Mad Otter Games
Last edited
Make sure you are logged into the forums for full-sized images.

The purpose of this guide is to assist players in developing their ideal build. We will be diving into each of the core mechanics of the V&H gear system one at a time, and throughout the process I will attempt to elaborate on any important details.

Table of Contents
  1. Gear Overview
  2. Gear Types
  3. Rarity
  4. Stats
  5. Character Sheet
  6. Leveling Up
  7. Diminishing Returns
  8. Master Crafting
  9. Runes
  10. Gnogmentation
  11. Enhancement
  12. Preparations
  13. Buffs
  14. Gear Creation Process
  15. Sub-Class Builds

Gear Overview

This section will provide a quick overview of a gear tool-tip and other basic features of the gear system.

When you open up your character sheet, which serves as a hub for the majority of gear-related information, you will come across your character's equipment window. This shows your character along with every item they currently have equipped. If you have empty slots and are unsure of which item belongs there, simply hover over it and check the label.

You may notice your equipped gear comes in a variety of background colors. This is due to their rarity, which we will go into detail later on.
When you hover over a piece of gear, you will see an informative tool-tip. The image below depicts what you might expect to see from a piece of armor at end-game. Many of these components are not immediately found on gear, and have to be added manually. We'll go into each of these facets in detail later on.
If you hold Alt on an equipment item, you will be presented with yet another tool-tip. This provides greater detail and information regarding the item's runes.

Gear Types

Below is a chart with information regarding each type of gear. I'll provide some details regarding each column.
  • Gear Types: Lists out every equipment type within the game. These are usable by any class except for shields, which are class dependent.
    • Warriors, Priests and Shaman can wield a shield while Hunters and Wizards cannot.
  • Availability: This column branches out into 5 separate columns: Crafting, Loot, Quests, Elders and Dungeons.These are the 5 sources of gear acquisition. A checkbox indicates that the specific gear type can be acquired from the above source.
  • Crafting Information: Provides some quick data points on each gear type in relation to crafting.
    • Starting Level: The initial level that the item is available to craft at
    • Interval:How many levels until you can craft the next tier of said item
      • Example: Gloves are available to craft starting at level 3 and each subsequent tier of gloves will be in intervals of 5 [3, 8, 12 ... ]
  • Loot Information: Lists the levels that a gear type will begin dropping at.
    • Example: trinkets will only start dropping as loot from enemies level 35 or greater
As you can see, certain pieces of gear are only available at later levels, so don't be alarmed if you notice empty slots and cannot find gear to fill it with.
Note: Every Class has a different Class Token, but the 'family' of that item type is known as a Class Token and they all work similarly
  • Warriors: Bracers
  • Priests: Scepters
  • Wizards: Spellbooks
  • Hunters: Knives
  • Shaman: Totems

Certain pieces of gear will have larger stat values than others. I am not entirely sure why, but I believe it may be to simulate some realism. For example, your Armor is much more important than a pair of Gloves in reality, wouldn't you say? Thus, in Villagers and Heroes, Armor will provide higher stat values than "lesser" gear such as rings. This does not mean that gloves or rings are useless in comparison. They are still extremely important towards creating a fleshed out build. This does mean that if you are looking to raise specific stats, you may want to acquire them on the gear types which will provide them with the largest values.

Example: If I'm looking to raise my Expertise stat, then depending on whether I want a lot or just a bit, I will either aim to get it on an Armor piece (A lot!) or maybe my Belt (A bit!).

The following chart contains some rough values to visualize the disparity in stat values across Gear Types of the same level and rarity. If the items have different levels or rarities, then the chart below will not apply:
  • As you can see, Armor and Weapons are considered the base, and have the highest stat values across all other gear types.
  • Following that, are helms, boots, gloves, necklaces, rings and trinkets. These have stat values between 10% and 20% lower than that of armor and weapons.
  • Next are belts, which have stat values between 20% and 30% lower than armor and weapons
  • Finally is the class token, which has values 35% to 45% lower than armor and weapons
So what does all of this actually tell us? Well, here is something to keep in mind.

All of this was deduced in an optimal environment, where all gear was the same level and rarity. This is hardly the case during actual game-play, and thus is not a vital piece of information to understand because you will rarely be in this ideal situation. The numbers could vary wildly based on level differences, rarity tiers or simple stat rolls. It is very difficult to condense all of these variables into a simple formula. All you need to keep in mind is that certain types of gear will provide a larger amount of points to your overall stat pool than others.

It is important to note that reinforcement runes are unaffected by the above gear specific stat differences, and have their own averages and variances. We will go into this later!


The rarity of a piece of gear will determine the Amount, Type and Power of its stats. The rarity of a piece of gear can be determined by its color or from the item's tool-tip. There are currently 6 tiers of rarity in Villagers and Heroes:
  1. Inferior (grey)
  2. Common (white)
  3. Uncommon (green)
  4. Rare (blue)
  5. Epic (purple)
  6. Legendary (orange)
Higher tiered rarities have a greater number of stats with higher values than lower tiered gear. Below is a chart with information regarding how to acquire specific types of gear items based on rarity.
The chart below has a detailed breakdown and comparison of how rarity effects the gear itself. It focuses mainly on the stat differences between the tiers, and how higher tiers contain a greater amount of stats.
So what can we discern from this chart? Well, it is apparent that rarity is extremely important, not only in terms of higher stat values, but for a greater number of stats. A Legendary piece of gear consists of 6 stats in comparison to the 2 that Common gear has for example.

For those wondering about the difference between Epic and Legendary gear (they both contain the same amount of stats), it is that the value of those stats are higher on Legendary gear.

Based on the chart, we can calculate that if a character had all Legendary gear, they would have the following number of stats from their base gear alone:
  • 16 common stats (15 without a shield)
  • 26 uncommon stats (24 without a shield)
  • 26 epic stats (24 without a shield)
But rarity is not everything... the actual stats on the piece of gear are just as important. If I am comparing an Epic piece of gear with a few stats that are useless for my class to a Rare piece of gear where every stat is useful to me, then which one should I choose? That is the question. Let's learn more about these stats...


Stats are the backbone of the gear system. Players will want to focus on increasing specific stats that promote the type of subclass and play-style they are focusing on. There are 3 different categories of stats:
  • Common: These will always appear directly on specific pieces of gear.
  • Uncommon: Uncommon stats are the bread and butter of any build.
  • Epic: Epic stats are play-style related modifiers
Below is a table with a list of each stat within the 3 categories.
There are three different ways to raise stats.
  1. Base Gear: As we've covered earlier, equipment inherently consists of stats. These are normally coined your 'Base Stats', as they are from your 'Base Gear'. The higher the rarity of your gear, the more stats you'll have and the greater their value. It is not possible to directly control the types of stats you roll on any piece of gear you craft or find. The base stats are randomized from a pre-set pool and cannot be mix-and-matched. We will go over the stat pool per gear shortly.
  2. Reinforcement Runes: These runes can only be acquired through crafting and we'll cover that process in a later section. Essentially, each reinforcement rune boosts a specific stat by adding extra points. There are only a designated number of rune slots per gear, so choose wisely.
  3. Boosts: Stats can also be increased through the use of various boosts such as preparations and consumables. Gear can be infused with preparations, which is essentially another permanent stat, and consumables can temporarily boost stats. Both will be explored in-depth in a later section.

