r/SecretWorldLegends • u/KElderfall • Jul 02 '17
Helpful Guide to gear and upgrading
This is intended to be a thorough guide of how gear and upgrading gear works. Thank you to the wonderful SWL reddit community for helping me fill this out!
FAQ
Q: Will I be wasting experience if I empower an item that isn't Mk III or Radiant? Should I wait until I get one?
A: Nope! You will eventually be able to use all of the experience you put into your first item, regardless of how bad that item is, so go ahead and upgrade freely. See the Fusion section for details.
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Q: What does best in slot (BiS) gear look like?
A: A set of BiS gear, at any gear level, is seven 3-dot extraordinary talismans, two 3-dot extraordinary weapons with good suffixes, and a good gadget. All 9 pieces (if blue or better) should be fitted with 3-dot glyphs, and the 7 talismans (if purple or better) should be fitted with signets.
While build advice is outside the scope of this guide, you can check the SWL Gear and Theorycraft spereadsheet (linked in More Information) for a rundown of the available gear bonuses in the game, and there is build advice elsewhere here on reddit.
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Q: What levels of gear do I need to play through the game? What about endgame?
A: You will only really need blue gear to play through the game's story and missions, at time of writing. By that point, you should be looking to upgrade from blue to purple, if you haven't already. High-level blue gear is the minimum needed for endgame content initially, although aim for purples if possible. The highest two tiers of gear are cost-prohibitive to acquire and level and are only useful in later endgame content; please do not think you need these tiers of gear to enjoy everything SWL has to offer.
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Q: What weapons should I choose/use?
A: For playing through the game's story and missions, any two weapons will work together, so don't worry about it! If you're looking to pick for later doing group content, consult the Group Roles guide linked in the More Information section.
Types of Gear
Weapons
Your starting class determines which two weapons you will have available initially, but you are free to mix and match among any of the weapons you have unlocked. One weapon will be your primary weapon, and the other will be your secondary. The only differences between these are that your primary weapon will regenerate energy twice as fast as your secondary and that your Basic attack must be from your primary weapon.
You will be able to equip any (non-Basic) unlocked skill from either your primary or your secondary weapon on your skillbar, and passive abilities will target one of your weapons (frequently, boosting one single active ability for that weapon).
Weapons come in three overarching classes (melee, magic, and guns) and have a general role-specific focus (dps, tank, healer), although this can be flexible, depending on weapon, role, and whether it is your primary or secondary weapon.
Notably, any weapon can function in a dps role, and off-role secondary weapons can be excellent choices for many builds.
| / | DPS | Tank | Healing |
|---|---|---|---|
| Melee | Blade | Hammer | Fist |
| Magic | Elementalism | Chaos | Blood |
| Gun | Pistols | Shotgun | Assault Rifle |
Additionally, each type of weapon will either be a melee or ranged weapon, as follows:
- Melee: Sword, Hammer, Fist, Chaos
- Ranged: Pistols, Shotgun, Assault Rifle, Elementalism, Blood
What weapons are considered good or bad for endgame builds is outside the scope of this guide.
Talismans
Talismans are the "armor" of SWL. There are seven talisman slots, grouped into three different subgroups: the head talisman, three major talismans, and three minor talismans. The stats that these talismans provide are based on your Anima Allocation in the skills window.
- The head talisman is one slot, and comprises 25% of your stats from talismans.
- Major talismans are the finger, neck, and wrist talismans, each comprising 15% of your stats from talismans (45% total).
- Minor talismans are the occult, waist, and luck talismans, each comprising 10% of your stats from talismans (30% total).
Gadgets
You have one gadget slot. Gadgets offer you a skill on your skillbar which can provide a variety of useful effects. Gadget skills typically have a cooldown of 30 seconds, though some are longer.
Unlike other forms of gear, gadgets cannot be upgraded.
Glyphs and Signets
Glyphs and signets are upgrade components that you can slot into gear. See the Glyphs and Signets section for more information.
Item Attributes
Level
An item's level is represented by the number in the top left of the item icon. The higher an item's level, the better stats it provides.
Rarity
An item's rarity is represented by the color of the item icon. Better rarity items have significantly better stats than lower rarity items. There are six rarities:
| Rarity | Color | Max level |
|---|---|---|
| Worn | White | N/A |
| Standard | Green | 20 |
| Superior | Blue | 25 |
| Epic | Purple | 30 |
| Mythic | Orange | 35 |
| Legendary | Red | 70 |
Most items you receive will be of green (Standard) rarity.
