Adventurer Guide o Doom (2/4)

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The Jack of All Trades


Table of Contents


1. Introduction
2. Breed
3. IP
4. Weapons
4a. Melee Weapons
4b. Ranged Weapons
5. Armor
5a. Beginner Armor
5b. Intermediate Armor
5c. Endgame Armor
5d. HUD/Utils Alternatives
6. Implants + Symbiants
6a. Early Levels
6b. Mid Levels
6c. High Levels
6d. End Game Levels
6e. Symbiant Comparison List
7. Nanos
8. Perks
8a. Shadowlands Perks
8b. Alien Invasion Perks
9. Research
10. Playing as an Adventurer
11. Weapon Specials

4. Weapons



If you paid attention during the IP rating, you might've noticed that adventurers have two main weapon options. Melee, or 1 hand edged, and Ranged, or pistol. Because Anarchy Online's coding does not allow using both at the same time I will split this section into two seperate subsections for both of the weapon choices. This will be further split into Froob-friendly and nonfroob-friendly options.


4a. Melee Weapons


Froob-friendly 1 Hand Edged Weapons



A neat little weapon to make use of ones your Newbie Island swords have outlived themselves at level 10-15. While froob friendly, it does offer a nice minimum damage. A high min damage comes in handy especially in the Shadowlands. Also a fairly quick attack/recharge and an extra 10 melee init at the highest QL. Sadly ql25 is the highest it comes in, so you will use em up rather quickly.
Where to get it:Usable levels:Expansion Required
Can be gotten as mission rewards in level 1-25 missions.10-25
-




A nice, free option from the recently revamped Steps of Madness. Drops from the Pulsing Hatred mob. Nice damage range, fairly decent min damage for the level it is equipable at. Also has a 10% chance to taunt the target you are fighting.

Where to get it:
Usable levels:
Expansion Required
Steps of Madness
25/30-50/60
-





Drops from a lot of mobs inside the Temple of the Three Winds. However it is both slower than the Nervejolters and offers a much lower min damage.

Where to get it:
Usable levels:
Expansion Required
Temple of the Three Winds
25-50
-





Probably the best, and also rarest, weapon at TL2/TL3. Basically a better version of a Phase Blade, but extremely low droprate means you are unlikely to come across this little baby.

Where to get it:
Usable levels:
Expansion Required
Temple of the Three Winds
30-80
-





A neat set of mission-rollable melee weapons that come in a wide variety. One nice part is that there are several specials available, which means you can save or splash out on the IP depending on which you choose to go with. The fairly low min damage does make it a bit useless for Shadowlands play.

Where to get it:
Usable levels:
Expansion Required
Mission rollable
1-100
-





Somewhat comparable to the SOLs, low min damage, high max damage and a bit on the slow side when it comes to attack/recharge. Should be useful against low AC mobs.

Where to get it:
Usable levels:
Expansion Required
Tsunayoshi Smith Vendor
1-100
-





Great little weapon in both PvP and PvM. Comes in QL 100-105 with appropriate changes to damage, etc. Has nice minimum damage and max damage, decent attack/recharge, and every melee special. Overall an excellent choice.

Where to get it:
Usable levels:
Expansion Required
The Crypt of Home
75-130 (Note: An endgame weapon option for froobs.)
-





Fairly common drop from the bosses on the 3rd floor of Inner Sanctum. All in all a very nice weapon for the effort involved in getting one. Nice min damage, nice max damage, medium speed and a fairly reliable proc for that extra little bit of damage.

Where to get it:
Usable levels:
Expansion Required
Inner Sanctum
125-150 (Note: An endgame weapon option for froobs.)
-



Expansion 1 Hand Edged Weapons




Not a sword to be used against Shadowlands mobs because of the min damage, but because of the great damage range it does some naughty damage on aliens and RK mobs. Also an excellent option for Title Level 5 PvP.

