====================================
= Weapons and Armor Guide (aong11) =
====================================
Again, this is not intended to be an all-inclusive list of the armor and weapons
in the game. To look up particular stats on any single item, I suggest doing
a search at one of the web databases or posting a query on the itemsbot bot.
This is simply intended as a brief guide, giving you the tools you need to
select armor that is right for you.
---------
- Armor -
---------
/================================================== ===========================\
RECOMMENDED READING
^
http://www.dd.org/~tale/ao/armour/armour.html
** A comprehensive look at various RK armors. Some candidates are missing
(Omni Steel-ribbed ranks as a 9.5, Apocalypse Leather ranks between 9.0 to
9.5), but a fairly good listing. Note that it compares armor value against
QL rather than abilities needed to equip the armor, so the ranking is a bit
inaccurate.
\================================================= ============================/
Armor Mechanics
===============
It is generally accepted (although still not proven) that every 10 points of
Armor Class (or AC) that you have against a particular damage type reduces the
maximum damage of the attack by 1 point. However, Armor does not affect the
minimum damage, nor does it affect any +Damage bonuses of the attacker (which
add to both min and max damage). If an enemy is hitting you for the same amount
of damage per hit (except for critical hits), then you have "maxed out" your
armor against that enemy, and no amount of additional armor will help you.
In PvE combat, the three most prominent damage types are Melee AC, Energy AC,
and Projectile AC. These are the three damage types that you will run into 90%
of the time, and thus, they need to be the strongest. The least useful damage
types are Fire and Cold ACs, as there are very few mobs that hit for those
types of damage.
Armor Upgrading
===============
A common question asked by new players is "When should I upgrade my armor? And
what armor should I wear?" This is a difficult question to answer, as each
profession and team member has different armor needs. A healer, for example,
can probably comfortably wear little or no armor when paired with a tank that
can competantly steal aggro. Here are some considerations that you may want to
take into account when upgrading your armor:
* "Look at the Ability Requirements"
Most of the armor in the game is based upon two paired abilities. When
thinking about what armor you want to use, you need to look at the armor and
see what abilities it requires. For example, Carbonum is popular armor, but
it would be less useful for someone who doesn't have a high Stamina and
Agility. Also, take into account outside buffs and implants when determining
what armor to use. It is very easy to buff Stamina and Strength. It is less
easy (but possible) to buff Agility and Sense. Psychic and Intelligence is
difficult to buff due to conflicting implants, lack of nano-buffs, and the
limited amount of buffing items (mostly Pistols).
* "Test Your Armor in the Field"
Upgrade your armor when you are getting hit for more than min damage or when
you are dying in combat. If you pay careful attention to the damage the
enemies are doing against you, you can figure out if your armor is maxed out
(i.e. will not give benefits for upgrading) or if more armor will be helpful.
* "Check the Cost and Availability"
The cost of the armor, whether it is the cost of time for blitzing a set of
armor or actual credits for buying the armor, should be a consideration.
Carbonum, while often less than ideal for many professions, is often used
because it is fairly easy to get a full suit (just buy 7 plates in the trade
section and hand them to a tradeskiller to make).
* "Follow a Rule of Thumb"
You can upgrade your armor based on a self-designed rule of thumb. I have
friends who have the rule of thumb "Only upgrade armor if it provides at
least 200 ACs worth of benefit over my old suit". Other people go by QLs ("I
will upgrade my armor every 10 QLs") or levels ("every 5 levels").
* "Look at the Other Bonuses"
Some folks upgrade their armor based on the bonuses that the armor has and
not based on the actual ACs. For example, Miy's Nano Armor provides valuable
points in nano skills, even though it is mediocre against two of the major AC
groups. If you need a few more points in a skill or ability, it may be worth
equipping a buffing armor rather than a strong protective armor.
* "Early Armor Doesn't Matter"
You will outgrow any armor that you wear at the early levels (from 1 to about
50) fairly quickly. Also, enemies that you are likely to face at early
levels are not going to hit hard enough for armor to matter much.
Title Levels 1 and 2
====================
In the early game (Title levels 1 and 2), Armor, much like evades, isn't nearly
as essential. Enemies hit for such little damage and with such tight damage
spreads that even modest protection will give you more than enough of an edge.
Combined with the strong backslot armors that provide an overwhelming amount of
protection and the fact that you will progress through TL 1 and 2 very quickly,
it is often a good frugal decision to not purchase any armor at the early title
levels, instead focusing on getting a full set of Omni-Tek or Clan Newcomer's
Armor and a strong backslot armor (usually a Robe from the Temple of the Three
Winds).
Example: Level 10 Armor setup, Omni-Tek
---------------------------------------
Primary
* Head - Omni Armed Forces Training Helm
* Chest - Omni Newcomers Armor Breastplate
* Arms - Omni Newcomers Armor Sleeves
* Hands - Omni Newcomers Armor Gloves
* Legs - Omni Newcomers Armor Legs
* Feet - Omni Newcomers Armor Boots
Secondary
* Back - Omni Armed Forces Assault Pack or Robe of the Faithful
* Neck - None
* Rings - None
* Shoulders - Omni-Tek Shoulder Pads (Newbie Island pads)
* Wrists - None
Of special note, the rings from Temple of the Three Winds also provide a
substantial armor bonus (among other good bonuses), and should not be ignored.
Title Level 3
=============
At this title level, you've probably been through a few missions and the Temple
of the Three Winds. Your backslot would have changed to either an Exarch Robe
or a Guardian Tank Armor. You may have upgraded to a suit of Carbonum Armor or
perhaps bits and pieces dropped by monsters in Foreman's/missions, but your
Robe/Guardian Tank Armor makes the package.
Example: Level 60 Armor setup (Doctor)
--------------------------------------
Main abilities used: Psychic/Stamina/Intelligence
Primary
* Head - Physician's Cap (Crafted from Cap of the Besieger)
* Chest - Biomech Armor (rolled on a mission)
* Arms - Biomech Armor Sleeves (rolled on a mission)
* Hands - Bau Cyber Armor gloves (looted from Foreman's)
* Legs - Biomech Armor Pants (looted from Foreman's)
* Feet - Waitt Cyber Armor (looted from Foreman's)
Secondary
* Back - Exarch Robe (from ToTW)
* Neck - Collar Casero De La Cripta or Sided Token Board
* Rings - Notum Ring of the Three
* Shoulders - Omni-Tek Shoulderpad/Pads of Will
* Wrists - Bracer of Reflection/Deflection
Example: Level 60 Armor setup (Martial Artist)
----------------------------------------------
Main abilities used: Strength/Stamina/Agility
Primary
* Head - Carbonum Plate Helmet (crafted by tradeskiller)
* Chest - Carbonum Breastplate (crafted by tradeskiller)
* Arms - Carbonum Plate Arms (crafted by tradeskiller)
* Hands - Rockcrusher Gauntlets (from ToTW)
* Legs - Carbonum Plate Leggings (crafted by tradeskiller)
* Feet - Carbonum Plate Boots (crafted by tradeskiller)
Secondary
* Back - Guardian Tank Armor (from ToTW)
* Neck - Collar Casero De La Cripta or Sided Token Board
* Rings - Notum Ring of the Three
* Shoulders - Barrow Strength/Withered Flesh (from ToTW)
* Wrists - Bracer of Reflection/Deflection
Title Level 4 and beyond
========================
Later, however, you will often be facing enemies at a much higher level than
you are. In Title Levels 4 and above, it is important to have a tailored suit
of armor that matches your primary two Abilities, at the highest QL you can
wear. Backslot items are still important, but as an integrated part of an
overall package, rather than the vast majority of your armor.
Example: Level 120 Armor setup (Pistolero Adventurer)
-----------------------------------------------------
Main abilities used: Agility/Sense
Primary
* Head - Globetrotter Helmet (Adv only, looted from Adventurer enemy)
* Chest - Prowler Armor Chest (From CoH)
* Arms - Prowler Armor Sleeves (From CoH)
* Hands - Rockcrusher Gauntlets (From ToTW)
* Legs - Prowler Armor Leggings (From CoH)
* Boots - Prowler Armor Boots (From CoH)
Secondary
* Back - Backpack of Survival (Adv only, looted from Adventurer enemy)
* Neck - Sided Token Board
* Rings - Ring of Power - Elements
* Shoulders - Enhanced Pads of Dedication/Prowler Armor Shoulderpad
* Wrists - Bracer of Recondite Flames/Sandy Piece of Goo
Primary Armor Selection, by Abilities
=====================================
"Full" suits of armor generally only cover the Head, Chest, Hands, Arms,
Legs, and Boots. These suits have similar bonuses and AC coverage across
all the parts. The Chest is the strongest piece, while the Arms and Hands
are the weakest pieces.
The vast majority of armor in Anarchy Online requires a prerequisite of two
Abilities. Thus, when selecting which armor you wish to pursue, it would be a
good idea to know your character's highest two Abilities, or which two
Abilities you intend to focus on as you progress.
Agility & Stamina Armor
-----------------------
This category is singularly recognizable as the realm of Carbonum Plate
Armor. Like it or not, Agility and Stamina are both popular abilities to
raise and easily buffed.
= Top Tier =
* Omni Carbonum Plate (QL1-200) Omni Only. Weak vs. Ener, Rad. Bonus to NCU,
Nano Init, Max Nano, Max Health. Craftable, Market Price is 1m + 10k/QL.
* Storm Carbonum Plate (QL1-200) Clan Only. Weak vs. Ener, Rad. Bonus to NCU,
Nano Init, Max Nano, Nano Resist. Craftable, Market Price is 1m + 10k/QL.
