User:Yunzhonghou

=Item System=

Item types
Characters have the following sockets:


 * Helm - up to 4 sockets
 * Body armor - up to 6 sockets
 * Belt - no sockets
 * Weapons/Shields - one-handed: two items with up to 3 sockets each; or two-handed: one item with up to 6 sockets
 * Gloves - up to 4 sockets
 * Boots - up to 4 sockets
 * Amulet - up to 1 socket
 * Ring - two items with up to 1 socket each

Item properties
Each item may have at most 1 innate property and multiple non-innate properties (affixes), determined randomly. Items come in different rarities:


 * Normal - no affixes
 * Magic - 1 or 2 affixes
 * Rare - 3 or 4 affixes
 * Unique - Any number of preset properties/affixes depending on item

Item sockets
Item sockets can be rerolled for different colors and item links can be rerolled for varying link combinations.

Passive, skill, support, and metamagic gems may be placed into sockets of matching color. The colors are:


 * Red - Strength focused; can hold red or white gems
 * Gold - Dexterity focused; can hold gold or white gems
 * Blue - Intelligence focused; can hold blue or white gems
 * Orange - Can hold red, gold or white gems
 * Purple - Can hold red, blue or white gems
 * Green - Can hold gold, blue or white gems
 * White - Can hold red, yellow, blue, orange, purple, green or white gems

Hybrid color (orange, purple, green) sockets are uncommon, and white sockets are rare, but allow more versatility.

Sockets will tend to spawn more often in the color corresponding to the attribute the item requires the highest attributes in, and spawn less often in the color(s) corresponding to attribute(s) for which the item doesn't have attribute requirements.

Gems
Gems must be socketed to be useful:


 * Passive gems can be placed in either item sockets or nodes (skill lattice).
 * Skill and support gems can be placed in either item sockets or nodes (skill lattice).
 * Metamagic gems can only be placed in item sockets.

Gems come in various colors depending on what color(s) govern(s) the gem's properties. For example, a spell skill gem will likely be blue, and can only be placed in sockets that can accept that color (blue, green, purple, white).

Some properties may not have a color. This may mean that the gem also does not have a color requirement. Such gems will be white. For example, skill gems providing skills useful to all classes, support gems useful to all classes, metamagic gems, and passive gems with properties useful to all classes will tend to be white.

While socketed, a gem gains experience from enemies you kill (there's no experience penalty from having multiple skill nodes/gems enabled), and levels-up automatically. Additional levels in skill gems have a much greater effect (both in terms of power and attribute requirements) than additional levels in support gems.

Skill and metamagic gems
Skill gems placed in items do not grant the ability to cast the regular skill; they do not replace the ability to consistently deal damage that a skill gem placed in the skill lattice provides. Skill gems placed in items can be used to cast aura, minion, totem and trap summons as usual. They just don't allow regular skill usage.

Instead, they grant either a limited number of charges of, or the ability to autocast, a different version of the skill. Metamagic gems (which are usually white gems) in linked sockets determine how the spell is actually cast:


 * (No metamagic): Limited number of supercharged version of skill (limit varies for different skills)
 * Recharge on Kill : Initially start with 0 available uses of skill, gain charges with each kill made (rare and higher tier enemies killed provide more charges per kill) until sufficient charge for 1 use; can only hold 1 use at a time (ie. Vaal skill)
 * Recharge Periodically : Initially start with 0 available uses of skill, gain charges every few seconds until sufficient charge for 1 use; can only hold 1 use at a time
 * Cast on Death : In addition, an even more supercharged version of spell skill is cast upon character's death
 * Cast on Kill : Regular version of spell skill cast whenever you make a kill (has a several second cooldown between casts).
 * Cast when Damage Taken : Regular version of spell skill cast whenever a certain amount of damage is taken by character
 * Extra Charges : Doubles number of charges (if no metamagic); allows stocking up to 3 charges (with a Recharge metamagic)
 * Totem : Summons a totem (up to 2 at a time) that casts a weaker version of the spell skill
 * Summon Elemental : Summons an elemental (of an element matching that of a spell skill) that casts a weaker version of the skill
 * Skeletal Mage : Summons a skeletal mage that casts a weaker version of the spell skill
 * Animated Staff : Animates a staff (from inventory or on the ground) that casts a weaker version of the spell skill (returns to item form when spell expires or it takes too much damage)

Passive gems
Passive gems have one or more passive properties that are applied as temporary affixes while socketed in equipped items. Passive gems have different rarities as follows:


 * Magic - 1-2 properties
 * Rare - 3-4 properties
 * Unique - Any number of preset properties/affixes depending on item

Each property has either zero or one governing color. Rerolling a passive gem doesn't change its color(s) and thus limits the range of properties the gem can take. A gem with multiple properties, one (or more) white and one (or more) with a color will be a gem of that color. Passive gems with properties with different governing colors (some magic and rare ones are such) have a hybrid color and can't be socketed in sockets of either color - they can only be socketed in hybrid sockets with both matching colors or in white sockets.