Where to get it:
Usable levels:
Expansion Required
Inferno Eremite Dynas
150ish-174
Shadowlands





Comes in QL 240-259, then comes Sparkling (QL260 and with 3 entire confirmed drops on RK1 since Shadowland was released). It's a really sweet sword. Fast, higher max damage than SoC/W (less MBS though), and the 260 adds 60 to all evades, while the 240 adds 15. As with SoC/SoW mostly for aliens, RK mobs and especially Title Level 5 PvP because of the evade modifiers.

Where to get it:
Usable levels:
Expansion Required
Spetses (Inferno Dyna)
150ish-174
Shadowlands



(Kyr'Ozch Axe - Type 240)

As an expansion player with AI you better get used to wearing these oversized axes for a fair amount of your leveling. Great minimum damage, fairly nice max damage, extremely fast and the proc on the Type 240 type all add up to a great weapon. Overall an excellent choice for both PvM (especially in the Shadowlands and against high AC mobs on RK) and PvP.

Where to get it:
Usable levels:
Expansion Required
Aliens
80-220
Alien Invasion





Weapon released with Lost Eden. Basically an improved version of the Kyr'Ozch Axe. The damage doesn't really become comparable with a Kyr'Ozch Axe of the same QL until Mk 5, since Mk 1-4 does not have Sneak Attack. It does not however have the "Glory" proc.
The Mongoose Mk 1 can be gotten from the tower shops in QL intervals of 25 for Victory Points (VPs can be acquired from PvPing on the Battlestations or by fighting the aliens back on their own Motherships. Be aware that it will take you about 50 times as long to get the VP with Mothership missions alone.)
To upgrade the Mongoose Mk 1, have a look at this nifty guide!

Where to get it:
Usable levels:
Expansion Required
Ofab Melee Weapons Terminals in Tower Shops
(because of limited availability of VPs) 150-174 + 210-220.
Lost Eden





An upgraded version of the Lord of Hatred / Lady of Hatred.
Unlike most of the weapons you will use in your career as an adventurer, this one uses Melee damage, which makes it extremely useful in PvP against Cocoon professions since most of our perks uses that particular damage. In addition it sports one of the highest MBSes as well as buffs our BM, MM, PM and Max HP.
Overall it is currently the endgame weapon for melee adventurers.

Where to get it:
Usable levels:
Expansion Required
The Beast in Pandemonium + Vortexx/Mitaar/Elder Hall
215-220
Legacy of Xan



4b. Ranged Weapons


Froob-friendly Pistols




Available from QL 1 to 200, but there are better alternatives out there past QL 70. It also only has one special, fling shot, which is the weakest of the ranged specials.

Where to get it:
Usable levels:
Expansion Required
Dyna Camp Loot
1-40
-





Not exactly the best pistol, but it might be alright on Rubi-Ka for a little while. Sadly it has no specials and a horrid minimum damage. However it does have a fairly decent max damage and critical modifier.

Where to get it:
Usable levels:
Expansion Required
Boss/Dynaloot also buyable in Shadowlands Gardens.
1-40
-





An excellent gun for the effort required to acquire it. Good on Rubi-Ka and decent in Shadowlands up until you start frequenting Elysium. They are on the slow side, and even though they give a great maximum damage, the lack of decent specials and low minimum damage do make them undesirable at higher levels. The BBI Faithfuls are good pistols in the same sense that Carbonum is good armor because of the ease of acquiring it.

Where to get it:
Usable levels:
Expansion Required
Mission rollable, buyable in Trader Shop.
25-140
-





Fast firing, extremely fast specials cycle on burst and fling, decent minimum damage all add up to make this one of the few, better pistol options. Get this as soon as possible.

Where to get it:
Usable levels:
Expansion Required
The Director in Biomare
41-200
-





This Inner Sanctum pistol has a decent minimum and maximum damage. However it is rather slow, has a low critical modifier, low Max Beneficial Skill (MBS), and only one special, fling shot. Overall you might want to stick to other pistols at the level you can acquire this at.

