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  1. #1
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    Default Adornment Info - all Tiers

    (originally compiled by Deson on the Transmuting forums)

    Flickering=t1, Shimmering=t2, Sparkling=t3, Glimmering=t4, Luminous=t5, Lambent=t6, Scintillating= t7

    Recipies/raws(all fuel costs=tier)

    Raws sources

    Treasured/Mastercrafted=fragments/powders Legendary/Adept 3's=powders/infusions Fabled=infusions/mana

    T1 Raws= lapis lazuli fragment,ulteran powder,infusion of earth,refined mana
    T1 treasured= 1xPowder,2xfragment
    T1 legendary= 1xinfusion,1xfragment,1xpowder
    T1 Fabled=1xmana,1xfragment,1xpowder,1xinfusion

    T2 Raws= coral fragment,aether powder,infusion of air,processed mana
    T2 treasured= 1xPowder,3xfragment
    T2 legendary= 1xinfusion,1xfragment,2xpowder
    T2 Fabled=1xmana,1xfragment,1xpowder,1xinfusion

    T3 Raws= jasper fragment,phantom powder,infusion of fire,clarified mana
    T3 treasured= 1xPowder,5xfragment
    T3 legendary= 1xinfusion,2xfragment,3xpowder
    T3 Fabled=1xmana,2xfragment,2xpowder,1xinfusion

    T4 Raws= opal fragment,etheral powder,infusion of water,purified mana
    T4 treasured= 1xPowder,6xfragment
    T4 legendary= 1xinfusion,3xfragment,4xpowder
    T4 Fabled=1xmana,3xfragment,3xpowder,1xinfusion

    T5 Raws= ruby fragment,spectral powder,infusion of nightmares,natural mana
    T5 treasured= 1xPowder,8xfragment
    T5 legendary= 1xinfusion,4xfragment,5xpowder
    T5 Fabled=1xmana,4xfragment,4xpowder,2xinfusion

    T6 Raws= pearl fragment,vision powder,infusion of daydreams,coalesced mana
    T6 treasured= 1xPowder,9xfragment
    T6 legendary= 1xinfusion,5xfragment,6xpowder
    T6 Fabled=1xmana,5xfragment,6xpowder,2xinfusion

    T7 Raws= lunar fragment,illusionary powder,infusion of illusion,hardened mana
    T7 treasured= 1xPowder,9xfragment
    T7 legendary= 1xinfusion,5xfragment,8xpowder
    T7 Fabled=1xmana,5xfragment,8xpowder,2xinfusion

    Note: at current there is no solid info on how damage shields work. Also, all straight damage increases are normalized in the maner described in this post by Aeralik-
    ...If it says it adds say 60 then it uses the 3 second casting time for normalization down. So a 3 second casting spell will get the full 60 while a 1s cast spell will only get 20. When it comes to dots it looks at the number of updates and uses that to normalize the dot which caps at 5. So a dot user is most likely only getting +12 per tick and not the 60 you are thinking. The same applies for direct heals and heal over time spells.

  2. #2
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    Default Re: Adornment Info - all Tiers

    Head

    Tailor/Savvy Imprint/treasured/head
    t1= +1 wis
    t2= +2 wis
    t3= +4 wis
    t4= +6 wis
    t5= +8 wis
    t6= +10 wis
    t7= +14 wis

    Tailor/Psychic Imprint/treasured/head
    t1= +10 vs mental
    t2= +25 vs mental
    t3= +40 vs mental
    t4= +55 vs mental
    t5= +70 vs mental
    t6= +85 vs mental
    t7= +100 vs mental

    Tailor/Epiphanic Imprint/treasured/head

    t1= +10 power
    t3= +30 power
    t5= +50 power
    t7= +100 power

    Tailor/Blessed Imprint/fabled/head
    t6= +1% heal crit chance

    Ear

    Jeweler/Arctic Backing/treasured/earring
    t1= +10 vs cold
    t2= +25 vs cold
    t3= +40 vs cold
    t4= +55 vs cold
    t5= +70 vs cold
    t6= +85 vs cold
    t7= +100 vs cold

    Jeweler/Holy Backing/treasured/earring

    t1= +14 vs divine
    t2= +34 vs divine
    t3= +54 vs divine
    t4= +74 vs divine
    t5= +94 vs divine
    t6= +114 vs divine
    t7= +134 vs divine

    Jeweler/Fiery Backing/treasured/earring
    t1= +10 vs heat
    t2= +25 vs heat
    t3= +40 vs heat
    t4= +55 vs heat
    t5= +70 vs heat
    t6= +85 vs heat
    t7= +100 vs heat

    Jeweler/Mystyic Backing/treasured/earring
    t1= +10 vs magic
    t2= +25 vs magic
    t3= +40 vs magic
    t4= +55 vs magic
    t5= +70 vs magic
    t6= +85 vs magic
    t7= +100 vs magic

    Jeweler/Psychic Backing/treasured/earring
    t1= +10 vs mental
    t2= +25 vs mental
    t3= +40 vs mental
    t4= +55 vs mental
    t5= +70 vs mental
    t6= +85 vs mental
    t7= +100 vs mental

    Jeweler/Septic Backing/treasured/earring

    t1= +10 vs disease
    t2= +25 vs disease
    t3= +40 vs disease
    t4= +55 vs disease
    t5= +70 vs disease
    t6= +85 vs disease
    t7= +100 vs disease

    Jeweler/Venom Laced Backing/treasured/earring

    t1= +10 vs poison
    t2= +25 vs poison
    t3= +40 vs poison
    t4= +55 vs poison
    t5= +70 vs poison
    t6= +85 vs poison
    t7= +100 vs poison

