Stoner81
Well-known member

The Ultimate Inquisitive Past Life Getter
Greetings and welcome to the last build you will ever use for past life grinding!
Before getting in to the nitty gritty, I would like the thank the community at large since many people have helped indirectly with this build. It has taken me many lives and countless hours to put together. Parts are taken from the old forums where others have offered various pieces of information which I have pieced together over the course of time... and this is the result.
About the Build
I love Inquisitive! Yes even despite all the nerfs, I still love it! I is my favourite playstyle by a country mile and a half!
The build utilises the Inquisitive tree for primary damage coupled with Harper Agent to give Intelligence to to-hit and damage. Mix in Ranger levels for the easy goodies from Deep Wood Stalker and you begin to pack a good punch. For the most part the build is almost the same regardless of which life you are doing though they do vary slightly. Its primary purpose is to aid you to not have to worry about gearing from 1 life to the next (which I loathe and detest with a passion). Back in the days of me grinding out my class lives I used a similar type of build that could be used repeatedly for everything (that's where I got this idea from).
What this build isn't though... is the meta (whatever that may or may not be at this moment in time). It doesn't have the highest DPS in the game but you have good survivability, buffs, utility and decent damage which only gets better over time (past lives stacking up). But it is sure a whole heck of a lot of fun running around murder hobo'ing like Van Helsing on steroids!
It isn't exactly new player friendly since you need expansion packs for gear and ideally at least a +5 Dexterity tome in order to qualify for feats and requires 36 point build for stat allocation.
Now with all of that said on to the build itself!
Basic Template, Build Point Allocation and Level Splits
Alignment - Chaotic Neutral (where possible, see note below).
Note on Alignment - Be very careful with this since this could lock you out of taking the class that you want to take. If you have to be Lawful then change your level 28 feat to Embodiment of Law instead of Harbinger of Chaos. Fortunately Ranger and Artificer have no restrictions on what alignment they can use so it will only be for your past life that it will matter so just be careful when planning your next life around this.
STR - 12.
DEX - 14 (no lower if you have a +5 tome, if you don't then adjust this for what tome you have).
CON - 16.
INT - 18 (all level ups).
WIS - 8.
CHA - 8.
Your main stat is Intelligence followed by Constitution for hit points. Next is Dexterity for the ranged feats and we pick up some Strength for the early game for carrying capacity. All other stats are to be ignored. Note that the above stats do not include racial bonuses or penalties, the above is just what is needed for the build to work as it should do. This does add some flexibility depending on the race so you can just adjust how you see fit.
Level Splits
Level | Class | Iconic (double dipping) | Archetype | Racial |
Level 01 | Artificer | Base Class | Artificer | Artificer |
Level 02 | Ranger | Artificer | Ranger | Artificer |
Level 03 | Ranger | Ranger | Ranger | Ranger |
Level 04 | Ranger | Ranger | Ranger | Ranger |
Level 05 | Ranger | Ranger | Ranger | Ranger |
Level 06 | Ranger | Ranger | Ranger | Ranger |
Level 07 | Ranger | Ranger | Ranger | Ranger |
Level 08 | Ranger | Ranger | Ranger | Ranger |
Level 09 | Ranger | Ranger | Ranger | Ranger |
Level 10 | Ranger | Ranger | Ranger | Ranger |
Level 11 | Pastlife | Ranger OR Base Class | Pastlife | Ranger |
Level 12 | Pastlife | Base Class | Pastlife | Artificer |
Level 13 | Pastlife | Base Class | Pastlife | Artificer |
Level 14 | Pastlife | Base Class | Pastlife | Rogue |
Level 15 | Pastlife | Base Class | Pastlife | Rogue |
Level 16 | Pastlife | Base Class | Pastlife | Rogue |
Level 17 | Pastlife | Base Class | Pastlife | Rogue |
Level 18 | Pastlife | Base Class | Pastlife | Rogue |
Level 19 | Pastlife | Base Class | Pastlife | Rogue |
Level 20 | Pastlife | Base Class | Pastlife | Rogue |
As you can see from the table above Class and Archetype lives run exactly the same.
