession Bonus & Discounts do stack with this.
Eel - Improvements
Level 1 - 10% increased eel duration
Level 2 - 10% increased eel duration
Level 3 - 10% increased eel duration
Level 4 - 10% increased eel duration
Level 5 - 10% increased eel duration
Level 6 - +2 defense, 1 str,int,agility added to eel buff
Level 7 - +2 defense, 1 str,int,agility added to eel buff
Level 8 - +2 defense, 1 str,int,agility added to eel buff
Level 9 - +2 defense, 1 str,int,agility added to eel buff
Level 10 - +2 defense, 1 str,int,agility added to eel buff
Level 10 Bonus - Physical: Eel grant an additional 1% crit rate & 2% crit damage
Level 10 Bonus - Magical: Eel grant an additional 4% eb chance & 8% eb damage
Profession Bonus & Discount does "stack"? with this
Meat & Water - Improvements
Level 1 - 2% increased meat & water effect
Level 2 - 2% increased meat & water effect
Level 3 - 2% increased meat & water effect
Level 4 - 2% increased meat & water effect
Level 5 - 2% increased meat & water effect
Level 6 - 2% increased meat & water effect
Level 7 - 2% increased meat & water effect
Level 8 - 2% increased meat & water effect
Level 9 - 2% increased meat & water effect
Level 10 - 2% increased meat & water effect
Level 10 Bonus - Water have 15% increased recovery speed
(from 30 seconds to 25 roughly) Profession "stacks"? with this. Meats Blessing recovery effect also occurs 15% faster. 3s>2.5s
Speed Up - Improvements
Level 1 - Speed up Medicine are 2% more effective
Level 2 - Speed up Medicine are 2% more effective
Level 3 - Speed up Medicine are 2% more effective
Level 4 - Speed up Medicine are 2% more effective
Level 5 - Speed up Medicine are 2% more effective
Level 6 - Speed up Medicine are 2% more effective
Level 7 - Speed up Medicine are 2% more effective
Level 8 - Speed up Medicine are 2% more effective
Level 9 - Speed up Medicine are 2% more effective
Level 10 - Speed up Medicine are 7% more effective
Level 10 Bonus - Speed Up Medicine are always 1 grade higher.
Level 10 Bonus - Speed Up Medicine now last 60 minutes instead of 30
Teleports - Improvements
Level 1 - 2% chance for teleports to not consume
Level 2 - 2% chance for teleports to not consume
Level 3 - 2% chance for teleports to not consume
Level 4 - 2% chance for teleports to not consume
Level 5 - 2% chance for teleports to not consume
Level 6 - 2% chance for teleports to not consume
Level 7 - 2% chance for teleports to not consume
Level 8 -2% chance for teleports to not consume
Level 9 - 2% chance for teleports to not consume
Level 10 - 7% chance for teleports to not consume
Level 10 Bonus - After using an outpost teleport, gain 5% exp & 5% droprate for 30 minutes. This bonus only applies to monsters at that specific outpost.
Abandoned Supplies - Improvements
Level 1 - 1% Chance for Abandoned Supplies to drop in pairs.
Level 2 - 1% Chance for Abandoned Supplies to drop in pairs.
Level 3 - 1% Chance for Abandoned Supplies to drop in pairs.
Level 4 - 1% Chance for Abandoned Supplies to drop in pairs.
Level 5 - 1% Chance for Abandoned Supplies to drop in pairs.
Level 6 - 1% Chance for Abandoned Supplies to drop in pairs.
Level 7 - 1% Chance for Abandoned Supplies to drop in pairs.
Level 8 -1% Chance for Abandoned Supplies to drop in pairs.
Level 9 -1% Chance for Abandoned Supplies to drop in pairs.
Level 10 - 6% Chance for Abandoned Supplies to drop in pairs.
Level 10 Bonus - 10% Chance for Abandoned Supplies to become Wealthy Supplies. Wealthy Supplies roll the maximum amount of supplies everytime.
Buff - Improvements
Level 1 - 20% increased duration of ANY buff (item,self,active,received) from any source
Level 2 - 20% increased duration of ANY buff (item,self,active,received) from any source
Level 3 - 20% increased duration of ANY buff (item,self,active,received) from any source
Level 4 - 20% increased duration of ANY buff (item,self,active,received) from any source
Level 5 - 20% increased duration of ANY buff (item,self,active,received) from any source
Level 6 - 2% increase effect of ANY buff (item,self,active,received) from any source
Level 7 - 2% increase effect of ANY buff (item,self,active,received) from any source
Level 8 - 2% increase effect of ANY buff (item,self,active,received) from any source
Level 9 - 2% increase effect of ANY buff (item,self,active,received) from any source
Level 10 - 2% increase effect of ANY buff (item,self,active,received) from any source
Level 10 Bonus - 10% chance for any buff to have twice the duration.
