Here is a short list of common LGS setups that cover 80% of use cases for most characters.

I've assembled these from end game players across different servers to address frequent "What should I craft" questions.

Feel free to contribute or make corrections.



This document is also available (and more likely to be up to date) here:

https://docs.google.com/document/d/1...it?usp=sharing



In Scope:

Common Legendary Greensteel setups for casters, tanks, and melee.
Quick reference to avoid sifting through multi-hour long video documentation.


Out of Scope:

Complete descriptions of every possible combination of augments.
Step by step instructions on how to craft an individual augment.
Custom loadouts for special builds or purposes.
Discussion of Active Augments.
Duplicating charts on existing Wiki documentation. Please use the Wiki as a source of truth and make additions/corrections there.


General Reminders

Please consult your guild/raiding leader or resident “advice person” before making Legendary Greensteel.

All augments for body slots must be of the “Equipment” type.

You must ensure all augments are unique, as duplicates will not count for % set bonuses.

Have all ingredients on your actual character when crafting in the Shroud. Do not use any kind of shared/account storage. There is a documented and repeatable bug where more ingredients than required are consumed from the shared bank.

All items must have an Immortal Heart augment. This is obtained in the final Alter in Legendary Shroud. Placing this augment is also referred to as “cleansing” the item due to terminology from the Heroic Shroud.

Exception: One item you currently wear may be “uncleansed”. It’s recommended that this be your most commonly swapped item. The most likely candidate is an “all-resist” Material Opposition that gets swapped out based on the raid or quest. Fire for lava, Electric for lightning floors, etc.

If you have more than 1 “uncleansed” item your character will take a steadily increasing amount of damage and eventually die. This can be useful for carrying the stones of extra accounts when multi-boxing.


Common Loadouts by Role


Physical DPS for HP

18% HP

  1. Unconscious Range
  2. Elemental Resistance


This is strictly for HP to help survive in raids and medium to high reaper. Neither item requires Tier 3 augments, though you will lose 2% per augment missing. This is a viable option for those who are low on large ingredients.


Tank for HP

18% or higher HP

  1. Unconscious Range
  2. Elemental Resistance
  3. HP and Skills or SP and Skills
  4. Elemental Resistance (Second Element)
  5. Elemental Resistance (Third Element)


Tank loadouts are complicated due to Intimidate and general concerns for specific raids. This includes the exact number of body slots to use on Legendary Greensteel.

You may require a custom gearset due to your Intimidate skill bonus types on other gear. This requires an in-depth knowledge of how Dominion and Escalation work in conjunction with Opposition and Material.

Consult your guild and allies before performing a serious gear revision.


Caster for Damage - 1 Item

35% Critical Damage

  1. Spell Critical Damage



Caster for Damage and Spell Points - 2 Items

35% Critical Damage
18% Spell Points

  1. Spell Critical Damage (Primary damage element)
  2. Spell Critical Damage (Positive for Cocoon/Renewal or a second element)



Caster for Damage, Spell Points, and HP - 4 Items

Unconscious Range and Healing
Elemental Resistance
Spell Critical Damage
Spell Points and Skills or HP and Skills


Individual Items - What to Craft

All tiers are Opposition and Material unless otherwise specified.


Unconscious Range and Healing

Tier 1: +128 Unconsciousness Range, 16 healing every 10 seconds (Enhancement)
Tier 2: +64 Unconsciousness Range, 16 healing every 10 seconds (Insightful)
Tier 3: +32 Unconsciousness Range, 4 healing every 10 seconds (Quality)

Healing from this item is impacted by healing amplification. The tiers happen as a single combined tick. (You don’t get multiple healing ticks of different sizes)

Some abilities and items trigger from this, such as the Nullscale Armor’s Nullmagic Guard.

This item will be “cleansed” with an Immortal Heart.


Elemental Resistance

Tier 1: +50 Fire Resistance
Tier 2: +25 Fire Resistance (Insightful)
Tier 3: +17 Fire Resistance (Competence)

As of U48, fire and electric are the most prevalent and problematic elemental effects.

This item slot may skip being “cleansed” with an Immortal Heart. You’ll likely want multiple to swap for different elements.


Spell Critical Damage

Fire, Cold, Acid, Electric, Positive, and Negative are the only options.