* Carbonum Plate (QL1-200) Weak vs. Ener, Rad. Bonus to NCU, Nano Init, Max
Nano. Craftable, Market Price is 10k per QL for a full suit at QLs 1-90.
Agility & Strength Armor
------------------------
This category is a preferred selection of Martial Artists and other Melee
Combatants, due to the importance of both Abilities in Melee skills.
= Top Tier =
* Miy's Ranged Armor (QL1-300) Weak vs. Chem, Pois, Rad. Many Bonuses. Drops
from Aquaan (high drop rate), Anvian, Cyborg, and Drill (low drop rate).
* Servants of Eight (QL10-200) Level Locked. Weak vs. Rad. Many Bonuses.
Boss Loot.
* Flowers Tech (QL75-200) Weak vs. Pois. Avail in Mission/Loot.
* Primus Decus (QL30-200) Weak vs. Rad. Avail in Mission/Loot.
= Other Armors =
* Secundus Decus (QL20-200) Weak vs. Chem, Rad. Avail in Mission/Loot.
* Junkmetal Armor (QL1-200) Weak vs. Cold, Fire. Bonus to Health. Craftable
from Robot Junk. Cheap and Effective.
* Tech Armor (QL1-200) Weak vs. Cold, Poison. Avail in Mission/Loot/Shop.
= Special Armors =
* Metallic Mantis (QL80-140) Somewhat weak vs. Rad, Fire. Many Bonuses,
including Proj and Ener dmg. Craftable, from Mantid Parts in Smuggler's Den.
* Kirch Kevlar (QL45-200) Buffing Armor. Bonuses to Max Health, AGI, SEN, PSY.
Boss Loot.
= Shop Food =
* Tertius Decus
* Omni-Pol Desert
* Omni-Pol Forest
* Metaplast
* Kevlar
* Low-Tech Armor
Intelligence & Psychic Armor
----------------------------
The best armor category for Nanomages, as it is armor that matches their prime
abilities.
= Top Tier =
* Miy's Nano Armor (QL1-300) Weak vs. Melee, Proj. Many bonuses. Drops mostly
from Medusa (high drop rate), Cyborg (low drop rate).
* Nano Armor (QL75-200) Weak vs. Chem. Avail in Mission/Loot.
* Waitt Cyber (QL30-200) Weak vs. Pois. The best form of Cyber armor, Avail
in Mission/Loot/Shops.
= Other Armors =
* Bau Cyber (QL20-200) Weak vs. Chem, Pois. Avail in Mission/Loot/Shops.
= Shop Food =
* Cyber Armor (QL1-200) Weak vs. Chem, Rad, Pois. Avail in Mission/Loot/Shops.
= Special Armors =
* Living Cyber Armor (QL 1 -50) Weak vs. Chem, Rad, Pois. Leveling armor
(from 1-50). Bonus to Health. The Sleeves do not exist in-game. Most parts
can be found as a drop in the Subway (Deep section, humanoid monsters) or
from the Party Mixer's quest.
* Barter (QL75-200) Trader Only. Weak vs. Chem. Many Bonuses. Craftable,
Market Price 50-100k per QL for a full suit.
Intellignce & Sense Armor
-------------------------
= Top Tier =
* Miy's Scary Armor (QL 1-300) No weaknesses. Many bonuses. Drops from Anvian
(high drop rate), Cyborg and Drill (low drop rate).
Intelligence & Stamina Armor
----------------------------
= Top Tier =
* Bronto Hide (QL20-200) Somewhat weak vs. Ener, Rad. Bonus to Max Nano.
Craftable from Bronto Hide parts. QLs higher than 60 are very rare.
Psychic & Stamina Armor
-----------------------
= Top Tier =
* Biomech (QL75-200) Weak vs. Rad. Bonus to First Aid, Treatment. Available
as Mission Reward/Loot/Shops.
= Other Armors =
* Links Energized (QL1-200) Weak vs. Chem, Poison. Avail in Mission/Loot/Shops.
= Special Armors =
* Augmented Cyborg Armor (QL77) Level-Locked at 71, NoDrop. Weak vs. Cold.
Bonus to NCU.
* Physician's Cap (QL 15-75) Head Only. Leveling Armor (15-75).
= Shop Food =
* Raven's Energized (QL30-200) Weak vs. Chem, Pois, Fire. Avail in
Mission/Loot/Shops.
* Energized Armor (QL1-200) Weak vs. Chem, Cold, Pois, Fire. Avail in
Mission/Loot/Shops.
Sense & Agility Armor
---------------------
Opifex often do well with these armors, with their high Agility and Sense.
= Top Tier =
* Miy's Melee Armor (QL 1-300) Weak vs. Cold, Ener, Fire. Many bonuses. Drops
from Aquaan (high drop rate), Anvian, Cyborg and Drill (low drop rate).
* Omni Steel-Ribbed (QL20-200) Weak vs. Rad. Many Bonuses. Craftable,
Market Price 1m + 10k per QL.
* Obtru Steel-Ribbed (QL20-200) Weak vs. Rad. Avail in Mission/Loot.
* Apocalypse Leather Armor (QL10-200) Weak vs. Pois, Chem. Many Bonuses.
Slightly less powerful than Omni Steel-Ribbed. Craftable.
= Other Armors =
* Nadir Steel-Ribbed (QL20-200) Weak vs. Rad, Cold. Avail in Mission/Loot.
= Special Armors =
* Shadowfade (QL1) Agent Only. No weaknesses. Found in ToTW, from Reverends
and Windcallers. Note: Technically, Agility is primary & Sense is secondary.
* Crawler Armor (QL75) Craftable, from Skincrawler Parts in Crypt of Home.
* Prowler Armor (QL100-150) Leveling armor. Made from Crawler Armor, using
the Proliferation Units dropped by the Alpha Skincrawler.
* Cyborg Death Squad (QL70-200) Fixer Only. Weak vs. Rad. Many Bonuses.
Available as Loot drops from Cyborgs.
* Dillon (QL5-200) Buffing Armor. Bonuses to STA, INT, Piercing. Boss Loot.
* Nova Dillon (QL5-200) Buffing Armor. Bonuses to all Abilities and
Piercing. Boss Loot.
= Shop Food =
* Sid's Leather
* Martial Artist Suit
* Steel-Ribbed
* Leather Armor
* Light Combat Armor
Stamina & Strength Armor
------------------------
This is the ability setup favored by Atroxes, by far, as it plays off of their
two strongest abilities. There are many armors that are in this category, and
your only limitation is the amount of credits you are willing to spend. These
two abilities are also among the easiest to buff.
= Top Tier =
* Miy's Tank Armor (QL1-300) No weaknesses. Many Bonuses. Drops from Drill,
Mantid, and Cyborg (low drop rate).
* Omni Life Guard (QL30-300) Omni Only. Somewhat weak vs. Chem. Many
Bonuses. Boss Loot.
* CAS Symbiotic (QL30-200) Weak vs. Cold. Many bonuses. Craftable, Market
Price is 50-100k per QL for a full suit.
* Omni-Pol Elite (QL75-200) Omni Only. Weak vs. Chem. Avail in Mission/Loot.
* Rhinoman Leather (QL 1-140ish) NoDrop. No weaknesses. Drops from Rhinomen and
provides excellent bonuses to Melee attack skills. Added in 17.4. Guide here:
^
http://www.aofroobs.com/forum/viewtopic.php?t=4710
= Other Armors =
* Graft Armor (QL30-200) Weak vs. Cold. Avail in Mission/Loot/Shops.
* Organic Armor (QL20-200) Weak vs. Cold, Rad. Avail in Mission/Loot/Shops.
* Omni-Pol Armor (QL30-200) Omni Only. Weak vs. Cold, Fire. Avail in
Mission/Loot/Shops.
= Special Armors =
* Omni-Pol Trooper (QL5-225) Soldier Only. Somewhat weak vs. Pois.
Boss Loot.
* Sekutek Chilled Plasteel (QL10-200) Buffing Armor. Many Bonuses, including
STR, AGI, INT, and Max Nano. Boss Loot.
= Shop Food =
* Vito's Plasteel
* Titan Plasteel
* Nomad Armor
* Chilled Plasteel
* Heated Plasteel
* Flak Armor
Other Armors
------------
* Decranum's Corona (MK I = QL 140, MK II = 170) This special armor drops only
in the Smugglers Den and requires Strength, Stamina, Agility, and Psychology.
It has Superior ACs (with no holes) and gives bonuses to Health and NCU. The
MK I is locked to level 91 and the MK II is locked to level 146.
* Massive Steel Body Armor (QL10-50) Male Only (no Atroxes or Females). Weak
vs. Cold, Fire. Leveling Armor from 10-50.
* Padded Love (QL5-200) Fixer Only. Somewhat weak vs. Rad, Cold. Many
Bonuses. Boss Loot.
* Notum Saturated Metaplast (QL50-90) NT Only. No weaknesses. Craftable,
Extremely Rare, found off of Molebots (Clondyke, 20K) or Hollow Island mobs.
* Armor of Yearning (QL100-200) MP Only. Drops from MP mobs, Medusas, Dynas
* Living Dragonflesh (QL 100). Requires Stamina and Martial Arts skill. Level
locked. Excellent protection with no AC holes. Tradeskilled from parts of
the Tarasque. The chest piece is extremely expensive (500m!) on the open
market, but the rest of the parts run from 2 to 8m each. It gives end-game
equivalent protection at TL4. The best TL4 armor, if you can afford it.
Secondary Armor Slots
=====================
Unlike the Primary armor slots mentioned above, the other armor slots aren't
supported with an integrated suit of armor. Typically, you'll be mixing and
matching pieces to supplement your Primary Suit. The Secondary Armor slots
also fulfill a "buffing" role at times.