This basically affects every buff item or buff received, the ones from wooden box shrines for example.
Monster - Drop Effectiveness
Level 1 - Monsters have 0,3% increased drop effectiveness.
Level 2 - Monsters have 0,3% increased drop effectiveness.
Level 3 - Monsters have 0,3% increased drop effectiveness.
Level 4 - Monsters have 0,3% increased drop effectiveness.
Level 5 - Monsters have 0,3% increased drop effectiveness.
Level 6 - Monsters have 0,3% increased drop effectiveness.
Level 7 - Monsters have 0,3% increased drop effectiveness.
Level 8 - Monsters have 0,3% increased drop effectiveness.
Level 9 - Monsters have 0,3% increased drop effectiveness.
Level 10 - Monsters have 2,3% increased drop effectiveness.
Level 10 Bonus - Monster drop Effectiveness is increased by an additional 0,5%
per level between you and the monster. Only works upwards.
The Value granted from this node is beeing calculated against the number
from the droplist, and is NOT a flat bonus. Basically this wheel gets more
value against the stronger monsters you are killing, as this scales infinitely.
Monster - Damage Reduction
Level 1 - Monsters deal 0,8% less damage.
Level 2 - Monsters deal 0,8% less damage.
Level 3 - Monsters deal 0,8% less damage.
Level 4 - Monsters deal 0,8% less damage.
Level 5 - Monsters deal 0,8% less damage.
Level 6 - Monsters deal 0,8% less damage.
Level 7 - Monsters deal 0,8% less damage.
Level 8 - Monsters deal 0,8% less damage.
Level 9 - Monsters deal 0,8% less damage.
Level 10 - Monsters deal 2,8% less damage.
Level 10 Bonus - 1% Chance to ignore all incoming Damage (this is a special proc and does not scale or interfere with any other source of damage reduction)
Elite Monsters - Improvements
Level 1 - 2% Chance when killing an Elite Monster for it to spawn another one
Level 2 - 2% Chance when killing an Elite Monster for it to spawn another one
Level 3 - 2% Chance when killing an Elite Monster for it to spawn another one
Level 4 - 2% Chance when killing an Elite Monster for it to spawn another one
Level 5 - 2% Chance when killing an Elite Monster for it to spawn another one
Level 6 - 2% Chance when killing an Elite Monster for it to spawn another one
Level 7 - 2% Chance when killing an Elite Monster for it to spawn another one
Level 8 - 2% Chance when killing an Elite Monster for it to spawn another one
Level 9 - 2% Chance when killing an Elite Monster for it to spawn another one
Level 10 - 2% Chance when killing an Elite Monster for it to spawn another one
Level 10 Bonus - Slaying an Elite Monster now will give you a Random Max Grade Buff.
This can be any CJB or Hermit Buff. Incase of chaining & rolling the same buff twice,
it will add time instead of refreshing it.
Elite Monsters are either the normal reworked ones that spawn naturally,
and ALSO the one from the Hunters Profession.
Does not work with summoned monsters by items.
Summoned Boss Monsters - Improvements
Level 1 - 1% Chance to not consume mirror or tainted mirror
Level 2 - 1% Chance to not consume mirror or tainted mirror
Level 3 - 1% Chance to not consume mirror or tainted mirror
Level 4 - 1% Chance to not consume mirror or tainted mirror
Level 5 - 1% Chance to not consume mirror or tainted mirror
Level 6 - 1% Chance to not consume mirror or tainted mirror
Level 7 - 1% Chance to not consume mirror or tainted mirror
Level 8 - 1% Chance to not consume mirror or tainted mirror
Level 9 - 1% Chance to not consume mirror or tainted mirror
Level 10 - 1% Chance to not consume mirror or tainted mirror
Level 10 Bonus - All Bosses will drop double loot except for equipment.
The chance to not consume a mirror is rolled per individual mirror inserted,
so technically the chance to not consume any is decently high. Good luck!
This only affects the Bosses summoned by Mirrors.