Iconic lives however can get a little more fiddly... "Base Class" refers to the class you must take at level 1 as an Iconic. All Iconic's follow the progression above except for Aasimar Scourge (see below).
Now in the case of Aasimar Scourge you start off with Ranger so you would follow the progression as laid out above up to and including level 11.
After this you can take whatever you wish since you would have 10 Ranger and 1 Artificer, so you could throw in some Rogue for example or add extra Artificer levels. The choice is up to you, just be careful not to tie any class levels at any point (10 Ranger, 10 Artificer for example) since this complicates things for deciding your pastlife. Always try to keep your pastlife class as the one with the most levels (which is how all the builds are designed to be where possible).
Now if for some reason you are not "double dipping" on the Iconic lives then you could simply take your Iconic class at level 1 and then basically ignore it after that which adds a lot of flexibility for adding in more Artificer levels for example for extra buffs, more Ranger for the same reason or even take more of your base class if they offer anything really good. With all that being said though I do HIGHLY recommend "double dipping" because it is by far the most effective and efficient use of time to gain past lives.
Racial lives as you can see are completely different and is the build I started with (one I shamelessly pinched off of Swimms and modified xD). As a happy side note you can use the Racial build for doing your Ranger lives since the Ranger levels are the highest in number but just remember you can only do either a Racial TR or a Class TR but you can't do both (which I am still annoyed about but here we are... *sigh*).
When running Archetype lives I can recommend using Gnome for these (especially if you have racial action points available to you), Colour Spray from the Gnome racial tree is crazy good for crowd control and should work pretty decently through most of the heroic levels depending on what lives you have already done. In addition to this they also get Wand and Scroll Mastery in their racial tree so this means you can just take Eye for Accuracy from Inquisitive and won't have to reset your trees later on. If that wasn't enough they also get extra damage with Light Crossbow and Ratcatcher is... a Light Crossbow
Past Life Order
If I was starting with a fresh character then this is what I would do (all lives are assumed to be 3x and the notes reflect this), this will allow you to double dip on all Iconic lives which leaves just 5 classes remaining (follow the class build for the final 5 classes):
Iconic | Class | Notes |
Aasimar Scourge | Ranger | +6 Ranged Damage (must have for any ranged character), +6 untyped resistance to Acid, Cold, Electric, Fire and Sonic, +3 Fortitude saves. |
Tabaxi Trailblazer | Monk | +3 damage to all attacks (stacks with the above), +3 to Saving Throws vs. Traps. |
Purple Dragon Knight | Fighter | +3 to to-hit and tactics DC's in addition to the sprint boost clicky, +9 Physical Resistance Rating (+9 PRR is huge, well worth the effort). |
Bladeforged | Paladin | +30% Healing Amplification, crazy good for any character who isn't a toaster. |
Razorclaw Shifter | Barbarian | +30 Hit Points, somewhat redundant in todays game since so many are available now but... Hit Points are Hit Points! +3 to Attack and Damage with Melee Weapons (pointless for this build but still nice to have for the future). |
Shader-Kai | Rogue | +6 to saves vs. traps and deal +3 sneak attack damage when sneak attacking, +3% Dodge. |
Deep Gnome | Wizard | +6 to spell penetration checks and the DC's of wands you use, +9 Magical Resistance Rating (+9 MRR is huge, well worth the effort). |
Morninglord | Cleric | +9 Positive Spell Power, +3 to the DC's of your Conjuration spells, +3 Turn Undead attempt per rest, and you Turn Undead as if you were 6 levels higher (the spell power is nice for early levels but overall pointless except for double dipping). |
Tiefling Scoundrel | Bard | +3 Reflex saves, +6 to saves vs. enchantments and illusions (pretty big this since Disco Ball is annoying to say the least). |
Eladrin Chaosmancer | Wild Mage (Sorcerer) | +9 Universal Spell Power and Fey Step, +9 Universal Spell Power (this is pretty huge since they stack for a total of +18 Universal Spell Power!) |
None | Artificer | +3 Use Magic Device (crazy good). |
None | Warlock | +9 Magical Resistance Rating (huge boon to any character). |
None | Favoured Soul | +3 to spell penetration checks and gain 60 additional spell points (if you can cast spells, otherwise no effect). |
None | Alchemist | +3 to the DC's of your Transmutation spells, +60 Maximum Spell Points (spell points are nice at early levels, overall mostly useless for this build). |
None | Sorcerer | +3 to the DC's of your Evocation spells and 60 additional spell points. |
None | Druid | Summoned creatures, charmed minions, and hirelings gain +6 to all ability scores (arguably the worst one out of them all since most summons are borderline useless depending on the difficulty you are running hence why this is in last place so to speak). |
The choice then becomes on whether to do Racial lives or Archetype lives next. These run from level 1-20 and as such present the natural opportunity to run Epic lives at the same time. So you would run level 1-30, epic TR back to 20 and then either Racial TR or Archetype TR back to level 1.
