Passive Skill Tree

Project Revamped

Passive Skill Tree

Passive Skill Tree

Basic Information

- 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.

- Passive Nodes can be respecced for zamogeons at the Prophet, depending on character Level: 1-30 = 1.000 / 30-49 = 5.000 / 50+ = 10.000

 

- Every Single Passive Node Has 10 Level.

Level 1-3 Costs 1 Point

Level 4-6 Costs 2 Points

Level 7-9 Costs 3 Points

Level 10 Costs 4 Points

- At Level 10, there is always a passive bonus.

 

- This System was developed with professions in mind and if there is ever a question where " Does Passive Node X work with Profession Y, the awnser is most likely yes.

- Every Node & Wheel is accessible from Level 1. You can free allocate and remove points whereever & whenever you want.

 

- You obtain passive tree points from the following:

- 1 per character level. - will only give a point if the level hasnt been obtained before on the account.

- 1 for each story quest (62 Total - 62 Quests - once per account)

- 5 for each event quest (65 Total - 13 Quests - once per account)

- 10 for each treasure item completed (160 Total - 16 Items - once per account)

 

Nodes:

Please note. Things are still subjected to change if anything works unordinarily.

 

Item Droprate
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 - All In
Level 1 - 2% increased item droprate - 5% reduced experience
Level 2 - 2% increased item droprate - 5% reduced experience
Level 3 - 2% increased item droprate - 5% reduced experience
Level 4 - 2% increased item droprate - 5% reduced experience
Level 5 - 2% increased item droprate - 5% reduced experience
Level 6 - 2% increased item droprate - 5% reduced experience
Level 7 - 2% increased item droprate - 5% reduced experience
Level 8 - 2% increased item droprate - 5% reduced experience
Level 9 - 2% increased item droprate - 5% reduced experience
Level 10 - 2% increased item droprate - 5% reduced experience
Level 10 Bonus: 6% Chance when any item drops to drop
another different item of the same type


Item 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 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 Enhancing
Level 1 - 3% chance for equipment to drop enhanced
Level 2 - 3% chance for equipment to drop enhanced
Level 3 - 3% chance for equipment to drop enhanced
Level 4 - 3% chance for equipment to drop enhanced
Level 5 - 3% chance for equipment to drop enhanced
Level 6 - 3% chance for equipment to drop enhanced
Level 7 - 3% chance for equipment to drop enhanced
Level 8 - 3% chance for equipment to drop enhanced
Level 9 - 3% chance for equipment to drop enhanced
Level 10 - 3% chance for equipment to drop enhanced
Level 10 Bonus: Any enhanced items (self enhanced & dropped)
now have a vastly increased reward pool when salvaged to vendors
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 applied by this are limited to the zone where the item was found


Item Priority - Talismans
Level 1 - 5% increased chance for Talismans
Level 2 - 5% increased chance for Talismans
Level 3 - 5% increased chance for Talismans
Level 4 - 5% increased chance for Talismans
Level 5 - 5% increased chance for Talismans
Level 6 - 5% increased chance for Talismans
Level 7 - 5% increased chance for Talismans
Level 8 - 5% increased chance for Talismans
Level 9 - 5% increased chance for Talismans
Level 10 - 5% increased chance for Talismans
Level 10 Bonus - 10% chance for a talisman to drop as a selection box instead


Item Priority - KalCash
Level 1 - 10% increased chance for KalCash
Level 2 - 10% increased chance for KalCash
Level 3 - 10% increased chance for KalCash
Level 4 - 10% increased chance for KalCash
Level 5 - 10% increased chance for KalCash
Level 6 - 10% increased chance for KalCash
Level 7 - 10% increased chance for KalCash
Level 8 - 10% increased chance for KalCash
Level 9 - 10% increased chance for KalCash
Level 10 - 10% increased chance for KalCash
Level 10 Bonus - 25% chance for KalCash to drop as a selection box instead
Scrolls/Potions are Included in the selection box


Item Priority - Mixing Stones
Level 1 - 3% increased chance for Mixing Stones
Level 2 - 3% increased chance for Mixing Stones
Level 3 - 3% increased chance for Mixing Stones
Level 4 - 3% increased chance for Mixing Stones
Level 5 - 3% increased chance for Mixing Stones
Level 6 - 3% increased chance for Mixing Stones
Level 7 - 3% increased chance for Mixing Stones
Level 8 - 3% increased chance for Mixing Stones
Level 9 - 3% increased chance for Mixing Stones
Level 10 - 3% increased chance for Mixing Stones
Level 10 Bonus - 10% chance for Mixing Stones to drop as a selection box instead.