Back Armor
----------
The backslot is arguably the most important piece of armor that you can wear,
for defense, buffs, and looks.
= Beginner (TL 1) =
* Omni-Armed Forces Assault Pack - From the "Mr Blake" quest at the beginning
of the game, this backpack gives 60 to all ACs and also buffs all weapon
skills by one. Sometimes, that's all you need to equip a weapon. Omni only.
* Vagabond Cloak - This cloak used to have hidden bonuses that no one could
see, but as of the 17.6 patch series, it is plainly clear that it gives a
bonus to Add All Defense and a penalty to Strength. The AAD bonus is large
enough that this cloak is very useful in the Subway, where it drops.
Note: As of patch 17.6.3, this Cloak no longer drops. Funcom is working on
repairing this bug.
= Low Level (TL 2) =
* Assault Class Tank Armor - From Bodyguards and Rik Rak in Foreman's. This
Enforcer only backslot has relatively poor ACs (an Exarch Robe is better),
but has a useful activated ability that gives you a 2000 point absorb shield
with a recharge of 30 minutes. This item can save you in a pinch.
* Crypt of Home robes - The Necromancer Cloak and Cloak of the Revoked drop in
the Crypt of Home and they are both good backslots to "graduate" to after
you have outgrown the Exarch Robe.
* Foreman's Bureaucrat Suits - Made from various forms that drop from the Lab
Director, these suits are sided locked and have poor ACs. However, they are
stylish and they buff Intelligence, Sense, Psychic, and Psychology. Comes in
QLs from 20 to 80, depending on the Form.
* Guardian Tank Armor - Of all the tank armors to wear at low levels, this one
is the one that is worth wearing. It drops at around a 5% chance from the
Guardian of Time in ToTW and is highly sought after. Adds 520 to all ACs.
* ICC Cloaks - The Worn/Modernized ICC Cloaks can be bought from QL 50-100 in
the Fixer Shop. Each cloak has a unique bonus, and decent ACs, although an
Exarch Robe is often better than these. You can brighten up the colors of
the Worn ICC Cloak, making it "Modernized", but this appears to be cosmetic.
** Bodyguard - Strength/Stamina req. Buffs Body Dev/Psych.
** Delegate - Intelligence/Psychic req. Buffs Nano Pool/Max Nano.
** InternOps - Agility/Sense req. Buffs Concealment/B+E.
** Messenger - Agility/Sense req. Buffs Swimming/Runspeed.
** Pilot - Sense/Psychic req. Buffs Vehicle Water/Ground.
** Secretary - Stamina/Psychic req. Buffs First Aid/Adventuring.
* Neleb's Nano-Circuit Robe - From Neleb in the Steps of Madness. With unusual
requirements (36 level lock, 231 in all Nano Skills), this robe doesn't have
very good ACs. However, it adds +8 to all Nano Skills.
* Temple of the Three Winds Robes - All of these robes drop from the various
cultists in the Temple of the Three Winds. They are likely to be your first
backslot items and provide excellent protection all around, so much that you
can probably get away with not wearing any armor underneath. Except for the
Robe of the Faithful, all of these Robes are locked to level 21+. They also
provide a small resistance against roots/snares.
** Robe of the Faithful - 80 to all ACs, no level requirement. Orange.
** Acolyte Robe - 160 to all ACs. White.
** Reverend Robe - 240 to all ACs. Brown.
** Windcaller Robe - 315 to all ACs. Brown.
** Exarch Robe - 430 to all ACs. +34 Max Health. Black.
= Staple Backslots =
* Backpack of Survival - Adventurer Only. This is the staple Adventurer back
item. It comes in QLs 50-150, and has a Title Level lock. While it requires
Adventuring, the investment in Adventuring is often easily implanted or
buffed. Good ACs and a Perception bonus.
* Bag of Exchange - Trader Only. This gizmo gives mediocre ACs, but it gives
a +7 bonus to one ability and -7 penalty to another. This is a great item
for twinking, as right-clicking it will change the ability that is modified.
* Biomech Cloak - Similar in profile to Biomech Armor, the Biomech Cloak buffs
First Aid and Treatment. It has decent, if unremarkable ACs. It is often
used as a buffing item for implant twinking, rather than a long-term armor.
* Nano Armor Cloak - Provides poor protection, but it is one of the few back
slot items that support Psychic and Intelligence. A Reanimator's Cloak is
better.
* Notum Spangled Cloaks - Omni-only. Found only at QL 200, these unusual cloaks
are similar to web cloaks in protection, with few bonuses, but no penalties.
They are found as random mission loot.
** Black - Agility/Sense req.
** Grey - Intelligence/Psychology req.
** Omni-Med - Intelligence/BioMet req.
** Red - Intelligence/Stamina req.
* Notum Threaded Backpack - Created from a Notum Threaded Zodiacal Blanket,
which drops from medusa mobs. It has a high Intelligence req, but it gives
great protection on the all ACs except Chemical and Poison. Best of all,
it can be used as an actual backpack. *grin*
* Organic Combat Suit - Martial Artist only, Boss loot. These backslots are
the backslot of choice for Martial Artists. They are found in all QLs off
of bosses, and each color has a different requirement and buffs.
** Black - Stamina/Agility req. Strong vs. Proj/Melee, Weak vs. Rad/Poison.
Buffs Evades and Runspeed.
** Blue - Stamina/Strength req. Strong vs. Proj/Melee/Chem, Weak vs. Energy/
Rad/Poison. Buffs Martial Arts, Brawl, Phys Init.
** Red - Agility/Sense req. Strong vs. Proj/Melee, Weak vs. Cold/Fire.
Buffs First Aid, Max Health.
** Turquoise - Stamina/Psychic req. Even ACs, buffs all Nanoskills.
* Overtuned Tank Armor - Most Tank Armors provide a few good ACs, with some
associated penalties. However, you can overtune a Tank Armor using a Neutron
Displacer (consuming the Neutron Displacer in the process). This turns the
Tank Armor into a "temporary" item, although it should be noted that the
result no longer crashes after 48 hours, allowing you to wear the armor as
much as you'd like. In the three Major ACs (Energy, Projectile, Melee), an
Overtuned Omni-Tek Heavy Tank Armor actually performs better at QL 200 than
Heavy Notum Tank Armor.
* Standard Bureaucrat Suit - This item is a rare NoDrop item found in mission
chests. It has mediocre ACs, but it looks great on Bureaucrats and has an
excellent experience bonus modifier.
* Web Cloaks - A variety of Web Cloaks are available as random mission loot.
They are invisible and provide good protection for their requirements. Use
these if you like to show off your armor underneath or if you want good
protection without penalties or bonuses.
** Avangeline Terrigena - Agility/Sense req., Ranged Init buff.
** Ion - Agility/Strength req., Body Dev buff.
** Lokas - Intelligence/Psychic req., Max Nano buff.
** Markus Divaad - Psychic/Stamina req., First Aid buff.
** Mathis - Stamina/Strength req., Duck-Expl buff.
= Cream of the Crop =
* Beeping Backpack - NoDrop. One of the best backslots for TL4, this backpack
drops from the Fiery Soldier in Eastern Foul Plains. It has great ACs and it
adds to all Evades. The only catch is the high Comp Lit requirement (800!).
* Dust Collector - Similar to the Beeping Backpack, the Dust Collector has a
high Comp Lit requirement, but provides better ACs than the Beeping Backpack.
Drops from General Nitrox in Perpetual Wastelands. NoDrop.
* Gamboling Master's Wear - AKA "The Pink Suit", this Martial Artist backslot
is sought after for its high ACs and bonuses to several skills, including
Martial Arts. Probably the best TL3 backslot for a Martial Artist. Drops
from Cerubin in Crypt of Home.
* Heavily Padded Overcoat - This black cloak is locked at level 100 and is easy
to equip at that level. It provides outstanding armor for its requirements,
with only Cold and Fire AC holes. Drops from the Tarasque, but it is not
NoDrop, so you can find this for sale on the open market.
* Meister's Reinforced Suit - Made from Nelly Johnson's Little Black Dress
(from Mercs raid, Nelly Johnson) and Nelly's Chip (Hollow Island raid), this
is the top of the line backslot armor for Bureaucrats.
* Notum Tank Armor - This Tank Armor comes in three flavors (Light, Medium, and
Heavy), with level locks (175 for Light and Medium, 190 for Heavy). It drops
from the Mercenaries raid, and it is widely considered to be the best endgame
backslot item.
* Reanimator's Cloak - No, this does NOT come from the Reanimator in ToTW. It
is made from two parts from the Crypt of Home, a Necromancer Cloak and a Pit
Demon Heart (which is converted into an Indigo Carmine). This is a leveling
robe that adds to all nanoskills (up to +11!), and provides great protection.
This is the backslot of choice for most nanocasters.
* Robust Backpack - You'll probably never see this item, as it's one of the
rarest items in the game, worth several billion credits on the open market.
It drops from the Tarasque at a very low drop rate, and gives a whopping +60
damage modifier, making it coveted for PvP.
* Veil of the Revoked - Trader/Enforcer only. Probably one of the best backslot
items for TL4 for the Trader or Enforcer, this invisible backslot gives great
bonuses and +5 to all Nanoskills as well. Made from combining a Cloak of the
Revoked and a Spirit Tech Circlet of Cerubin, both from the Crypt of Home.
Neck
----
For most folks who choose a side (Omni or Clan), the main neck slot item will
be the Sided Token board. For those who are Neutral or too lazy to earn tokens
on missions, there are other alternatives.