Talisman - Rare Succes Chance
Level 1 - 0,5% increased Talisman Rare Succes Chance
Level 2 - 0,5% increased Talisman Rare Succes Chance
Level 3 - 0,5% increased Talisman Rare Succes Chance
Level 4 - 0,5% increased Talisman Rare Succes Chance
Level 5 - 0,5% increased Talisman Rare Succes Chance
Level 6 - 0,5% increased Talisman Rare Succes Chance
Level 7 - 0,5% increased Talisman Rare Succes Chance
Level 8 - 0,5% increased Talisman Rare Succes Chance
Level 9 - 0,5% increased Talisman Rare Succes Chance
Level 10 - 0,5% increased Talisman Rare Succes Chance
Level 10 Bonus - +5% Bonus Chance for Rare Talisman Succes
Note: This Wheel makes the Common Succes less Common, but does not increase the overall chance for a Succes. Does only work for ToI/ToW/ToP.
Talisman - Special Succes Chance
Level 1 - 0,5% increased Special Talisman Succes Chance
Level 2 - 0,5% increased Special Talisman Succes Chance
Level 3 - 0,5% increased Special Talisman Succes Chance
Level 4 - 0,5% increased Special Talisman Succes Chance
Level 5 - 0,5% increased Special Talisman Succes Chance
Level 6 - 0,5% increased Special Talisman Succes Chance
Level 7 - 0,5% increased Special Talisman Succes Chance
Level 8 - 0,5% increased Special Talisman Succes Chance
Level 9 - 0,5% increased Special Talisman Succes Chance
Level 10 - 0,5% increased Special Talisman Succes Chance
Level 10 Bonus - 10% chance to add an additional enhancement level.
Note: Does only work for ToD,ToA,ToU,ToJ.
Necklace Crafting - Precision
Level 1 - 1% improved chance for a higher rolled & tier modifier
Level 2 - 1% improved chance for a higher rolled & tier modifier
Level 3 - 1% improved chance for a higher rolled & tier modifier
Level 4 - 1% improved chance for a higher rolled & tier modifier
Level 5 - 1% improved chance for a higher rolled & tier modifier
Level 6 - 1% improved chance for a higher rolled & tier modifier
Level 7 - 1% improved chance for a higher rolled & tier modifier
Level 8 - 1% improved chance for a higher rolled & tier modifier
Level 9 - 1% improved chance for a higher rolled & tier modifier
Level 10 - 1% improved chance for a higher rolled & tier modifier
Level 10 Bonus - There is a 10% chance upon dropping a Necklace that
it will remove a random line and add a random class specific modifier.
This checks for your class & all of your available skill tags.
The limit of 3 Necklace Modifiers can never be exceeded.
Beheading - Advancement
Level 1 - 10% increased behead effect
Level 2 - 10% increased behead effect
Level 3 - 10% increased behead effect
Level 4 - 10% increased behead effect
Level 5 - 10% increased behead effect
Level 6 - 10% increased behead effect
Level 7 - 10% increased behead effect
Level 8 - 10% increased behead effect
Level 9 - 10% increased behead effect
Level 10 - 10% increased behead effect
Level 10 Bonus - Monsters that cannot be beheaded will now count as beeing beheaded at half their value. (& restore set amount)
Pity - Progression
Level 1 - 1% faster pity progress
Level 2 - 1% faster pity progress
Level 3 - 1% faster pity progress
Level 4 - 1% faster pity progress
Level 5 - 1% faster pity progress
Level 6 - 1% faster pity progress
Level 7 - 1% faster pity progress
Level 8 - 1% faster pity progress
Level 9 - 1% faster pity progress
Level 10 - 1% faster pity progress
Level 10 Bonus - Whenever you Pity an equipment piece, automatically start the next pity at 33%. Pity behaviour isnt changed.
Production - Cluster
Level 1 - 2% increased gatherable spawns
Level 2 - 2% increased gatherable spawns
Level 3 - 2% increased gatherable spawns
Level 4 - 2% increased gatherable spawns
Level 5 - 2% increased gatherable spawns
Level 6 - 2% increased gatherable spawns
Level 7 - 2% increased gatherable spawns
Level 8 - 2% increased gatherable spawns
Level 9 - 2% increased gatherable spawns
Level 10 - 7% increased gatherable spawns
Level 10 Bonus - 5% Chance for gatherable to be gatherable again.
Production - Gathering Improvements
Level 1 - 1% chance for Gatherables to contain an additional material
Level 2 - 1% chance for Gatherables to contain an additional material
Level 3 - 1% chance for Gatherables to contain an additional material
Level 4 - 1% chance for Gatherables to contain an additional material
Level 5 - 1% chance for Gatherables to contain an additional material
Level 6 - 1% chance for Gatherables to contain an additional material
Level 7 - 1% chance for Gatherables to contain an additional material
Level 8 - 1% chance for Gatherables to contain an additional material
Level 9 - 1% chance for Gatherables to contain an additional material
Level 10 - 1% chance for Gatherables to contain an additional material
Level 10 Bonus - 10% Chance for Gatherables to drop an additional rogue material.