Where to get it:
Usable levels:
Expansion Required
Inner Sanctum
125+
-





This ol' baby used to be top-notch. However many years have gone by and the level lock alone makes it undesirable for expansion players. Low minimum damage, slow, very low MBS. It does redeem itself with a very nice maximum damage and having both burst and fling shot though.

Where to get it:
Usable levels:
Expansion Required
The Mercenaries
175+
-



Expansion Pistols




This little gem can be built in the Shadowlands Backyards. Can carry you for the first few levels in Nascence.

Where to get it:
Usable levels:
Expansion Required
Jobe Backyard
1-20ish
Shadowlands



/ Jobe Explorer Personal Pistol

Better get used to carrying this pistol, it is going to stay by your side for the better part of 120 levels. It is by far the best pistol option available. It offers what is arguably the best special for ranged adventurers, Full Auto. However you will learn to hate its low clip size, which means lots and lots of reloading.

Where to get it:
Usable levels:
Expansion Required
Muddy Dryad (Shadowlands Dyna) in Adonis
110+
Shadowlands



(or even Kyr'Ozch Pistol - Type 1)

These pistols can carry you for a long stretch of your leveling. It is arguable when it is worth equipping these, as a new player they might be be hard to come by and are extremely expensive. I would suggest going for Type 4, which adds Burst, rather than Type 1, which adds Fling Shot. However Type 1s might be slightly easier to equip.

Where to get it:
Usable levels:
Expansion Required
Aliens!
60+
Alien Invasion





Basically an upgraded Kyr'Ozch Type 1&4. The Mk 1 can be gotten from the tower shops in QL intervals of 25 for Victory Points (VPs can be acquired from PvPing on the Battlestations or by fighting the aliens back on their own Motherships. Be aware that it will take you about 50 times as long to get the VP with Mothership missions alone.)
To upgrade the Mk 1, have a look at this nifty guide!

Where to get it:
Usable levels:
Expansion Required
Ofab Ranged Terminals in Tower Shops
(because of limited availability of VPs) 150-174 + 210-220.
Lost Eden





An interesting, upgradeable pistol for ranged adventurers. It seems to be mostly aimed at PvM damage since it allows you to have a single damage type from both your weapons and a higher MBS (Max Beneficial Skill).

Where to get it:
Usable levels:
Expansion Required
Escaped Prisoners
210+
None (Note: High reqs)





The upgraded version of the Reflex Pistol. As the Reflex Pistol it has a higher MBS than the Peregrine, and in addition a lower Burst recycle.

Where to get it:
Usable levels:
Expansion Required
Escaped Prisoners
210+
None (Note: High reqs)





An upgraded version of the Lord of Lust / Lady of Lust.
With Legacy of the Xan, the old so-called "Beast Weapons" got upgrades. The pistol adventurers are more likely to use one or both of the upgraded versions of this, however the requirements are very nice for the lower leveled adventurers that might not have a complete set of Supple based armor.

Where to get it:
Usable levels:
Expansion Required
The Beast in Pandemonium + Vortexx/Mitaar/Elder Hall
205-220
Legacy of Xan





This is one of the two upgraded versions of the Lust of the Xan. The damage range is upgraded from the Lust and the modifiers are unchanged. Overall it is the best PvM pistol ingame currently.

Where to get it:
Usable levels:
Expansion Required
The Beast in Pandemonium + Vortexx/Mitaar/Elder Hall
210-220
Legacy of Xan






This is one of the two upgraded versions of the Lust of the Xan. This is more interesting for PvP mainly because of its Aimed Shot special. Note that it has a -2000 Full Auto modifier as well as the 5 second equip time, so hotswapping it with your JEPP will not be the optimal solution.

Where to get it:
Usable levels:
Expansion Required
The Beast in Pandemonium + Vortexx/Mitaar/Elder Hall
210-220
Legacy of Xan



5. Armor


This section will split up into three parts. Beginner, Intermediate and Endgame Armor. I will also point out if any armors are more beneficial to either ranged or melee adventurers, however most of the armors out there will be useful for both weapon choices.