You are limited to 1 passive gem per item (unless the item has an affix allowing for more), and even then the item has to have a valid socket available. In this way you can get an item with up to 8 affixes (4 from the base item and 4 from the passive gem).

=Skill Lattice=

Instead of a skill "tree", skills are developed in a "lattice". The skill lattice is an infinite grid of nodes arranged in triangular/hexagonal formation, all equidistant from each other and potentially joined to each of their six neighboring nodes by links. Not all pairs of neighboring nodes have links - each node typically has 3-4 links, though they can range from 1-6 (with 1 and 6 being rarest).

On the skill lattice, players will pick and choose particular arrangements of nodes to pick up. That, together with the particular arrangement of links connecting those nodes, will make for a "skill network". Since the nodes and link arrangements are all random and customizable, each character's skill network will very quickly become unique.

Each node is one of the following types. Upon character creation, the character starts with a "base" node already claimed, and is able to see the 6 adjacent nodes. All nodes are randomly assigned a type and effects with node types according to the probabilities listed below.


 * Base node - 0%
 * Attribute node - 22%
 * Regular passive node - 30%
 * Keystone passive node - 1%
 * Socket passive node - 20%
 * Regular skill node - 5%
 * Socket skill node - 3%
 * Regular support node - 15%
 * Socket support node - 5%

Each level (and each quest reward), you gain a node point that can be spent to claim a node, thus gaining the benefits of that node. You can only claim a node that's connected to the base node (directly or indirectly) via a chain of links/claimed nodes (though if you lose the connection you keep the node and it stays claimed).

Base node
The base node provides no benefits, it only shows you your character's three primary attributes (strength, dexterity, intelligence). This is the node that your character starts off with.

Attribute nodes
Attribute nodes provide minor attribute bonuses. The possibilities for minor passive nodes are:


 * Strength +15
 * Dexterity +15
 * Intelligence +15
 * Strength +10, Dexterity +5
 * Dexterity +10, Strength +5
 * Strength +10, Intelligence +5
 * Dexterity +10, Intelligence +5
 * Intelligence +10, Strength +5
 * Intelligence +10, Dexterity +5
 * Strength +5, Dexterity +5, Intelligence +5

Passive nodes and gems
Passive nodes provide passive benefits for your character. Each passive node you claim has a tier associated with it, ranging from 1 to 6. You get a benefit for each tier of an enabled passive node.

Each tier also has a governing attribute and enabling a passive node increases attribute requirements for each tier of that node. Each tier can be one of:


 * +5 Strength Required
 * +5 Dexterity Required
 * +5 Intelligence Required

All three attribute requirements of your passive nodes are added up and you cannot exceed the amount you have of any attribute. If enabling a claimed passive node would cause you to exceed any attribute, you won't be able to enable the passive node unless you first disable passive nodes to free up attributes for reallocation. For example:


 * If you have 20 Strength then you can enable a maximum of 4 regular passive nodes that have Strength as the governing attribute.
 * If you then want to enable a notable passive node that has 2 strength tiers (requires +10 Strength), you'll first have to disable two of these regular passive nodes (so you're down to 10/20 Strength), and then enable the notable passive node.

Regular passive nodes
Regular passive nodes are tier 1 passive nodes; ie. they have a single passive benefit, a single governing attribute and require an additional +5 points in that governing attribute to enable.

Having items that provide the necessary attributes means you can devote more of your node points to other kinds of nodes.

Keystone passive nodes
Keystone passive nodes are singular (you can only get one of each kind) nodes that can significantly change a character. Keystone passive nodes will have major upsides but also major downsides, so you have to ponder them carefully and build your character around being able to use them effectively.

Keystone passives also have passive attribute requirements; these are preset for each keystone.

Socket passive nodes
Socket passive nodes can hold passive gems (which hold 2+ passive benefits); the properties of the socketed gem are what the node provides. You can socket and unsocket passive gems at any time.