Production - Lucky Alchemist
Level 1 - 2% chance for Flowers to contain an additional Thistle or Cloth
Level 2 - 2% chance for Flowers to contain an additional Thistle or Cloth
Level 3 - 2% chance for Flowers to contain an additional Thistle or Cloth
Level 4 - 2% chance for Flowers to contain an additional Thistle or Cloth
Level 5 - 2% chance for Flowers to contain an additional Thistle or Cloth
Level 6 - 2% chance for Flowers to contain an additional Thistle or Cloth
Level 7 - 2% chance for Flowers to contain an additional Thistle or Cloth
Level 8 - 2% chance for Flowers to contain an additional Thistle or Cloth
Level 9 - 2% chance for Flowers to contain an additional Thistle or Cloth
Level 10 - 2% chance for Flowers to contain an additional Thistle or Cloth
Level 10 Bonus - 5% Chance for Flowers to drop an additional rogue material.
Production - Lucky Butcher
Level 1 - 2% chance for Drying Racks to contain an additional Blood or Meat
Level 2 - 2% chance for Drying Racks to contain an additional Blood or Meat
Level 3 - 2% chance for Drying Racks to contain an additional Blood or Meat
Level 4 - 2% chance for Drying Racks to contain an additional Blood or Meat
Level 5 - 2% chance for Drying Racks to contain an additional Blood or Meat
Level 6 - 2% chance for Drying Racks to contain an additional Blood or Meat
Level 7 - 2% chance for Drying Racks to contain an additional Blood or Meat
Level 8 - 2% chance for Drying Racks to contain an additional Blood or Meat
Level 9 - 2% chance for Drying Racks to contain an additional Blood or Meat
Level 10 - 2% chance for Drying Racks to contain an additional Blood or Meat
Level 10 Bonus - 5% Chance for Drying Racks to drop an additional rogue material.
Production - Lucky Fisher
Level 1 - 2% chance for Corals to contain an additional Fish or Water
Level 2 - 2% chance for Corals to contain an additional Fish or Water
Level 3 - 2% chance for Corals to contain an additional Fish or Water
Level 4 - 2% chance for Corals to contain an additional Fish or Water
Level 5 - 2% chance for Corals to contain an additional Fish or Water
Level 6 - 2% chance for Corals to contain an additional Fish or Water
Level 7 - 2% chance for Corals to contain an additional Fish or Water
Level 8 - 2% chance for Corals to contain an additional Fish or Water
Level 9 - 2% chance for Corals to contain an additional Fish or Water
Level 10 - 2% chance for Corals to contain an additional Fish or Water
Level 10 Bonus - 5% Chance for Corals to drop an additional rogue material.
Production - Lucky Miner
Level 1 - 1% chance for Ore Deposits to contain an additional Gemstone
Level 2 - 1% chance for Ore Deposits to contain an additional Gemstone
Level 3 - 1% chance for Ore Deposits to contain an additional Gemstone
Level 4 - 1% chance for Ore Deposits to contain an additional Gemstone
Level 5 - 1% chance for Ore Deposits to contain an additional Gemstone
Level 6 - 1% chance for Ore Deposits to contain an additional Gemstone
Level 7 - 1% chance for Ore Deposits to contain an additional Gemstone
Level 8 - 1% chance for Ore Deposits to contain an additional Gemstone
Level 9 - 1% chance for Ore Deposits to contain an additional Gemstone
Level 10 - 1% chance for Ore Deposits to contain an additional Gemstone
Level 10 Bonus - 10% chance for Ore Deposits to contain an additional Gemstone
Production - Crafting
Level 1 - 1% chance to craft extra resource
Level 2 -1% chance to craft extra resource
Level 3 - 1% chance to craft extra resource
Level 4 - 1% chance to craft extra resource
Level 5 - 1% chance to craft extra resource
Level 6 - 1% chance to craft extra resource
Level 7 - 1% chance to craft extra resource
Level 8 - 1% chance to craft extra resource
Level 9 - 1% chance to craft extra resource
Level 10 - 6% chance to craft extra resource
Level 10 Bonus - 10% chance for crafted resources to be doubled.
It calculates for each item crafted. example: if 1000 meds are crafted, and you have 15% extra chance, it will roughly create 150 more medicine.