* Solyoz Intimate Helper - Fixer shop. Adds a small bonus to health/nano.
^
http://auno.org/ao/db.php?id=158763
* All-Match Augmented Bowtie - Buffs tradeskills, as well as health and nano.
^
http://auno.org/ao/db.php?id=156540
* Collar Casero de la Cripta - From Crypt of Home. 30 is the magic number for
this Unique neck item. It provides valuable bonuses to the "Speed" tab
skills, as well as NCU, making it one of the most effective early neck slot
items in the game (and often better than a Sided token board in TL2-3).
^
http://auno.org/ao/db.php?id=246125
* Collar of Amplification - From the Biomare/Foreman's quests, final reward.
Adds a bonus to a single nanoskill, which is changed by right-clicking the
Collar. Also buffs treatment by 7.
^
http://auno.org/ao/db.php?id=259265
* Experimental Cyborg Token Board - Comparable to the sided token boards, this
board can only be worn at Title Level 6. Drops from high level cyborgs.
^
http://auno.org/ao/db.php?id=244719
Rings
-----
The ring slots are rarely used for protective armor. Instead, it is typically
used as a buffing slot.
* IS Rings - Similar to the ToTW rings (listed below), these rings provide
multiple small bonuses to Armor, Nano Skills, Damage, and NCU. They have a
much higher level lock, however. There are three "levels" of this ring,
found on corresponding floors of the Inner Sanctum.
* Ring of Haste - Drops from Entvined and Medusa enemies, as well as randomly
off of mission chests. Adds a great deal to Runspeed.
* Ring of Luck
* Ring of Power
* Ring of Presence - Boss Loot. These level locked rings add quite a bit of
Intelligence, Psychic, and a variety of useful skills. These rings are often
used to buff nanoskills, Computer Literacy, or Treatment. Bonuses are +1-4.
* ToTW Rings - Temple of the Three Winds has a large selection of rings, with
both bonuses and ACs. Platinum and Notum Ring of the Three are the staple of
most characters from TL2 to TL3.
Shoulders
---------
* The newbie island pads - These add a small amount of ACs and a +5 bonus to
either AAO (Omni) or AAD (Clan), depending on what side you choose.
* The ToTW "meatpads" - Barrow Strength and Withered Flesh are useful both as
wearable pads and as activated items. Barrow Strength adds a large amount of
damage add and the special ability adds even more damage on top of that.
Withered Flesh gives a significant amount of ACs, and the special ability is
a short term 500 point absorb shield, which can save your life in tight spots.
* The sided shoulderpads - These are shoulderpads that are actually visible on
your character when they are equipped. Omni and Clan have these pads, but
Neutrals can wear either faction's pad (or both!). The Omni version (the
Pads of Dedication) can also be upgraded with an Omnifier to become Enhanced,
and an Enhanced version can be worn alongside a non-Enhanced version. They
involve a long and difficult quest to obtain, but it can be done in steps:
^
http://arcanum.aodevs.com/quest_sidedpads.html
* Crawler Armor Pads - Made from Inflexible crawler hide bits from Skincrawlers
in the Crypt of Home. These are decent pads, if you don't have anything else
or you would like to buff some Init skills.
* Prowler Armor Pads - The upgraded version of Crawler Armor Pads. It is a
leveling item, up to QL 150. Requires a Proliferation Unit to create (from
the Alpha Skincrawler in the Crypt of Home).
* Sandy Shoulder Plate - While it adds about 50 to all ACs and Max health, the
Sandy Shoulder Plate has exorbitant requirements (400 Str, Agi, Sta!). The
sided shoulder pads are easier to equip and better.
* The IS "meatpads" - Upgraded versions of the ToTW meatpads, Corrupted Flesh
and Might of the Revenant (MotR for short) work in a similar way, except
with better bonuses and special abilities.
* Virral Triumverate Eggs - Also known as VTEs for short. These shoulderpads
are mostly used for their whopping +15 Intelligence and Psychic buffs. They
also add to Max Health, Max Nano, and damage, so they make great pads for a
nano-caster. They are tradeskilled from Mantis Eggs (from the Smuggler's
Den), Gold Ingots (QL 190+), and Soul Fragments (QL 190+). They are a bit
expensive on the open market, retailing at 10m to 15m each.
Wrists
------
There are very few options for wrist armor in the game. They range from "next
to useless" to "powerful, but difficult to equip". You are not likely to find
decent wrist armor until you reach title level 4.
= Social =
* Bracer of Growing/Shrinking Flesh - Does not provide any combat bonuses, but
instead, these bracers scale your character's size up/down. They are title
level locked and can be fun to play with if you are interested in making a
massive Opifex or tiny Atrox.
= Better than Nothing =
* Shiny Band - from Newbie Island. Adds to your Max Health by a small amount.
* Bracelet of Amplified Sound - Drops from Guardian of Time in ToTW, Great for
Agents and folks who use Rifle.
* Fashionable Energy Ring - adds a small amount of Energy AC, Radiation AC,
and Psychology. Boss loot. Notable for being one of the few items that you
can wear with Grid Armor.
* Bracer of Dark Flame - from Crypt of Home. Adds to Fire ACs, but that's it.
* Soulmark/Bloodmark - from IS. Adds to Nano (Soulmark) or Health (Bloodmark)
They both have bigger siblings with higher stats/requirements as well.
* Bracer of Reflection/Shielding - There are several models of these, each
for a different damage type or combination. If you are stuck with these, be
sure to pick up a damage type that is common (like Melee, Energy, or Proj.).
Reflection reduces the damage you take and reflects some back, while the
Shielding bracer is a damage shield (gives damage, but doesn't reduce).
* Bracelet of Pacifism - Found as Random mission loot. Before 17.5, this item
used to be relatively worthless, as it prevented your character from casting
or attacking (unless you WANTED to prevent your character from doing this).
In 17.5, this restriction was removed from the item. It provides a modest
bonus to Health and Nano.
= Decent =
* Bracer of Recondite Flames - from Bane in Crypt of Home. Adventurer/MA only.
Adds +23 damage to Fire, but more importantly, converts all your damage to
fire. VERY useful, especially for MAs (who have Fire damage buffs). UNIQUE.
* Sacrificial Ensigns of Cerubin - from Crypt of Home, MP/Keeper Only. Adds
to Attack Rating and Cold/Fire damage. UNIQUE.
* Bloodshed Armband - from IS. Adds to all damage (woo!), but lowers Inits.
Requires a ridiculous amount of Fast Attack to equip.
* Jeuru's Oscillating Ligature - from IS (Jeuru). Gives you a tiny heal over
time (20 Health every 6 seconds) and some Max Health.
* Blue Bracer of Balance - Adventurer Only. Adds to Multi-Ranged/Melee. Found
as random loot on Slayerdroids. Unfortunately, it is only found in QL 200
and TL6 locked.
= Awesome =
* Sandy Pieces of Goo - Adds a small amount to ACs and Evades. Very steep
requirements to equip, so you aren't likely to get these on until TL4. Drops
from Sandworms in Greater Tir County and other desert areas.
* Anything - Drops from Nelly Johnson in Mercenaries raid, with level 180 lock.
Great ACs (+300 to all!) and adds +2 to all abilities. Endgame wrist armor.
* The Sacrificed Bracelet of Kay - Adventurer/MA only. This item drops in SL,
off of dyna bosses in Inferno. It is a bigger brother to the Bracer of
Recondite Flames, in that it adds Fire damage and changes damage to Fire. It
requires a whopping 1260 BioMet to equip and thus is only for endgame.
Armor Alternatives
==================
* An alternative to Head slot armor is wearing a Head Skinchip. These chips
are "invisible", showing off your head model. Each skinchip covers a limited
range of ACs, from the Physical Protection version (Projectile, Melee) to the
Temperature Modification version (Cold, Fire). There are also high level
skinchips that drop from the Primus Camp in Eastern Foul Plains which cover
all of the ACs.
* Another alternative to Head slot armor is wearing glasses. There are various
glasses in the game, ranging from social/novelty (Katara Sunglasses) to the
expensive and powerful (Shades of Lucubration). Generally, glasses do not
provide a good AC bonus, but give excellent buffs.
* Some folks ignore armor completely and use a full Omni Med-Suit. This helps
early on (when your backslot from ToTW can cover all your AC needs), as the
First Aid/Treatment bonuses allow you to use higher level stims and labs, not
to mention that it is dirt cheap (although may be more difficult to obtain for
Neutral/Clan).
* There are special "social armor" items that fit in your backslot called Battle
Suits. They prevent you from wearing armor, but provide a lot of protection,
at the cost of some nano-efficiency and movement. In general, they won't be
as effective as an equivalent full suit of armor and backslot, but they tend
to be cheap and easily available. The best of the series is a unique Soldier
only Battle Suit called the Charred Abaddon Chassis from IS, while the best
rollable battle suit is probably the Assault Issue Omni-Pol Elite Battle Suit.
Note that Battle Suits in general are great shop food.
* For Fixers, there is a well-known nanoline called "Grid Armor". This backslot
prevents you from wearing much (only Skinchips, Fashionable Energy Rings, the
Corrupted Ring from Tri-Plumbo), but gives you massive bonuses, especially to
Add All Def and Evades. The effect is that it makes you nearly unhittable,
able to dodge almost anything. Because you don't have protection, when you
do get hit, you'll be hit for full damage, but this tradeoff is definitely
worthwhile... most attacks will miss you, and the attacks that DO hit you can
be healed by your HoTs. Grid Armor comes in 4 "levels" and all are very
rare, very expensive, and costly in terms of IP expenditure. Grid Armor, at
the time of this writing goes for the following credits: GA I - 10m, GA II -
25m, GA III - 50m, GA IV - 100m.
