Complete Equippable Item List
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Re: Complete Equippable Item List
Thanks LJ I guess. Haha. Okay, so I fixed some things, finished the Spell List I believe, threw in some editing, and there it is!
Still debating on the misc section...dunno yet.
Enjoy.
Still debating on the misc section...dunno yet.
Enjoy.
Re: Complete Equippable Item List
Cool. Thanks for the Spell casting formula! I've always been vaguely aware how that works, but I admit I never sat down and figured out the details - your putting hard numbers to the formulas should help a lot!dare49devil wrote:kay, so I fixed some things, finished the Spell List I believe, threw in some editing, and there it is!
If I have one suggestion, it's that you add the INT/WIS formula for spell casting in, if you can figure it out! (I'm still semi-stumped!)
For example - if it takes INT/WIS=20 to cast a Tier Three Spell at Level 1, and it takes INT/WIS=33 to cast a Tier 3 Spell at Level 6, then the INT/WIS formula for casting Tier Three Spells must be something like:
INT/WIS = 20 + 6(2.167) = 33
(or, maybe, INT/WIS = 20 + 1 + 2(6)...)
?!...
Or something like that.
I'm guessing the Tier 1 & 2 INT/WIS spell casting formulas would be similar, but with a smaller 'multiplier' factor(?!).
Anyway, just a suggestion.
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- Initiate
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Re: Complete Equippable Item List
Hello,IJBall wrote:If I have one suggestion, it's that you add the INT/WIS formula for spell casting in, if you can figure it out! (I'm still semi-stumped!)
For example - if it takes INT/WIS=20 to cast a Tier Three Spell at Level 1, and it takes INT/WIS=33 to cast a Tier 3 Spell at Level 6, then the INT/WIS formula for casting Tier Three Spells must be something like:
INT/WIS = 20 + 6(2.167) = 33
(or, maybe, INT/WIS = 20 + 1 + 2(6)...)
I just tested this: you need INT/WIS only to READ elemental/divine spells. However, you do not need int/wis to cast them - you only need the magick skill itself (means you can remove your int/wis enhancing items and still be able to cast). The OP's table is correct, in that it takes INT/WIS=20 and ele/div=11 to LEARN a Tier 3 spell. It then only takes ele/div=11 to CAST it at level 1, this increases by +4 (the y: in the table) for each level (up to a 31 of skill needed to cast Tier 3 spells at level 6).
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Re: Complete Equippable Item List
-Welcome Minttunator to the forums. Nice to see new faces! And you are correct.Minttunator wrote:I just tested this: you need INT/WIS only to READ elemental/divine spells. However, you do not need int/wis to cast them - you only need the magick skill itself (means you can remove your int/wis enhancing items and still be able to cast). The OP's table is correct, in that it takes INT/WIS=20 and ele/div=11 to LEARN a Tier 3 spell. It then only takes ele/div=11 to CAST it at level 1, this increases by +4 (the y: in the table) for each level (up to a 31 of skill needed to cast Tier 3 spells at level 6).
-Therefore, if you want to save attribute points, the least intelligence you need is, I believe, is 10. When you want to learn a new spell, equip: 2xScholar's Rings and 1xThinking Cap, and that will give +10 Intelligence + 10 base = 20 Intel.
-With Wisdom, the least needed would be 14 and then equip: 2xRing of the Wise and Priest's Cloak which would give +6 along with + 14 base gives = 20 Wisdom.
-Then just put whatever items back on that you normally use when you play the game.
-Though, you might put points in intelligence and wisdom anyway for:
- Intelligence augments Element Resistance and his ability to identify unknown items. For Magick Users, Intelligence contributes to the amount of Mana Point gains every level.Wisdom augments Disease Resistance. Wisdom is also the only attribute that can protect your character against Cursings. For Healers, Wisdom contributes to the amount of Mana Point gains every level.
Re: Complete Equippable Item List
Just wanted to say both Minttunator and dare49devil do seem to be correct about the INT/WIS issue. (See also discussion here.)
Thanks for all of your work on this, guys!
Oh, and to dare49devil's point, there is one other reason to put points into INT (not sure about WIS...):
- It adds to the number of MPs you start with, and the number of MPs you get on every level-up. (It only helps about half as much as points in PER does, but it does help...)
Thanks for all of your work on this, guys!
Oh, and to dare49devil's point, there is one other reason to put points into INT (not sure about WIS...):
- It adds to the number of MPs you start with, and the number of MPs you get on every level-up. (It only helps about half as much as points in PER does, but it does help...)