Stat Rolls

Previously I mentioned that gear with a higher rarity will produce stats with higher values. This is true, but there is another element at play here. Stat Rolls! Basically, when a piece of gear is generated by the game, the value of the stats are selected based on a "roll".

Ok, you lost me. What's a "roll"?

Think of it as a random number generator with boundaries. So, the generated gear will have stats with values between X and Y based on the level of the gear. Next, depending on the rarity of the gear, this roll is refined further. Let me put it into a hypothetical example (note all values are just example values. It's the concept that is important):

You've just killed an Elder Boss and the game has generated some loot. A piece of level 95 Armor is being created. When the game is going through the process of assigning a value to the gear's stats, here is what it does:
  1. The value of the stats must fall between 4,000 and 5,000 because it is a level 95 piece of equipment
  2. The value of the stats must fall between 4,750 and 5,000 because it is a Legendary piece of equipment (Top of the line)
  3. Select a random value between 4,750 and 5,000 >>>> 4,850
  4. Repeat for every stat on the item
So what does this mean? It means that 2 Legendary pieces of equipment may have slightly different stat values. They will still be limited to the same range, but one could be slightly higher than the other. For those who are seeking to min-max, these rolls are how you do so. Farm gear for the highest rolls possible in order to reach your limits.

What do rolls apply to?

Quite a lot actually. Base stats on gear, Weapon abilities, Reinforcement Runes and Augmentation Runes all utilize this stat roll mechanic. If you truly want to be the best of the best, you need to check out the values on all these items, not just the rarities, and find the absolute highest numbers. If you're not interested in min-maxing, then don't sweat it. Just remember this key concept, because it is important going forward.

Before we continue, let's take a very slight detour onto a lesser known stat known as Avoidance.

There is a section in your character sheet between the uncommon and epic stats labeled "Secondary Stats". This is where Avoidance lives. Go ahead and hover over it.
Avoidance will add points to your defense rating! Block chance comes from shield runes, parry chance comes from specific sword runes, and dodge chance from certain talents / ultimates.

Stat Mapping

There are many stats in the game and they are not all available on every single piece of equipment. Each gear type has a limited pool of stats that can appear on it. So if you're expecting to find a specific stat on every piece of gear, it is futile!

Stat mapping is consistent across the board. Meaning, stats found natively on gear, stats gained through reinforcement runes, and stats gained from preparations will all follow the same mapping described below.

The chart below will display the pool of stats that can roll on a piece of gear. It's essentially down to luck to get the combination of stats you desire. Don't frustrate yourself trying to land a perfect combination roll of 4 specific stats you want on an item. Personally I would say that so long as the majority of stats on an item are useful to your build, then the gear will have met its purpose. It's mainly through reinforcement runes (which we will cover later) that you are able to refine your build by increasing your favorite stats or filling in gaps.