    Jeweler/Intellectual Backing/treasured/earring
    t1= +1 int
    t2= +2 int
    t3= +4 int
    t4= +6 int
    t5= +8 int
    t6= +10 int
    t7= +14 int

    Neck

    Jeweler/Consecrated Clasp/legendary/neck
    t3= +2 ministration,ordination
    t4= +4 ministration,ordination
    t5= +6 ministration,ordination
    t6= +8 ministration,ordination
    t7= +10 ministration,ordination

    Jeweler/Restorative Clasp/legendary/neck
    t1= Increases healing spells by up to 10
    t2= Increases healing spells by up to 15
    t3= Increases healing spells by up to 20
    t4= Increases healing spells by up to 25
    t5= Increases healing spells by up to 30
    t6= Increases healing spells by up to 35
    t7= Increases healing spells by up to 40

    Jeweler/Judicious Clasp/legendary/neck
    t2= +1 dps
    t3= +2 dps
    t4= +4 dps
    t5= +6 dps
    t6= +8 dps
    t7= +10 dps

    Jeweler/Spry Clasp/legendary/neck
    t6= +1 haste
    t7= +2 haste

    Jeweler/Arcane Clasp/fabled/neck
    t3= On a successful hostile spell, 5% chance of 3 heat damage/5 seconds for 20 seconds
    t4= On a successful hostile spell, 5% chance of 6 heat damage/5 seconds for 20 seconds
    t5= On a successful hostile spell, 5% chance of 9 heat damage/5 seconds for 20 seconds
    t6= On a successful hostile spell, 5% chance of 13 heat damage/5 seconds for 20 seconds
    t7= On a successful hostile spell, 5% chance of 17 heat damage/5 seconds for 20 seconds

    Jeweler/Tactical Clasp/fabled/neck

    t7= +1% Melee crit chance

    Weaponsmith/Occult Clasp/fabled/neck

    t3= Increases all spell damage by up to 5
    t4= Increases all spell damage by up to 10
    t6= Increases all Spell damage by up to 20
    t7= Increases all Spell damage by up to 25

    Cloak

    Tailor/Silver Lining/treasured/cloak
    t1= decreases fall damage by 5%
    t2= decreases fall damage by 10%
    t3= decreases fall damage by 15%
    t4= decreases fall damage by 20%
    t5= decreases fall damage by 25%
    t6= decreases fall damage by 30%
    t7= decreases fall damage by 35%

    Provisioner/Hygenic Lining/legendary/cloak
    t4= +1 in-combat regen
    t6= +2 in-combat regen
    t7= +3 in-combat regen

    Provisioner/Metaphysical Lining/legendary/cloak
    t4= +1 in-combat power regen
    t6= +2 in-combat power regen
    t7= +3 in-combat power regen

    Shoulder


    Tailor/Brawny Straps/treasured/shoulder
    t1= +1 str
    t2= +2 str
    t3= +4 str
    t4= +6 str
    t5= +8 str
    t6= +10 str
    t7= +14 str

    Tailor/Gritty Straps/treasured/shoulder
    t1= +1 sta
    t2= +2 sta
    t3= +4 sta
    t4= +6 sta
    t5= +8 sta
    t6= +10 sta
    t7= +14 sta

    Tailor/Rugged Straps/treasured/shoulder

    t1= +10 health
    t3= +30 health
    t5= +50 health
    t7= +100 health

    Tailor/Septic Straps/treasured/shoulder
    t1= +10 vs disease
    t2= +25 vs disease
    t3= +40 vs disease
    t4= +55 vs disease
    t5= +70 vs disease
    t6= +85 vs disease
    t7= +100 vs disease

    Tailor/Venom Laced Straps/treasured/shoulder
    t1= +10 vs poison
    t2= +25 vs poison
    t3= +40 vs poison
    t4= +55 vs poison
    t5= +70 vs poison
    t6= +85 vs poison
    t7= +100 vs poison

    Tailor/Spiked Straps/legendary/shoulder

    t1= +5 piercing damage shield
    t2= +10 piercing damage shield
    t3= +16 piercing damage shield
    t4= +23 piercing damage shield
    t5= +31 piercing damage shield
    t6= +39 piercing damage shield
    t7= +48 piercing damage shield

    Chest

    Alchemist/Mystic Applique/treasured/chest

    t1= +10 vs magic
    t2= +25 vs magic
    t3= +40 vs magic
    t4= +55 vs magic
    t5= +70 vs magic
    t6= +85 vs magic
    t7= +100 vs magic

    Alchemist/Psychic Applique/treasured/chest
    t1= +10 vs mental
    t2= +25 vs mental
    t3= +40 vs mental
    t4= +55 vs mental
    t5= +70 vs mental
    t6= +85 vs mental
    t7= +100 vs mental

    Alchemist/Prismatic Applique/legendary/chest
    t2= +1 str,wis,stam,agi,int
    t3= +2 str,wis,stam,agi,int
    t4= +3 str,wis,stam,agi,int
    t5= +4 str,wis,stam,agi,int
    t6= +5 str,wis,stam,agi,int
    t7= +6 str,wis,stam,agi,int

    Alchemist/Robust Applique/legendary/chest
    t5= +1 In-combat power regen

    Forearm

    Armorer/Arctic splint/treasured/forearm
    t1= +10 vs cold
    t2= +25 vs cold
    t3= +40 vs cold
    t4= +55 vs cold
    t5= +70 vs cold
    t6= +85 vs cold
    t7= +100 vs cold

