CGear
Rerolls
How we plan
Up nextAulamus EarringsD 0 → S+ 57 to 6159 on average
- 1Reroll Flight Power→ ideally Might, Precision, Attack, Critical Hit, Accuracy or Move Speed29% a try
- 2Reroll Block→ ideally Might, Precision, Attack, Critical Hit, Accuracy or Move Speed23%
- 3Reroll Natural MP Regen→ ideally Might, Precision, Attack, Critical Hit, Accuracy or Move Speed17%
- 4Reroll Critical Hit Resist→ ideally Might, Precision, Attack, Critical Hit, Accuracy or Move Speed12%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Might Precision Attack Critical Hit Accuracy Move Speed
- Good+13
- Robe of Flame +1
Then bind it fully.
Aulamus EarringsB 13 → S+ 57 to 6159 on average
- 1Reroll MP→ ideally Might, Precision, Attack, Critical Hit or Accuracy25% a try
- 2Reroll Natural MP Regen→ ideally Might, Precision, Attack, Critical Hit or Accuracy19%
- 3Reroll Evasion→ ideally Might, Precision, Attack, Critical Hit or Accuracy13%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Might Precision Attack Critical Hit Accuracy
- Good+13
- Robe of Flame +1
Then bind it fully.
Bakarma PauldronsB 14 → S+ 57 to 6159 on average
- 1Reroll HP→ ideally Attack or Critical Damage Boost13% a try
- 2Reroll Natural MP Regen→ ideally Attack or Critical Damage Boost9%
- 3Reroll Robe of Earth +1→ ideally Attack or Critical Damage Boost6%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Attack Critical Damage Boost
- Good+13 to +14
- Robe of Flame +1 Critical Hit
Then bind it fully.
Bakarma BreastplateD 2 → S+ 56 to 6058 on average
- 1Reroll Dexterity→ ideally Attack, Damage Boost or Robe of Flame +115% a try
- 2Reroll Back Defense→ ideally Attack, Damage Boost or Robe of Flame +111%
- 3Reroll MP→ ideally Attack, Damage Boost or Robe of Flame +18%
- 4Reroll Robe of Cold +1→ ideally Attack, Damage Boost or Robe of Flame +14%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Attack Damage Boost Robe of Flame +1
- Good+14
- Perfect Chance
- Fine+12
- Critical Hit
Then bind it fully.
Bakarma GreavesA 27 → S+ 6060 on average
- 1Reroll MP→ ideally Attack increase, Damage Tolerance or Attack8% a try
- 2Reroll HP→ ideally Attack increase, Damage Tolerance or Attack4%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Attack increase Damage Tolerance Attack
Then bind it fully.
Bakarma CloakC 8 → S+ 60 to 6261 on average
- 1Reroll Evasion→ ideally Attack, Double Chance, Attack increase or Robe of Flame +18% a try
- 2Reroll Revitalization Contract +1→ ideally Attack, Double Chance, Attack increase or Robe of Flame +15%
- 3Reroll Robe of Earth +1→ ideally Attack, Double Chance, Attack increase or Robe of Flame +13%
Reroll each until it lands one of these it doesn't have yet:
- Best+17 to +18
- Attack Double Chance Attack increase Robe of Flame +1
Then bind it fully.
Bakarma BootsB 20 → S+ 56 to 5756 on average
- 1Reroll Front Defense→ ideally Move Speed, Robe of Flame +1 or Perfect Chance6% a try
- 2Reroll Robe of Cold +1→ ideally Move Speed, Robe of Flame +1 or Perfect Chance4%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Move Speed Robe of Flame +1 Perfect Chance
Then bind it fully.
Bakarma HelmA 22 → S+ 57 to 6258 on average
- 1Reroll Back Defense→ ideally Attack, Double Chance or Attack increase9% a try
- 2Reroll Grace of Enhancement +1→ ideally Attack, Double Chance or Attack increase6%
- 3Reroll Accuracy→ ideally Attack, Double Chance or Attack increase3%
Reroll each until it lands one of these it doesn't have yet:
- Best+16
- Attack Double Chance Attack increase
- Fine+11
- Incoming Heal
Then bind it fully.
Can't reach S+
+12Spiritforged SpellbookC 8Its lines are fixed.
+11Spiritforged GuardC 6Its lines are fixed.
Divine Canyon GlovesB 15Its best rolls fall short.
Pilgrim NecklaceD 0Its lines are fixed.
Anguish RingB 15Its best rolls fall short.
Anguish RingB 15Its best rolls fall short.
+6Ascension BraceletD 0Its lines are fixed.
Pilgrim BraceletD 0Its lines are fixed.