Light, Alignment, Reconstruction, Sonic, Force, and anything else cannot take advantage of these.


When used as a stand alone or part of 2-piece Dominion:

Tier 1: Fire Spell Critical Damage 20%
Tier 2: Fire Spell Critical Damage 10% (Insightful)
Tier 3: Fire Spell Critical Damage 5% (Quality)

Substitute Fire for your element of choice.


When part of a 4-piece Opposition Material:

Tier 1: Fire Spell Critical Damage 20%
Tier 2: Fire Spell Critical Damage 10% (Insightful)
Tier 3: +17 Acid Resistance (Competence)

You may select another element for Tier 3 and that’s OK. Acid is listed here due to the prevalence of Champion and other acid dots.

Deathblock is not recommended due to being bugged with no fix likely to happen. If the half-a-decade old bug is fixed, consider Deathblock a strong option for this item.


HP and Skills

Tier 1: +22 Dexterity Skills, +28 Spell Points
Tier 2: +11 Dexterity Skills, +28 Spell Points (Insight)
Tier 3: +17 Acid Resistance (Competence)

Dexterity, Constitution, and Strength skills are Escalation Material. This means they will not count for the % HP. Despite losing some % HP, the base HP allows you to end up with more overall HP so long as you maintain the Opposition bonus.

This item requires at least 2 additional and complete Opposition Material items to maintain Opposition set for the % HP.

(Opposition must be dominant, aka has more individual augments, for the % HP bonus to function.)

Dexterity is recommended due to being more overall useful. (Balance, Stealth) It’s also possible to have a usable stealth for many quests from this item.

If you need higher Concentration or Jump feel free to craft Constitution or Strength skills instead.


Spell Points and Skills

Intelligence, Wisdom, and Charisma give the same Spell Point bonuses. They are all Escalation Ethereal and won’t be part of a Dominion (Spell Points) or Material (Hit Points) setup.

These are mostly useful as a “buffing pool”.

You may also benefit from more Spellpower and Spell Points, especially on a Sorcerer or Favored Soul due to double bonus Spell Points.


When part of a 4-piece Opposition Material:

Tier 1: +22 Intelligence Skills, +151 Spell Points
Tier 2: +11 Intelligence Skills, +151 Spell Points (Insight)
Tier 3: +17 Acid Resistance (Competence)

Choose the skill that benefits you the most.

Intelligence - Search, Repair, Disable, Most Spellpower
Widsom - Positive and Negative Spellpower
Charisma - Intimidate, Haggle, Sonic Spellpower


Search and Trapping Swap

Tier 1: +22 Intelligence Skills, +151 Spell Points
Tier 2: +11 Intelligence Skills, +151 Spell Points (Insight)
Tier 3: +6 Intelligence Skills, +75 Spell Points (Quality)

This is intended as a single item swap for traps. It’s not for use in a multiple item set. Crafting up to only Tier 1+2 for secret doors, trapping, buffing at the beginning of a quest or after shrining, etc is perfectly fine.

Does not require “cleansing”.


General Slotting - Where do I put Specific Items?

Quite simple - wherever they fit!

In practice this is more complicated due to potential equipment swaps and the desire to maintain set bonuses.


Elemental Resistances

It’s currently safe to make a Opposition Material “swap slot” to accommodate each element. You may forgo “cleansing” these items to save Immortal Hearts.


Skill Swaps (When wearing 3+ piece)


A less needed swap, but handy if you have plenty of resources. You should plan to cleanse these if using an Elemental Resistances swap, as there are more resistances than useful skill options.


Cloak

There are at least three spell absorption cloaks.

If you are forced to use a cloak as part of a 1 or 2 piece set, be willing to deal with the HP or Spell Point loss from the set. Those bonuses are not automatically “refilled” when you swap back and forth.

When at 3 pieces, make sure your “swap” item is where your NON Opposition augments are slotted and your remaining pieces are Opposition. This presumes a rare instance where you have inserted a pair of Escalation or Dominion augments on a third item in an Opposition set.

4+ piece setups should ensure the “swap” item is entirely Opposition Material. This allows for maintaining Opposition when running 4-piece and Opposition Material at 5-piece.


Gloves

Same as cloak, although there are less overall absorb charges currently available here.