    Armorer/Mystic splint/treasured/forearm
    t1= +10 vs magic
    t2= +25 vs magic
    t3= +40 vs magic
    t4= +55 vs magic
    t5= +70 vs magic
    t6= +85 vs magic
    t7= +100 vs magic

    Armorer/Savvy Splint/treasured/forearm
    t1= +1 wis
    t2= +2 wis
    t3= +4 wis
    t4= +6 wis
    t5= +8 wis
    t6= +10 wis
    t7= +14 wis
    Armorer/Reinforced Splint/legendary/forearm
    t1= +7 vs slashing,crushing,piercing
    t2= +17 vs slashing,crushing,piercing
    t3= +27 vs slashing,crushing,piercing
    t4= +37 vs slashing,crushing,piercing
    t5= +47 vs slashing,crushing,piercing
    t6= +57 vs slashing,crushing,piercing
    t7= +67 vs slashing,crushing,piercing

    Armorer/Glancing Splint/fabled/forearm
    t1= +1 parry
    t2= +2 parry
    t3= +3 parry
    t4= +4 parry
    t5= +5 parry
    t6= +6 parry
    t7= +7 parry

    Wrist

    Alchemist/Agile Fastening/treasured/wrist

    t1= +1 agi
    t2= +2 agi
    t3= +4 agi
    t4= +6 agi
    t5= +8 agi
    t6= +10 agi
    t7= +14 agi

    Armorer/Hygenic Fastening/legendary/wrist
    t3= +1 in-combat health regen
    t5= +2 in-combat health regen
    t7= +3 in-combat health regen

    Carpenter/Savvy Fastening/treasured/wrist
    t1= +1 wis
    t2= +2 wis
    t3= +4 wis
    t4= +6 wis
    t5= +8 wis
    t6= +10 wis
    t7= +14 wis

    Carpenter/Reinforced Fastening/legendary/wrist
    t1= +7 vs slashing,crushing,piercing
    t2= +17 vs slashing,crushing,piercing
    t3= +27 vs slashing,crushing,piercing
    t4= +37 vs slashing,crushing,piercing
    t5= +47 vs slashing,crushing,piercing
    t6= +57 vs slashing,crushing,piercing
    t7= +67 vs slashing,crushing,piercing

    Provisioner/Brawny Fastening/treasured/wrist
    t1= +1 str
    t2= +2 str
    t3= +4 str
    t4= +6 str
    t5= +8 str
    t6= +10 str
    t7= +14 str

    Provisioner/Fiery Fastening/treasured/wrist
    t1= +10 vs heat
    t2= +25 vs heat
    t3= +40 vs heat
    t4= +55 vs heat
    t5= +70 vs heat
    t6= +85 vs heat
    t7= +100 vs heat

    Woodworker/Gritty Fastening/treasured/Wrist
    t1= +1 sta
    t2= +2 sta
    t3= +4 sta
    t4= +6 sta
    t5= +8 sta
    t6= +10 sta
    t7= +14 sta

    Tailor/Intellectual Fastening/treasured/wrist
    t1= +1 int
    t2= +2 int
    t3= +4 int
    t4= +6 int
    t5= +8 int
    t6= +10 int
    t7= +14 int

    Jeweler/Diverting Fastening/fabled/wrist
    t1= on a successful deflection,1% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 7-9
    t2= on a successful deflection,2% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 18-22
    t3= on a successful deflection,3% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 30-36
    t4= on a successful deflection,4% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 42-51
    t5= on a successful deflection,6% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 57-69
    t6= on a successful deflection,8% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 72-88
    t7= on a successful deflection,10% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 88-107

    Jeweler/Oscillating Fastening/fabled/wrist
    t1= on a successful parry,1% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 7-9
    t2= on a successful parry,2% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 18-22
    t3= on a successful parry,3% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 30-36
    t4= on a successful parry,4% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 42-51
    t5= on a successful parry,6% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 57-69
    t6= on a successful parry,8% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 72-88
    t7= on a successful parry,10% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 88-107

    Jeweler/Reactive Fastening/fabled/wrist
    t1= on a successful riposte,10% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 7-9
    t2= on a successful riposte,15% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 18-22
    t3= on a successful riposte,20% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 30-36
    t4= on a successful riposte,25% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 42-51
    t5= on a successful riposte,30% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 57-69
    t6= on a successful riposte,35% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 72-88
    t7= on a successful riposte,45% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 88-107

    Sage/Balanced Fastening/fabled/wrist
    t7= +1% chance to block with a shield

    Hand

    Tailor/Agile Stitching/treasured/hand
    t1= +1 agi
    t2= +2 agi
    t3= +4 agi
    t4= +6 agi
    t5= +8 agi
    t6= +10 agi
    t7= +14 agi

    Tailor/Restorative Stitching/legendary/hand
    t1= Increases healing spells by up to 10
    t2= Increases healing spells by up to 15
    t3= Increases healing spells by up to 20
    t4= Increases healing spells by up to 25
    t5= Increases healing spells by up to 30
    t6= Increases healing spells by up to 35
    t7= Increases healing spells by up to 40

    Tailor/Occult Stitching/fabled/hand
    t3= Increases all spell damage by up to 5
    t4= Increases all spell damage by up to 10
    t6= Increases all spell damage by up to 20
    t7= Increases all spell damage by up to 25

    Tailor/Fast Action Stitching/fabled/hand
    t6= +1% ranged crit chance

    Ring

    Alchemist/Arctic Polish/treasured/ring
    t1= +10 vs cold
    t2= +25 vs cold
    t3= +40 vs cold
    t4= +55 vs cold
    t5= +70 vs cold
    t6= +85 vs cold
    t7= +100 vs cold