Production - Alchemy Crafting
Level 1 - 2% chance to craft extra alchemist resources
Level 2 - 2% chance to craft extra alchemist resources
Level 3 - 2% chance to craft extra alchemist resources
Level 4 - 2% chance to craft extra alchemist resources
Level 5 - 2% chance to craft extra alchemist resources
Level 6 - 2% chance to craft extra alchemist resources
Level 7 - 2% chance to craft extra alchemist resources
Level 8 - 2% chance to craft extra alchemist resources
Level 9 - 2% chance to craft extra alchemist resources
Level 10 - 7% chance to craft extra alchemist resources
Level 10 Bonus - 5% chance for crafted alchemist resources to be doubled.
It calculates for each item crafted. example: if 1000 meds are crafted, and you have 15% extra chance, it will roughly create 150 more medicine.
Production - Butcher Crafting
Level 1 - 2% chance to craft extra butcherer resources
Level 2 - 2% chance to craft extra butcherer resources
Level 3 - 2% chance to craft extra butcherer resources
Level 4 - 2% chance to craft extra butcherer resources
Level 5 - 2% chance to craft extra butcherer resources
Level 6 - 2% chance to craft extra butcherer resources
Level 7 - 2% chance to craft extra butcherer resources
Level 8 - 2% chance to craft extra butcherer resources
Level 9 - 2% chance to craft extra butcherer resources
Level 10 - 7% chance to craft extra butcherer resources
Level 10 Bonus - 5% chance for crafted butcherer resources to be doubled.
It calculates for each item crafted. example: if 1000 meds are crafted, and you have 15% extra chance, it will roughly create 150 more medicine.
Production - Fisher Crafting
Level 1 - 2% chance to craft extra fishing resources
Level 2 - 2% chance to craft extra fishing resources
Level 3 - 2% chance to craft extra fishing resources
Level 4 - 2% chance to craft extra fishing resources
Level 5 - 2% chance to craft extra fishing resources
Level 6 - 2% chance to craft extra fishing resources
Level 7 - 2% chance to craft extra fishing resources
Level 8 - 2% chance to craft extra fishing resources
Level 9 - 2% chance to craft extra fishing resources
Level 10 - 7% chance to craft extra fishing resources
Level 10 Bonus - 5% chance for crafted fishing resources to be doubled.
It calculates for each item crafted. example: if 1000 meds are crafted, and you have 15% extra chance, it will roughly create 150 more medicine.
Production - Miner Crafting
Level 1 - 1% reduced mining recipe cost
Level 2 - 1% reduced mining recipe cost
Level 3 - 1% reduced mining recipe cost
Level 4 - 1% reduced mining recipe cost
Level 5 - 1% reduced mining recipe cost
Level 6 - 1% reduced mining recipe cost
Level 7 - 1% reduced mining recipe cost
Level 8 - 1% reduced mining recipe cost
Level 9 - 1% reduced mining recipe cost
Level 10 - 6% reduced mining recipe cost
Level 10 Bonus - 15% chance to refund all crafting costs AFTER the craft.
Mixing Stone - Prefix
Level 1 - 0,5% increased mixing stone droprate
Level 2 - 0,5% increased mixing stone droprate
Level 3 - 0,5% increased mixing stone droprate
Level 4 - 0,5% increased mixing stone droprate
Level 5 - 0,5% increased mixing stone droprate
Level 6 - 0,5% increased mixing stone droprate
Level 7 - 0,5% increased mixing stone droprate
Level 8 - 0,5% increased mixing stone droprate
Level 9 - 1% increased mixing stone droprate
Level 10 - 5% increased mixing stone droprate
Level 10 Bonus - 10% chance to for Weapons to drop with a Mixing Stone pre applied. This rolls depending on what other modifiers are active.
Jewels - Effect
Level 1 - 1% increased effect of equipped Jewels
Level 2 - 1% increased effect of equipped Jewels
Level 3 - 1% increased effect of equipped Jewels
Level 4 - 1% increased effect of equipped Jewels
Level 5 - 1% increased effect of equipped Jewels
Level 6 - 1% increased effect of equipped Jewels
Level 7 - 1% increased effect of equipped Jewels
Level 8 - 1% increased effect of equipped Jewels
Level 9 - 1% increased effect of equipped Jewels
Level 10 - 1% increased effect of equipped Jewels
Level 10 Bonus - 10% Chance when a Jewel drops that its modifier range rolls twice.
Monster Agression - Increase
Level 1 - 2% Increased Monster Agressive Range
Level 2 - 2% Increased Monster Agressive Range
Level 3 - 2% Increased Monster Agressive Range
Level 4 - 2% Increased Monster Agressive Range
Level 5 - 2% Increased Monster Agressive Range
Level 6 - 2% Increased Monster Agressive Range
Level 7 - 2% Increased Monster Agressive Range
Level 8 - 2% Increased Monster Agressive Range
Level 9 - 2% Increased Monster Agressive Range
Level 10 - 2% Increased Monster Agressive Range
Level 10 Bonus - 0,3% Increased Monster Agressive Range for each enemy following you.