-----------
- Weapons -
-----------
It can be tough sometimes to evaluate the overall quality of the many weapons
in the game. However, there are a few criteria that I use:
* "Split requirements stink"
Look at the skills used. If there are two main weapon skills that are
required, the weapon may not be worth using because of split requirements.
There are only a handful of weapons that are preferred despite their dual
requirements (such as the Division 9 Plasmaprojector, Sleekmaster, and SOL
K-94 Monster). In general, you will want to stick to a weapon that does NOT
have split requirements.
* "More Specials = it costs More IP, but also does More Damage"
Look at the special attack skills used. Some weapons require many specials,
which means they are more effective in combat but also cost more IP to use.
Weapon specials are also notoriously difficult to buff, with a couple of
exceptions (Burst, Aimed Shot, Brawl).
** In general, you want weapons with few specials early on (to save IP when
you have so few), while at the same time, you want more specials on a
weapon in the endgame (to do more damage).
* "Multi-Ranged/Melee costs More IP"
If it is one-handed, look at the Multi-Ranged/Multi-Melee requirement. This
skill is the "opportunity cost" for dual-wielding a weapon. If the MR/MM
requirement is too high, it may not be worth it to try to dual wield them. A
popular example is the Gamma Ejector from Foreman's, which has a great damage
to skill ratio but has a horrendously high Multi-Ranged requirement.
* "As close to 1.0/1.0 that you can get"
Look at the attack speed/recharge time. You can tolerate a bit higher
recharge than attack speed, but I would try to select a weapon that is close
to 1.0/1.0 speed when compensated by your appropriate Initiative value. For
example, if you are on Full Aggressive and you have 300 Melee Init, then you
can probably use a 1.75/2.0 weapon quite well (reduced by skill to 1.0/1.0).
* "Max Damage greater than 1/3 of main weapon skill"
Look at the damage. Typically, I like to see a maximum damage that is
between 1/3 to 1/2 the value of the main weapon skill. Lower than that, it
may not be worth using. Higher than that, you are going to hit pretty hard
for your current skill level.
** Ranged weapons deal less base damage than melee weapons, but tend to hit
harder with special attacks. There is no Melee equivalent to Burst or
Full Auto.
** Faster weapons tend to deal less damage, so keep this in mind. Some
slow weapons do a lot of damage, but have such high recharge and attack
speeds as to be nearly unusable.
** I realize that some subscribers may think that looking at the maximum
damage is folly, since many of the power-leveling areas in SL require you
to have a large minimum damage (due to the overwhelming ACs of certain
rock-like creatures). However, looking at Max or Average Damage is
appropriate for the purposes of using a weapon on Rubi-Ka. Froobs will
never see a Heckler (the above mentioned rocks) unless they upgrade.
* "Look at the Buffs"
Look at the Bonuses. Some weapons have extra bonuses on top of their regular
damage. This bonus is listed near the description. While most of these are
minor, some bonuses make the weapon worthwhile (for example, Soft Pepper
Pistols give bonuses to Nano-skills).
Below is a listing of the most viable weapons that I've found to be useful so
far in my experience. They are ranked on a 1 to 5 scale based on Availability,
Damage, Speed, and IP cost, with 1 being worst and 5 being best. Items that
are in <> brackets are "Top Tier" items, which indicate that they represent
one of the best weapons of their level range.
Note that this list is for froobs only. Players with expansions will find that
there are many effective weapons much more powerful than the ones found on this
list which are "expansion only". If you have expansions, you probably won't
find this listing to be useful. Also, the damage comparisons on this list are
biased toward damaging Rubi-Ka monsters, since no Froob will ever see SL.
Availability
1) Almost impossible - Very rare drop from unique enemies/bosses
2) Rare - Uncommon/Rare drop from bosses, or common drop from unique boss
3) Uncommon - Tradeskilled weapon (from common parts) or Mission Loot only
4) Commmon - Bought from special shops and/or Rollable
5) Very Common - Shop-buyable and Rollable
Note: All of the common ToTW drops are designated with a 3
Damage (denotes damage per hit, independent of Speed)
1) Poor - Unfavorable Skill to Damage Ratio (greater than 8)
2) Average - Equivocal Skill to Damage Ratio (between 5 and 8)
3) Good - Favorable Skill to Damage Ratio (less than 5)
4) Great - Favorable Skill to Damage Ratio (less than 4)
5) Awesome - Excellent Skill to Damage Ratio (less than 3)
The formula used for raw damage is Primary Weapon skill divided by average Dmg.
This value is biased against crit-dependent weapons and it does not necessarily
represent the weapon's value in combat. It also is biased for many of the
NoDrop/Unique weapons that drop from Unique bosses/monsters, which tend to have
Damage ratios much higher than comparable weapons with similar skill reqs.
Finally, 2-handed melee weapons tend to score highly using this rating. In
general, though, if the Damage and Speed values are both high, the weapon is
probably a good choice.
Speed (assumes Agg/Def bar set at Full Aggressive)
1) Very slow - Requires over 900 Initiative to attack at 1s/1s
2) Slow - Requires up to 900 Initiative to attack at 1s/1s (up to 2.75/4.25)
3) Medium - Requires up to 600 Initiative to attack at 1s/1s (up to 2.25/3.25)
4) Fast - Requires up to 300 Initiative to attack at 1s/1s (up to 1.75/2.25)
5) Very Fast - Requires 0 Initiative to attack at 1s/1s (up to 1.25/1.25)
On some of the speed ratings, I "fudge" a bit. After all, 1.8/1.8 is about the
same as 1.75/1.75 with 300 Initiative.
IP Cost
1) Expensive - Requires IP in two Primary Weapon skills and many other specials
2) High - Requires IP in two Primary Weapon skills and one special
(example: Division 9 Plasmaprojector)
-or-
one primary Weapon skill and three or more specials and a Multi-wield skill.
(example: Chiroptera)
3) Average - Requires IP in one Primary Weapon skill and three specials
-or-
one Primary Weapon skill and two specials and Multi-Melee/Ranged
-or-
two Primary Weapon skills with no specials
4) Cheap - Requires IP in one Primary Weapon skill and two specials
-or-
one Primary Weapon skill and one special and Multi-Melee/Ranged.
(Examples: Phase Blade, BBI Faithful)
5) Very Cheap - Only requires IP in one Primary Weapon skill and one special
(Example: Energy Scythe)
-or-
one Primary Weapon skill and Multi-Melee/Ranged
(Example: The Original Electronicum pistol)
Many weapons with a lot of special attacks do much more damage in combat. This
value is just a raw estimate of the IP point expenditure needed to wield the
weapon, not an indication of the weapon's power.
-----------------
- Melee Weapons -
-----------------
1-Handed Blunt
==============
Unfortunately, the options are pretty slim for froobs in the 1HB category.
* Schiacciamento clubs - Avail 4, Damage 3, Speed 2, IP cost 2-3
Bought from the Tsunayoshi Smith. Large variety with all kinds of specials.
They are rather slow, but they deal good damage.
* <Howling Skull> - Avail 3, Damage 3, Speed 5, IP cost 4
Obtained in ToTW, from various bosses. Pretty standard fare, but they deal
good damage for their skill requirements.
* <Skull of Woe/Lamentation> - Avail 3, Damage 3, Speed 5, IP cost 4
These two skulls are very similar, and are also obtained from ToTW. They are
superior to the Howling Skull, and do Cold/Fire damage. You can receive them
from Lien and the Reanimator.
* <Skull of Despair> - Avail 1, Damage 5, Speed 3, IP cost 5
<Skull of Misery> - Avail 1, Damage 4, Speed 3, IP cost 4
These two skulls are in the Inner Sanctum (3rd floor) and are pretty much
upgraded versions of the ToTW skulls
* <Blood Mace> - Avail 1, Damage 3-4, Speed 2, IP cost 3
<Blood Bat> - Avail 1, Damage 4, Speed 2, IP cost 2
These drop from one of the toughest bosses on Rubi-Ka, the Mercenary Ian Warr.
* Native Alloy Staff - Avail 5, Damage 3, Speed 3, IP cost 2
A rollable and shop buyable option for 1HB.
Other Options
-------------
* Pillow with Important Stripes - Avail 4, Damage 1, Speed X, IP cost 2
These "weapons" aren't actually effective in battle; instead, they boost your
nanoskills. You can only have one (can't dual wield these pillows, although
you can wield them with other melee weapons). Most folks go for the low reqs
and high stat boosts of the QL 51.
* Concrete Cushion - Avail 4, Damage 1, Speed X, IP cost X
An honorable mention goes to these buffing items. While you probably won't
use these in combat, they can be dual-wielded to provide a total of +16
Stamina and Strength. Useful for equipping armor and implants.
1-Handed Edged
==============
* <Sharpened Kinetic Axe> (QL 25) - Avail 4, Damage 4-5, Speed 5, IP cost 3
These Rollable weapons can be bought from the Second-Hand Peddler in the
backyards (up to QL 10), but really shine at their highest QL, QL 25. They
are relatively fast and deal great damage.
* Meibutsu Daito swords - Avail 4, Damage 3-4, Speed 2, IP cost 3-5
Bought from Tsunayoshi Smith. Slow, but readily available and great damage.
* <Phase Blade> - Avail 3, Damage 4, Speed 3, IP cost 4
This common drop in ToTW has an excellent damage ratio, although it fails to
deal critical hits. Most folks use these for their early 40-60 levels, if
they go with 1HE.
* <Frozen Tear of Uklesh> - Avail 1, Damage 5, Speed 3, IP cost 4
This rare drop from Uklesh is a more powerful form of the Phase Blade. It is
extremely difficult to get and deals cold damage.