    Alchemist/Fiery Polish/treasured/ring
    t1= +10 vs heat
    t2= +25 vs heat
    t3= +40 vs heat
    t4= +55 vs heat
    t5= +70 vs heat
    t6= +85 vs heat
    t7= +100 vs heat

    Alchemist/Holy Polish/treasured/ring
    t1= +14 vs divine
    t2= +34 vs divine
    t3= +54 vs divine
    t4= +74 vs divine
    t5= +94 vs divine
    t6= +114 vs divine
    t7= +134 vs divine

    Alchemist/Mystic Polish/treasured/ring
    t1= +10 vs magic
    t2= +25 vs magic
    t3= +40 vs magic
    t4= +55 vs magic
    t5= +70 vs magic
    t6= +85 vs magic
    t7= +100 vs magic

    Alchemist/Psychic Polish/treasured/ring
    t1= +10 vs mental
    t2= +25 vs mental
    t3= +40 vs mental
    t4= +55 vs mental
    t5= +70 vs mental
    t6= +85 vs mental
    t7= +100 vs mental

    Alchemist/Septic Polish/treasured/ring
    t1= +10 vs disease
    t2= +25 vs disease
    t3= +40 vs disease
    t4= +55 vs disease
    t5= +70 vs disease
    t6= +85 vs disease
    t7= +100 vs disease

    Alchemist/Venom Laced Polish/treasured/ring
    t1= +10 vs poison
    t2= +25 vs poison
    t3= +40 vs poison
    t4= +55 vs poison
    t5= +70 vs poison
    t6= +85 vs poison
    t7= +100 vs poison

    Alchemist/Epiphanic Polish/treasured/ring
    t2= +20 power
    t4= +40 power
    t6= +70 power

    Alchemist/Rugged Polish/treasured/ring

    t2= +20 health
    t4= +40 health
    t6= +70 health

    Alchemist/Thriving Polish/fabled/ring
    t2= +10 power,health
    t4= +20 power,health
    t6= +35 power,health

    Waist

    Armorer/Spry Buckle/legendary/waist
    t6= +1 haste
    t7= +2 haste

    Armorer/Archimage's Buckle/legendary/waist
    t4= +2 disruption,subjugation
    t5= +3 disruption,subjugation
    t6= +4 disruption,subjugation
    t7= +5 disruption,subjugation

    Fast Action Buckle/Fabled/waist
    t7= +1% ranged crit chance

    Leg

    Armorer/Brawny Brace/treasured/leg
    t1= +1 str
    t2= +2 str
    t3= +4 str
    t4= +6 str
    t5= +8 str
    t6= +10 str
    t7= +14 str

    Armorer/Gritty Brace/treasured/leg
    t1= +1 sta
    t2= +2 sta
    t3= +4 sta
    t4= +6 sta
    t5= +8 sta
    t6= +10 sta
    t7= +14 sta

    Armorer/Septic Brace/treasured/leg
    t1= +10 vs disease
    t2= +25 vs disease
    t3= +40 vs disease
    t4= +55 vs disease
    t5= +70 vs disease
    t6= +85 vs disease
    t7= +100 vs disease

    Armorer/Venom laced Brace/treasured/leg
    t1= +10 vs poison
    t2= +25 vs poison
    t3= +40 vs poison
    t4= +55 vs poison
    t5= +70 vs poison
    t6= +85 vs poison
    t7= +100 vs poison

    Foot

    Armorer/Agile Spurs/treasured/foot
    t1= +1 agi
    t2= +2 agi
    t3= +4 agi
    t4= +6 agi
    t5= +8 agi
    t6= +10 agi
    t7= +14 agi

    Armorer/Arctic Spurs/treasured/foot
    t1= +10 vs cold
    t2= +25 vs cold
    t3= +40 vs cold
    t4= +55 vs cold
    t5= +70 vs cold
    t6= +85 vs cold
    t7= +100 vs cold

    Armorer/Gritty Spurs/treasured/foot
    t1= +1 sta
    t2= +2 sta
    t3= +4 sta
    t4= +6 sta
    t5= +8 sta
    t6= +10 sta
    t7= +14 sta

    Symbols

    Carpenter/Righteous Ornament/legendary/symbol
    t2= Increases all divine damage up to 5
    t3= Increases all divine damage up to 10
    t4= Increases all divine damage up to 20
    t5= Increases all divine damage up to 30
    t6= Increases all divine damage up to 40
    t7= Increases all divine damage up to 45

    Carpenter/Glacial Ornament/legendary/symbol

    t2= Increases all cold damage up to 5
    t3= Increases all cold damage up to 10
    t4= Increases all cold damage up to 20
    t5= Increases all cold damage up to 30
    t6= Increases all cold damage up to 40
    t7= Increases all cold damage up to 45


    Carpenter/Molten Ornament/legendary/symbol

    t2= Increases all heat damage up to 5
    t3= Increases all heat damage up to 10
    t4= Increases all heat damage up to 20
    t5= Increases all heat damage up to 30
    t6= Increases all heat damage up to 40
    t7= Increases all heat damage up to 45

    Carpenter/Runic Ornament/legendary/symbol
    t2= Increases all magic damage up to 5
    t3= Increases all magic damage up to 10
    t4= Increases all magic damage up to 20
    t5= Increases all magic damage up to 30
    t6= Increases all magic damage up to 40
    t7= Increases all magic damage up to 45