Now I will go into more detail as to the purpose and possible use cases for each of the stats. It's up to you to decide whether or not they compliment the build and style you are aiming for.
Common Stats
  • Armor
    • Description: Increases your physical protection. This reduces physical damage taken.
    • Cap: 50%
    • Details: The purpose of armor is to mitigate physical damage. Physical is generally melee based attacks, but there are exceptions to this rule. The armor stat will come inherently on all of your primary gear pieces (excluding jewelry and weapons).
  • Damage
    • Description: Increases your damage output.
    • Cap: N/A
    • Details: Damage is found inherently on weapons.
  • Mastery
    • Description: Increases your mastery power. This increases the power of any abilities that align with the mastery.
    • Cap: 30%
    • Details: There are two mastery stats which can be built up per class. It is recommended to focus solely on one as increasing mastery directly correlates to higher ability power. Splitting resources between both would allow for the creation of a hybrid build, at the cost of each specialization's individual power. Hover over a spell on your feat bar and you will notice a tooltip appear for that spell. There will be a line stating something similar to: Deals X (+Y) damage. The value of X is based on the level of the ability rune, whereas the Y value is calculated from your mastery power. Specifically, the mastery which that particular spell falls under. Increasing a mastery will therefore increase your overall ability power.
  • Vitality
    • Description: Increases your maximum health.
    • Cap: N/A
    • Details: Each point invested into vitality will grant 5 points of health. There is no cap nor diminishing returns on vitality, so players can invest as many points as they desire. Think of your health pool as a buffer. Whatever incoming damage isn't mitigated by physical protection and magic resistance will subtract health from this buffer. It's important to balance health, armor and resistance effectively.
Uncommon Stats
  • Bonus Armor
    • Description: Increases your physical protection. This reduces physical damage taken.
    • Cap: 50%
    • Details: Armor is generally sought after by tanks, as they are mostly on the receiving end of enemy aggro. Solo players will want to build up a decent amount of armor as well, but damage based classes should not overdo this stat at the cost of their offensive stats.
  • Magic Resist
    • Description: Increases your magic protection. This reduces magical damage taken.
    • Cap: 50%
    • Details: Magic Resist, similar to the armor stat, will mitigate incoming damage. The difference being that magic resist is specifically for magic based attacks. This includes fire, ice, poison, shadow and other types of elemental attacks.
  • Vigor
    • Description: Increases your passive health regeneration.
    • Cap: 2000% (in-combat), 200% (out of combat)
    • Details: Vigor seems like a fairly useful stat to invest in for solo-play especially if your sub-class does not have very many healing abilities. However, the reality is that Vigor's health regeneration is extremely low in the grand scheme of combat.
  • Intellect
    • Description: Increases your maximum mana.
    • Cap: 3000 extra mana (Base mana is 3000 as well)
    • Details: A larger mana pool will allow your character to sustain spell casting for longer periods of time. This is useful for combat heavy conflicts such as dungeons or elder bosses, that have little rest in between confrontations. A proper mana pool is one of many important aspects of mana management, which in turn is key to efficient monster slaying. Increasing the intellect stat is beneficial for every class. How much is dependent upon how mana heavy the class is. Lightning warriors for instance don't need nearly as much mana as shadow priests do.
  • Will
    • Description: Increases your mana regeneration.
    • Cap: 8 mana per second (in-combat), 20 mana per second (out of combat)
    • Details: The purpose of mana regeneration is to cover spell casting costs. However, clearly, based on the maximum caps listed above the gains will not come close to covering the costs. Having a decent amount of points in will is beneficial, but I would recommend using mana rolls and mana potions as a primary means of restoring mana.
  • Clarity
    • Description: Reduces the mana cost of spells.
    • Cap: 35%
    • Details: Clarity is very useful stat to upgrade, as it will cut down mana costs substantially. The less mana you use the less you need to regenerate. As was mentioned above, regeneration will always fall behind costs during conflicts. This is because in-combat regeneration has a slower rate compared to out of combat regeneration. Raising clarity will cut down mana costs across the board, especially for the very mana heavy spells. This results in less mana needed to regenerate.
  • Haste
    • Description: Increases frequency of normal attacks and lowers cast time of spells.
    • Cap: 30%
    • Details: Investing in haste will allow you to cast a greater amount of spells in the same amount of time. Decreased casting time is useful for any build, from holy priests so they can heal faster, to DPS and even tanks so they can generate more threat. Haste is very reliant upon another stat, expertise, to get the most impact. Increased casting time will not make much of a difference if spells are constantly on cooldown. Also, keep in mind that using spells more frequently will deplete mana faster.
  • Expertise
    • Description: Reduces the cooldown time of spells.
    • Cap: 50%
    • Details: Expertise will increase the cooldown rate of spells, allowing you to cast them more often. Coupled with haste, expertise will increase the overall DPS / healing / threat generation of your character through rate of fire.
  • Savagery
    • Description: Increases your critical strike chance. Critical strikes deal bonus damage.
    • Cap: 20%
    • Details: Critical strikes work on regular attacks, spells, healing, and OT (over time) effects such as DoT and HoT. This makes critical strikes, and thus savagery, important for any class. Please note that Elder bosses are invulnerable to critical strikes unless the player has the passive Elder Bane rune equipped on their weapon. Without this rune, all points invested into savagery and brutality become obsolete during Elder battles.
  • Brutality
    • Description: Increases your critical hit damage.
    • Cap: 150%
    • Details: Your critical strike damage has a base of 150% and brutality can add up to an additional 150% damage on top of that. That is essentially double, which results in a single critical hit or heal having 2x to 4x the regular power. This makes brutality a vital stat to invest in for healers as well as damage dealers. As mentioned in the savagery section, it is imperative to have the Elder Bane rune slotted onto your weapon if you wish for the effects of brutality to work during Elder fights. Brutality works best coupled with savagery. If the chance for a critical strike is low, then brutality will not have much of an impact since it applies to critical strikes.
Epic Stats
  • Berserk
    • Description: After taking damage 30 separate times, you gain increased ability power for 30 seconds.
    • Details: Berserk is a useful epic stat for tanks and solo players. Every time the player takes damage, they gain a 'Provoked' charge. For every 10 seconds that the player has not taken any damage, they will lose a single charge. Berserk is all about momentum and taking as many hits as possible. The important distinction is that it is the number of hits that matters, not how hard the hits are. However, becoming invulnerable such as with Spirit of the Storm will NOT grant provoked charges. The players will need to take hits that either deplete their health or are mitigated by their armor / magic resist. So for players seeking to build a berserk build, they should focus on their defensive capability to withstand all of that incoming damage. Once the number of charges reaches 30, the player enters their berserk phase, where they have increased ability power for 30 seconds. This is added directly into the power column, not the mastery column. The amount of power increase depends on how many points were invested into the berserk stat. Also, during those 30 seconds the player cannot gain additional provoked charges. So it is not possible to have berserk running constantly. Solo players who enjoy fast paced combat, or tanks that run in parties and are taking the brunt of aggro will gain the biggest impact from this stat.
  • Blasting
    • Description: After being hit, you have a 10% chance to release a blast of damage to all enemies around you.
    • Details: Blasting is another superb stat for tanks. Each time an enemy hits them, the tank has a chance to release a damaging blast around them. The amount of damage scales up as additional points are invested into the stat. This could be useful for solo players, but oftentimes it can cause more harm than good. For example, if a player has singled out one enemy and suddenly the player's blasting triggers, it could deal damage to nearby enemies, who would then swarm the player. Use at your own peril. I would also recommend having either a lot of blasting, or none of it. Even if there's a single point invested into blasting that is still a 10% chance to trigger a blast upon being hit. If the goal is to avoid these AoE triggers, then you will have to keep the stat at 0.
  • Flux
    • Description: After spending 1,500 mana, you gain bonus ability power for 30 seconds.
    • Details: Flux is an epic stat worth building up for any mana heavy build. As the player spends mana, they will earn charging flux marks equal to the amount of mana spent. Note that a high clarity will drop mana costs, making it take longer to trigger Flux. These charges will deplete every 10 seconds that you do not spend mana. The higher your charge count is, the larger the chunk that is depleted. For example, if you're currently at 1300 charges of flux and go 10 seconds without using mana, your charges will drop by over 100. On the other hand, if you're only at the 400s for instance, then it will drop by around 50 charges. This trend continues all the way until 0. This means that Flux is not dependent upon constant conflicts - a few dozen seconds without spending mana will not start you over from square one. Once the player has spent 1,500 mana they will trigger Power Flux, which lasts for 30 seconds. During this period the player has increased ability power. This power will go directly into both your power column rather than your mastery stat - which results in a better ability gain. During these 30 seconds any mana the player spends will not create additional charging flux charges. Once the 30 seconds have expired, the player is able to build them up again.
  • Glory
    • Description: You gain increased ability power and resistance for every enemy you defeat. Maximum of 5 charges.
    • Details: Glory charges work similarly to the credit system. If you hit an enemy, and are not in a party, and someone else gets the final shot, you will get a charge. If you are in a party, and your teammates kill enemies - that you do not hit a single time - you will get a charge. If you are in a party, and your teammate kills a bounty across the map, you will not get a charge. If you are in a party, and your teammate kills regular monsters from out of range, you will get a charge. If the charges are not refreshed within 2 minutes then they will all vanish, even if you have a total of 5. Every credited kill will increase the charge by one, up to a maximum of five. Once you have five, every consecutive kill will refresh the charges, meaning it is fairly easy to have a glory bonus running constantly. Glory will add ability power directly to the power column rather than mastery. However, the armor and magic resistance bonus will be based off of your stats, not your percentage. This means if you have 45% armor, and get a +5% armor from a glory charge, it will not go up to +50%. It will instead increase the amount of points you have in your armor stat by 5% of its current amount.
  • Juggernaut
    • Description: You have a 5% chance to deal bonus damage based on your current health.
    • Details: Juggernaut is worth building up for any player with a large amount of vitality. Since vitality has no hard cap, players can invest as much as they are able to without diminishing returns. These could lead to massive amounts of bonus damage, especially at higher levels. However, if the goal is DPS, then there are much better alternative than juggernaut at your disposal. Juggernaut is mainly effective as a byproduct of needing a large quantity of health. This would work best for lightning or earth tanks as they are more likely to make use of all of that extra health.
  • Lifesteal
    • Description: When you deal damage, you have a 15% chance to heal for a portion of the damage dealt.
    • Details: Lifesteal is a great epic stat for high speed high risk classes such as fury warriors and fire wizards. As you invest more points into Lifesteal, a higher percentage of the damage dealt will be returned as healing when it triggers. For classes without very viable healing spells, lifesteal is a decent supplement to healing. 15% chance can occur fairly frequent, especially for AoE and DoT based classes. It's important to note that it is impossible to control which attack Lifesteal will trigger on, so classes with numerous DPS spells will gain the most impact from this stat.
  • Magic Find
    • Description: All dropped gear now has a chance to be upgraded in rarity.
    • Details: Many higher level players will create another set of gear specifically for farming drops. They invest heavily into magic find to do so. Magic Find will increase the chances for gear of higher rarity to drop from loot.
  • Onslaught
    • Description: You deal bonus damage to enemies that are over the enemy life threshold.
    • Details: Placing points into Onslaught will affect two different variables. The first is the bonus damage that is applied to enemies which are over the life threshold, and the second is the threshold itself. The bonus damage scales higher with points, while the life threshold decreases. This means that the bonus damage will last longer, as the enemy will be above the threshold for a longer period of time. Onslaught is an impressive stat when coupled with initiator spells. These spells, such as woodland arrow, or murder, serve the purpose of starting a conflict by inflicting a large chunk of damage upon the enemy right off the bat. Used with Onslaught, these types of abilities will deal a very high amount of startup damage on impact. Due to the threshold limit, Onslaught is only useful during the early stages of a battle, and will simply have no effect once the enemy crosses below that threshold. This can make it a tradeoff stat. If your build has a powerful initiator spell, then Onslaught is worth capitalizing on. It can also be very effective during Elder bosses, as they take longer to drop below the threshold.
  • Poise
    • Description: Your ability power is increased while your health is over 95%.
    • Details: Poise is an excellent stat for ranged DPS and healers during party play. So long as they remain at a distance from the conflict, they will be rewarded with increased ability power. This goes straight into the power column. Tanks with a large quantity of defense who find themselves above 95% may wish to consider this stat, but with constant health fluctuations it will not provide as great of an impact for them.
  • Shielding
    • Description: While not in combat, generate an absorb shield that lasts until used.
    • Details: Shielding is a useful stat for solo-play and party tanks. It provides an extra bit of defense to the character. Shields take a player's defenses into account, and will not take 1 : 1 damage from enemies, so players with a higher defense will gain a longer lasting use from shields. If the player is invulnerable, the shielding will not take reductions. If the shield is diminished, but still has some points in it when the conflict ends, it will regenerate back to full. Even if the shield is entirely diminished, it will regenerate back to full once the player is out of combat. It can take around 7 - 10 seconds of out of combat time before the shielding triggers again.
  • Voidstrike
    • Description: After damaging an enemy, you have a 5% chance to gain a voidstrike, causing your next single target ability to deal bonus void damage that ignores enemy armor and magic resist.
    • Details: Voidstrike is a DPS focused stat, and due to its nature, very difficult if not impossible to consciously take advantage of. In the heat of battle, and among dozens of status icons, no player will have the state of mind to pinpoint whether or not they have a voidstrike charge ready. This is as good as random chance then, in our case. Thus, voidstrike is best used for DPS classes with single target damage on impact abilities rather than damage over time abilities. Otherwise, voidstrike could be potentially wasted on them. The voidstrike charge can appear whenever you damage an enemy, and lasts 20 seconds until it vanishes, so it must be used within that time frame. Default attacks and area of effect attacks will not use the voidstrike charge. Using a single target damage ability with a voidstrike charge active will cause it to deal X% (scaling with points invested into the stat) of the ability's damage as void damage. This will ignore enemy armor and magic resist. This can lead to a very large amount of DPS for classes with powerful single target damage spells.