Personally, I believe Racial lives to be better since you gain inherent bonuses to various stats like Intelligence, Dexterity and Constitution to name a few. In addition you get the Racial Completionist feat and Racial Action Points to spend. Below is a table (I know, yet another one) which list the Racial lives in order of (my personal) preference* (note that all races on the 3rd life grant +1 Racial Action Point):
Race | Bonus |
Drow | +1 Search and +1 Intelligence. |
Gnome | +1 Use Magic Device (UMD) and +1 Intelligence. |
Dwarf | +1 Balance and +1 Constitution. |
Warforged | +1 Repair and +1 Constitution. |
Elf / Wood Elf | +1 Spot and +1 Dexterity. |
Shifter | +1 Spot and +1 Dexterity. |
Eladrin | +1 Listen and +1 Dexterity. |
Halfing | +1 Move Silently and +1 Dexterity. |
Tabaxi | +1 Tumble and +1 Dexterity. |
Aasimar* | +1 Heal and +1 Wisdom. |
Human | +1 Haggle and +1 Wisdom. |
Dragonborn | +1 Spellcraft and +1 Charisma. |
Half-Elf | +1 Diplomacy and +1 Charisma. |
Tiefling | +1 Spellcraft and +1 Charisma. |
Half-Orc | +1 Intimidate and +1 Strength. |
*From here downwards is somewhat personal preference since the bonuses etc don't really offer that much compared to the ones prior to this point. Dexterity is still handy for extra Armour Class but since the build is Intelligence based and has Insightful Reflexes we don't "need" extra Dexterity for saving throws for Evasion.
Epic Past Lives
For the epic past lives I would say the following are the best to focus on early and gain the 3 stacks of each one:
3x Enchant Weapon.
3x Colours of the Queen.
3x Doubleshot.
3x Brace.
After this it is really up to you. The ones which grant extra PRR and MRR are extremely worthwhile and are arguably the best ones to get after these. It all depends on what you play, how you play and at what difficulty you play at.
Feats for Class, Iconic and Archetype Lives
Below are the feats for each variation of the build however, you may note I haven't listed what Favoured Enemies to take. The time these are taken varies depending on which version of the build you are doing however, I recommend taking the following: Undead and Plant. Beyond that pick whatever works with the type of content you run.
Each class has it's own progression for Base Attack Bonus (BAB), the below table shows what feats to take depending on which class pastlife you are getting because of the BAB progression (see here for more information).
Barbarian, Fighter, Paladin and Ranger all have full BAB progression so use the Full Base Attack Bonus section of the table.
All other classes do not have full BAB progression so use the Not Full Base Attack Bonus section of the table.