    Carpenter/Telekinetic Ornament/legendary/symbol
    t2= Increases all mental damage up to 5
    t3= Increases all mental damage up to 10
    t4= Increases all mental damage up to 20
    t5= Increases all mental damage up to 30
    t6= Increases all mental damage up to 40
    t7= Increases all mental damage up to 45

    Carpenter/Serpentine Ornament/legendary/symbol
    t2= Increases all poison damage up to 5
    t3= Increases all poison damage up to 10
    t4= Increases all poison damage up to 20
    t5= Increases all poison damage up to 30
    t6= Increases all poison damage up to 40
    t7= Increases all poison damage up to 45

    Carpenter/Viral Ornament/legendary/symbol
    t2= Increases all disease damage up to 5
    t3= Increases all disease damage up to 10
    t4= Increases all disease damage up to 20
    t5= Increases all disease damage up to 30
    t6= Increases all disease damage up to 40
    t7= Increases all disease damage up to 45

    Carpenter/Archmage's Ornament/legendary/symbol
    t4= +2 disruption,subjugation
    t5= +3 disruption,subjugation
    t6= +4 disruption,subjugation
    t7= +5 disruption,subjugation

    Carpenter/Metaphysical Ornament/legendary/symbol
    t4= +1 in-combat power regen
    t7= +2 in-combat power regen

    Carpenter/Arcane Ornament/fabled/symbol
    t4=Increases all arcane damage up to 5
    t5=Increases all arcane damage up to 10
    t6=Increases all arcane damage up to 20
    t7=Increases all arcane damage up to 25

    Carpenter/Elemental Ornament/fabled/symbol
    t4=Increases all elemental damage up to 5
    t5=Increases all elemental damage up to 10
    t6=Increases all elemental damage up to 20
    t7=Increases all elemental damage up to 25

    Carpenter/Noxious Ornament/fabled/symbol
    t4=Increases all noxious damage up to 5
    t5=Increases all noxious damage up to 10
    t6=Increases all noxious damage up to 20
    t7=Increases all noxious damage up to 25

    Carpenter/Occult Ornament/fabled/symbol
    t5= Increases all spell damage by up to 15

    Carpenter/Spellbound Ornament/fabled/symbol
    t7= +1% Damage spell crit chance

    Sheilds

    Woodworker/Spiked Strut/legendary/sheild
    t1= +6 piercing damage on target
    t2= +14 piercing damage on target
    t3= +23 piercing damage on target
    t4= +33 piercing damage on target
    t5= +43 piercing damage on target
    t6= +53 piercing damage on target
    t7= +62 piercing damage on target

    Woodworker/Reinforced Strut/legendary/sheild

    t1= +7 vs, slashing,crushing/piercing
    t2= +17 vs, slashing,crushing/piercing
    t3= +27 vs, slashing,crushing/piercing
    t4= +37 vs, slashing,crushing/piercing
    t5= +47 vs, slashing,crushing/piercing
    t6= +57 vs, slashing,crushing/piercing
    t7= +67 vs, slashing,crushing/piercing

    Woodworker/Intercepting Strut/fabled/sheild
    t1= on a successful block,1% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 8-10
    t2= on a successful block,2% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 21-25
    t3= on a successful block,3% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 33-39
    t4= on a successful block,4% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 45-55
    t5= on a successful block,6% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 60-73
    t6= on a successful block,8% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 76-92
    t7= on a successful block,10% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 91-111

    Woodworker/Blessed Strut/fabled/sheild
    t5= +1% heal crit

    Woodworker/Balanced Strut/fabled/sheild
    t6= +1% block


  3. #3
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    Default Re: Adornment Info - all Tiers

    Weapons

    Transmuter/Vampiric handle/legendary/one-hand weapon
    t1= 10% chance of 26 divine damage, heals caster for 16
    t2= 10% chance of 66 divine damage, heals caster for 40
    t3= 10% chance of 99 divine damage, heals caster for 60
    t4= 10% chance of 131 divine damage, heals caster for 80
    t5= 10% chance of 158 divine damage, heals caster for 100
    t6= 10% chance of 181 divine damage, heals caster for 120
    t7= 10% chance of 205 divine damage, heals caster for 140

    Transmuter/Phantom handle/legendary/one-hand weapon
    t1= 10% chance of 26 power damage,increase power of caster by 16
    t2= 10% chance of 66 power damage,increase power of caster by 40
    t3= 10% chance of 99 power damage,increase power of caster by 60
    t4= 10% chance of 131 power damage,increase power of caster by 80
    t5= 10% chance of 157 power damage,increase power of caster by 100
    t6= 10% chance of 181 power damage,increase power of caster by 120
    t7= 10% chance of 205 power damage,increase power of caster by 140

    Woodworker/Finesse of the Pontiff/fabled/Any primary,2hand weapon
    t3= on heal,5% chance to cast AoE deaggro, - 172 threat
    t4= on heal,5% chance to cast AoE deaggro, - 334 threat
    t5= on heal,5% chance to cast AoE deaggro, - 574 threat
    t6= on heal,5% chance to cast AoE deaggro, - 897 threat
    t7= on heal,5% chance to cast AoE deaggro, - 1296 threat

    Carpenter/Finesse of the Magi/fabled/Primary,2hand weapons
    t3= on a successful hostile spell, 5% chance to cast AoE deagggro, -172 threat
    t4= on a successful hostile spell, 5% chance to cast AoE deagggro, -334 threat
    t5= on a successful hostile spell, 5% chance to cast AoE deagggro, -574 threat
    t6= on a successful hostile spell, 5% chance to cast AoE deagggro, -897 threat
    t7= on a successful hostile spell, 5% chance to cast AoE deagggro, -1296 threat