Claiming a socket passive node essentially allows you to gain the benefit of multiple regular passive nodes for the price of a single node. Hence you'll want to form "clusters" of related passive nodes in order to get these socket passive nodes to work. You will also need to pick up more attribute nodes to compensate for the increased attribute requirements of these nodes. You will also need to have the passive gem to socket.

Socket passive gems
Socket passive gems can provide one or more passive benefits, may have multiple governing attributes and may require +5 points in governing attributes multiple times.

For each property of a passive gem you place in a node and enable, you must also have claimed and enabled that many adjacent regular passive nodes that share a property with that property. Only one property in any passive gem doesn't need to have a match. Any other property that isn't matched won't be enabled, but you'll still have the attribute requirement increase. For example:
 * If a passive gem would give Spell Damage +10% and Fire Damage +10%, you can only enable it if you have also claimed, among the regular passive nodes adjacent to it, either a passive node that gives Spell Damage +10% or one that gives Fire Damage +10%, and assigned that particular regular passive node to this one.
 * If the passive gem would give a third property, then you can only enable it if you have also claimed, among the regular passive nodes adjacent to it, a passive with one of the 3 properties and another passive with another of the three properties; and assigned those two regular passive nodes to this one.
 * A passive gem that has 6 tiers in Strength would require +30 Strength. This means it alone requires two full attribute nodes. It will also need to have links to all 6 adjacent nodes, which together match up with each of the notable passive node's tiers' properties, and you will need to have claimed and enabled all 6 of them. The payoff is you only need to spend the 1 node point for 6 strength-related properties instead of 6 node points - which allows you to get up to 90 additional attributes.

A tier-1 passive gem can go anywhere, and a tier-2 passive gem can go next to any regular passive node that shares a property with it; but the higher-tier passive gems require clusters with nodes that share most of their properties, and characters' skill networks will have to be built around them.

While socket passive nodes show up quite often naturally in new characters' lattices, they won't contain passive gems. You'll have to find passive gems with properties matching the regular passive nodes - and reroll regular passive nodes and reroll links as necessary - to make them work.

Higher tier passive gems are harder to get and require rarer wisps to roll. As each property is random, the chances of rolling a gem with multiple properties that you want is minuscule.

Skill and support nodes and gems
Skill nodes grant the character the ability to use the regular version of a skill repeatedly. Support nodes and gems modify the behavior of all skill nodes they're chained to. A support node is considered chained to a skill node if they're both in the same chain; and a chain is any network of skill-to-support and support-to-support links, except that for any given skill node its chain does not extend through skill nodes. In other words, for any given skill node the support nodes that apply to it (are chained to it) are those connected to it either directly or indirectly via a series of support nodes.

You can add multiple skill and support nodes to the same chain, allowing all those skill nodes to benefit from all chained support nodes. You can in addition have one of these skill nodes have another series of support nodes, such that these support nodes only apply to those particular skill nodes and not the rest of the primary chain's skill nodes, through proper placement of skill nodes, support nodes and links (or lack thereof). You can make very large skill chains to make your skills very powerful, at the cost of not being able to use those node points to claim attribute and passive nodes.

Each skill has attribute requirements depending on its level. Each support node chained to it adds on to those attribute requirements, depending on its own level (each additional level in a support node only bumps up attribute requirements slightly, but there will be multiple in most skill chains). This means that high attributes will be needed to take full advantage of a large skill chain and thus use more powerful skills. If you don't have sufficient attributes, the skill and support nodes will operate at a lower effective level (the highest effective level where the attribute requirements of the chain are met). This lower effective level is calculated for each skill, and for it the skill node and each applicable support nodes; so you can have a support node function at a lower effective level for one skill while functioning at 100% for another skill, depending on the requirements of the skills and the rest of each skill's chain.

Regular skill nodes
Regular skill nodes have an associated skill. While the node is enabled, it gains experience (much like a skill gem) from enemies you kill (there's no experience penalty from having multiple skill nodes/gems enabled), and levels-up automatically. You can reroll a regular skill node, but the chances of getting what you want are small.

Socket skill nodes and gems
Socket skill nodes can hold skill gems. Skill gems each have an associated skill. While the node is enabled, the socketed skill gem gains experience from enemies you kill (there's no experience penalty from having multiple skill nodes/gems enabled), and levels-up automatically. You can socket and unsocket a skill gem at any time.

Socket skill nodes have colors, and only accept skill gems of matching color. These are the same socket colors and have the same behaviors as item sockets and colors.