Level | Full Base Attack Bonus | Not Full Base Attack Bonus |
Level 01 | Point Blank Shot. | Point Blank Shot. |
Level 03 | Precision. | Precision. |
Level 06 | Insightful Reflexes. | Insightful Reflexes. |
Level 09 | Improved Critical: Ranged Weapons. | Weapon Focus: Ranged Weapons. |
Level 12 | Improved Precise Shot. | Improved Critical: Ranged Weapons. |
Level 15 | Weapon Focus: Ranged. | Improved Precise Shot. |
Level 18 | Empower Healing Spell | Empower Healing Spell. |
The table above shows what to take and when for lives which have full BAB and those that don't. The feat order changes due to this hence why it has been listed this way. These feats are what are pretty much required for the build to work as it should and are what I always take without exception.
Some classes get lots of bonus feats (Fighters for example) as they level up. As a result the list above will not cover the extra feats available so just take anything you feel like really and enjoy the extra feats
Now before anybody starts on about Improved Precise Shot and AoE ranged attacks... most of those are in epic levels and beyond (except for Arti). Levelling this shooting a single monster at a time is beyond painful (I know I've done it). IPS is an always on form of ranged AoE attack with no cooldown and I would rather have that than nothing at all. Inquisitive now has a single AoE ranged attack on a 6 second cooldown and it is nowhere near as good (imho) as the ones from Battle Engineer so as a result I still take Improved Precise Shot and run in it most of the time during levelling.
Feats for Racial Lives
Level | Feat |
Level 01 | Point Blank Shot. |
Level 03 | Precision and Favoured Enemy: Undead. |
Level 06 | Insightful Reflexes. |
Level 07 | Favoured Enemy: Plant. |
Level 09 | Improved Critical: Ranged Weapons. |
Level 12 | Improved Precise Shot. |
Level 13 | Weapon Focus: Ranged Weapons. |
Level 15 | Power Critical. |
Level 18 | Empower Healing Spell. |
Here I have listed the Favoured Enemies since this build doesn't change for Racial lives at all so these feat selections are pretty much set in stone.
Skills
Spot.
Search.
Disable Device.
Open Lock.
Use Magic Device (UMD).
Jump (5 full ranks, by level 10 or 11 you can cast the spell granting +30 to Jump so anymore is pointless).
Heal or Repair (depending if you are a fleshy or a toaster).
If you have points left then put them wherever you see fit. Concentration, Balance, Swim, Diplomacy are all solid options for this but pick what you feel like.
Spells
For the most part these don't change much. What is below is what is "required";
Ranger - Jump and Merfolk's Blessing.
Artificer - Conjure Bolts.
If you get other slots to use then take whatever you feel like. Elemental Weapons is good choice from Artificer for example.
Enhancements

You want to rush the Harper Agent tree and pick up INT to to-hit and damage as soon as you can, by doing this you will also gain Know the Angles. Once you have done this max your Inquisitive tree to get No Holds Barred. During levelling you can swap the +3 to hit from Eye for Accuracy and pick up Wand and Scroll Mastery until you reach epics, at that point then respec in to the above layout for Inquisitive.
When doing Artificer lives you can drop Strategic Combat II and use the Artificer spell to give INT to damage instead and use those points to pick something else you would like such as extra Ranged Power from the Harper Agent tree.
These enhancements don't really change from one version of the build to the next apart from Artificer.
If you have Racial Action Points already from Racial lives then spend them wherever in the tree you wish since they are basically free points to spend
Epic Destinies and Epic Feats

At level 20 you want to grab Cocoon and the permanent Nightshield from Shadowdancer, after that focus on Shiradi Champion and then fill out Shadowdancer when waiting for the epic levels to unlock the next tier up. An argument could be made for Legendary Dreadnought picking up extra Action Boosts etc from there but I usually roll with Shadowdancer.
Epic Feats
These feats, unlike the heroic feats, do not change regardless of the build.
Level 21 - Combat Archery.
Level 22 - Holy Strike.
Level 24 - Patience.
Level 25 - Doubleshot.
Level 27 - Overwhelming Critical.
Level 28 - Harbinger of Chaos (if Chaotic) / Embodiment of Law (if Lawful).
Level 30 - Watchful Eye and Scion of Arborea.