    Sage/Focus of the Magi/fabled/Primary,2hand weapon
    t3= on Successful hostile spell, 5% chance to increase caster power by 17
    t4= on Successful hostile spell, 5% chance to increase caster power by 28
    t5= on Successful hostile spell, 5% chance to increase caster power by 44
    t6= on Successful hostile spell, 5% chance to increase caster power by 63
    t7= on Successful hostile spell, 5% chance to increase caster power by 85

    Alchemist/Focus of the Pontiff/fabled/Primary,2hand weapon

    t3= when healing spell cast by wearer,5% chance to restore 17 power
    t4= when healing spell cast by wearer,5% chance to restore 28 power
    t5= when healing spell cast by wearer,5% chance to restore 44 power
    t6= when healing spell cast by wearer,5% chance to restore 63 power
    t7= when healing spell cast by wearer,5% chance to restore 85 power

    Tailor/Magi's Second Sight/fabled/primary, secondary, 2hand weapon

    t6= +1% damage spell crit chance

    Provisioner/Pontiff's Second Sight/fabled/Primary,secondary,2hand weapon

    t7= +1% heal crit chance

    Armorer/Clemency of the Pontiff/legendary/primary,secondary, two-hand weapon
    t1= Increases all healing spells up to 10
    t2= Increases all healing spells up to 15
    t3= Increases all healing spells up to 20
    t4= Increases all healing spells up to 25
    t5= Increases all healing spells up to 30
    t6= Increases all healing spells up to 35
    t7= Increases all healing spells up to 40

    Transmuter/Rapid Handgrips/fabled/2-hand weapon
    t3= +2 haste
    t4= +5 haste
    t5= +10 haste
    t6= +15 haste
    t7= +20 haste

    Transmuter/Glacial temper/treasured/slashing weapon

    t1= 5% chance of 12% slow, 13cold damage
    t2= 5% chance of 16.7% slow, 112cold damage
    t3= 5% chance of 21% slow, 168cold damage
    t4= 5% chance of 26% slow, 222cold damage
    t5= 5% chance of 32% slow, 286cold damage
    t6= 5% chance of 37% slow, 309cold damage
    t7= 5% chance of 43% slow, 348cold damage

    Transmuter/Molten Temper/treasured/slashing weapon
    t1= 5% chance of 10 heat damage, 3heat damage/5 seconds for 20 seconds
    t2= 5% chance of 99 heat damage, 12heat damage/5 seconds for 20 seconds
    t3= 5% chance of 149 heat damage, 82heat damage/5 seconds for 20 seconds
    t4= 5% chance of 196 heat damage, 23heat damage/5 seconds for 20 seconds
    t5= 5% chance of 236 heat damage, 27heat damage/5 seconds for 20 seconds
    t6= 5% chance of 272 heat damage, 33heat damage/5 seconds for 20 seconds
    t7= 5% chance of 307 heat damage, 33heat damage/5 seconds for 20 seconds

    Transmuter/Righteous temper/treasured/slashing weapon
    t1= 5% chance of 13 divine damage, Heals caster for 4
    t2= 5% chance of 112 divine damage, Heals caster for 12
    t3= 5% chance of 168 divine damage, Heals caster for 22
    t4= 5% chance of 222 divine damage, Heals caster for 24
    t5= 5% chance of 268 divine damage, Heals caster for 30
    t6= 5% chance of 309 divine damage, Heals caster for 36
    t7= 5% chance of 348 divine damage, Heals caster for 42

    Transmuter/Balanced Ayr Stone/fabled/non-2 hand slashing weapon
    t6= 1% riposte incomming frontal, all other quadrants 1% parry
    t7= 2% riposte incomming frontal, all other quadrants 2% parry

    Transmuter/Lacerative Ayr Stone/fabled/non-2hand slashing weapon

    t3= +1 slashing
    t4= +2 slashing
    t5= +3 slashing
    t6= +4 slashing
    t7= +5 slashing

    Weaponsmith/Sharpening Whetstone/treasured/ primary,secondary, 2hand slashing

    t1= +1 slashing damage
    t2= +2 slashing damage
    t3= +4 slashing damage
    t4= +6 slashing damage
    t5= +8 slashing damage
    t6= +10 slashing damage
    t7= +12 slashing damage

    Weaponsmith/Glacial Whetstone/legendary/ primary,secondary, 2hand slashing

    t1= +1 cold damage
    t2= +2 cold damage
    t3= +4 cold damage
    t4= +6 cold damage
    t5= +8 cold damage
    t6= +10 cold damage
    t7= +12 cold damage

    Weaponsmith/Molten Whetstone/legendary/ primary,secondary, 2hand slashing

    t1= +1 heat damage
    t2= +2 heat damage
    t3= +4 heat damage
    t4= +6 heat damage
    t5= +8 heat damage
    t6= +10 heat damage
    t7= +12 heat damage

    Weaponsmith/Righteous Whetstone/legendary/ primary,secondary, 2hand slashing

    t1= +1 divine damage
    t2= +2 divine damage
    t3= +4 divine damage
    t4= +6 divine damage
    t5= +8 divine damage
    t6= +10 divine damage
    t7= +12 divine damage

    Transmuter/Deft Pommel/fabled/2-hand slashing weapon
    t5= 1% chance of primary auto-attack hit multiple targets they are facing in melee range
    t6= 2% chance of primary auto-attack hit multiple targets they are facing in melee range
    t7= 3% chance of primary auto-attack hit multiple targets they are facing in melee range