* <Chiroptera> - Avail 2, Damage 5, Speed 5, IP cost 1
Adventurer/Enforcer only. Drops from Cenobite Shadows in CoH. These weapons
have high reqs and many specials, but they are the close to the "end-game"
weapon for Advys and Enfos from levels 100 and up.
* SOL Fire Executioners - Avail 4, Damage 3, Speed 3, IP cost 2-4
Adventurer only. These weapons come in many different models with varying
specials, but they all do decent damage with an average speed. Rollable.
These are also shop-buyable by SL subscribers in the SL gardens.
* Mantis Scissors - Avail 2, Damage 3, Speed 3, IP cost 3
Enhanced Mantis Scissors - Avail 2, Damage 4, Speed 3, IP cost 3
Dropped from Mantids in the Smuggler's Den.
* Impious Dominator - Avail 2, Damage 4, Speed 4, IP cost 4
Another IS weapon, from Hezek
* Icebound Heart - Avail 2, Damage 4, Speed 4, IP cost 4
Another IS weapon.
* Frost Shard - Avail 2, Damage 3, Speed 4, IP cost 4
Another IS weapon.
* <Gelid Blade of Innobak> - Avail 2, Damage 4, Speed 4, IP cost 4
This is the fr00b "high end" weapon for 1HE.
Piercing
========
* <Improved Tango Dirk> - Avail 3, Damage 4, Speed 4, IP cost 4
The regular Tango Dirk can be bought at the Trader Shop or can be rolled on
missions and isn't really anything to write home about. However, if you can
find a tradeskiller to improve the Tango Dirk (requires a special tool), it
turns into one of the best skill-to-damage ratio weapons in the game. While
it lacks most specials (except Brawl), it is easily dual-wielded and outpaces
many other 1-handed melee weapons in terms of damage, especially at TLs 1-3.
* Newland Fish Knife - Avail 2, Damage 3, Speed 3-5, IP cost 3
Boss loot. With Fast Attack and Brawling specials, this knife is probably the
next best choice after Improved Tango Dirks. Slows down as QL goes up.
* Fear-forged Blade - Avail 2, Damage 1, Speed 5, IP cost 3
Drops in the Steps of Madness from Unrelenting Fear. It has Sneak Attack and
Fast Attack, but other than that, it's a mediocre weapon at best. It has a 5%
chance of casting a nano that does damage over time.
* Toothpicker - Avail 2, Damage 3, Speed 5, IP cost 3
Level 71 locked. Drops in the Smuggler's Den from Clawfinger Forefather. An
extremely fast weapon with Fast Attack/Sneak Attack and a proc that does
additional damage 7% of the time. It's decent, if a bit unremarkable.
* Stereotypical Dragon Tooth Poker - Avail 1, Damage 2, Speed 4, IP cost 4
Drops from the Tarasque. Rare. It is mostly used for the 25 Multi-Melee
bonus that it gives when equipped.
* <Slayerdroid Crystal Claw> - Avail 1, Damage 4, Speed 1, IP cost 3
Drops from the Obediency Enforcer, at QL 200 only. Your end-game Piercing.
* Mole Stinger - Avail 4, Damage 2, Speed 4, IP cost 2
If you can't get a hold of Tango Dirks, you can roll this item. It's fairly
fast, although lacking in damage.
* Hazangerine Claws - Avail 4, Damage 3, Speed 4, IP cost 1
These claws actually have split requirements, but are one of the few
dual-wieldable weapons for Martial Artists that may be worth the IP cost. In
a proper setup, a skilled MA Claw wielder can have two weapon attacks, one
Martial Arts attack, and specials all at once, allowing the fastest obtainable
attack speed. Rollable, and shop-buyable in the SL gardens.
2-Handed Blunt
==============
Slow and powerful, 2-Handed Blunt weapons deal a lot of damage. They are
mainly limited to Enforcers or the occasional MP, mostly because of the class
limitation of the high-end weapon, the Howlet.
2-Handed Blunt can be buffed by Wrangles, Expertise, and Brutal Thug.
* Black Staff - Avail 4, Damage 5, Speed 1, IP cost 2-4
Bought from the Tsunayoshi Smith. Slow, but deals good damage and is easy
to acquire. At QL 50 and above, these weapons are usable only by Enforcers.
Shining has Fast Attack, Sleek has Sneak Attack, Dim has neither. Rough has
all Melee specials. All of the staves require Brawl and Dimach.
* <(Cold Morning) Icebreaker> - Avail 2, Damage 5, Speed 3, IP cost 3
Boss loot. Enforcer only. QL range of 40-50.
* <Howlet> - Avail 1, Damage 5, Speed 4-5, IP cost 2
MP/Enforcer only. This is pretty much the "high end" 2HB weapon.
* <Gravity> - Avail 1, Damage 5, Speed 2, IP cost 3
Boss loot, Atrox and Omni only
* Heavy-Headed Hardwood Staff - Avail 1, Damage 5, Speed 1, IP cost 4
Drops from the Tarasque. Extremely Rare.
* Punishment Rod - Avail 1, Damage 5, Speed 1, IP cost 3
Drops from the Obediency Enforcer
* Sledgehammer - Avail 5, Damage 5, Speed 1, IP cost 4
Slower than molasses.
Other 2HB options
-----------------
* Support Beam - Avail 4, Damage 4, Speed 1, IP cost 4
Atrox only. A special version called the Support Beam of Intolerance exists
up to QL 30 in the Subway. If you are a big 'Trox, it's hard to go wrong
with these. They are quite slow, but so are most of the other 2HB options.
* Bonehammer - Avail 2, Damage 5, Speed 1, IP cost 4
Drops in the Cyborg Barracks
2-Handed Edged
==============
* <Guard of the Gentleman> - Avail 4, Damage 4, Speed 5, IP cost 3-4
Keeper/Enforcer only. This weapon can only be bought in SL, but can be used
by fr00b Enforcers. At higher QLs, it requires more and more skills to
equip, but at low QLs (up to QL 29), it only requires Dimach, Fast Attack,
and 2HE. It has a high skill-to-damage ratio as well as a fast overall speed,
making it the perfect weapon between Newbie Island and the ToTW weapons. You
just have to find someone with expansions to buy one for you.
* Longmoon - Avail 5, Damage 4, Speed 2, IP cost 4
This is a nice rollable and shop-buyable option before you can get the ToTW
weapons. It's slow, but it's better than the beginner sword.
* Meibutsu Dai-Katana - Avail 4, Damage 5, Speed 2, IP cost 3-4
Bought from Tsunayoshi Smith. Slow, but deals good damage. A viable option
if you can't get the ToTW weapons or a Panther.
* Energy Scythe - Avail 3, Damage 5, Speed 3, IP cost 5
Drops from various humans in ToTW
* <Frost Scythe of the Legionnaire> - Avail 3, Damage 5, Speed 3, IP cost 5
Drops from Deathless Legionnaires in ToTW. Unique in that it does the same
amount of damage every time (min damage = max damage), which makes it better
for highly-armored foes.
* <Stygian Desolator> - Avail 2, Damage 5, Speed 3, IP cost 5
Drops in ToTW from Aztur the Immortal 100% of the time. It has a swift Fast
Attack recharge and occasionally casts a DoT nano when striking.
* <Panther> - Avail 2, Damage 5, Speed 5, IP cost 2
MP/Enforcer only. This weapon has high requirements, and is close to the top
weapon available for those two classes. Drops from Cenobite Shadows in CoH.
* Corpse Cutter - Avail 1, Damage 5, Speed 2, IP cost 3
Bossloot. A good stopgap weapon from QL140 to QL150. Enforcer only.
* The Edge of the Tarasque - Avail 1, Damage 4, Speed 3, IP cost 4
Drops from the Tarasque. Extremely Rare.
* Abyssal Desecrator - Avail 1, Damage 5, Speed 4, IP cost 5
Drops in IS from Hezak.
* Frost-bound Reaper - Avail 1, Damage 5, Speed 1*, IP cost 5
AKA FBR. Drops in IS. Has a major Melee Init debuff, which slows down your
attack rate significantly. Similar in profile to the Frost Scythe of the
Legionnaire, except higher stats.
* <Permafrost> - Avail 1, Damage 5, Speed 1, IP cost 5
Drops in IS from Hezak.
* (Enhanced) Queen Blade - Avail 1, Damage 5, Speed 1, IP cost 4
Drops in the Smuggler's Den from the Mantid Queen.
Melee Energy
============
There are even fewer options for Melee Energy than 1HB. Melee Energy tends
to be an additional requirement on a melee weapon instead of a single req.
* North Wind Katana - Avail 4, Damage 4, Speed 3, IP cost 3
Other than being Melee Energy (a generally unsupported melee weapon option),
this Katana isn't bad. It has a decent speed and has a favorable ratio of
damage-to-skill. The Eternal Sentinels in ToTW drop these weapons, and I
believe they are rollable. You can even combine it with Martial Arts.
* Sockdolager - Avail 1, Damage 4, Speed 4, IP cost 2
Nanomage only. This unusual weapon does decent damage, and supports several
nano-related skills. Boss loot only, in QLs 90-110.
* Gift of Jupiter/Jupiter Aegis - Avail 1, Damage 5, Speed 2, IP cost 3
Meta-Physicist only. This is an outstanding weapon that comes in QLs 40-50,
for MPs wanting to delve into Melee Energy.
* <The Argument> - Avail 1, Damage 4, Speed 3, IP cost 5
Drops from Hollow Island, from the Weed. The one reason to go the Melee
Energy route, this weapon has excellent damage and speed, especially at the
level range you can equip it. QLs from 150-200, and locked to Enfo/MP.