Monster Agression - Decrease
Level 1 - 7,5% Reduced Monster Agressive Range
Level 2 - 7,5% Reduced Monster Agressive Range
Level 3 - 7,5% Reduced Monster Agressive Range
Level 4 - 7,5% Reduced Monster Agressive Range
Level 5 - 7,5% Reduced Monster Agressive Range
Level 6 - 7,5% Reduced Monster Agressive Range
Level 7 - 7,5% Reduced Monster Agressive Range
Level 8 - 7,5% Reduced Monster Agressive Range
Level 9 - 7,5% Reduced Monster Agressive Range
Level 10 - 7,5% Reduced Monster Agressive Range
Level 10 Bonus - Monsters will lose interest if no hit is returned within 3 attacks.
Outpost Mission - Improvements
Level 1 - 3% Increased Outpost Points
Level 2 - 3% Increased Outpost Points
Level 3 - 3% Increased Outpost Points
Level 4 - 3% Increased Outpost Points
Level 5 - 3% Increased Outpost Points
Level 6 - 3% Increased Outpost Points
Level 7 - 3% Increased Outpost Points
Level 8 - 3% Increased Outpost Points
Level 9 - 3% Increased Outpost Points
Level 10 - 3% Increased Outpost Points
Level 10 Bonus - The first Outpost Mission reroll is always free.
Outpost Buff - Amplify
Level 1 - 2% Increased Outpost Buff Effect
Level 2 - 2% Increased Outpost Buff Effect
Level 3 - 2% Increased Outpost Buff Effect
Level 4 - 2% Increased Outpost Buff Effect
Level 5 - 2% Increased Outpost Buff Effect
Level 6 - 2% Increased Outpost Buff Effect
Level 7 - 2% Increased Outpost Buff Effect
Level 8 - 2% Increased Outpost Buff Effect
Level 9 - 2% Increased Outpost Buff Effect
Level 10 - 2% Increased Outpost Buff Effect
Level 10 Bonus - Outpost Buffs last +30% longer.
Outpost Corruption
Level 1 - 3% Increased Outpost Points
Level 2 - 3% Increased Outpost Points
Level 3 - 3% Increased Outpost Points
Level 4 - 3% Increased Outpost Points
Level 5 - 3% Increased Outpost Points
Level 6 - 3% Increased Outpost Points
Level 7 - 3% Increased Outpost Points
Level 8 - 3% Increased Outpost Points
Level 9 - 3% Increased Outpost Points
Level 10 - 3% Increased Outpost Points
Level 10 Bonus - Outpost now offers Gatherable & Production Tasks instead of Monsters.
Salvaging - Improvements
Level 1 - 2% Increased Salvage Yield
Level 2 - 2% Increased Salvage Yield
Level 3 - 2% Increased Salvage Yield
Level 4 - 2% Increased Salvage Yield
Level 5 - 2% Increased Salvage Yield
Level 6 - 2% Increased Salvage Yield
Level 7 - 2% Increased Salvage Yield
Level 8 - 2% Increased Salvage Yield
Level 9 - 2% Increased Salvage Yield
Level 10 - 2% Increased Salvage Yield
Level 10 Bonus - Rogue Materials from Salvaging are twice as likely.
Salvaging Buff - Amplify
Level 1 - 1% Increased Salvage Buff Effect
Level 2 - 1% Increased Salvage Buff Effect
Level 3 - 1% Increased Salvage Buff Effect
Level 4 - 1% Increased Salvage Buff Effect
Level 5 - 1% Increased Salvage Buff Effect
Level 6 - 1% Increased Salvage Buff Effect
Level 7 - 1% Increased Salvage Buff Effect
Level 8 - 1% Increased Salvage Buff Effect
Level 9 - 1% Increased Salvage Buff Effect
Level 10 - 1% Increased Salvage Buff Effect
Level 10 Bonus - Salvage Buffs last +30% longer.
Corrupted Gathering 1
Level 1 - Gatherables now give character experience equal to 50% of a nearby Monster.
Level 2 - Gatherables now give character experience equal to 50% of a nearby Monster.
Level 3 - Gatherables now give character experience equal to 50% of a nearby Monster.
Level 4 - Gatherables now give character experience equal to 50% of a nearby Monster.
Level 5 - Gatherables now give character experience equal to 50% of a nearby Monster.
Level 6 - Gatherables now give character experience equal to 50% of a nearby Monster.
Level 7 - Gatherables now give character experience equal to 50% of a nearby Monster.