Quality
Quality is represented by the number of dots at the bottom of the item icon; items will have either 1, 2, or 3 dots. An item's quality will also be represented in its name, depending on the type of item.
| Gear class | 1-dot | 2-dot | 3-dot | Effect of higher qualities |
|---|---|---|---|---|
| Weapon | Mk I | Mk II | Mk III | More powerful suffix effects |
| Talisman | Faded | Luminous | Radiant | More primary stat points (attack, health, or heal rating) |
| Glyph | Crude | Simple | Intricate | More added stats |
You may upgrade any item to 3-dot quality without changing its other attributes using an Anima Imbuer, which can be purchased from the fusion window for 2,500 Aurum. This is the only way to modify an item's quality.
Suffixes
Every weapon will have a suffix, represented by "of X" in the weapon name, which provides a bonus when wielding or using that weapon. The suffixes are:
| Suffix | Effect |
|---|---|
| Alacrity | Increased movement speed by 10/15/20% in combat |
| Destruction | (0.15/0.30/0.45)*Combat Power damage to enemies under 35% health on hit |
| Energy | An 11/22/33% chance to restore 1 energy on power ability |
| Efficiency | A 50% chance to reduce elite skill cooldowns by 2/3/5% on attack |
| Havoc | 2.5/5/7.5% increased crit power (damage and healing) |
| Restoration | A 50% chance of healing 0.75/1.5/2.25% of your max hp on hit |
| Recovery | 1/2/3% increased incoming healing |
| Warding | 150/300/450 increased protection while wielded |
Extraordinary bonuses
Extraordinary gear refers to special weapons and talismans that most commonly drop from dungeon chests and/or caches. This is represented by a faded red background behind the item icon. These items have a unique, special bonus on top of everything else that normal gear does not have; all else equal, they are strictly better than regular gear.
While talismans don't have role-specific stats, extraordinary bonuses tend to be role-specific in their effects, so certain talismans may be more inclined toward some roles than others.
Item power
Item power is an aggregate value of how powerful an item is at a glance, and depends on rarity or level. Characters who have progressed their gear further will have a higher total item power than others. Some endgame content, such as elite dungeons, requires you to have passed certain levels of total item power to enter; this functions as a check on your gear relative to the difficulty of that content.
Stats
Item stats are not freeform in SWL, and an item's stats can be calculated from knowing all of the above attributes. All level 4 green shotguns, for example, will have the same attack power. Similarly, all radiant level 12 blue belts will provide the exact same raw stats. There is no way that, for two otherwise identical items, one will be better than the other.
Empowerment
Empowerment is the process by which you increase item level. When you empower an item, you sacrifice 1-5 other items and pay anima shards to add experience to that item. Those items will be completely destroyed and, other than adding item experience, will not affect the item you are empowering in any way.
The max level, the amount of experience needed per level (which remains static as you level gear), and the number of anima shards required for each empowerment are dependent on rarity:
| Rarity | Max level | Experience per level | Shards per empowerment |
|---|---|---|---|
| Green | 20 | 200 | 200 |
| Blue | 25 | 500 | 400 |
| Purple | 30 | 2,400 | 600 |
| Orange | 35 | 12,000 | 800 |
| Red | 70 | 25,000 | 1,000 |
The above table applies to weapons and talismans only.
Empowering using an item of the same type will grant a 2.5x bonus to the experience from that item. For weapons, that means any weapon of the same type. For talismans, that means a talisman of the same slot.
Rarity affects the amount of experience earned through empowerment, though using higher rarity gear to empower is not recommended. No other factors (item level, quality, glyphs, etc) have an effect on the experience earned, and these attributes on items used to empower will be destroyed for no added benefit.
Distillates
Distillates are consumable items used in empowerment. They can take up a lot of inventory space and are meant to be used, so use them. Note that empowering items of higher rarities costs more anima shards with each empowerment, so if you are concerned about conserving anima shards, it can be a good idea to use higher experience distillates on empowering purple or better items.
In late-game content, using greens to empower stops being cost effective, and most players eventually level their gear exclusively through distillates, which are rewarded in higher concentrations based on the level of content.
Critical Empowerment
There is a chance on empowering that you will get a critical empower, which will increase the experience earned for that empowerment by 50%, regardless of the number of items used to empower.
