Levelable Weapons
Contents
Weapon Level Deeds
Before you put one of these on your weapon, you must make sure the weapon is good enough to spend 100k tokens on. First, you must put it into a category: Relayer or Weapon.
Relayers
Want the following stats, generally in this order: Dmg Increase, Resists, HCI and/or DCI, Swing Speed Increase, Luck. The DI bonus from equipment caps at 100%, so some may not need this. Resists are nice and look great on relayers. HCI/DCI are important to cap, and even go 15-20% over. SSI is nice, but if you have a Headband of Power, you won't need any more really.
Luck is a toss up, if you intend on adding luck deeds, you may wish to search for a weapon with some luck on it. But it's best off to focus on a luck relayer as your second or third one, once you have maxed your DCI/HCI, and surpassed the caps by 25% or so.
If you intend on relayering an item, the first two slots you want to use are Kilt/Skirt and the Shirt slot. These slots have no items that have stats. The next is the Cloak (only items w/ stats here are from Events), the Sash (Follower of the Old Lord), and finally, Pants (5th relayer, will need resists to cover the loss here).
Weapons
Generally want +hits, like Hit Leeches, Hit Lower Def/Atk, Fireball/Lightning, AoE, etc. An Ideal weapon would have Hit Lightning(or Fireball), Hit Lower Attack/Hit Lower Defense and Hit Mana Leech. After these stats, it's mostly preference. Life Leech is nice, but mostly dependent on play style. Stam Leech CAN be good, but better for fel, and on a WW wep at that. HLD/HLA vary; if you have a War Hammer, you want HLD, as it will help keep you alive longer. A Yumi or other single target DPS would want HLA, as you aren't going to get hit and damage is key there. And the only time you want a Hit Area is if you're doing a WW wep. Whirlwind procs on every target within range, meaning you can hit 9 targets, providing 8 surround you and you are standing on 1. You can proc 9 Lightnings and/or Fireballs and 2-3 Hit Areas, dropping incredible amounts of damage. 30
Leveling the item
It will gain levels based on experience. You can get to max 1,000,000 experience, at the time you will reach level 100. Every time you kill something, the weapon will gain some experience. The harder the monsters, the more experience you will gain. Note that you can only gain experience if you yourself kill the monster using the weapon. It won't work if it's by a spell or if your pet kills it.
Upon gaining a level crafted weapons will gain 3 points which you can spend on upgrades. Non-crafted weapons will yield 5 points per level.
Difficulty
Every quarter of the leveling process is more difficult than the last. Getting from level 1 to 25 will be a whole lot easier than getting from 75 to 100.
There's an exception where it comes to your pets killing the monsters. Since leveling after level 50 becomes rather slow, you will also gain some points if your pet kills it, however only about one eighth of what you would get if you killed it with the sword.
Champion spawn creatures will also give only about an eighth of what a non-champion monster would give. For example, if a dragon gives 80 experience points, the dragon in the Rikktor champion spawn would only give approximately 10 points.
Doom artifact weapons require double the ability points to raise each point of an ability compared to other weapon.
Attribute Caps
These are the highest of each attribute that you can increase on a levelable weapon. If a weapon has an attribute that exceeds the cap already, it will not be decreased, but still be unable to go higher.
Defense/Hit Chance Increase = 50 each
Damage Increase = 50
Swing Speed Increase = 40
Reflect Physical Damage = 15
Strength/Dexterity/Intelligence Bonus = 8 each
Bonus Hits/Mana/Stamina = 8 each
Hit/Mana Regeneration = 6 each
Stamina Regeneration = 10
Spell Damage Increase = 20
Faster Casting = 1
Faster Cast Recovery = 6
Lower Mana Cost = 10
Lower Reagent Cost = 20
Enhance Potions = 25
Hit Life/Mana/Stamina Leech = 60 each
Hit Lower Attack/Defense = 60 each
Hit (Spell) = 60 each
Hit (Damage Type) Area = 60 each
(Damage) Resist = 20 each
Lower Requirements = 100
Self Repair = 5
Durability = 255
Special notice
At the time of this writing, according to the Codex, Prohibited activities, it is not legal to level your weapon if you are AFK. For example, you shouldn't make a macro for healing yourself and then just stand in an area where monsters spawn which would level your weapon while you're away from keyboard.