5a. Beginner Armor


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Carbonum Armor


A fairly average and easy-to-make beginner armor that provides the most basic of ACs (a slight hole in Energy AC) a bit of NCU and nano points. It can also be upgraded into sided armor that gives more benefits with the use of a Clanalizer or Omnifier.

Where to get it:
Usable levels:
Expansion Required
Tradeskills
10-60
-





Contrary to the name of this set of armor, it is not Omni-Tek only but can be worn by all factions. Clanners and Neutrals will have to acquire it from Omni-Tek shops though, as it is not sold in Clan or Neutral shops. The reason it can be useful for the first few levels, is that it buffs your First Aid allowing you to use very high QL first aid stims.

Where to get it:
Usable levels:
Expansion Required
OT Clothes Terminals in Omni-Tek shops all around Rubi-Ka, also mission-rollable.
10-40
-





An interesting little cloak that adds a bit of defense to your character, worth dropping by the subway after coming to the mainland to snatch this baby from the vagabonds hanging around there.

Where to get it:
Usable levels:
Expansion Required
The Subway from Vagabonds
1-30
-





A tradeskilled armor (Guide can be found here) Gives some fairly nice buffs all around, worth a look at lower levels and possibly a piece or two post-level 100. A note to new players to the game, this armor can quickly become costly at lower levels..

Where to get it:
Usable levels:
Expansion Required
Tradeskills
50-120
-





Must-Have item from the Temple of the Three Winds pretty much one of the best back items ingame at early levels.

Where to get it:
Usable levels:
Expansion Required
Temple of the Three Winds
20-60
-





These can be found inside ToTW as well and add a bit of damage and some brawling.

Where to get it:
Usable levels:
Expansion Required
Temple of the Three Winds
40+
-





Three different rings that are essentially the same, except for the two nano skills they buff. Can be acquired from Temple of the Three Winds.

Where to get it:
Usable levels:
Expansion Required
Temple of the Three Winds
21-100
-





Neat, if only for the right-clickable effect that gives you a nice +damage boost. In addition it gives you a 1% chance of resisting snares/roots/calms.

Where to get it:
Usable levels:
Expansion Required
Temple of the Three Winds
40-100
-





While not an incredibly nice shoulderpad, it does have its use. By right-clicking it you are provided with a 500 point absorption shield, a life saver in a bad situation!

Where to get it:
Usable levels:
Expansion Required
Temple of the Three Winds
40+
-






Best looking shoulderpads ingame until you get well into TL5, not to mention quite useful. Gotta do a rather long Quest for em though! Both pads are usable by Neutrals.

Where to get it:
Usable levels:
Expansion Required
Sided pads quest
50-150
-



/ Neleb's Nano-master Robe

Neleb inside the Steps of Madness drops the Nano-Circuit Robe which can be upgraded into the Nano-Master Robe. It is a very neat backitem offering a bit of ACs, nano skills and a slight reduction in nano cost in the Nano-Master version.

Where to get it:
Usable levels:
Expansion Required
Steps of Madness
36-130
-



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Alien Tank Armor


Inits, AddAllOff, AddAllDef, Health and Nano, can you ask for more? A nice piece of back armor, though building it might prove a challenge for some at lower levels.

Where to get it:
Usable levels:
Expansion Required
Sector 10
60-130
Alien Invasion



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Crawler
/ Prowler Armor

Crawler can be acquired from The Crypt of Home and upgraded into Prowler. Crawler only modifies inits, while Prowler in addition buffs all three evades as well.

Where to get it:
Usable levels:
Expansion Required
The Crypt of Home
60-120
-



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Bracelet of Arul Saba


For most levels past level 60, these are some of the best bracers for PvM. Adds either damage, health or nano.

Where to get it:
Usable levels:
Expansion Required
Tradeskills
60-220
Shadowlands



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Aurea's Heated Cloak / Yuan Chi's Air-cooled Cloak

This little gem will not be easy to acquire for newcomers or lowbies without help from higher leveled players. But if you are planning on staying at around level 60-80 for a long time, it might be well worth the time invested to get hold of it. Beware that in my experience the droprate is extremely low. As well as buffing evades, it looks extremely cool.