Socket skill nodes must be within 2 links of regular skill nodes such that the socket skill node does not have more than 1 new keyword compared to the list of those regular skill nodes' keywords (a new keyword can be either a different keyword or add a keyword) in order to be enabled. Ie:


 * You can activate a Freezing Pulse skill gem when it's adjacent to a Fireball skill node, but not when it's only adjacent to Ball Lightning
 * You can activate a Ball Lightning skill gem when it's within 2 links to both an Arc skill node and a Freezing Pulse skill node, but not if it's only near one of them. (The Arc skill provides the Lightning keyword and the Freezing Pulse provides the projectile keyword; the keyword difference is for AOE.)

This means that you'll benefit from having clusters of related skills. This also means that, while you'll have some ability to resocket skill gems, they'll still have to be close to related regular skill nodes.

Regular support nodes
Regular support nodes provide their associated support effects. While the node is enabled, it gains experience (much like a support gem) from enemies you kill (there's no experience penalty from having multiple skill nodes/gems enabled), and levels-up automatically. You can reroll a regular support node, but the chances of getting what you want are small.

Socket support nodes and gems
Socket support nodes can hold support gems. Support gems each have their associated support effects. While the node is enabled, the socketed support gem gains experience from enemies you kill (there's no experience penalty from having multiple support nodes/gems enabled), and levels-up automatically. You can socket and unsocket a support gem at any time.

Socket support nodes have colors, and only accept support gems of matching color. These are the same socket colors and have the same behaviors as item sockets and colors.

Socket support nodes have to be adjacent a regular support node of the same color that's also assigned to it. This means at least half of your skill supports will come from regular support nodes, and while you'll have some ability to resocket support gems, they'll still have to be close to related regular support nodes.

=Wisps=

Overview of Wisps
The currency system is based on various wisps - soul energies made manifest as glowing, ethereal motes filled with magical power. The vast majority of wisps are actually wisplets, which are generated upon any violent death or intense infliction of pain.

Story-wise, this is manifest as big bads on a quest to empower themselves and their creations through thaumaturgy (use of wisps) harvesting countless lives and torturing countless others so as to collect ever more wisps for their experiments. As the player, you are sort of doing the same thing.

In gameplay this means you get wisps whenever you kill an enemy and every X% of a notable enemy's hp that you eliminate:


 * Normal enemies: Every 100% (1 wisp total)
 * Magic enemies: Every 50% (2 wisps total)
 * Rare enemies: Every 20% (5 wisps total)
 * Super rare enemies: Every 10% (10 wisps total)
 * Unique enemies: Every 4% (25 wisps total)
 * Super unique enemies: Every 2% (50 wisps total)
 * Double super unique enemies (Dominus, Malachai): Every 1% (100 wisps total; 50 wisps per form)

This means you'll be recharging flasks throughout boss battles so long as you're consistently dealing damage to them.

Using a wisp has a chance to create a wisp of a higher tier (this encourages players to use them rather than hoard them or trade them for other wisps). The type of wisp used determines what types of wisps can be created in this way. Because the chance of any wisp begetting a higher tier wisp is small, higher tier wisps are worth more, but because lower tier wisps have an effect and give you the higher tier wisp, the higher tier wisp is worth less than that of the number of lower tier wisps it takes to get one.

Wisplets
These aren't items, they appear as little streaks of light emerging from killed or injured enemies that fly into you, giving you experience, recharging your flasks and (assuming you have Cast on Kill metamagic gems linked) recharging your spells. Because their effect is instantaneous, you can't save them for later. 10% of wisplets you consume turn into essence wisps.

Essence Wisps
When you have these in your inventory, you can use these to fill empty flasks (by pressing the keys you'd usually use to drink from those flasks). This allows you to essentially keep extra flasks in reserve for a difficult battle (especially those where you may have difficulty recharging flasks as fast as you're using them), allowing you to tank powerful bosses at the cost of a minor expenditure in currency.

Boon Wisps

 * Effect wisp : Gives you a random buff for 30 seconds
 * Power wisp : Increases all damage dealt by you for 10 seconds
 * Portal wisp : Opens a portal to town

Item and Affix Wisps
(For the purposes of the below, gems are not treated as items; the below doesn't work for gems.)