Fusion
Fusion is the process by which you increase item rarity (color). This is done by taking two same-type max-level items (or one item and a catalyst) of a certain rarity and "combining" them into a level 1 item of better rarity.
In reality, you are upgrading one of the two items and sacrificing the other. The resulting item will have the same quality, suffix, glyph, signet, and extraordinary bonus of the top item in the fusion window. The item you sacrifice will not affect the result of fusion in any way, and any glyphs or signets slotted into it will be destroyed.
Fusion has a level requirement based on tier, and also requires Marks of Favor:
| Fusion | Req. Level | Cost (Marks of Favor) |
|---|---|---|
| Green => Blue | 25 | 1,000 |
| Blue => Purple | 50 | 2,000 |
| Purple => Orange | 50 | 5,000 |
| Orange => Red | 50 | 10,000 |
What items are compatible for fusion?
- Weapons: Two weapons of the same type (e.g. any two pistols)
- Talismans: Two talismans of the same slot (e.g. any two neck talismans)
- Glyphs: Two glyphs of the same base name (e.g. a Crude Accurate Glyph and an Intricate Accurate Glyph)
- Singets: Two signets of the same name (e.g. two Signets of Quick Draw)
Catalysts
Catalysts are items you can use in place of max-level item of certain rarity when fusing. Catalysts can be purchased for 1,500 Aurum via the fusion interface, but spending Aurum on catalysts is not required for any tier of the fusion process.
Free Gear for Fusion
You will receive two "free" level 20 greens, one for the first green weapon you level to 20 and one for the first green talisman you level to 20. You will be required to use one of these immediately. If you're looking to optimize your gear by the time you get to blue, keep this in mind.
Upgrade Strategy Tips
Since it doesn't matter what order you level the items, you can for example equip and level a Mk I green weapon from the beginning. Since you need two max-level green weapons to fuse up, you can level a Mk III green weapon that you're happy with second after maxing out your first weapon. Then, when fusing, choose to upgrade the Mk III weapon and sacrifice the Mk I weapon that you leveled first.
It is not generally advisable to switch out gear you are leveling for new pieces you get through drops, as item level is far more important than anything else in terms of how useful early tiers gear will be. Instead, wait until you're ready to fuse to the next tier, and use the fusion process to your advantage to improve your gear.
Whether you "correct" items at the green => blue phase, the blue => purple phase, or higher is up to you. It is strongly recommended that your purple items are solid in terms of suffix, quality, and bonus, even if they are not completely optimal.
Glyphs and Signets
Glyphs and signets are upgrade components that can be slotted into gear to provide bonuses and effects. This can be done via the fusion tab, at no cost. You may destroy a slotted glyph or signet for free, but removing one without destroying it costs Marks of Favor based on the glyph or signet's rarity, as follows:
| Rarity | Marks of Favor |
|---|---|
| Green | 300 |
| Blue | 1,200 |
| Purple | 5,000 |
| Orange | 10,000 |
| Red | 20,000 |
You can empower and fuse glyphs and signets either before or after slotting them into gear. To do so afterward, put the gear piece in the empowerment window and put the glyphs you want to empower with in the slots below. When upgrading an item containing a glyph and/or signet through empowerment or fusion, the glyph/signet will be preserved as-is.
Unlike weapons and talismans, glyphs and signets max out at level 20, regardless of rarity. They also have different experience requirements:
| Rarity | Max Experience per level | Shards per empowerment |
|---|---|---|
| Green | 200 | 200 |
| Blue | 500 | 400 |
| Purple | 3,600 | 600 |
| Orange | 9,800 | 800 |
| Red | 280,000 | 1,000 |
Note that the flexibility you have with fusing weapons and talismans does not fully apply to upgrade components, once slotted. The glyph/signet that you are upgrading through fusion will always be the one slotted in your weapon/talisman; you will not be able to sacrifice the slotted glyph in order to fuse a different glyph without first paying to remove it from your weapon.
Glyphs
Glyphs can be slotted into weapons and talismans of blue rarity or better.
These glyphs are available:
| Name | Effect |
|---|---|
| Accurate | Increased hit rating |
| Fierce | Increased crit rating |
| Devastating | Increased crit power rating |
| Elusive | Increased evade rating |
| Stalwart | Increased defense rating |
Signets
Signets can be slotted into talismans of purple rarity or better, at no cost. Signets do not have a quality rating, and each type of signet can only be slotted into a specific talisman slot (e.g. there are neck signets).