Mad Otter Games
Last edited
Character Sheet

Before we continue into the meat of creating builds, it is pivotal for you to become familiar with the character sheet. This is your reference for all things gear related.
Begin by hovering over or pressing (mobile) on the attack and defense ratings. These ratings are determined based on specific stats, which you will see in the tool-tip that appears. Raising those stats will raise the ratings - simple! Based on your class and specialization, you will likely want one of these ratings to be above the other, for example, a damage dealer will want a much higher attack rating than defense. Make sure you prioritize the stats listed in the attack rating section if that is the case!
Directly below the ratings is your stats sheet. This is a list of all common and uncommon stats and includes some very important information. Start by hovering or pressing (mobile) on a specific stat. The tool-tip will describe what the stat does, as well as which gear it can be found on. Specific stats can only be found on certain gear, so if you're farming weapons hoping to find one with an armor stat it will never happen!

The image above shows the current amount of stat points, accumulated from the player's currently equipped gear and boosts, in the red box. Following that, the information in the blue box is a description of what the stat actually does. In the green box is a percentage of the total stat gain from the points invested. Lastly, the purple box will show a list of all gear pieces that this stat can be found on.

Directly to the right of the stat are green chevrons. These will indicate roughly how much of that specific stat you currently possess based on your equipped gear. Hover or press (mobile) on that area for detailed information. The information in the red box indicates how much of a specific stat you have. Either 0 bars, 1 bar, 2 bars or all 3 will be filled. 0 represents none, 1 represents a decent amount, 2 represents a high amount, and 3 represents a heroic amount.
As you invest points into your stats, the chevrons will begin to fill up.
  • An empty bar indicates you have filled 0% of your stat's cap
  • One bar indicates you have filled between 1% and 39% of your stat's cap
    • Example: You have invested enough points into your mastery to gain 2% power out of the 30% cap
    • 2 is 6.6% of 30 - thus you will have 1 bar filled
  • Two bars indicates you have filled between 40% and 74% of your stat's cap
    • Example: You have invested enough points into will to gain +5.5 and +13.6 mana regeneration out of the +8 and +20 cap
    • 5.5 is 68% of 8 (likewise 13.6 is 68% of 20) - thus you will have 2 bars filled
  • Three bars indicates you have filled 75% or of your stat's cap
    • Example: You have invested enough points into expertise to gain 42% reduced cooldown time out of the 50% cap
    • 42 is 84% of 50 - this you will have 3 bars filled
The percentages remain the same for all levels, however, the amount of points required to meet those percentages will vary based on level.

In the blue box, is the maximum cap of a specific stat. This is useful to know, as if you want to prioritize certain stats, you will want to keep track of its current amount as well as its limit. Lastly, the green box will provide a list of ways you can acquire said stat.

The final column will provide some additional details as to the actual effect of a particular stat. The information within the red box displays the stat's total power. This includes bonuses from talents, consumables, elder buffs, house perks and anything else. That is why the number in this field will not necessarily match those in the left-most field. It depends on whether or not the modifiers effect your stats, or go directly into your power. It's a very important distinction. For example, the final branch of any mastery's talent tree known as the affinity talent will increase your sub-class's power by a maximum of 35%. This is not a 35% increase of your mastery, but your power itself. That is, the numbers you see on the far right column of the character sheet.
This is also why, if you remove all your gear, you will notice on the far-right column you will still have some base percentages. Such as 100% attack speed in your haste row, or 150% critical damage in your brutality row. These are the base numbers, and as you add points into particular stats you will improve upon them. Removing all of your gear and viewing your base numbers will provide some decent information regarding how stats work behind the hood, without any stat modifiers.