Item Priority - Special
Level 1 - 3% increased chance for Special Drops
Level 2 - 3% increased chance for Special Drops
Level 3 - 3% increased chance for Special Drops
Level 4 - 3% increased chance for Special Drops
Level 5 - 3% increased chance for Special Drops
Level 6 - 3% increased chance for Special Drops
Level 7 - 3% increased chance for Special Drops
Level 8 - 3% increased chance for Special Drops
Level 9 - 3% increased chance for Special Drops
Level 10 - 3% increased chance for Special Drops
Level 10 Bonus - bracelets & jewels droprate is increased by an additional 20%
Special Drops are: Bracelets, Jewels, Glyphs, Quest Items, Demons Heart, Treasure Items, Zone Mastery Drop Table


Item Priority - Zamogeon
Level 1  4% increased Zamogeons
Level 2 - 4% increased Zamogeons
Level 3 - 4% increased Zamogeons
Level 4 - 4% increased Zamogeons
Level 5 - 4% increased Zamogeons
Level 6 - 4% increased Zamogeons
Level 7 - 4% increased Zamogeons
Level 8 - 4% increased Zamogeons
Level 9 - 4% increased Zamogeons
Level 10 - 4% increased Zamogeons
Level 10 Bonus - You are always affected by a Golden Piece of Lucky Stone.


Item Priority - Zamogeon Conversion
Level 1  4% increased Zamogeons
Level 2 - 4% increased Zamogeons
Level 3 - 4% increased Zamogeons
Level 4 - 4% increased Zamogeons
Level 5 - 4% increased Zamogeons
Level 6 - 4% increased Zamogeons
Level 7 - 4% increased Zamogeons
Level 8 - 4% increased Zamogeons
Level 9 - 4% increased Zamogeons
Level 10 - 4% increased Zamogeons
Level 10 Bonus - Converts ALL drops to Zamogeons. This includes armor & weapon.


Enhancing - Randomize
Level 1 - All enhancing Items drop 1% more frequently
Level 2 - All enhancing Items drop 1% more frequently
Level 3 - All enhancing Items drop 1% more frequently
Level 4 - All enhancing Items drop 1% more frequently
Level 5 - All enhancing Items drop 1% more frequently
Level 6 - All enhancing Items drop 1% more frequently
Level 7 - All enhancing Items drop 1% more frequently
Level 8 - All enhancing Items drop 1% more frequently
Level 9 - All enhancing Items drop 1% more frequently
Level 10 - All enhancing Items drop 1% more frequently
Level 10 Bonus - All Talismans will now apply a random talisman instead
Level 10 Bonus - All Mixing Stones will now apply a random mixing stone instead
Level 10 Bonus has no effect for anythint other than ToI/ToP/ToW
Enhancing Items are ALL Talismans, including ToU,ToJ,ToD,ToA & Mixing Stones


KalCash - Power Infusion
Level 1 - 3% chance when you receive a potion or scroll to receive another one
Level 2 - 3% chance when you receive a potion or scroll to receive another one
Level 3 - 3% chance when you receive a potion or scroll to receive another one
Level 4 - 3% chance when you receive a potion or scroll to receive another one
Level 5 - 3% chance when you receive a potion or scroll to receive another one
Level 6 - 3% chance when you receive a potion or scroll to receive another one
Level 7 - 3% chance when you receive a potion or scroll to receive another one
Level 8 - 3% chance when you receive a potion or scroll to receive another one
Level 9 - 3% chance when you receive a potion or scroll to receive another one
Level 10 - 3% chance when you receive a potion or scroll to receive another one
Level 10 Bonus - When you use a Scroll or Potion, gain the effect of another Scroll or Potion.
This node makes it also possible to receive the same scroll/potion drop twice,
but as for the level 10 bonus, you cannot roll the effect of the same scroll/potion twice.