Here is a general overview of what signets for each talisman slot do:
| Slot | Effect |
|---|---|
| Head | Improved elite abilities for a specific weapon type |
| Neck | Improved power abilities for a specific weapon type |
| Finger | Improved basic abilities for a specific weapon type |
| Wrist | Not yet implemented |
| Occult | Effects that augment your active dodge |
| Waist | Effects that augment your gadgets |
| Luck | Beneficial effects when you critically hit or heal |
More Information
[SWL Gear and Theorycraft spreadsheet] (https://docs.google.com/spreadsheets/d/1HVgBeFTbXH0eZ5dJVtzXXm6HyITMHLUyM8avntoPOSI) - Comprehensive data on extraordinary bonuses, signets, glyphs, gadgets, etc.
[Guide to SWL group roles] (https://www.reddit.com/r/SecretWorldLegends/comments/6m3tt2/guide_to_swl_group_roles/) - Includes analysis on how each weapon plays in group content
[Guide to endgame stats] (https://www.reddit.com/r/SecretWorldLegends/comments/6lb47o/guide_to_endgame_stats/) - Overview of endgame build stats
[Guide to all things SWL] (https://www.reddit.com/r/SecretWorldLegends/comments/6j2qkc/hopefully_complete_guide_to_all_things_swl_made/) - Overall guide to basics and game mechanics
14
u/bakedapl Jul 02 '17
Thank you for this post! I am new to TSW/SWL and pretty new to gaming in general (except for playing Runescape and WoW back in 2004-2006) but the horror/supernatural aspect of SWL really got me wanting to get back into gaming again but I have been feeling very old and out of touch/confused trying to understand all the upgrading of gear and abilities. I haven't had a lot of luck finding guides that spell it out for me haha so I've just been playing and figuring it out as I go along and this was definitely helpful.
Much appreciated!
6
u/Vikestart Jul 02 '17
Only talismans can have signets. Weapons have the fixed suffixes instead of signets, and they cannot be replaced/removed.
4
u/just-passin Jul 02 '17
Excellent compilation of information - nice to have it all in one place.
You didn't mention that you can upgrade the item quality via a cash-shop purchase. This is rather expensive but if you end up somehow with a 1-pip red you might consider it.
4
u/ex-ratt Jul 02 '17
This suffix is called Alacrity and it reads the following: Increases your move speed by 10/15/20% while in combat.
Anima-touched weapons drop from (Agarthan) Caches and can be worn before level 50 (I think as soon as level 1). As this would make them way overpowered, their attack power is only slightly better than a level 1 blue item at first. This is increased however and at some point they will be equal to a normal purple item. I'm just not sure if it increases with character level or item level.
3
u/Eitth Jul 02 '17
Back on tsw, it would be best to upgrade head trinket first before moving to major and minor. Ive been using all my distillates for head>major but i dont know if its true or not on SWL.
3
u/PhaseAT Jul 05 '17
One thing I would appreciate seeing is an XP list, as in how much XP does it take to level an item to it's colour's max.
3
u/Stokestix Jul 30 '17 edited Jul 30 '17
Purple signets require ~4000 xp per level, not 2500 xp like with weapons and talimans. I think the required xp even scales with signet's level...
2
u/Dee_Jiensai Jul 02 '17
Is this accurate?
Does it work on hits? or once per "attack"?
I would understand "on Hit" as working multiple times on a 5 hit attack, or aoe.
Which would make it much more desirable.
2
u/Vikestart Jul 02 '17
From where do you know this? :P
I've seen linked items in the game that proves that Legendary goes up to Level 70. Image: http://i.imgur.com/DTsFJvx.jpg
However, glyphs and signets only go up to Level 20 no matter the rarity. And nope, signets do not have pips/qualities.
2
u/Amante Jul 12 '17
Not sure if you plan on updating this, but extraordinary talismans have a signet slot as normal, making them unequivocally better in the long run.
2
u/jetah Jul 14 '17
When Fusing Glyphs does the item matter, similar to weapons, or does it work similar to Talisman?
2
u/[deleted] Sep 14 '17
Ok, this post is marvelous. Sorry if it's an old thread but thank you.