 * Identity wisp : Identifies an item
 * Change wisp : Remakes a normal or magic item anew, changing all properties
 * Alteration wisp : Changes all affixes of a magic item
 * <font color='FFDF90'>Exchange wisp : Changes a random affix of a rare item
 * <font color='FFDF90'>Conversion wisp : Changes all affixes of a rare item
 * <font color='FFDF90'>Modification wisp : Re-enchants a single affix of your choice of a magic item
 * <font color='FFDF90'>Perfection wisp : Re-enchants a single affix of your choice of a rare item
 * <font color='FFDF90'>Enchantment wisp : upgrades a normal item to a magic item with a single affix
 * <font color='FFDF90'>Augmentation wisp : Adds a second affix to a magic item
 * <font color='FFDF90'>Promotion wisp : Upgrades a magic item to a rare item with 3 affixes
 * <font color='FFDF90'>Empowerment wisp : Adds an additional property to a rare item, maximum 4 affixes
 * <font color='FFDF90'>Chance wisp : Upgrades a normal item to a random rarity, including unique
 * <font color='FFDF90'>Destiny wisp : Upgrades a normal item to a rare item
 * <font color='FFDF90'>Blessing wisp : Changes the power of the random properties of an item
 * <font color='FFDF90'>Divinity wisp : Slightly improves the power of the random properties of an item
 * <font color='FFDF90'>Nature wisp : Changes the power of the implicit properties of an item
 * <font color='FFDF90'>Quality wisp : Slightly improves the power of the implicit properties of an item
 * <font color='FFDF90'>Purity wisp : Turns a non-unique item into a normal item
 * <font color='FFDF90'>Culling wisp : Removes an affix of your choice from an item
 * <font color='FFDF90'>Chaos wisp : Unpredictably modifies an item
 * <font color='FFDF90'>Conservation wisp : Permanently locks a random affix, including its values
 * <font color='FFDF90'>Preservation wisp : Permanently locks a single affix of your choice, including its values
 * <font color='FFDF90'>Collection wisp : Extracts an affix at random from an item, but destroys the item
 * <font color='FFDF90'>Extraction wisp : Extracts an affix of your choice from an item, but destroys the item
 * <font color='FFDF90'>Application wisp : Applies an extracted affix to a magic item
 * <font color='FFDF90'>Synergy wisp : Applies an extracted affix to a rare item
 * <font color='FFDF90'>Property wisp : Transfers all affixes of a item to another item of same type and tier
 * <font color='FFDF90'>Category wisp : Upgrades an item to the next tier of its type, keeping all other properties
 * <font color='FFDF90'>Eternity wisp : Makes a copy of an item for later restoration
 * <font color='FFDF90'>Infinity wisp : Duplicates an item

Item Socket Wisps
(For the purposes of the below, gems are not treated as items; the below doesn't work for gems.)


 * <font color='FFDF90'>Socketing wisp : Changes the number and color of sockets of an item
 * <font color='FFDF90'>Chromatic wisp : Changes the color of sockets of an item
 * <font color='FFDF90'>Prismatic wisp : Changes color of a random socket of an item
 * <font color='FFDF90'>Shimmering wisp : Changes the color of a specific socket of an item
 * <font color='FFDF90'>Incandescent wisp : Changes the color of a random socket of an item to white
 * <font color='FFDF90'>Fusing wisp : Changes the number of socket links on an item
 * <font color='FFDF90'>Locking wisp : Permanently locks the number of sockets on an item
 * <font color='FFDF90'>Binding wisp : Permanently locks a random socket link on a locked item
 * <font color='FFDF90'>Imaging wisp : Permanently locks a random color of a socket on a locked item

Skill Lattice and Node Wisps

 * <font color='FFDF90'>Exploration wisp : Reveals another node connected to a node
 * <font color='FFDF90'>Connection wisp : Reforges the links for a node
 * <font color='FFDF90'>Wisdom wisp : Swaps a node with a random adjacent node
 * <font color='FFDF90'>Nirvana wisp : Unclaims a node
 * <font color='FFDF90'>Potential wisp : Rerolls a node's type
 * <font color='FFDF90'>Flexibility wisp : Converts a node between non-socket and socket
 * <font color='FFDF90'>Practice wisp : Rerolls an attibute node's properties
 * <font color='FFDF90'>Focus wisp : Rerolls a socket node's colors
 * <font color='FFDF90'>Ability wisp : Rerolls a passive node's properties
 * <font color='FFDF90'>Skill wisp : Rerolls a skill node's properties
 * <font color='FFDF90'>Technique wisp : Rerolls a support node's properties