    Transmuter/Vampiric pommel/legendary/two-hand slashing weapon

    t1= 10% chance of 26 divine damage, heals caster for 16
    t2= 10% chance of 66 divine damage, heals caster for 40
    t3= 10% chance of 99 divine damage, heals caster for 60
    t4= 10% chance of 131 divine damage, heals caster for 80
    t5= 10% chance of 158 divine damage, heals caster for 100
    t6= 10% chance of 181 divine damage, heals caster for 120
    t7= 10% chance of 205 divine damage, heals caster for 140

    Transmuter/Viral temper/treasured/piercing weapon
    t1= 5% chance of 13 disease damage, cancel up to 4% of speed buffs
    t2= 5% chance of 112 disease damage, cancel up to 5.8% of speed buffs
    t3= 5% chance of 168 disease damage, cancel up to 7.6% of speed buffs
    t4= 5% chance of 222 disease damage, cancel up to 9.6% of speed buffs
    t5= 5% chance of 268 disease damage, cancel up to 11.8% of speed buffs
    t6= 5% chance of 309 disease damage, cancel up to 14.1% of speed buffs
    t7= 5% chance of 348 disease damage, cancel up to 16.7% of speed buffs


    Transmuter/Runic temper/treasured/piercing weapon
    t1= 5% chance of 17 magic damage
    t2= 5% chance of 132 magic damage
    t3= 5% chance of 198 magic damage
    t4= 5% chance of 261 magic damage
    t5= 5% chance of 315 magic damage
    t6= 5% chance of 363 magic damage
    t7= 5% chance of 409 magic damage

    Transmuter/Serpentine temper/treasured/piercing weapon
    t1= 5% chance of 4 poison damage/5 seconds for 20 seconds
    t2= 5% chance of 36 poison damage/5 seconds for 20 seconds
    t3= 5% chance of 53 poison damage/5 seconds for 20 seconds
    t4= 5% chance of 71 poison damage/5 seconds for 20 seconds
    t5= 5% chance of 85 poison damage/5 seconds for 20 seconds
    t6= 5% chance of 98 poison damage/5 seconds for 20 seconds
    t7= 5% chance of 111 poison damage/5 seconds for 20 seconds

    Transmuter/Glancing Tsuba/fabled/non-2hand piercing weapon
    t3= +1 parry
    t4= +2 parry
    t5= +3 parry
    t6= +4 parry
    t7= +5 parry

    Transmuter/Peforative Tsuba/fabled/non- 2hand piercing weapon
    t3= +1 piercing
    t4= +2 piercing
    t5= +3 piercing
    t6= +4 piercing
    t7= +5 piercing

    Weaponsmith/Honed Crossguard/treasured/primary,secondary, 2hand piercing

    t1= +1 piercing damage
    t2= +2 piercing damage
    t3= +4 piercing damage
    t4= +6 piercing damage
    t5= +8 piercing damage
    t6= +10 piercing damage
    t7= +12 piercing damage

    Weaponsmith/Runic Crossguard/legendary/primary,secondary, 2hand piercing
    t1= +1 magic damage
    t2= +2 magic damage
    t3= +4 magic damage
    t4= +6 magic damage
    t5= +8 magic damage
    t6= +10 magic damage
    t7= +12 magic damage

    Weaponsmith/Viral Crossguard/legendary/primary,secondary, 2hand piercing
    t1= +1 disease damage
    t2= +2 disease damage
    t3= +4 disease damage
    t4= +6 disease damage
    t5= +8 disease damage
    t6= +10 disease damage
    t7= +12 disease damage

    Weaponsmith/Serpentine Crossguard/legendary/primary,secondary, 2hand piercing

    t1= +1 poison damage
    t2= +2 poison damage
    t3= +4 poison damage
    t4= +6 poison damage
    t5= +8 poison damage
    t6= +10 poison damage
    t7= +12 poison damage

    Transmuter/Proficient Shaft/fabled/2-hand piercing weapon
    t5= 1% double attack
    t6= 2% double attack
    t7= 3% double attack

    Transmuter/Viligant Shaft/fabled/2-hand piercing weapon
    t2= +1 defense
    t3= +2 defense
    t4= +4 defense
    t5= +6 defense
    t6= +8 defense
    t7= +10 defense

    Transmuter/Viral Binding/treasured/crushing weapon
    t1= 5% chance of 13 disease damage, cancel up to 4% of speed buffs
    t2= 5% chance of 112 disease damage, cancel up to 5.8% of speed buffs
    t3= 5% chance of 168 disease damage, cancel up to 7.6% of speed buffs
    t4= 5% chance of 222 disease damage, cancel up to 9.6% of speed buffs
    t5= 5% chance of 268 disease damage, cancel up to 11.8% of speed buffs
    t6= 5% chance of 309 disease damage, cancel up to 14.1% of speed buffs
    t7= 5% chance of 348 disease damage, cancel up to 16.7% of speed buffs

    Transmuter/Molten Binding/treasured/crushing weapon

    t1= 5% chance of 10 heat damage, 3heat damage/5 seconds for 20 seconds
    t2= 5% chance of 99 heat damage, 12heat damage/5 seconds for 20 seconds
    t3= 5% chance of 149 heat damage, 82heat damage/5 seconds for 20 seconds
    t4= 5% chance of 196 heat damage, 23heat damage/5 seconds for 20 seconds
    t5= 5% chance of 236 heat damage, 27heat damage/5 seconds for 20 seconds
    t6= 5% chance of 272 heat damage, 33heat damage/5 seconds for 20 seconds
    t7= 5% chance of 307 heat damage, 33heat damage/5 seconds for 20 seconds