Level 8 - Gatherables now give character experience equal to 50% of a nearby Monster.
Level 9 - Gatherables now give character experience equal to 50% of a nearby Monster.
Level 10 - Gatherables now give character experience equal to 50% of a nearby Monster.
Level 10 Bonus - Rerolls the chance of nearby Monster to be of a higher variety an additional time.
Corrupted Gathering 2
Level 1 - Gatherables now drop full loot of a nearby monster equal at 50% D.R.E.
Level 2 - Gatherables now drop full loot of a nearby monster equal at 50% D.R.E.
Level 3 - Gatherables now drop full loot of a nearby monster equal at 50% D.R.E.
Level 4 - Gatherables now drop full loot of a nearby monster equal at 50% D.R.E.
Level 5 - Gatherables now drop full loot of a nearby monster equal at 50% D.R.E.
Level 6 - Gatherables now drop full loot of a nearby monster equal at 50% D.R.E.
Level 7 - Gatherables now drop full loot of a nearby monster equal at 50% D.R.E.
Level 8 - Gatherables now drop full loot of a nearby monster equal at 50% D.R.E.
Level 9 - Gatherables now drop full loot of a nearby monster equal at 50% D.R.E.
Level 10 - Gatherables now drop full loot of a nearby monster equal at 50% D.R.E.
Level 10 Bonus - Rerolls Quality & Class Modifiers from Gatherables twice.
Paradise - Idle State
Level 1 - 3% Increased Idle State Progression
Level 2 - 3% Increased Idle State Progression
Level 3 - 3% Increased Idle State Progression
Level 4 - 3% Increased Idle State Progression
Level 5 - 3% Increased Idle State Progression
Level 6 - 3% Increased Idle State Progression
Level 7 - 3% Increased Idle State Progression
Level 8 - 3% Increased Idle State Progression
Level 9 - 3% Increased Idle State Progression
Level 10 - 3% Increased Idle State Progression
Level 10 Bonus - 5% Chance in Idle State for Monster to give twice the rewards.
Paradise - Salvage
Level 1 - 0,5% Chance to receive an additional Chisel
Level 2 - 0,5% Chance to receive an additional Chisel
Level 3 - 0,5% Chance to receive an additional Chisel
Level 4 - 0,5% Chance to receive an additional Chisel
Level 5 - 0,5% Chance to receive an additional Chisel
Level 6 - 0,5% Chance to receive an additional Chisel
Level 7 - 0,5% Chance to receive an additional Chisel
Level 8 - 0,5% Chance to receive an additional Chisel
Level 9 - 0,5% Chance to receive an additional Chisel
Level 10 - 0,5% Chance to receive an additional Chisel
Level 10 Bonus - 10% Chance for Chisels to be upgraded a tier.
Paradise - Exchange
Level 1 - 0,1 exchange treshhold (10%)
Level 2 - 0,1 exchange treshhold (10%)
Level 3 - 0,1 exchange treshhold (10%)
Level 4 - 0,1 exchange treshhold (10%)
Level 5 -0,1 exchange treshhold (10%)
Level 6 - 0,1 exchange treshhold (10%)
Level 7 - 0,1 exchange treshhold (10%)
Level 8 - 0,1 exchange treshhold (10%)
Level 9 - 0,1 exchange treshhold (10%)
Level 10 - 0,1 exchange treshhold (10%)
Level 10 Bonus - 10% Chance to birth an additional item.
Paradise - Fishing
Level 1 - -1s fishing duration
Level 2 - -1s fishing duration
Level 3 - -1s fishing duration
Level 4 - -1s fishing duration
Level 5 - -1s fishing duration
Level 6 - -1s fishing duration
Level 7 - -1s fishing duration
Level 8 - -1s fishing duration
Level 9 - -1s fishing duration
Level 10 - -1s fishing duration
Level 10 Bonus - Higher Quality fish is more likely to be rolled. (5%).
Paradise - Track & Detect
Level 1 - 3% Improved Track & Detect Rewards
Level 2 - 3% Improved Track & Detect Rewards
Level 3 - 3% Improved Track & Detect Rewards
Level 4 - 3% Improved Track & Detect Rewards
Level 5 - 3% Improved Track & Detect Rewards
Level 6 - 3% Improved Track & Detect Rewards
Level 7 - 3% Improved Track & Detect Rewards
Level 8 - 3% Improved Track & Detect Rewards
Level 9 - 3% Improved Track & Detect Rewards
Level 10 - 3% Improved Track & Detect Rewards
Level 10 Bonus - Always receive an additional random rogue resource from T&D.