The blue box will explain, in simple terms, what the stat will actually do. It is your call to decide whether it is worthwhile, and particularly, how much.

Scroll further down until you reach the epic stats section. Here you will find a list of all the epic stats that you currently have equipped on your gear. Note that this list will not include any epic stats that you do not have equipped - so if you want to check for a full list, then view the epic stats list in the post above. The epic stat you have the most amount of points invested in will be at the top, and the list will go in descending order. The epic stats section works much the same way as the uncommon stats, just in a compressed format. Hover or press (mobile) on one to learn additional information.
The red box displays the amount of points you currently have invested into the stat. The green box provides a detailed explanation of what the stat does. The blue box provides a list of gear that this stat can be found on. The purple box will indicate how much of the stat you have.

Next, open your character sheet and underneath your character image, click the runes button. This will provide you with a full list of all the runes you currently have slotted, including passive, active, augmentation and reinforcement runes. This is a very helpful tool to gauge what you currently have, so you can figure out what you still need.
Runes generally have to be gnogged onto gear. Depending on your level, you will want to limit the number of runes you gnogment as gnogmenting more than 2 slots on a piece of gear will begin to cost you sockets. If you are lower in level you do not want to spend all of your sockets on low level gear that you'll outgrow quickly.

Leveling Up

Stats will grow in power based on the amount of points you invest into them. When you equip gear, you are essentially adding points onto whichever stats the gear has. The more points invested, the more powerful the stat becomes. As you level up however, a greater amount of points are needed in order to gain the same output as previous levels. This is why higher level gear provides greater stat numbers, as well as why it is important to keep updating gear.

As you level up you will notice your attack and defense ratings go down. Why is that? You haven't changed any of your gear! Correct, but remember that your attack and defense rating is based on your stats at the current level. A certain amount of haste points at level 70 is not worth as much at level 80 for instance.

For example, a hunter who is level 62 may have 932 points in haste. This equals +14.6% attack speed and is 2 out of 3 green bars filled.
A level 83 warrior though, could have 8,772 points in haste. This equals +23.1% attack speed.

That is almost 10 times as many points, and yet the percentage gain is less than 10%. This disparity can be attributed to the level difference between the hunter and warrior (62 vs 83).

As your character levels up, the amount of points needed to gain the same value from a stat increases. 8.7k points in Haste may be worth 23.1% attack speed at level 83 for instance, but at level 84 they may only be worth 22% attack speed. This is why it is recommended to update gear often if you wish to remain at your maximum potential at all times. This is also why, if you're lower in level, you might be in awe at some of the stat point numbers you'll see in this thread. How can you invested 30,000 points into armor when I'm only getting a couple hundred per gear! That's simply due to the difference in level.

Higher levels require a greater amount of points invested into their stats, but by the same token, gain a greater amount of points from gear of their level.

Diminishing Returns

As you invest more points into a specific stat, your gains will decrease. This is known as diminishing returns, and is why it is impossible to hit the cap on any stat. Since it is impossible to maximize your stats, it is therefore theoretically impossible to reach 10.0 in Attack and Defense rating.

Take a look at the images below. You'll notice that 30,386 points invested into the armor stat yielded a 48.6% physical protection bonus. However, at 24,228 points (almost 6,000 point difference), I still managed to retain 47.1% physical protection. Those 6,000 points are worth about 5 reinforcement runes at the level this screenshot was taken. Keep in mind that the cap for armor is at 50%, so as you get closer and closer to 50%, your points are worth less and less in terms of gains.
So what does this mean? It means that you can sacrifice that 1.5% of physical protection, and replace some of those armor stats boosts to another stat which may be lacking. If the savagery stat has a cap of 20%, but you only have enough points currently to get it to 4%, then it is nowhere near the cap. You can invest those 6k stat points from armor into savagery instead, and gain much more from the same amount of points!

It's important to find the 'sweet spot' on your stat numbers. The amount where additional point investment no longer feels like it is worth the percentage gain. When you hit that point, focus on other stats instead.

Master Crafting

Master crafting is the only way to obtain reinforcement runes. Recall, that reinforcement runes can be slotted onto your gear to boost certain stats. The type of gear that you'll find a stat on applies to reinforcement runes as well, so keep checking your character sheet to determine which pieces of gear you need to craft to earn the runes you are after.

Head over to a crafting station and click on any piece of gear. At the top right, you'll see a question mark. Hover or press (mobile) on this to learn about master crafting.
Essentially, to fully master a particular piece of gear you will need to craft it a total of 30 times. This means you have mastered (otherwise known as 5 starred) the recipe and are able to produce a rare version of that gear that has a chance to come with reinforcement runes. Again, look at the image to see specific percentages.

Players who opt to obtain the master armor or weapon specialization for charter tokens are able to craft epic armor or weapons. This could be an alternative way to acquire epic gear rather than finding it from loot or as elder restorations.


In this section we'll go over the 4 different types of Runes (Reinforcement, Augmentation, Passive and Active) as well as how Rune Levels are calculated.

Rune Levels

On the top-left of each Rune icon is the rune's level. Seems pretty clear right? Not exactly. There are 2 components that factor into the Rune Level.
  • First, is the level of the equipment that this rune was attached to.
  • Second, is the 'roll' of the Rune value. You can think of it as its rarity. How lucky did you get? A great roll (epic) or a lousy one (common)?
These values are combined and used to calculate the Rune Level that is displayed on the interface. This is why you'll notice some runes are higher level than the gear itself. It's because the roll of the rune's value was high enough that it got bumped up into the next tier. In other words, it's saying: This level 85 rune's roll was so good that it's value is standard for a level 87 version of this rune. So we're going to label it as level 87!

Reinforcement Rune
This is what a reinforcement rune looks like. Notice the key-word "Reinforce". Reinforcement runes are the primary way of filling in stat gaps and raising specific stats you wish to focus on. They are easier to control as they can be slotted onto gear manually and mix-and-matched via gnogmentation. The types of reinforcement runes you will find for a certain piece of gear follow the same mapping as the native stats themselves. View the chart in the previous post for details.

It is important to note the disparity between base gear stat values and reinforcement rune stat values. Base gear stat values will always be higher than their reinforcement rune counterparts, assuming both are from the same level gear. This means that native stats will contribute a far greater percentage towards your stats compared to reinforcement runes so long as your gear is rare quality or higher.

Reinforcement runes also have some variance in value based on their "roll". In the image below are a set of runes created from the same recipe:
The brutality rune grants a 2,343 bonus whereas the expertise grants a 1,976 bonus. This is a 367 point difference - around 15%! This may seem slight, however across all of the reinforcement runes it definitely adds up.