Gem Wisps

 * <font color='FFDF90'>Knowledge wisp : Identifies a gem
 * <font color='FFDF90'>Learning wisp : Rerolls a regular (magic) passive gem (will have 1 or 2 properties)
 * <font color='FFDF90'>Apprentice wisp : Adds a new property to a passive gem with 1 property
 * <font color='FFDF90'>Expertise wisp : Upgrades a regular (magic) passive gem to a rare passive gem (2 -> 3 properties)
 * <font color='FFDF90'>Journeyman wisp : Rerolls a rare passive gem (will have 3 properties)
 * <font color='FFDF90'>Mastery wisp : Adds a new property to a rare passive gem with 3 properties

Doom Wisp
These have levels (the levels are always in multiples of 4, starting with level 52). You can combine two of the same level to get a doom wisp 4 levels higher, and you can keep doing this all the way up to level 80. Using this greatly increases the level of all enemies on the map (increases their stats such as damage dealt, hp, etc, and level of loot they drop) up to that level. They are best used upon first entering the level.

List of Wisps
=Spells=

Spells I'd like to see added to the game.

Heal
{| align="top" width="100%" Heal can be used by any dexterity-based character in a tight spot for added life restoration (in addition to life from flasks, life regeneration, and life leech) and is especially useful when the character has run out of healing flasks. The life restoration from Heal far outstrips life regeneration, and can stack with the restoration from life leech effects, providing added survivability. This is even more important to dexterity characters as they tend to have fewer life regeneration and life leech options, have less life in general (and so cannot leech as fast), have no energy shield, and have little armor (so they can potentially take several highly damaging hits in a row).
 * valign="top" width="60%" |

Combine with Increased Duration for more total healing (spread over a longer period of time).

Combine with Cast when Damage Taken, Immortal Call and Enduring Cry for high survivability against physical damage (heal whenever you take significant damage, the first second or so while being invulnerable to physical damage). Now there's finally a reason to level your Cast when Damage Taken gem.

The cooldown limit on Heal helps to limit abuse of this spell; a character cannot simply continually spam Heal.

Heal can also be used by builds that use minions - while not so useful for necromancers who can just raise another corpse from Desecrate, it can help keep animated guardians alive, making it less risky and thus more viable to use higher quality items (even uniques!) on your animated guardian.

In party play, heal can be used to keep other players alive. With a team of six, half of whom can cast Heal, Heal can be cast every 2.7 seconds, more than enough to keep the effect on the active tank character indefinitely.

Gem level progression
! 1 ! 2 ! 3 ! 4 ! 5 ! 6 ! 7 ! 8 ! 9 ! 10 ! 11 ! 12 ! 13 ! 14 ! 15 ! 16 ! 17 ! 18 ! 19 ! 20 ! 21 ! 22 ! 23 ! 24 ! 25
 * 1 || N/A || 10 || 10–20 || 70
 * 2 || N/A || 12 || 14–22 || 308
 * 4 || 16 || 14 || 18–28 || 2,560
 * 8 || 25 || 16 || 26–38 || 8,813
 * 12 || 33 || 19 || 34–50 || 22,895
 * 16 || 41 || 22 || 46–68 || 68,427
 * 21 || 52 || 26 || 64–96 || 150,439
 * 26 || 62 || 30 || 88–134 || 581,328
 * 32 || 75 || 35 || 126–190 || 566,989
 * 38 || 88 || 40 || 178–266 || 1,143,783
 * 42 || 96 || 44 || 220–330 || 1,426,490
 * 46 || 104 || 48 || 270–406 || 2,737,323
 * 49 || 111 || 52 || 314–472 || 3,289,072
 * 52 || 117 || 56 || 366–548 || 3,350,845
 * 55 || 123 || 60 || 424–636 || 9,936,192
 * 58 || 130 || 64 || 490–736 || 21,346,246
 * 61 || 136 || 68 || 566–850 || 50,693,883
 * 64 || 142 || 72 || 652–978 || 90,050,361
 * 66 || 146 || 76 || 716–1074 || 147,034,294
 * 68 || 151 || 80 || 786–1180 || N/A
 * 68 || 151 || 84 || 862–1294 || N/A
 * 68 || 151 || 88 || 944–1418 || N/A
 * 68 || 151 || 92 || 1036–1552 || N/A
 * 68 || 151 || 96 || 1134–1700 || N/A
 * 68 || 151 || 100 || 1240–1860 || N/A
 * }
 * valign="top" width="40%" |

=Uniques=
 * }

Uniques I'd like to see added to the game.