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The Ratt

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Posts posted by The Ratt

  1. Nice one. I have to agree with Dikiyoba, though, on the part about the artifacts being more powerful. I actually use (and maybe perfer) the ornkskin guantlets to the gloves of savagery, though it's mostly because I use the gruesome charm and I need to make up for the lost endurance. But still you would think gloves made of gloves, poisonous blood and, for lack of a better term, magical skin would be better and provide better protection than gloves made from custom livestock.

  2. You forgot

     

    200 = melee damage protection

    201 = action points

    202 = chance to hit (multiplied by 5)

    203 = levels damage in combat

    204 = hostile effect resistance

    205 = energy resistance

    206 = fire resistance

    207 = poison resistance

    208 = acid resistance

    210 = mind effect resistance

    211 = stun resistance

    212 = cold resistance

    213 = damage shield

    214 = energy preservation

    215 = stealth

    216 = radiance (undead bane)

    217 = vampiric touch

     

    please tell me if I have something wrong.

     

    -Ratt

  3. With G5 looming ever closer (maybe not that close) I started thinking about what the artifacts in G5 would be like. Seeing something like the gloves of savagery again would be nice. Also no artifacts other than the shapemaster boots really seemed to be made for a prue lifecrafter build (at least how I use the class), so an artifact like that. And finally I would like to see a weapon artifact. Like a sword. What do you guys think? Feel free to add your suggestions.

  4. I do. This took a long time to figure out.

     

    0 = strength

    1 = dexterity

    2 = intelligence

    3 = endurance

    4 = melee weapons

    5 = missle weapons

    6 = quick action

    7 = parry

    8 = creation armor (only works as it_pet_stats_to_affect = 8;)

    9 = battle magic

    10 = mental magic

    11 = blessing magic

    12 = spellcraft

    15 = fire shaping

    16 = battle shaping

    17 = magic shaping

    18 = healing craft

    20 = leadership

    21 = mechanics

    22 = luck

     

    100 = (I'm not sure how this works) set off spore mine;

    100, stat addition 1 = blue, 2 = green, 3 = red

     

    200 = melee damage protection

    201 = action points

    202 = chance to hit; multiplied by 5

    203 = levels damage in combat

    204 = hostile effect resistance

    205 = energy resistance

    206 = fire resistance

    207 = poison resistance

    208 = acid resistance

    210 = mind effect resistance

    211 = stun resistance

    212 = cold resistance

    213 = damage shield

    214 = energy preservation

    215 = stealth

    216 = radiance (undead bane)

    217 = vampiric touch

     

    Let me know if anything is wrong, or you fill in any gaps.

  5. Okay, so they're mostly there for challenge and entertainment. Well I guess figured that out after I maxed out two ornks and tried to take on Western Morass. Though I think having oozebeasts with you could be useful.

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