Reinforcement runes can appear on uncommon, rare or epic gear from master crafting. The rarity of the gear has no effect on the stat values of the runes themselves. The runes have their own rolls which are entirely separate from the gear's rarity. So don't forsake runes that come on uncommon gear simply due to its rarity! It could have a higher value than the one on its epic counterpart.

Augmentation Runes
On certain gear you may notice runes that look like the above. Signified by the plus sign, these are known as augmentation runes. Their purpose is to boost a specific spell. If you had to choose between a reinforcement rune and an augmentation rune, I would always suggest going for the reinforcement rune. Stat increases are much more beneficial than single spell bonuses. Augmentation rune power values have some disparity in them as well, so there is some farming to be done to gain the higher values.

Since reinforcement runes are only found on crafted gear, certain pieces of gear are incapable of having any (as they cannot be crafted). This includes rings, necklaces and the class token. While the class token only has 1 slot for a spell, your two rings each have 3 slots and necklace has 6 slots available. These 3 gear items are prime real-estate for augmentation runes. Farm jewelry from enemies and gnogment the augmentation runes onto these pieces of gear rather than on gear which could alternatively house a reinforcement rune.

Passive Runes
Passive runes are found on certain pieces of gear and will grant bonuses without needing to be used like a a spell. They are always active. Below is a list of passive runes with information regarding them:

Active Runes
Active runes are the spells that are available on your feat bar for you to use in combat. Their values vary as well based on their rolls. So aim to get the best ones!


Mad Otter Games
Last edited

Gnogmentation is the process of combining two pieces of gear, into one - taking the best components of each. It can be a tricky process but it is absolutely necessary in order to acquire optimal gear. Open the gnogmentation window and drop two items of the same type into the slots.
These items must be of the same gear type. You cannot gnogment a helm and an armor piece together for example. You can also select an item and drag it onto the gnogmentation button that is displayed within your inventory tab. This will automatically assume you wish to gnogment the selected item with your current equipped item of the same gear type.
Once you have slotted in the two items you wish to gnogment, you will move on to the next step. This is where you can select which item's base stats the end product will have.
The system will automatically detect which item's base stats you may want to use. However, do not simply go along with what the system chooses. In some cases you may prefer the types of stats on one piece of equipment over the other. In the example above if I wished to focus more on defense then offense I would rather use the 2nd item as my base. Make sure to choose wisely based on your build and needs. It's important to note that regardless of which gear you select, the final product will always be the level of the highest of the 2 gears. Ever wonder why, when you put a rare gear at 82 and an uncommon at 84, the final product is uncommon level 84 even if you selected the rare gear's stats? It's because, at level 84, the stats of that level 82 piece of gear would be considered in the uncommon range. This applies to all types of gear of all levels of course.

For example: If my gear was a level 81 Legendary, and I gnogged it with a level 86 item and took the stats from the level 81 gear, then the final product would be common. This is due to the fact that the actual value of the stats from the level 81 gear would be considered merely common for a level 86 item.

Once you finish selecting your base stats, you will move on to runes.
Once you get to this step the system will once again automatically assume which runes you would like to keep. If there are duplicates it will choose whichever has the greatest value for example. Once again I would advise against relying on the system's choices. In fact I recommend undoing everything that it has selected for you and starting from scratch. That is the best way to learn and configure your equipment correctly. Deselect all of the runes until you have a clean slate.
The runes from each piece of equipment are stored on either side of the window. The 2 slots at the top are free slots, and do not cost sockets. The others which have a symbol are socketed slots, meaning it will cost a socket for each rune within that slot. Note that the final socket cost takes into account how many rune slots were already filled on the input gear so your socket cost may decrease if one of your inputs already used sockets.

There is no icon differentiation between augmentation and reinforcement runes so highlight over each rune and ensure it is one you desire.

The next step consists of naming your item (optional), reviewing the final product and paying the costs.
On the left you will see the gold as well as socket cost. You will also see both the input item's names. In the middle you will have the ability to name your equipment. Only you can see its name. Finally, on the far right column you will see the final product. Scroll down and ensure everything is suitable. If not then head back and revise it.

Rinse and repeat as necessary to continue modifying that piece of gear.


Enhancement increases the power of a gear's stats and can also increase the tier of its rarity. Enhancement is a feature available to all players living in a village with the appropriate station ranks. The higher the rank of the stations, the greater number of enhancements are possible. View the project board description to see how many enhancements are possible at your current rank. Any type of gear can be enhanced up to 5 times.
  • Rank 2 Station: Enhance 1 / 5 times
  • Rank 3 Station: Enhance 2 / 5 times
  • Rank 4 Station: Enhance 3 / 5 times
  • Rank 5 Station: Enhance 4 / 5 times
  • Rank 6 Station: Enhance 5 / 5 times
The type of station is as important as its rank when determining its capability to enhance. The station must be associated with the piece of gear that the player is attempting to enhance - a smithy cannot enhance a wizard's robe for example. Players must also have their crafting levels greater than or equal to the level of the gear itself in order to enhance it. If that is not the case, gear can be traded and enhanced by another individual so long as the gear is not soulbound. Enhancing will not cause a piece of gear to become soulbound.
Open up the enhancing window and drop your gear into the slot. The window will display the benefits of each enhancement as well as the currency cost. At 4 or 5 enhancements a gear will increase one tier in rarity.

An important point to note is that this rarity increase will NOT add additional stats onto the gear that is inherit with naturally acquired gear of said rarity.


Preparations are items which can be crafted and infused upon a specific piece of gear. Unlike temporary buffs, preps do not expire and thus act as an additional stat on your gear.

There are 6 preparations in total, 3 of which are available for all players to craft and the other 3 which require the Preparation Master specialization. Preparations can be crafted at specific stations, and begin at level 4 while subsequent tiers are in intervals of 5.

Preparations can be infused onto a certain piece of gear by dragging and dropping it onto the item. Only one preparation is allowed on a qualified piece of gear at a time. However, it is possible to overwrite an existing preparation with one of higher level. So if you wish to update your preparations with better ones, it is possible to do so. Preparations have no variance! Meaning you do not need to grind them for better rolls.

Below is a chart with the available preparations. The ones which are colored blue require a preparation master specialization. Note that they increase epic stats. Preparations can be traded! So trade with preparation masters on your server to obtain those you desire:


Buffs provide temporary boosts to specific stats and are best consumed prior to a combat run such as a dungeon. All of these boosts will stack with each other except for multiple drams. Only one dram can be active at a time, so choose whichever dram most benefits your play-style.

Below is a list of the different types of combat buffs, how to acquire them, and what benefits they provide. The 4 rows at the bottom of the chart are known as rare gathers. They can only be acquired while gathering in the wild. These means that any nodes besides the ones in villages will provide you with a small chance to obtain them.