    Transmuter/Concussive Counterbalance/fabled/non-2 hand crushing weapon
    t3= +1 crushing
    t4= +2 crushing
    t5= +3 crushing
    t6= +4 crushing
    t7= +5 crushing

    Transmuter/Viligant Counterbalance/fabled/non-2 hand crushing weapon

    t3= +1 defense
    t4= +2 defense
    t5= +3 defense
    t6= +4 defense
    t7= +5 defense

    Weaponsmith/Weighted Counterweight/treasured/primary,secondary, 2hand crushing

    t1= +1 crushing damage
    t2= +2 crushing damage
    t3= +4 crushing damage
    t4= +6 crushing damage
    t5= +8 crushing damage
    t6= +10 crushing damage
    t7= +12 crushing damage

    Weaponsmith/Molten Counterweight/legendary/primary,secondary, 2hand crushing
    t1= +1 heat damage
    t2= +2 heat damage
    t3= +4 heat damage
    t4= +6 heat damage
    t5= +8 heat damage
    t6= +10 heat damage
    t7= +12 heat damage

    Weaponsmith/Viral Counterweight/legendary/primary,secondary, 2hand crushing
    t1= +1 disease damage
    t2= +2 disease damage
    t3= +4 disease damage
    t4= +6 disease damage
    t5= +8 disease damage
    t6= +10 disease damage
    t7= +12 disease damage

    Transmuter/Phantom shod/legendary/2-hand crushing weapon

    t1= 10% chance of 26 power damage,increase power of caster by 16
    t2= 10% chance of 66 power damage,increase power of caster by 40
    t3= 10% chance of 99 power damage,increase power of caster by 60
    t4= 10% chance of 131 power damage,increase power of caster by 80
    t5= 10% chance of 157 power damage,increase power of caster by 100
    t6= 10% chance of 181 power damage,increase power of caster by 120
    t7= 10% chance of 205 power damage,increase power of caster by 140

    Transmuter/Viligant Shod/fabled/2-hand crushing weapon
    t2= +1 defense
    t3= +2 defense
    t4= +4 defense
    t5= +6 defense
    t6= +8 defense
    t7= +10 defense

    Ranged

    Woodworker/Enchanted Sinew/treasured/bows
    t1= +1 slashing
    t2= +2 slashing
    t3= +4 slashing
    t4= +6 slashing
    t5= +8 slashing
    t6= +10 slashing
    t7= +12 slashing

    Woodworker/Strengthened Sinew/treasured/bows

    t1= +1 piercing damage
    t2= +2 piercing damage
    t3= +4 piercing damage
    t4= +6 piercing damage
    t5= +8 piercing damage
    t6= +10 piercing damage
    t7= +12 piercing damage

    Tailor/Honing Easyloader/treasured/thrown ranged weapon
    t1= +1 piercing damage
    t2= +2 piercing damage
    t3= +4 piercing damage
    t4= +6 piercing damage
    t5= +8 piercing damage
    t6= +10 piercing damage
    t7= +12 piercing damage

    Tailor/Sharpening Easyloader/treasured/thrown ranged weapon

    t1= +1 slashing damage
    t2= +2 slashing damage
    t3= +4 slashing damage
    t4= +6 slashing damage
    t5= +8 slashing damage
    t6= +10 slashing damage
    t7= +12 slashing damage

    Tailor/Weighted Easyloader/treasured/thrown ranged weapon

    t1= +1 crushing damage
    t2= +2 crushing damage
    t3= +4 crushing damage
    t4= +6 crushing damage
    t5= +8 crushing damage
    t6= +10 crushing damage
    t7= +12 crushing damage

    Tailor/Righteous Easyloader/treasured/thrown ranged weapon

    t1= +1 divine damage
    t2= +2 divine damage
    t3= +4 divine damage
    t4= +6 divine damage
    t5= +8 divine damage
    t6= +10 divine damage
    t7= +12 divine damage

    Tailor/Phantom Easyloader/legendary/thrown ranged weapon

    t1= 10% chance of 26 power damage,increase power of caster by 16
    t2= 10% chance of 48 power damage,increase power of caster by 40
    t3= 10% chance of 68 power damage,increase power of caster by 60
    t4= 10% chance of 90 power damage,increase power of caster by 80
    t5= 10% chance of 113 power damage,increase power of caster by 100
    t6= 10% chance of 135 power damage,increase power of caster by 120
    t7= 10% chance of 158 power damage,increase power of caster by 140

    Tailor/Judicious Easyloader/fabled/thrown ranged weapon

    t2= +1 dps
    t3= +2 dps
    t4= +4 dps
    t5= +6 dps
    t6= +8 dps
    t7= +10 dps

  4. #4
    ♥NINJA HUGGLES♥
    Join Date
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    Default Re: Adornment Info - all Tiers

    bump for awesome thread
    would like to see an update for t8 if you get the chance

  5. #5
    Everfrost
    Join Date
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    Default Re: Adornment Info - all Tiers

    Nice info , now I just need to load more paper in my printer
    80 - sage ,prov, alch, jcer, carp - 75 - ww, tailor, acer, 42 wcer.
    Too many alts and not enough time

    Alt O' matic .....:3:

  6. #6
    ♥NINJA HUGGLES♥
    Join Date
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    Default Re: Adornment Info - all Tiers

    atm the tinkering ones are missing and the balanced fastening hasn't been update to 2% parry

  7. #7
    Rose Colored Glasses
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    Default Re: Adornment Info - all Tiers

    Quote Originally Posted by Slyk View Post
    atm the tinkering ones are missing and the balanced fastening hasn't been update to 2% parry
    This list pre-dates tinkering adornments. Feel free to add them!

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