Where to get it:
Usable levels:
Expansion Required
Empath Aurea in Redeemed Temple in Elysium / Omega Yuan Chi in Unredeemed Temple in Elysium
60-100
Shadowlands





A very nice shoulder item. As well as adding to such important skills as nano, health and a few abilities it also adds a bit of extra damage. Always comes in handy when you need that little bit of Intelligence and/or Psychic extra for your new armor or symbiant/implant.

Where to get it:
Usable levels:
Expansion Required
Tradeskilled
60-130
-



5b. Intermediate Armor




When it comes to value, there are few armors in game that give as much as this little baby. Evades, inits, abilities, a bit of nano skills and a few other modifiers worth taking note of!

Where to get it:
Usable levels:
Expansion Required
Cerubin in The Crypt of Home
80-150
-





This set offers up some fairly nice modifiers, especially nice for evade professions. Definitely something to keep a look-out for.

Where to get it:
Usable levels:
Expansion Required
Predator Dynas in Elysium
60-125
Shadowlands



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Omni Steel-Ribbed[/url]
Image
Apocalypse Leather


A very nice and affordable set of armor that adds to some very handy skills such as inits and evades.

Where to get it:
Usable levels:
Expansion Required
Tradeskills
30-130
-





Mostly this set is outdone by even RK armor. It doesn't really shine until Tier 3. However the sleeves do give both Ranged and Melee init. Tradeskill guide can be found Here.

Where to get it:
Usable levels:
Expansion Required
Shadowlands
60-110
Shadowlands






Two identical rings for each faction and neutrals that adds 15 to all evades, 15 to Run Speed and 15 Concealment. For a defensively set up adventurer this is a must-have.

Where to get it:
Usable levels:
Expansion Required
Venerable Ecclesiast Ocra Lum in the Redeemed Temple in Scheol / Patriarch Prophet Dom Dal
75-150
Shadowlands





A varied assortment of armors that can, in certain situations, be quite beneficial. Both for twinking purposes and general leveling. Miy's Melee Sleeve and Miy's Ranged Sleeve in particular will be handy for getting a few extra points into your main weapon skills.
Note: The Miy's Cloaks are not ingame.

Where to get it:
Usable levels:
Expansion Required
Various monsters mobs across Rubi-Ka. For further info, have a look at Hahnsoo's Guide.
40-220
-





A fairly simple backpack that gives a fair bit of HP, some ACs and inits. All in all I'd rather be using the Neleb's Cloak still at this time. This back armor requires that you have Shadowlands.

Where to get it:
Usable levels:
Expansion Required
Empath Joshua Khan in the Redeemed Adonis Temple/Omega Eva Pourais in the Unredeemed Adonis Temple
100-130
Shadowlands





Rings that can be acquired from Ergo when reaching a certain level or by doing the Shadowlands progression quests.

Where to get it:
Usable levels:
Expansion Required
Ergo
20-220
Shadowlands





For a defensively setup adventurer above TL5, this armor is worth a look. Not only does it buff tons of inits to allow you to move closer to Full Def, but it also adds to all evades as well as a bit of Run Speed. Overall, a very nice piece of armor that is often overlooked.

Where to get it:
Usable levels:
Expansion Required
Hollow Island
150-200
-



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Cloak of the Reanimated

Different sets of cloaks that has some extremely nice modifiers. For weapon buffs I would look up Gladiator for melee and Ranger for ranged.

Where to get it:
Usable levels:
Expansion Required
Escaped Prisoners
135+
-





While the chest piece is quite expensive, the other pieces are often neglected. Especially the pants might be of interest for its evades.

Where to get it:
Usable levels:
Expansion Required
Tarasque in Camelot
120+
-






Two rings that are faction locked, Gilthar for omni/neutral and Dalja for clan/neutral, and are direct opposites of each other. One buffs more AAO (Gilthar), one buffs more AAD (Dalja). Handy ring at TL4/5.