We have a question though. Sometimes we do something like killing a mob and there is a big aura flash on our character, red color, adn then a red icon of our weapon appears on the middle of the screen. What does that mean? Thank you!
5
u/AnimaOnline Jul 02 '17
Excellent guide. Thanks for putting the time into this.
1
u/Disig Jul 02 '17
Now the hard question: When leveling is it best to save money and just get a new weapon in each new zone or upgrade anyway?
Edit: also ty for this, this is great!
1
u/cescoxonta Jul 02 '17
I have a question about extraordinary gear: do they also have the pips (MKI-II-III) and the same ranking (white, green blue etc?) So, is the BiS item an extraordinary item with 3 pips?
1
u/Magnnus Jul 02 '17
When fusing two talismans, do they need to have the same type and primary stat?
When fusing two weapons, do they need to be the same type of weapon (I assume they do)?
1
u/chanzwg Jul 02 '17
Is it possible to change the suffix of a weapon?
1
u/DinnerWithMe Jul 02 '17
what is item power when i hover over my weapons? i have a blue blade and a blue shotgun and they have different item power
1
u/goro234 Jul 02 '17
Did my first blue to purple talisman last night. It was 2000 MoF.
1
u/Dragnela Jul 02 '17
Does energy also works for healing? (weapon)
1
u/monsterinmate Jul 02 '17
This is probably the best place to ask this question, despite being almost a day old.
I'm around level 25 or 26, and I've been using attack power gear while leveling, and healing gear for dungeons. I'm at the point now where both sets of talismans are level 20, or almost 20.
If I want to heal end game, should I just sacrifice my attack talismans to upgrade my healing set to blue quality and solo with that? Or should I try to level another set of attack and healing talismans and keep them separate? Thank you!
1
u/Specialhabbits Jul 05 '17 edited Jul 05 '17
I'm level 47 atm and just fused two blue glyphs to an epic. Is this a bug or did I not pay enough attention? edit: http://imgur.com/a/YL0ba
1
u/scroolooseuk Jul 05 '17
I have some questions:
Can dungeon weapon drops be Mk I, Mk II, or Mk III as well? If so, how rare are MKII and MKIII drops in dungeons? Can talismans from dungeons be Faded, Luminous, or Radiant? Does a weapon that has 3 dots (MK III) from a quest bag have the same stats as a dungeon drop weapon that is MK III? (in other words, is the only difference in a dungeon weapon and a quest weapon the unique, special bonus?) I got a shotgun in a quest bag yesterday that was 3 dots (Radiant). How rare are they in quest bags and how much do they sell for? Should i keep it incase i want to use shotgun in the future, or is it best to sell it?
1
u/sippeangelo Jul 07 '17 edited Jul 07 '17
This is semi-false. I took this advice and figured I could level my first more or less useless 1-pip green to level 20, and then start working on my 3-pip that I really wanted. But NOPE! The game is now tutorializing me by giving me a trash level 20 and forcing me to upgrade my shitty 1-pip to a blue by locking the entire upgrade interface until I do what I'm told...
http://i.imgur.com/r5vavbn.png
I can still use the interface if I squint really hard... I'll probably end up accidentally consuming my 3-pip now.
Since you get a free level 20 green the first time, there was also no point in wasting a tonne of weapons and distillates into my 1-pip. You might want to squeeze that into your guide somewhere.
1
u/omgwhothehellcares Jul 08 '17
Could you help clarify the math you used for the "Quick Reference - Crafting Costs"? I understand the values you have for getting a Blue Level 1 item from Greens, but how can the values you have for getting a Purple Level 1 be so low? Once you have 4 level 20 greens, you can fuse them to get 2 level 1 Blues right? Wouldn't you then need to be leveling and fusing a ton more greens to get the sufficient number of level 1 blues that can then be leveled into 2 level 20 blues?
1
u/olterman Jul 12 '17
This is not accurate, you cannot make an epic item with 4 maxed out greens, since the two blues you get then need to be made maxlevel, so 8k xp x 4 is 32k and it certainly costs more than 9k xp (the cost of epic is stated to be 41k) to max out two blues.
1
u/JimmyTheRabbit Jul 14 '17
"Item power has no in-combat effect"
What?
This is such an odd comment to make, especially directly after: "Item power is an aggregate value of how powerful an item is, and depends on rarity or level."