Mad Otter Games
Last edited
Gear Creation Process

This guide is going to go over the process for how to create higher quality equipment. I'm going to have various stopping points throughout this tutorial, for those who may be at lower levels or are not looking to put too much time or investment into their gear. So keep a lookout for those!

Phase 1: Foundation

The foundation of any build is the base gear. There are a few factors which we will take into account, as well as goals to shoot for.

The first step towards your ideal build is to acquire your base equipment. That includes your Armor, Weapon, Helm etc. Fill all of your available gear slots with items that are at the very minimum, rare in quality. Rare gear includes your bread and butter stats such as armor and savagery. The jump from rare to epic will normally result in one extra epic stat, which are useful but not required. How do you acquire this gear? Scroll back up to the Gear Types and Rarity section of the Guide for information on that.

Satisfactory: Acquire a full set of rare equipment and enhance it all to epic
Optimal: Acquire a full set of epic equipment and enhance it all to Legendary

If you cannot enhance an item due to crafting or village limitations, find someone on your server who can. It only costs a small amount of gold, so it is generally worth it.

The rarity is not the only thing to keep in mind though. You will also want to ensure that the stats on your equipment are conducive for your desired setup. This will vary depending on your class, sub-class and play-style. There is no "one size fits all" schema. Use this handy chart to check which stats can be found on which gear types:
You'll want to acquire some higher rarity items and pick and choose the ones that have the stat combinations you like.

It is also critical to be flexible when it comes to your foundation. Normally when we think of a base, we imagine something unyielding, and everything is built on-top of that base. While the latter may be the case for V&H's gear system, the former is not. It's actually very easy to swap your base gear out with a different item at any time using gnogmentation.

Say you've created a Legendary Helm which has 3 of the 4 base stats you desired and you already slotted it all with runes. Then you come across a Helm which has all 4 of the base stats you wanted! It's a very easy process to gnogment your existing runes onto the new helmet. So yes, be flexible and don't get too invested into a specific item. Always keep an eye out for equipment with a better stat combination, or more powerful variants of the stats you already possess so you can swap out your base via gnogmentation.

Phase 2: Runes

Phase 2 is going to revolve around runes. You'll want to slot your gear with active, passive, reinforcement and augmentation runes. If you wish to just use your base equipment as is and work with that, then this is your stopping point. If you want to delve a bit deeper and work on master crafting, then read on.

I will be going over 3 different rune setup options, but there are plenty of combinations out there to choose from. These 3 will be based on socket consumption. Choose whichever best fits your budget. Use this handy socket chart to keep track of your expenses:
Minimalist Approach

The minimalist approach is for those who do not wish to spend any sockets or only the bare minimum (under 5). This is a recommended build for those who are lower level and are at the stage where they outgrow gear too quick to warrant investing sockets.

For a satisfactory minimalist set, fill each of the free slots on your equipment with runes. Reference the chart above and you'll see there are a total of 23 free slots across all of your equipment (this may decrease depending on your level as some gear items are not unlocked until later). If you do have a few sockets to spare, I would recommend using them on your weapon, so you have access to a greater number of abilities.

Satisfactory Approach

The satisfactory method is for players who are at around mid-game (40s - 80s) and are looking to bump their effectiveness up a few notches to better tackle the content at that stage. This build will generally cost between 10 and 20 sockets. Remember, these are not 'hard' numbers. I am going over 3 specific setup examples with clear differences between each so you can get an idea of the work and cost involved with all three.

For this approach you will want to build off of the work that was done in the minimalist setup. Once all of your free slots have been filled, start spending sockets on your armor, weapon, helm, belt, boots and gloves. These are the pieces of gear that have the greatest variety of runes as well as the highest values. Slot however many runes fit within your budget. Remember to use the chart at the beginning of this post to see which stats are available on which item so you don't waste time seeking a rune which doesn't exist! Recall that I cannot tell you which runes specifically to add. That varies from person to person and will be a topic for another guide down the line.

Maxed Approach

The maxed approach is the final example for Phase 2. This involves filling the vast majority of available gear slots. This will cost anywhere between 25 to at most 36 sockets. This is best for those who are at end-game. This is the gear you'll be spending a lot of time in, so it is worth it to invest time in.

We will be building off of the work that was done in the satisfactory approach and simply 'topping it off'. Fill in any open slots in the following equipment with runes of your liking.
  • Weapon
  • Armor
  • Belt
  • Boots
  • Gloves
  • Helm
If you want reinforcement runes on your trinkets you will have to craft them yourself as the crafted versions are soulbound. For rings and necklaces there are no reinforcement runes, so you can find the augmentation (spell-boosting) runes from drops and gnog those onto your jewelry.

Additionally, if you use a shield you can craft a few and get a reinforcement rune fairly quick.

Once you have decided which approach you are going to take, it's time to start crafting. First we'll want to start acquiring Reinforcement Runes for Helms, Armor, Gloves, Boots, Belts, Weapons and optionally Shields and Trinkets. If you have a friend who can supply these for you, great! If you wish to craft them yourself, then here is the process I use.

In order to Master an item you need to craft it 30 times, so we will have to acquire enough materials to do so. Start by collecting enough ingredients to master all your gear so you don't have to go back and forth between gathering and crafting. This usually comes in the form of collecting components and refined materials. The type (Pyrrite vs Iron etc.) will depend upon your level. The quantity of the refined materials will also depend on your level. Collecting the ingredients can be a tedious task and you'll have to calculate and note down how many items you need by visiting the crafting bench and looking up the items you plan to craft:
  • 30 Helm Clasps (Helms)
  • 30 Belt Buckles (Belts)
  • 30 Hobnails (Boots)
  • 60 Thread (Armor and Gloves)
  • 30 Handgrip (Weapon)
  • Refined Beams
  • Refined Ingots
  • Refined Cloth
  • Refined Leather
Note that if you're looking for specific runes then you may need to craft an item more than 30 times in order to get it. The reinforcement runes are random so a safe guess would be to have enough to craft each recipe around 35 to 50 times if you're truly seeking specific runes.

Now that you've amassed the ingredients, it's time to begin crafting. Go one item at a time and Master it (crafting it 30x). Clear room in your inventory! Your bags will probably end up looking quite messy, with gear scattered everywhere. This gear will be in different rarities, have different stats, different runes. Oh no what a mess! How do we narrow all of this down into just a single item?
Step 1 is acquiring a base. Do you already have an item with the base stats you desire and you're only looking for runes? Or do you need a base item as well. If it's the latter, then go through all of the Rare variants and find the one with the stat combinations you like the most. Set that one aside. It's going to be your base.
The next step is to begin picking runes. Depending on which approach you selected (Minimalist, Satisfactory or Maxed) you will want a different amount of runes due to your socket budget. Go ahead and sell or salvage any Common variants as well as any Uncommon variants that don't have reinforcement runes. That should filter the majority of items right off the bat. Then check each of the items and look at their runes. Sell or salvage any that don't have runes you need. Start setting aside the ones with runes you want on your final version. If there are 2 or more items with a copy of the same rune, pick the one with the highest value on the rune. This should drop you down to your final few items.
Once you have your base item and the items which hold the runes you want, it's time to begin gnogmenting. This is a process you have to do one by one. Start by Gnogmenting your base item with any of the items that hold one of your desired runes. Make sure to choose the stats from the base item. Then once you are in the Rune Selection window, make sure to only select the runes you want on your final item. There is no need to use all the runes! We only want specific reinforcement runes in this case, so the rest can be left off. Go ahead and gnogment.
Repeat this step for each and every one of your rune holders. You'll start to slowly start more and more runes onto your base item.
Until eventually, you are finished.
Repeat this process for each and every one of your crafted equipment.