------------------
- Ranged Weapons -
------------------
Assault Rifles
==============
Mainly the realm of Soldiers, due to the excellent self-buffs available.
* BBI Gyro Gun - Avail 2, Damage 3, Speed 4-5, IP cost 4
Boss Loot only. A great Burst + FA gun, its low ammo capacity actually is a
benefit, considering its low recharge time. The attack and recharge time
increases marginally as it goes up in QL.
* Eradicator XCI-52 - Avail 5, Damage 2, Speed 5, IP cost 5
The Eradicator just has one special, Fling Shot. It is a fast gun and does
decent damage, a good choice for low levels.
* Seburo C-99a - Avail 5, Damage 3-4, Speed 2-3, IP cost 5
This assault rifle also has just one special, Burst. It is slower than the
Eradicator, but also has a decent damage-to-skill ratio. The attack/recharge
times decrease as it goes up in QL.
* Sentinel 20mm Snub Pistol - Avail 5, Damage 3, Speed 2, IP Cost 5
This assault rifle, similar to the Seburo, has just one special, Full Auto.
It does mediocre dawmage and is a bit slow, but if you are looking for a
decent Full Auto gun as a stopgap, this gun is widely available.
* <MTI F-88 Cineration> - Avail 2, Damage 3, Speed 4, IP cost 4
Soldier only. Boss loot only, this Assault Rifle is rather strange looking.
It has Burst and Fling Shot. Only available in QLs from 165 to 175.
* <Inner Circle Flamer> - Avail 1, Damage 4, Speed 1, IP cost 4
NoDrop item rarely found in missions inside chests. Great damage to skill
ratio, but a bit on the slow side. Soldier only.
* Hellspinner - Avail 2, Damage 4, Speed 3, IP cost 4
Hellfury - Avail 2, Damage 3, Speed 2, IP cost 5
NoDrop. These large and red weapons can be found in the cyborg barracks, off
of the Prototype Inferno (for the Hellspinner) and Augmented Hellfury (for
the Hellfury). Both are decent weapons for their level range. A guide to the
Cyborg Barracks can be found here:
^
http://www.ao-universe.com/main.php?...&link=0&id=168
They can also be upgraded to...
* <Boosted/Augmented Hellspinner> - Avail 2, Damage 4, Speed 3, IP cost 4
<Boosted/Augmented Hellfury> - Avail 2, Damage 3, Speed 2, IP cost 5
Through a Tradeskill process, the Hellspinner and Hellfury can be upgraded.
The two upgrades have a level-lock of 175 and 190 for the Boosted and
Augmented, respectively, and locks the weapons to Soldier only. While the
Hellfury appears to do less damage, it has a faster Burst recycle, and thus
tends to be used just as often as the Hellspinner.
^
http://www.ao-universe.com/main.php?...&link=0&id=179
Hybrids
-------
These weapons require both Assault Rifle and Ranged Energy. They are not
recommended for professions other than Soldier.
* Division 9 Plasmaprojector - Avail 2, Damage 5, Speed 3, IP cost 3
Soldier only, Boss loot. This gun is probably the most well-known option for
froob soldiers. It deals a lot of damage and has a fast burst cycle. The
speed isn't too bad, either.
* Nova Flow - Mark I - Avail 4, Damage 3-4, Speed 3, IP cost 2
Nova Flow - Mark IV - Avail 5, Damage 3, Speed 4, IP cost 2
Bought in shops and the Trader shop, these weapons are decent alternatives to
the Division 9 Plasmaprojector. The Nova Flow Mark IV is probably a better
choice due to its speed, but both models are no slouch in terms of damage and
specials.
* Nophex Plasma Destroyer II- Avail 2, Damage 4, Speed 3, IP cost 2
The big brother of the Nova Flow, this weapon does great damage with faster
recharges on specials and regular hits than the Nova Flow. It drops from the
Notum Soldier.
Bows
====
One of the few viable ranged weapon options for Martial Artists and a signature
weapon of MPs, these antiquated projectile weapons tend to be slow, with decent
damage. They use Physical Init, similar to Martial Arts.
Note that you can supplement the damage with special attacks, based on using
special arrows that deal varying effects and additional damage.
* <Bang/Voice of Thunder> - Avail 2, Damage 4, Speed 2, IP cost 4
Martial Artist only, Boss loot. This bow is the top of the line for Martial
Artist bows and has both Aimed Shot and Fling Shot.
* Bow of Ferocious Appetite - Avail 4, Damage 4, Speed 2, IP cost 5
This bow does decent damage and has no specials, making it ideal for the
casual bow user. It is fairly slow, however.
* Pow Bow - Avail 5, Damage 2, Speed 2, IP cost 5
This bow does less damage per hit, but is favored in PvP due to the having
Aimed Shot. It also has a very quick equip time, allowing for the use as a
hotswap weapon.
* Schuyler Bow - Avail 4, Damage 4, Speed 2, IP cost 5
Sold in the Trader shop. Another fine bow that only uses the Bow skill with
no specials. Slow, but does great damage.
Grenades
========
There are few options for Grenade Launchers, and the only class that really can
utilize them to their fullest are Engineers (because of the 'Extreme Prejudice'
buff).
* Red Line Grenade Launcher - Avail 1, Damage 5, Speed 1, IP cost 5
Engineer only. QL40 to QL50, Bossloot.
MG/SMG
======
SMGs are almost the exclusive realm of Fixers, although the occasional Soldier
will be able to swing it. This is due to the large line of SMG self-buffs that
Fixers have. In general, they do poor to average damage, but have swift Burst
recharges which boosts your damage capability.
* Mausser Particle Streamer - Avail 5, Damage 3, Speed 3, IP cost 5
Mausser Chemical Streamer - Avail 5, Damage 4, Speed 1, IP cost 5
These weapons are relatively slow to fire and are similar in profile except
for the damage type. The Chemical Streamer does more damage for its reqs and
has a much faster Burst recharge, making it a more popular choice than the
Mausser Particle Streamer. However, the Chemical Streamer is slower overall.
Note that the Particle Streamer can be built from Tradeskills, one of the few
viable weapons that is made from Weapon Smithing. It is shop-buyable/rollable.
The Mausser Chemical Streamer is tradeskilled from the Mausser Particle
Streamer, using the following tradeskill process:
^
http://arcanum.aodevs.com/weapons_chemicalmausser.html
* OT Kerans Automatic Grinner - Avail 5, Damage 2, Speed 4, IP cost 5
Excellent speed, Poison/Disease damage, and decent damage range make this SMG
a good bet at the early levels. It is shop-buyable for Omni, also rollable.
* Light Miasma Beamer - Avail 1, Damage 3, Speed 4-5, IP cost 4
The Fixer-only special gun, it has a great Damage/Speed ratio and can be
dual-wielded. The Fixer gun of choice for up to level 50. The QL 50 version
is also useful as a buffing weapon, as it is one of the few weapons that buffs
Breaking and Entry.
* MTI Russian Good Days - Avail 4, Damage 2, Speed 3, IP cost 4
An excellent choice for dual-wielding, these SMGs fire quickly and have a
swift Burst recharge. If you must dual-wield, this is the SMG to get. Bought
at the Trader shop and rollable.
* Gamma Ejector - Avail 2, Damage 5, Speed 3, IP cost 5#
Found in Foreman's. The damage on this weapon is the best you will find all
the way up to about QL 120 or so. NoDrop. Level 41+ required.
# 4 if you Dual Wield it
* Manex Catastrophe - Avail 2, Damage 5, Speed 1, IP cost 5
This gun does a lot of damage, but it's also very slow. Boss loot. Whimsically
named after the old Earth months of the year.
* <Blackbird> - Avail 2, Damage 3-4, Speed 5, IP cost 4
This is your "endgame" SMG. Amazing damage, very high requirements, and swift
attack/recharge speeds make this the premium choice for any SMG user. It is
even dual-wieldable. Found in the Crypt of Home Dungeon from the Cenobite
Shadows. Fixer/Soldier only.
Pistols
=======
Pistols are among the most versatile weapons in terms of buffing and classes
that support the Pistols skill. It is also among the easiest to twink, due to
the Pistol buffs available (Gunslinger, Pistol Mastery, Extreme Prejudice). The
weapon of choice for many classes. Generally, it is paired with Fling Shot,
although you will find Pistols that support all of the Ranged specials.
* BBI Faithful 22s/100s - Avail 4, Damage 3, Speed 3, IP cost 4
Adventurer only. The BBI Faithful is an excellent choice, with decent damage.
While the JCSPs (linked below) are better at low levels, the BBI Faithful
outshines them at TL4 or above. Rollable and purchasable from the Trader Shop.
* MTI Grey - Avail 4, Damage 3, Speed 3, IP cost 4
Adventurer only. The Cold Damage version of the BBI Faithful, it has a very
similar damage profile, with slightly better Multi-Ranged requirement and
range. It even has a small buff to BioMet and some ACs. This gun is better
than the BBI Faithful in many respects, although you are more likely to get
bonuses to Projectile damage than Cold damage on your buffing items. It should
be used in the same situations as the BBI Faithful. Boss loot/Dyna only.
Note: Apparently, until QL 79, these pistols are usable by any profession. A
good choice for early Fling Shot capable pistol.
* Joint Clans Scout Pistols - Avail 4, Damage 3, Speed 2-5, IP cost 4
Adventurer only. The best early gun choice for Pistolero adventurers, these
pistols do excellent damage, have a swift attack and recharge time, and long
range. However, the attack times for this gun become more prohibitive as it
goes up in QL. It is probably the best gun you can use at levels 10 to 100
until you can get your hands on a Customized IMI Desert Reet 1000. These are
shop-buyable in Neutral and Clan weapon booths. Of note, this is one of the
few weapons that is shop-buyable, but NOT rollable.