Where to get it:
Usable levels:
Expansion Required
Unredeemed Dalja in the Unredeemed Temple in Adonis / Redeemed Gilthar in the Redeemed Temple in Adonis
100-150
Shadowlands






You will not be getting this armor without some serious help from your org/friends. However it does not only look extremely cool, it buffs a lot of great skills for a piece of armor that often rots on the swamp hags that carry it.

Where to get it:
Usable levels:
Expansion Required
Swamp Hags
150-200
-





Hard to tell where you should put this piece of armor. Its level requirement is 101, but it is extremely expensive and will be hard to get hold of if your adventurer is your first character. However I will put it here in intermediate armor since that was the intention of FC. It is however also an endgame armor that most, if not all, adventurers still wear at 220.

Where to get it:
Usable levels:
Expansion Required
Tarasque in Camelot
101+ (Note: Expensive armor, so for new players realistically 205+)
-





The Inner Sanctum "upgrade" of the Barrow Strength. It adds 32 to all damage types and helps you resist roots/snares as well as a very nice short duration buff that leaves you unrootable/unsnareable and gives you a ton of extra damage.

Where to get it:
Usable levels:
Expansion Required
Inner Sanctum
125+
-





A fairly nice, and often neglected, upgradeable armor from the Inner Sanctum that buffs a lot of useful nanoskills and weaponskills as an adventurer. Can be upgraded into the "Unhallowed" version with Ichor of the Immortal One which drops from Hezak on the Third floor.

Where to get it:
Usable levels:
Expansion Required
Inner Sanctum
150+
-



5c. Endgame Armor


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Azure Reveries Armor


This little baby needs to be mentioned. It might be older than grandpa, but dammit it still looks sexy and can still be used for a leveling char above level 175. If your org or friends happen to be doing the Mercenaries, I'd recommend going along and hoping to get a piece of armor or two. I am putting this piece of armor in under "Endgame" armor since for froobs it is just that, however for an expansion player I would consider it a neat Intermediate leveling armor.

Where to get it:
Usable levels:
Expansion Required
The Mercenaries
175+
-





A sadly unimpressive set of armor for most adventurers. It does offer a few good pieces, mainly the sleeves and chest as well as an alright OFAB Adventurer Protective Gear for players on a budget in addition to Jayde's Odyssey ring. As all Ofab "products" this requires Victory Points acquired either with PvP from the Battlestations or with PvM from the Alien Mothership Missions. Remember to upgrade it with the Kyr'Ozch Bio-Material - Type 295 found in Mothership Missions!
This armor requires that you have Lost Eden.

Where to get it:
Usable levels:
Expansion Required
Ofab Adventurer terminals in Tower Shops + Upgraded with Bio Material found in Mothership Missions.
150-174 + 210-220 (Because of Battlestation-inactivity in certain level ranges)
Lost Eden





A nice-looking set of armor. The most interesting pieces being the melee and ranged sleeves and the Burden of Competence.
This armor requires that you have Shadowlands.

Where to get it:
Usable levels:
Expansion Required
The Beast in Pandemonium.
215+
Shadowlands





With adventurers being such a versatile profession, this backarmor might be very interesting to acquire for certain situations. Right-clicking the armor changes the spirit shroud into a different unit. You will probably be unable to solo the Notum Scourges until well into TL7.
Note: Be prepared for unholy droprates. Personally had to kill 400-500 Notum Scourges for mine to drop, and had heard of terrible numbers such as 2k+ with no drop. So best of luck!