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Re: Complete Equippable Item List
Alright, so I just made a new character and gonna run through with him. With that I am going to start making that MISC. list.
Some information you can look forward to seeing are things like:
Skill Books.
And random items such as Widget, Salt, Spices with their details and such.
Also, some key quest items such as keys, notes, etc.
Some information you can look forward to seeing are things like:
Skill Books.
And random items such as Widget, Salt, Spices with their details and such.
Also, some key quest items such as keys, notes, etc.
- Dragonlady
- Illustrious
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Re: Complete Equippable Item List
Just a quick glance through the listing and didn't see this:
I just found these in the drawer in the inn in Aridill!
(3) Stone +1
Thrown Weapon
Base Damage: 1
+1 damage
Weight: 0.2 lbs
Value: 101
Never seen + stones before.
I just found these in the drawer in the inn in Aridill!
(3) Stone +1
Thrown Weapon
Base Damage: 1
+1 damage
Weight: 0.2 lbs
Value: 101
Never seen + stones before.
Sometimes the dragon wins...
Help save the earth. It's the only planet with CHOCOLATE!
Help save the earth. It's the only planet with CHOCOLATE!
Re: Complete Equippable Item List
+1 and +2 modifiers I have seen pop up on various weapons and armor.
Weapon with +1 adds 1 to damage dealt(no to hit bonus)and +100 gold value.
Weapon with +2 adds 2 to damage dealt and +300 gold value.
Yes,this is handy for melee/caster hybrids.
Armor with +1 adds to AR and a gold value increase(I don't remember how much)
Might want to just list possible modifiers instead of each item in its various state.
I have not encountered any items with multiple modifiers.It seems to be either a negative or positive modifier or a skill/stat modifier.
Rings amulets and whatnot play by other rules and I haven't found enough to know if there are any special ones about.
~John
Weapon with +1 adds 1 to damage dealt(no to hit bonus)and +100 gold value.
Weapon with +2 adds 2 to damage dealt and +300 gold value.
Yes,this is handy for melee/caster hybrids.
Armor with +1 adds to AR and a gold value increase(I don't remember how much)
Might want to just list possible modifiers instead of each item in its various state.
I have not encountered any items with multiple modifiers.It seems to be either a negative or positive modifier or a skill/stat modifier.
Rings amulets and whatnot play by other rules and I haven't found enough to know if there are any special ones about.
~John
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Re: Complete Equippable Item List
-I was thinking about going for something of that sort...Also with how much Lore is needed to ID an item...But I figured that would be too extensive. Also, the +1, +2, +3 modifiers for +damage or +armor rating can be added by the player themselves. So, really, it would be better to find an 'un-enchanted' item first, and then imbue it was +3, which is max a player can do. (actually, if you really wanna get REALLY technically, there are +4's that exist that a player CANNOT do, though I've only found three or so items like that)Damiarch wrote:Might want to just list possible modifiers instead of each item in its various state.
~John
*EDIT*
-I just started recently working on that MISC. list again...Kinda got hooked on TF2 and L4D. Hehehe.
Re: Complete Equippable Item List
Interesting enough I found a set of thieves boots +4 last night.
With so many variables for ID'ing items..Its more than likely a good idea not to bother with that part.
(xx int/wis,xx lore skill,1-6 lore spell)
Hitting level 9 opened up a bigger equipment pool for sure though.
With so many variables for ID'ing items..Its more than likely a good idea not to bother with that part.
(xx int/wis,xx lore skill,1-6 lore spell)
Hitting level 9 opened up a bigger equipment pool for sure though.
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Re: Complete Equippable Item List
-Threw up a very unfinished list to show progress...I'm still trying to figure out how to get a good layout. You see the 'odds and ends' one? I might just stick everything that has no actual use in the game in that section...But then there are items like the map, and the lantern, that do have uses...So perhaps I'll merge them all together...And put those items with semi-usefulness towards the end or something.
-This is just a very rough start. =P
-This is just a very rough start. =P
Re: Complete Equippable Item List
small diamond = 100 gps
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Re: Complete Equippable Item List
-I never finished that Misc. section. =[
Re: Complete Equippable Item List
I had never seen this before (as the last post was 2009), but it's actually very useful, despite you not having finish the misc section.
Here's a very very belated thanks for this!
Here's a very very belated thanks for this!