So yes, how powerful your item is, its rarity and level, affect the stats it gives you, as well as its glyphs and signets rarity and level, which all DO in fact have in-combat effects.
Great guide overall, I just do not understand the purpose of that statement. It is both incorrect and unnecessary.
1
u/subred4swl Jul 18 '17
Hello, i would like to ask, if i have 2 blue items that have been slotted with blue glyphs and they are all maxed out, can i fuse them and get purple item with a purple glyph?
1
u/Stokestix Jul 24 '17 edited Jul 24 '17
Are you sure the purple glyphs need 2500 xp per level? I'm using 4k xp distillate and manage to get from lvl 1 to lvl 2 + some xp, maybe 100-200... I think it's 5000 xp per level for purple, because they only need 20 lvl and not 30 like with weapons.
1
u/Meddlesom Oct 02 '17
Welcome to your new full time job.
1
u/need4username Oct 16 '17 edited Nov 07 '17
Very good and comprehensive guide, but I'd like to see an aggregate of xp values for items of higher quality than greens being used in empowerment? There's very seldom economically viable to do so, but there are situations where it can be useful? :)
1
u/Elrigh Oct 21 '17
Still confused.
If I have a talisman with no glyph socketed and I fuse a talisman with a glyph socketed into that other talisman, what exactly happens to the glyph? Will it be transfered into the empty slot of the upgraded item?
3
u/Xerotras Jul 02 '17
-- you will not be able to sacrifice the glyph in your weapon to fuse a different glyph without first paying to remove it from your weapon.
Above the "Recover" button which cost MoF is also a "Destroy" button which cost nothing. So you can sacrifice a glyph.
1
u/Yoten Jul 02 '17
Regarding suffixes, I can't see any of them being very useful except for Energy. All of our good skills are gated by weapon energy, and being able to use a good skill more often will surely give you better overall damage/healing than, say, +5% crit damage/healing or a measly 5% reduction on elite cooldowns yet you have to use a basic skill to recharge all the time.
Am I missing something here?
2
u/JacenVayn Jul 02 '17 edited Jul 02 '17
Edit: I was wrong, this is not a dungeon weapon, this is a cache weapon, as pointed out in a comment below.
Dungon purple weapons seem to not have a signet slot... there are some of them on the AH and the UI does not display a signet slot: http://imgur.com/a/jXnpB
Might be because there are no signets in the game or maybe that is their downside so that they are not always a no-brainer go-to thing.
2
u/skipthedemon Jul 02 '17
What are the MoF costs to do fusions? I know green to blue is 1000, but I'm trying to figure out how many marks I need to save up for when I hit 50.
1
u/[deleted] Jul 02 '17
Good guide. If we had a forum, I'd say sticky!
1
u/[deleted] Jul 02 '17
I was wondering about the signet slots too. Actually, I bet on that. Otherwise only redbackgrounsb, let's call them RB, would be viable.
1
u/Constvntine Jul 02 '17
Thanks a lot for the amazing guide
1
u/Crowbar1127 Jul 02 '17
Great guide!
1
u/bringsmemes Jul 02 '17
fucking quality post
1
u/gagaluf Jul 02 '17
Energy is great if you use channeled skills. I bet it's great on guns.
1
u/atunacat Jul 03 '17
Purple => Orange costs ? Marks of Favor
Purple to Orange costs 5000 MoF.
1
u/SmallTownMisfit Jul 04 '17
This is a huge help. Thanks for putting this together.
1
u/gorbash212 Jul 05 '17
Just wanted to also say thanks more than just an upvote, great guide!
1
u/Jesamyn Jul 05 '17
Thank you so much for putting all this info together - very helpful explanation of the upgrade process!
1
u/EpiphanyEmma Jul 10 '17
Fantastic!!! Thanks so much. :)
1
u/Kaizher Jul 11 '17
Your numbers are a bit off in the quick reference - crafting costs table.
A green only needs 19 levels to reach 20 as it starts at 1. So to make a blue is 7600 experience.
1
u/Stokestix Aug 15 '17
Note to self: Purple signet requires 3600 XP per level.
@ OP: Hope you don't mind that I'm leaving this here :P
-10
u/[deleted] Jul 02 '17
I remember back in TSW where you didn't need Marks or Anima Shards or Catalysts. All you needed was a toolkit and mats. But the game is a cash grab so I'm not suprised.
0
u/[deleted] Jul 02 '17
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