Where to get it:
Usable levels:
Expansion Required
Notum Scourges in Penumbra
210+
Shadowlands





Alien Armor, it's THE endgame armor. It far outshines most other armors ingame. This particular Alien Armor buffs mostly ranged skills and evades and is perfect for those ranged advies out there with a lust for blood! Alien armor is acquired via raiding aliens in your org's city.
This armor requires that you have Alien Invasion

Where to get it:
Usable levels:
Expansion Required
Alien Generals in your city and Alien Admirals on their ships.
150+ (Note: Expensive armor so many do not get Alien armor until they get (close) to endgame or their intended twink level.)
Alien Invasion



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Superior Icy Shoulderpads of Explosive Power / Superior Icy Shoulderpads of the Powerful Mind / Superior Icy Shoulderpads of Brawn

Three shoulderpads with each their use. Brawn might outshine Explosive Power and Powerful Mind when it comes to damage. I personally have one of each to equip as needed.

Where to get it:
Usable levels:
Expansion Required
Alappa & DB Cave :: Tradeskill Guide
190-220
Shadowlands





The Melee equivalent of the Combined Sharpshooter armor. However it does not buff evades as much, instead focuses more on damage, HP and body development.
This armor requires that you have Alien Invasion

Where to get it:
Usable levels:
Expansion Required
Alien Generals in your city and Alien Admirals on their ships.
(Note: Expensive armor so many do not get Alien armor until they get (close) to endgame or their intended twink level.)
Alien Invasion





Some excellent armor that can be acquired from raiding in a team of friends. However to get it you have to give Mikkelsen or Aune a beating.

Where to get it:
Usable levels:
Expansion Required
Dust Brigade Cave (1 & 2, 1 drops more pieces)
215+
Shadowlands



5d. HUD/Utils Alternatives


For now I will only list beginner/intermediate HUDs/Utils in this section as at endgame there are tons of HUDs/Utils available to all professions.

ImageImage
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Research Attunement Devices

A set of nice HUD3 items that buffs everything from abilities and weapon skills to treatment and +damage. They come in 3 versions (can be upgraded with a rightclick as you hit the required level);
Level One - Usable from level 50-149
Level Two - Usable from level 150-199
Level Three - Usable from level 200+

Where to get it:
Usable levels:
Slot:
Ofab vendors in the Tower Shops, 200 VP per Attunement Device.
50-220
HUD3



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Weapons Guides
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Close Combat Manuals

An option during the leveling ranges when Utils are scarce, also handy for those last few weapon skills required for your new, shiny weapon.

Where to get it:
Usable levels:
Slot:
Named sided mobs in the Shadowlands
50-125
Utils1, Utils2, Utils3



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Alien Augmentation Devices


As an adventurer you will be particularly interested in the Alien Augmentation Device - Defensiveand Alien Augmentation Device - Combat.

Where to get it:
Usable levels:
Slot:
Sector 10
126+
HUD1, HUD2, HUD3



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Alien Battery / Alien Reflex Modifier / Alien Beacon

Not quite comparable to the Sector 10 HUD devices, but well worth the effort in acquiring. In particular the Reflex Modifier and Beacon will be of interest, the Battery is sure to come in handy as well.

Where to get it:
Usable levels:
Slot:
Sector 10
126+
Utils1, Utils2, Utils3



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Garden & Sanctuary Key

In particular the Sanctuary keys can be useful with its init and NCU buffs. Also the treatment will come in handy when getting in new implants/symbiants.

Where to get it:
Usable levels:
Slot:
Garden/Sanctuary Quests in the Shadowlands.
25+
HUD1





An excellent Utils 3 item that buffs all nano skills as well as having relatively low equipment requirements.

Where to get it:
Usable levels:
Slot:
Alien Generals or Admirals.
60-220
Utils3





This sometimes neglected item can be extremely handy for lower levels when you don't have any other options for Utils 2. Especially useful in PvP as well as having next to no equipment requirements beyond Title Level.

Where to get it:
Usable levels:
Slot:
Alien Generals or Admirals.
60-200
Utils2




Last updated on 10.17.2012 by Llie
Originally written by Quilluck.
Additional Information about Research Procs provided by Glarawyn.
Additional help by: Ophiuchus & Tinkerz.
Models: Nahuatl, Speedyadvy, Burntorun, Yoham, Darvi, Yaroze, Sinhound
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