Wizard - Amplify
Level 1 - 3% increased Wizard Buff duration & effect
Level 2 - 3% increased Wizard Buff duration & effect
Level 3 - 3% increased Wizard Buff duration & effect
Level 4 - 3% increased Wizard Buff duration & effect
Level 5 - 3% increased Wizard Buff duration & effect
Level 6 - 3% increased Wizard Buff duration & effect
Level 7 - 3% increased Wizard Buff duration & effect
Level 8 - 3% increased Wizard Buff duration & effect
Level 9 - 3% increased Wizard Buff duration & effect
Level 10 - 3% increased Wizard Buff duration & effect
Level 10 Bonus - Wizard Trivia Cooldown reduced from 22 hours to 11
Character - Movement Speed
Level 1 - 1% Increased Movement Speed
Level 2 - 1% Increased Movement Speed
Level 3 - 1% Increased Movement Speed
Level 4 - 1% Increased Movement Speed
Level 5 - 1% Increased Movement Speed
Level 6 - 1% Increased Movement Speed
Level 7 - 1% Increased Movement Speed
Level 8 - 1% Increased Movement Speed
Level 9 - 1% Increased Movement Speed
Level 10 - 1% Increased Movement Speed
Level 10 Bonus - After slaying a Monster or opening a Gatherable, gain +30% Movement speed for 8 seconds.
Feral Rage - Recovery
Level 1 - 2% increased Feral Rage Recovery
Level 2 - 2% increased Feral Rage Recovery
Level 3 - 2% increased Feral Rage Recovery
Level 4 - 2% increased Feral Rage Recovery
Level 5 - 2% increased Feral Rage Recovery
Level 6 - 2% increased Feral Rage Recovery
Level 7 - 2% increased Feral Rage Recovery
Level 8 - 2% increased Feral Rage Recovery
Level 9 - 2% increased Feral Rage Recovery
Level 10 - 2% increased Feral Rage Recovery
Level 10 Bonus - Feral Rage burns 10% slower.
Honor Points - Improvements
Level 1 - Honor Points are 2,5% more common
Level 2 - Honor Points are 2,5% more common
Level 3 - Honor Points are 2,5% more common
Level 4 - Honor Points are 2,5% more common
Level 5 - Honor Points are 2,5% more common
Level 6 - Honor Points are 2,5% more common
Level 7 - Honor Points are 2,5% more common
Level 8 - Honor Points are 2,5% more common
Level 9 - Honor Points are 2,5% more common
Level 10 - Honor Points are 2,5% more common
Level 10 Bonus - All Honor Shop Items cost 10% Less Honor Points.
Zone Mastery - Speed
Level 1 - 1% Less Monsters required for Level Up
Level 2 - 1% Less Monsters required for Level Up
Level 3 - 1% Less Monsters required for Level Up
Level 4 - 1% Less Monsters required for Level Up
Level 5 - 1% Less Monsters required for Level Up
Level 6 - 1% Less Monsters required for Level Up
Level 7 -1% Less Monsters required for Level Up
Level 8 - 1% Less Monsters required for Level Up
Level 9 - 1% Less Monsters required for Level Up
Level 10 - 1% Less Monsters required for Level Up
Level 10 Bonus - 5% Less Monsters required for Level Up. This node works retroactively.
Item Droprate - Level Locked
Level 1 - 0,5% improved Droprate of Level Locked Items
Level 2 - 0,5% improved Droprate of Level Locked Items
Level 3 - 0,5% improved Droprate of Level Locked Items
Level 4 - 0,5% improved Droprate of Level Locked Items
Level 5 - 0,5% improved Droprate of Level Locked Items
Level 6 - 0,5% improved Droprate of Level Locked Items
Level 7 -0,5% improved Droprate of Level Locked Items
Level 8 - 0,5% improved Droprate of Level Locked Items
Level 9 - 0,5% improved Droprate of Level Locked Items
Level 10 - 0,5% improved Droprate of Level Locked Items
Level 10 Bonus - 5% improved Droprate of Level Locked Items. Level Locked Items are: Bead of Fire, Bead of Ice, Bermuda Flower & Lotus Flower.
Event - Amplify
Level 1 - 1% Increased Event Effect
Level 2 - 1% Increased Event Effect
Level 3 - 1% Increased Event Effect
Level 4 - 1% Increased Event Effect
Level 5 - 1% Increased Event Effect
Level 6 - 1% Increased Event Effect
Level 7 - 1% Increased Event Effect
Level 8 - 1% Increased Event Effect
Level 9 - 1% Increased Event Effect
Level 10 - 1% Increased Event Effect
Level 10 Bonus - 10% Increased Event Effect