Level 31 - Enhanced Elemental Die or Legendary Aim.
Level 33 - Eerie Aim.
Level 34 - Guarded Actions or Titans Blood
Weapons and Gear
I use XP gems to reach level 3 every time I TR. If you don't then just use whatever you can find or make for levels 1 and 2.
Level/Slot | Level 3 | Level 5 | Level 7 | Level 10 | Level 15 | Level 20 |
Armour | Smuggler's Cap OR Saltiron Docent. | The Lotus Mail. | The Lotus Mail. | Magecraft/Feycraft Fearsome with Repair/Heal Amplification and Parrying with a Sapphire of Heavy Fortification and a Sapphire of Resistance +4** | Wildwood Vest OR Wildheart Docent with a Sapphire of Resistance +5. | Wildwood Vest OR Wildheart Docent. Sapphire of Resistance +5. |
Eyes | Amethyst Loupe. | Amethyst Loupe. | Amethyst Loupe. | Cannith Crafted Deadly and Seeker with Insightful Seeker. | Cannith Crafted Spot, Search and Insightful Search. | Cannith Crafted Search and Spot with Insightful Search. Topaz of Ranged Power +6. |
Head | Smuggler's Cap | Crown of Fireflies. | Crown of Fireflies. | Cannith Crafted Sheltering and Accuracy with Insightful Physical Sheltering. | Wallwatch Circlet. | Wallwatch Circlet. Diamond of Vitality +20. |
Neck | Open Slot*** | Necklace of Bottled Sunlight | Necklace of Bottled Sunlight. | Cannith Crafted Natural Armour with Spell Saves and Insightful Magical Sheltering. | Family Recruit Sigil with a Topaz of Feather Falling. | Epic Lizardfolk Tooth Necklace and a Sapphire of Armoured Agility +2. |
Trinket | Silver Pocketwatch. | Book of Spirits with a Diamond of Intelligence +3*. | Book of Spirits with a Diamond of Intelligence +3. | Cannith Crafted Intelligence with Insightful Intelligence and Armour Piercing. | Cannith Crafted Intelligence with Insightful Intelligence. | Epic Crocodile Tooth. Sapphire of Crushing Wave Guard. |
Cloak | Sailcloth Cloak. | Cloak of Winter. | Dread Stalker's Cloak. | Cloak of Invisibility. | Open Slot. | Cannith Crafted Intelligence with Insightful Intelligence and Fire Absorption. Topaz of Feather Fall and a Diamond of Exceptional Intelligence +1. |
Belt | Cannith Crafted Constitution of False Life with The Master's Gift. | Cannith Crafted Constitution of False Life with The Master's Gift. | Cannith Crafted Constitution of False with The Master's Gift. | Cannith Crafted Constitution of False Life with Insightful Constitution and The Master's Gift. | Cannith Crafted Constitution of False Life with Insightful Constitution, The Master's Gift and a Topaz of Vitality. | Epic Belt of Myriad Pockets. The Master's Gift and a Sapphire of Defense +24. |
Ring | Ethereal Ring | Nocturne Ring. | Nocturne Ring. | Open Slot**** | Ring of the Stalker. | Epic Ring of the Stalker. Topaz of Damage +8. |
Gloves | Gloves of the Tinkerer. | Gloves of the Tinkerer. | Gloves of the Tinkerer. | Cannith Crafted Tendon Slice and Wizardry with Insightful Accuracy. | Wildwood Gauntlets with a Topaz of Deathblock. | Wildwood Gauntlets with a Topaz of Deathblock. |
Boots | Crocodile Skin Boots. | Red Dragonscale. | Red Dragonscale. | Cannith Crafted Strength and Feather Falling with Insightful Dodge. | Cannith Crafted Seeker with Insightful Seeker and Parrying. | Epic Crocodile Skin Boots with a Diamond of Exceptional Constitution +1. |