Experience
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


Experience - All In
Level 1 - 2% increased experience - 5% reduced droprate/geons
Level 2 - 2% increased experience - 5% reduced droprate/geons
Level 3 - 2% increased experience - 5% reduced droprate/geons
Level 4 - 2% increased experience - 5% reduced droprate/geons
Level 5 - 2% increased experience - 5% reduced droprate/geons
Level 6 - 2% increased experience - 5% reduced droprate/geons
Level 7 - 2% increased experience - 5% reduced droprate/geons
Level 8 - 2% increased experience - 5% reduced droprate/geons
Level 9 - 2% increased experience - 5% reduced droprate/geons
Level 10 - 2% increased experience - 5% reduced droprate/geons
Level 10 Bonus - 3% chance when you kill a monster
to gain its experience again


Egg Experience - Improvements
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 - Level 31 Animal Skills now last 300 seconds instead of 15


Wooden Boxes - Improvements 
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


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 (& restore set amount)


Beheading - All In
Level 1 - Monsters Deal 3% more damage
Level 2 - Monsters Deal 3% more damage
Level 3 - Monsters Deal 3% more damage
Level 4 - Monsters Deal 3% more damage
Level 5 - Monsters Deal 3% more damage
Level 6 - Monsters Deal 3% more damage
Level 7 - Monsters Deal 3% more damage
Level 8 - Monsters Deal 3% more damage
Level 9 - Monsters Deal 3% more damage
Level 10 - Monsters Deal 3% more damage
Level 10 Bonus - Monsters that cannot be beheaded will now count as beeing beheaded (& restore set amount)
Additionally, Behead Effect is increased by 200%


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 9/10 - 1% faster pity progress
Level 10 Bonus - Whenever you Pity an equipment piece, automatically start the next pity at 33%. Pity behaviour isnt changed


Zone Special Mastery Drops
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


Medicine - Randomize
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 - 1% reduced medicine price
Level 7 - 1% reduced medicine price
Level 8 - 1% reduced medicine price
Level 9 - 1% reduced medicine price
Level 10 - 1% reduced medicine price
Level 10 Bonus - Medicines become unpredictable, and can now recover
anywhere from 50-150%, instead of its original 100%


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 - 1% reduced medicine price
Level 7 - 1% reduced medicine price
Level 8 - 1% reduced medicine price
Level 9 - 1% reduced medicine price
Level 10 - 1% reduced medicine price
Level 10 Bonus - 1% Chance for Medicine to restore the same amount
as Mana.
Profession Bonus & Discounts does stack with this


Eel - Improvements
Level 1 - 20% increased eel duration
Level 2 - 20% increased eel duration
Level 3 - 20% increased eel duration
Level 4 - 20% increased eel duration
Level 5 - 20% 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


Eel - All In
Level 1 - -10 defense & -1 damage reduction & - 100 health
Level 2 - -10 defense & -1 damage reduction & - 100 health
Level 3 - -10 defense & -1 damage reduction & - 100 health
Level 4 - -10 defense & -1 damage reduction & - 100 health
Level 5 - -10 defense & -1 damage reduction & - 100 health
Level 6 - -10 defense & -1 damage reduction & - 100 health 
Level 7 - -10 defense & -1 damage reduction & - 100 health
Level 8 - -10 defense & -1 damage reduction & - 100 health
Level 9 - -10 defense & -1 damage reduction & - 100 health
Level 10 - -10 defense & 1 damage reduction & - 100 health
Level 10 Bonus - Baked Eel base Effect is doubled
Profession Bonus & Discount does "stack"? with this


Meat & Water - Improvements
Level 1 - 3% increased meat & water effect
Level 2 - 3% increased meat & water effect
Level 3 - 3% increased meat & water effect
Level 4 - 3% increased meat & water effect
Level 5 - 3% increased meat & water effect
Level 6 - 3% increased meat & water effect
Level 7 - 3% increased meat & water effect
Level 8 - 3% increased meat & water effect
Level 9 - 3% increased meat & water effect
Level 10 - 3% increased meat & water effect
Level 10 Bonus - Meat & Water have 15% increased recovery speed
(from 30 seconds to 25 roughly) Profession "stacks"? with this.