Phase 3: Augmentation

The final phase is what I like to call "the icing on the cake". These are the final tweaks you can make to your equipment once the bulk of the work has been completed. I won't be going too much into detail about how everything works, since it is already described in depth in the previous posts.
  1. First, ensure that everything has been enhanced.
  2. Next, add the 6 available preparations onto their respective gear items
  3. Finally, acquire some drams and other buffs that augment your play-style and keep them ready
This concludes the gear creation process, but when it comes to your overall build this was just a single facet. There are 3 primary pillars of an optimal build:
That is your Gear, your Talents and your Strategy. A synergy between these 3 aspects will result in a powerful character. We have gone over gear in a general approach. The other two components are very dependent upon the class, sub-class and play-style of the character. In future guides I will go into detail regarding those topics.


Mad Otter Games


Last edited
Fury Warrior
  • Priority Stats: Fury Mastery, Haste, Savagery, Brutality, Clarity, Will
  • Priority Epic Stats: Voidstrike, Lifesteal, Glory
i play a furry warrior, i can tell you this is a bit off, for starters will is not needed as much as clarity is. will is barely needed at all when i was around lvl 42 i had 180sh will and 4 in combat and 10 out of combat mana regeneration and that is due to strength of the mountain maxed which gives 120% increased mana regen meaning you only need to get to 2+ in combat and 5+ out of combat mana regen to have decent mana regen. also lifesteal is not prioritizing max effectiveness for a fury warrior with charmed life Phoenix Strike will do all the healing you will need. it is better to use juggernaut instead.

for a fury warrior i would mostly try to max fury mastery, savagery, haste, and brutality getting those on all possible gear and runes. then fill the rest with expertese, armor, magic resist, clarity, and enough will to max mana regen. also using a shield will really help here the added armor can let you reduce the need to stat or rune for armor on other items. the loss of 10% attack speed sucks but its far outweighs having enough defense to solo 90% of the content of this game then having just a wee bit more offensive capabilities. also take note on your weapon loosing strength of arms dose not mean you loose the fury mastery as you can rune a fury mastery rune anyways your not going to rune strength of arms with a fury master and leave out elder bane or savagery rune.


Mad Otter Games
Fury Warrior
  • Priority Stats: Fury Mastery, Haste, Savagery, Brutality, Clarity, Will
  • Priority Epic Stats: Voidstrike, Lifesteal, Glory
i play a furry warrior, i can tell you this is a bit off, for starters will is not needed as much as clarity is. will is barely needed at all when i was around lvl 42 i had 180sh will and 4 in combat and 10 out of combat mana regeneration and that is due to strength of the mountain maxed which gives 120% increased mana regen meaning you only need to get to 2+ in combat and 5+ out of combat mana regen to have decent mana regen. also lifesteal is not prioritizing max effectiveness for a fury warrior with charmed life Phoenix Strike will do all the healing you will need. it is better to use juggernaut instead.

for a fury warrior i would mostly try to max fury mastery, savagery, haste, and brutality getting those on all possible gear and runes. then fill the rest with expertese, armor, magic resist, clarity, and enough will to max mana regen. also using a shield will really help here the added armor can let you reduce the need to stat or rune for armor on other items. the loss of 10% attack speed sucks but its far outweighs having enough defense to solo 90% of the content of this game then having just a wee bit more offensive capabilities. also take note on your weapon loosing strength of arms dose not mean you loose the fury mastery as you can rune a fury mastery rune anyways your not going to rune strength of arms with a fury master and leave out elder bane or savagery rune.
There is a reason all of that information is in a section titled work in progress and hidden away within a spoiler tag. None of that stuff is even remotely close to finished so there is no real reason to read it at this stage


yes i know that, im just giving feedback to help refine what you have based on my experience as a fury warrior.


Mad Otter Games
The gnogmentation section has now been updated. I'll be going back and reviewing anything that needs revising with the latest update before moving ahead with new sections
Reactions: Caly and Chris30s
  • Likex2

Eris Strife

What all triggers Juggernaut? DoT curses from Spriest? Other epic stats can activate it like Blasting? Direct damage only?


BRA Member
Caly Adaria Chrysis & 2 others
Thanks for all the work u put into this! So helpful. Much appreciated! This has refreshed my memory on some things I had forgotten and if I am honest helped me to understand a few things a little better ?
Reactions: Life Spirit
  • Likex1


Mad Otter Games
Update: The gear creation process is now complete. I'll now start working on guides for each of the sub-classes. This will take a lot of time though, so don't hold your breath!
Reactions: Caly and Chris30s
  • Likex2

Life Spirit

Grand Priestess
Life Spirit
Absolutely, positively incredible guide!!! Thank you so much for donating your time to make this!! It is greatly appreciated, and helpful to so many!! (y):love:
Reactions: Schlarbie
  • Likex1


I don't understand why gnogmenting requires 2 new sockets when the base weapon (rare lvl 17 club) already has 6 runes on it and the one I want from another weapon (common lvl 12 mace) has two of the same type as the base weapon, one of which has better stats than the base rune. But it won't just swap the old rune for the new one, for some reason it reduces available slots from 6 to 4 so I can't keep all the different runes from the original... I don't get it.


BRA Member
Royal Guardian
Zazie, Shiny, Skip, Auntie
I don't understand why gnogmenting requires 2 new sockets when the base weapon (rare lvl 17 club) already has 6 runes on it and the one I want from another weapon (common lvl 12 mace) has two of the same type as the base weapon, one of which has better stats than the base rune. But it won't just swap the old rune for the new one, for some reason it reduces available slots from 6 to 4 so I can't keep all the different runes from the original... I don't get it.
It will charge a socket if you upgrade (as in your case) OR replace a rune (swapping one active or passive rune for a different one.) When you spend a socket you aren't unlocking the slot. This is why many of us gnog an entirely NEW piece of gear every 5-10 levels, instead of regnogging the same piece of gear repeatedly. If you start over again, with fresh pieces of gear, the next time you gnog a weapon, you can then put your level 12 mace into storage and reuse it after every time you rebirth. (Cause if you're going to spend sockets on an item, surely you will want to re-use your investment again later on in the game!)
Reactions: Dawnfire
  • Likex1