Ring | Open Slot*** | Lionheart Ring. | Lionheart Ring. | Open Slot**** | Celestial Sapphire Ring with Dexterity +8. | Epic Ethereal Ring and a Sapphire of Spell Agility -15. |
Bracers | Saltiron Bracer OR Driftwood Bracers. | Saltiron Bracer. | Saltiron Bracer. | Cannith Crafted Dodge with Protection and Insightful Fortification. | Cannith Crafted Protection and Insightful Fortification and Insightful Magical Sheltering. | Epic Driftwood Bracers with a Diamond of Heal +17. |
Main Weapon | Cannith Crafted Heavy Repeating Crossbow (Force and Bludgeoning) with Ruby of Flame (1D6). | Diplomancer with a Ruby of Flame (2D6). | Diplomancer with a Ruby of Flame (2D6). | Ratcatcher with a Ruby of the Vampire Slayer | Ratcatcher with a Ruby of the Vampire Slayer. | Ratcatcher with a Ruby of the Vampire Slayer OR Epic Storm. |
Off Hand Weapon | Sir Squilliam, Esq. | Strinati's Hand Cannon. | Ol' Ironsides. | Suppressive Fire. | Suppressive Fire. | Animus. |
Quiver | Quiver of Alacrity. | Quiver of Alacrity. | Quiver of Alacrity. | Quiver of Alacrity. | Quiver of Alacrity. | Epic Quiver of Alacrity. |
*This is used from level 4 onwards.
**Magecraft is for a docent and Feycraft is for light armour which are both absolute minimum level 10. If you can try to get them with a green and blue slot but if not just one will be fine and slot Heavy Fortification in to it.
***These are open for you to use whatever you wish. For the necklace I used to use the Troubleshooter's Set from Korthos but the set from Saltmarsh is better for the raw stats (Amethyst Loupe and Gloves of the Tinkerer).
****These rings can be used for whatever you want. A good option would be to cannith craft rings with Repair and Devotion. I can use Heal scrolls by this point so the spell power is rather useless to me for the most part.
Note that you switch to Ratcatcher at level 8 and not level 10. I have done these level splits due to the minimum levels for gear from various packs and level 10 is the first time you can craft insightful stats.
Once you stack up past lives then what you get at level 20 will see you through to level 29 and beyond (though the Seal of House Avithoul is crazy good if you can get one for level 21). I can never be bothered gearing in between because it's just a hassle to me but you can use whatever you have. At 29 switch to Hallowed Splinters if you have it (if not then use a Morninglord Heavy Crossbow as a placeholder) and the Legendary Wallwatch Set and other items like the Family Recruit Sigil etc depending on what you have.
Note also that there isn't a setup for Warforged for level 20... as far as I can tell there are no bracers that have Reconstruction and Repair Lore on them anywhere in the game and it can't be crafted via Cannith Crafting either. The best option would probably be to ditch the Epic Ethereal Ring and use the Swiftness augment which replaces the Speed from the Epic Ethereal Ring and then use the ring from the Cannith Challenges which has Reconstruction and Repair Lore on it (also slot a Repair augment in to it for some extra oomph). The Sapphire of Spell Agility would also need to be moved.