Speed Up - Improvements
Level 1 - Speed up Medicine are 3% more effective
Level 2 - Speed up Medicine are 3% more effective
Level 3 - Speed up Medicine are 3% more effective
Level 4 - Speed up Medicine are 3% more effective
Level 5 - Speed up Medicine are 3% more effective
Level 6 - Speed up Medicine are 3% more effective
Level 7 - Speed up Medicine are 3% more effective
Level 8 - Speed up Medicine are 3% more effective
Level 9 - Speed up Medicine are 3% more effective
Level 10 - Speed up Medicine are 3% more effective
Level 10 Bonus - Seabream with blood now drop as speed up medicine instead
Level 10 Bonus - Speed Up Medicine now last 60 minutes instead of 30


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.
There is no exception. IF/RECEIVED = THEN/IMPROVED


Demons Heart - Improvements
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 - Demons Heart can be now used to substitute as
a passive point respec instead of geons at the Prophet.


Monster - Improvements
Level 1 - Monsters have 0,5% increased drop effectiveness.
Level 2 - Monsters have 0,5% increased drop effectiveness.
Level 3 - Monsters have 0,5% increased drop effectiveness.
Level 4 - Monsters have 0,5% increased drop effectiveness.
Level 5 - Monsters have 0,5% increased drop effectiveness.
Level 6 - Monsters have 0,5% increased drop effectiveness.
Level 7 - Monsters have 0,5% increased drop effectiveness.
Level 8 - Monsters have 0,5% increased drop effectiveness.
Level 9 - Monsters have 0,5% increased drop effectiveness.
Level 10 - Monsters have 0,5% increased drop effectiveness.
Level 10 Bonus - Monster drop Effectiveness is increased by an additional 0,5%
per level between you and the monster.
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.


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.


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 bracelet 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


Community - Event
Level 1 - For every 1.000.000 monsters slain globally, start a random 1 hour event.
Level 2 - For every 900.000 monsters slain globally, start a random 1 hour event.
Level 3 - For every 800.000 monsters slain globally, start a random 1 hour event.
Level 4 - For every 700.000 monsters slain globally, start a random 1 hour event.
Level 5 - For every 600.000 monsters slain globally, start a random 1 hour event.
Level 6 - For every 500.000 monsters slain globally, start a random 1 hour event.
Level 7 - For every 400.000 monsters slain globally, start a random 1 hour event.
Level 8 - For every 300.000 monsters slain globally, start a random 1 hour event.
Level 9 - For every 200.000 monsters slain globally, start a random 1 hour event.
Level 10 - For every 100.000 monsters slain globally, start a random 1 hour event.
Level 10 Bonus - A Random Second Event will start aswell.
The way this works is unique. First, in order to benefit from this you MUST have atleast
1 point invested. Multiple factors depend on how long the buff will be that you receive.
a) your contribution, and b) your node level. This node checks every player actively
and basically starts the event for each individual person, whilst total progression is global.
Basically, somebody who has this at level 10 is guarenteed the 1 hour event duration, whilst
somebody who has it at level 1, may only receive the event for a couple of minutes, depending
on overall contribution. 1 Hour cannot be exceeded. Node level is extremely important, alot more than contribution.
Also the monsters killed required for an event to start is also depending on everybody who & how many have
invested in the node. The bottom end caps at 100.000 though and cannot go under.
Teamwork!!! Global means all realms combined.
List of Available Events: 
Happy Hour (original happy hour, will select 3 out of 16 possible buffs, mostly power improvement)
Exp Event (Double) 
Snow Event (10% all stats,exp,drop)
Drop Event (Double)
Egg Event (Triple)
Immortal Event (50% reduced damage taken)
Critical Event (20% increased critical strike chance)
Explosive Blow Event (20% increased EB strike chance)
Note that EXP event on project revamped only grants exp and not additional drops, and other events were reworked (above).

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