Legacy:Bear Cape: Difference between revisions
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Formula is likely (avg.Qteeth+avg.Qhide)/2 and softcapped by Sewing. | Formula is likely (avg.Qteeth+avg.Qhide)/2 and softcapped by Sewing. | ||
*Q63 Hide + Q115 Teeth, Sewing 15, yielded Q52 Bear Cape. (Will Verify) | *Q63 Hide + Q115 Teeth, Sewing 15, yielded Q52 Bear Cape. (Will Verify) | ||
*Q83 Hide + Q130 Teeth, Sewing 50, Psy 17, yielded Q66 Bear Cape. | *Q83 Hide + Q130 Teeth, Sewing 50, Psy 17, yielded Q66 Bear Cape (and 1847 LP, at 360% LA). | ||
Sthrength bonus = 10*sqrt(quality/10). Hitpoint value = 5*quality. Armor Class = 15*sqrt(quality/10) | Sthrength bonus = 10*sqrt(quality/10). Hitpoint value = 5*quality. Armor Class = 15*sqrt(quality/10) |
Revision as of 06:15, 16 February 2011
Template:Infobox objectA cape and hood fashioned from the hide and teeth of a bear, making the wearer strong like a bear. Increases strength.
Quality | Strength | Hitpoints | Armor Class |
10 | +10 | 50 | 0/15 |
55 | +23 | 275 | 0/35 |
66 | +33 | 330 | 0/38 |
How to Acquire
Craft > Leather Working > Bear Cape
Notes
When equipped, it occupies both the cape and headwear slots.
Formula is likely (avg.Qteeth+avg.Qhide)/2 and softcapped by Sewing.
- Q63 Hide + Q115 Teeth, Sewing 15, yielded Q52 Bear Cape. (Will Verify)
- Q83 Hide + Q130 Teeth, Sewing 50, Psy 17, yielded Q66 Bear Cape (and 1847 LP, at 360% LA).
Sthrength bonus = 10*sqrt(quality/10). Hitpoint value = 5*quality. Armor Class = 15*sqrt(quality/10)