* Solar-Powered Engineer Pistol - Avail 3, Damage 3, Speed 4, IP cost 1/Special
^
http://arcanum.aodevs.com/weapons_engineerpistol.html
This gun is one of the few ranged weapons with unlimited ammunition. It is a
leveling item from QL 1 to 200, and the various stages of its construction
require a lot of tradeskills and special items (some of which are millions of
credits). Leveling the weapon takes Weaponsmithing. Right Hand only, but can
be dualed with another pistol. Despite the name, any class can make/use it.
* Dark Pistol (of the Revoked) - Avail 2, Damage 4, Speed , IP cost 4
Bureaucrat only. These pistols are only usable in the Left Hand (but can be
dualed with another pistol). They deal great damage and have great bonuses to
your abilities. Found in CoH.
* The Original Electronicum - Avail 3-4, Damage 3-5, Speed 4, IP cost 5
A decent pistol that does not have any specials. It's not the best, but it's
far from the worst in terms of damage, and can be dual-wielded. QL 1 to 10
can be found off of the Second-Hand Peddler in the Backyards areas. Higher
QLs can be bought by expansion players in Jobe. Great at low levels, less
powerful as the QL goes up.
* <Customized IMI Desert Reet 1000> - Avail 1, Damage 4, Speed 4, IP cost 3
Found in Foreman's. This level-locked gun has both Burst and Flingshot, and
has probably one of the best damage/speed ratios in the game. It also has no
Attack Rating cap, allowing high level users to do severe damage with it. An
excellent choice for the off-hand or to dual-wield.
* <SOL K-91 Monster> - Avail 2, Damage 4, Speed 2-5, IP cost 4
A pistol very similar in profile to the Joint Clans Scout Pistols. It is
slightly slower than the JCSPs, but packs more damage. Best of all, it is
usable by any class. A great choice if you can get your hands on one. Boss
loot only.
* Bronto Anaesthetic Pistol - Avail 2, Damage 4, Speed 2, IP cost 5
Boss loot only. Only uses Pistol skill, does a lot of damage, but is also one
of the slowest pistols.
Other pistols
-------------
* Soft Pepper Pistol - Avail 3, Damage 1, Speed 5, IP cost 5
Made from a Sealed Weapon Receptacle, found as random mission loot. This
pistol has awful damage, but this is compensated by the fact that it raises
three different nanoskills by a substantial amount, BM, MM, and MC. Most folks
prefer the QL 51 version, as that is the first QL that adds +14 to nanoskills.
Left Hand only (sorry, can't dual wield it).
* Galahad Tsuyoshi - Avail 5, Damage 2, Speed ?, IP cost 3
While the various specials are a pain to raise (Full Auto and Burst), and the
Multi-Ranged requirement is high (but possible), this pistol adds a whopping
+20 to BM/MM, making it a great companion for Doctors willing to spend the
IP on Full Auto and Burst. The damage is mediocre, but better than the Soft
Pepper Pistol. Lowest QL is 100.
* Old English Trading Company line - Avail 5, Damage 2, Speed ?, IP cost 4
This line of pistols is particularly sought after for buffing, as they add
Intelligence at all QLs, and Psychic at QLs above 100. The most popular ones
are low QL Second hand Old English Trading Company (+5 Int each) and the
O.E.T. Co. Jess (QL 100, +20 to Int/Psy).
Ranged Energy
=============
Ranged Energy is really only supported by the Soldier profession, and even
then, most soldiers use an Assault Rifle/Ranged Energy hybrid. There are a
few weapons that only have Ranged Energy as its requirement, though.
* Igelkott - Avail 2, Damage 2, Speed 4, IP cost 5
Available in the Trader shop, these interesting Dual-wielded guns have no
specials and do decent damage. An alternative choice for an unorthodox
character.
* SOL XII Medical Laser - Avail 1, Damage 4, Speed 4, IP cost 5
Doctor only. Decent damage, but there are few other options for Ranged
Energy. I'd pass on this if I was playing a doc.
* Freedom Arms Negotiator - AVail 1, Damage 4, Speed 4, IP cost 5
Bureaucrat only. Very similar to the SOL Medical Laser. Decent damage, but
because it is Ranged Energy, I'd pass on this one.
* Revolving Cold Laser - Avail 2, Damage 3, Speed 3, IP cost 4
This unusual weapon is thoroughly "average" in about every respect. Average
damage, average speed. Drops in the Sentinels Base in Wailing Wastes. It's
probably your endgame option as a froob, should you graduate from Igelkotts.
Rifles
======
Note: Almost all Rifles require half their Rifle skill req. in Aimed Shot to
use. Exceptions will be noted below.
* <Yatamutchy X-3 Counter-Sniper Rifle> - Avail 2, Damage 4, Speed 2, IP cost 5
These rifles are only dropped from Bosses, and are generally considered to be
the best premium fr00b rifle, especially at higher QLs (starting at around QL
65 and up).
* Tsakachumi Counter-Sniper Rifle - Avail 5, Damage 3, Speed 2, IP cost 5
The odd second cousin of the Yatamutchy, the Tsakachumi is the shop-buyable
inferior version of the X-3 Counter-Sniper. It does provide a sizeable
Agility bonus, making it useful for buffing, at least. If you can't get a
hold of a good X-3, get a Tsakachumi.
* FDA Caterwaul - Avail 4, Damage 3, Speed 2, IP cost 5
This Agent-only rifle is a popular choice for PvP, and does comparable damage
to the Counter-Sniper line of rifles.
* <Barret R05 A-M Rifle> - Avail 2, Damage 5, Speed 4, IP cost 5
The most expensive premium rifle is also the best low level rifle, doing an
awesome job at TL 2 and is not a slouch in TL 3 either. Boss loot only.
* Gripo-Com AKR 1k20/1k21 - Avail 5, Damage 3, Speed 5, IP cost 5
This rifle is generally considered one of the best affordable choices for
early Rifle users, ranging in QL from 1-50. The newbie rifle is probably a
better choice until around QL 20 or so, but as you progress through TL 2,
this gun can become your best friend. It is shop-buyable, costing at around
2k per QL.
* <Longshot> - Avail 2, Damage 4, Speed 2, IP cost 5
This rifle is comparable to the Yatamutchy X-3 at QL 200. There is only one
QL for it, and it is title level locked at TL5. A great high-end gun.
Other Rifles
------------
* Collins Bio-Energy Rifle - Avail 4, Damage 4, Speed 1, IP cost 5
Available in the Trader shop, these unique rifles have a slow attack time,
fast recharge time, and utilize Fling Shot instead of Aimed Shot. They do a
lot of damage when in the right hands, a good alternative to the usual Aimed
Shot Agents out there. Agent only.
* OT-Windchaser M06 Series - Stats not applicable
These rifles aren't very impressive, and are probably dead last in terms of
combat effectiveness. However, at various QLs these rifles give some pretty
unique and sought-after bonuses. For example, the Windchaser Hematite adds
to Agility and Rifle skill, while the Quartz gives +10 to Treatment and +8 to
Stamina.
Shotguns
========
* Vector ND - Avail 5, Damage 3-4, Speed 2, IP cost 5
These popular shotguns require ONLY the Shotgun skill, with no specials. They
do Energy damage. Great for classes that can't spare the IP for weapon
specials and multi ranged.
* Springfield Arms Home Defender - Avail 5, Damage 3-4, Speed 2, IP cost 5
These are very similar to the Vector ND, except that they can be dual-wielded
and they do projectile damage. Note that at around QL 65 to 66, there is a
massive jump in Multi-Ranged, making it more difficult to dual-wield.
* Windchaser SMB - Avail 5, Damage 2, Speed 5, IP cost 5
Another shotgun that doesn't require specials, these weapons fire faster, but
they suffer in the damage department. Very crit dependent.
* Uncle Bazzit Diplomatic - Avail 3, Damage 3, Speed 3, IP cost 4
Trader only. A great dual-wieldable shotgun, with a nice balance between
damage and speed, along with good bonuses.
* <Pump Trainee/Master> - Avail 1, Damage 5, Speed 2, IP cost 5
Trader only. These infamous shotguns do damage way out of proportion to their
quality level and are prized for low-level PvP. They are also ridiculously
expensive on the open market, about 20-30m on RK1.
* SOL SG-71 Robust - Avail 1, Damage 4, Speed 4, IP cost 4
Soldier only. Dyna Loot. These shotguns are probably the best projectile
weapon for a soldier at early levels. They come in QLs 40-50. Sadly, there
aren't many more shotguns to look forward to after this, but it has Burst and
Fling.
* OT MPS-0X Police Shotgun - Avail 5, Damage 3-4, Speed 2, IP cost 5
Rather slow, but most shotguns are slow. This shotgun is probably your best
bet if you are looking for a 2-hander shotgun with Burst. The 0X goes up in
numerical order from 00 to 07 at the top QL (190).
* <Maw of the Abyss> - Avail 3, Damage 5, Speed 2, IP cost 5
From IS. Great damage, although lacking in Crits. Has Fling Shot for its
special. Probably the weapon of choice at TL5 for most Shotgun users.
* Eye Wind One Hander - Avail 4, Damage 2, Speed 4, IP cost 2
Boss loot, Rollable. This shotgun has mediocre damage and varied specials.
While it isn't as good in PvM, it is one of the guns of choice for high level
PvP due to its high crits, support for Aimed Shot, and the ability to wield
it with another weapon.