Level 30 Gear
Upon reaching level 30 you can gear up again to help with Legendary levelling/farming/etc. Below is a gear set I have come up with (which again is far from optimal) which should suffice as "placeholders" until you either TR or farm out a proper endgame gear set. The gear is listed below:
Slot | Item |
Armour | Legendary Wildwood Vest/Docent (Sapphire of Natural Armour +12). |
Eye | Legendary Amethyst Loupe (Diamond of Open Lock and Disable Device +19). |
Head | Legendary Wallwatch Circlet OR Helm of the Final Watcher (Sapphire of Defense +32). |
Neck | Legendary Family Recruit Sigil. |
Trinket | Legendary Crocodile Tooth (Topaz of Ranged Power +10 and Diamond of Festive Constitution +2). |
Cloak | Legendary Phasecloak (Diamond of Insightful Intelligence +5). |
Belt | Legendary Belt of Myriad Pockets (Globe of True Imperial Blood and Diamond of Festive Intelligence +2). |
Ring | Legendary Ethereal Ring (Draconic Soul Gem and Master's Gift). |
Gloves | Legendary Wildwood Gauntlets (Topaz of Feather Fall). |
Boots | Legendary Deepsnow Boots (Diamond of Constitution +12). |
Ring | The Bloodsigil Ring (Legendary Undying Sapphire, Sapphire of Crushing Wave Guard and a Topaz of Deathblock). |
Wrists | Hallowed Castigators OR Legendary Driftwood Bracers (Emerald of Arcane Empowerment and a Diamond of Heal +19). OR Legendary Bronzed Bracers (Emerald of Arcane Empowerment and a Dimond of Repair +19). |
Main Weapon | Morninglord Heavy Crossbow OR Hallowed Splinters (Deconstructor). Once you get to level 31 you can swap to a Dino Bone Heavy Crossbow and just keep Hallowed Splinters for the clicky. For the Dino Bone you want the following: Meltscale (Crystal and Byeshk bypass and 15D6 Acid Damage on hit), Meltfang (Evil DR bypass, Acid DoT), Brightclaw (+2 Exceptional Bonus to Intelligence), Icehorn (Freezing Ice proc) OR Sparkhorn (Vulnerability). For augments use a Deconstructor and Lifetaker (if you don't have these then use whatever you can). |
Off Hand Weapon | Legendary Suppressive Fire. |
Quiver | Epic Purifying Quiver (more important if you don't have Hallowed Splinters due to this granting Blunted Ammunition, if you have Hallowed Splinters then you can use whatever quiver you feel like). |
This set up grants the Wallwatch set bonus and the 5 piece Saltmarsh set bonus (unless you use the Hallowed Castigators or the Bronzed Bracers which breaks the set bonus). As I said it's not optimal by any means but it should be decent enough to help you survive in legendary content to farm out other gear. The Bronzed Bracers are from Isle of Dread and are level 31 but it's the best I could find for Repair and Repair Lore, it also grants a Claw slot for dinosaur bone crafting so if you want to use that you can do.
Item Swaps
Heroic (level 1-19)
Skullduggery Cap (Deathward clicky, level 3).
Necklace of Bottled Sunlight (Good Hope Clicky, level 5).
Pale Lavender Ioun Stone (Spell Absorption, level 5 fully upgraded).
Sapphire Studded Buckles (Shield clicky, level 6).
Planar Gird (Greater Heroism clicky, level 9).
Crafted Search and Disable goggles and Open Lock gloves (all with insightful) from level 10. Make another set for level 15.
Epic (level 20-29)
Cannith Crafted Disable goggles and Open Lock gloves (all with Insightful) (level 20) (another option is Legendary Greensteel since that will have higher stats but if you don't have access to it (or in my case can't be bothered making them) then crafted ones are perfectly fine.
Epic Skullduggery Cap (Deathward, Mass clicky, level 20).
Epic Mask of Comedy (Good Hope clicky, level 20).
Epic Ring of Spell Storing (Mnemonic Enhancement clicky, level 20).
Hallowed Splinters (very good for level 29 until you get a Dino Bone Heavy Crossbow, in addition to this is the Everstar clicky for 100% returning ammo).
Legendary (level 30+)
Cannith Crafted Search and Disable goggles and Open Lock gloves (all with Insightful) (level 30) (you could make another set for level 34 but it's not really needed).
Legendary Skullduggery Cap (Deathward, Mass clicky, level 30).
Legendary Ring of Spell Storing (Mnemonic Enhancement clicky, level 30) (you can carry both the Epic and Legendary version at the same time
Legendary Mask of Comedy (Good Hope clicky, level 30) (not really needed since the level 20 version gives 3 charges and lasts 20 minutes each. The Legendary version just has an increase in duration but you can carry both of them at the same time).
Epilogue
That's it!
Again thank you to everybody who has given information over the years, I have just collected as much as possible and here is the result.
I hope you enjoy using this as much as I have!
See you in game!
Stoner81.
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