Legacy:Bear Cape: Difference between revisions

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(Take those kinds of things to the discussion pages, that's why they are there.)
m (Text replacement - "(leg(basedmg|absorbX|absorbY))" to "$2")
 
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{{Infobox_object
|xsize = 1
|ysize = 2
|skillreq = [[requires::Hunting]]
|objectsreq = [[requires::Dried Bear Hide]],
[[requires:: Bear Tooth]] x2
}}A cape and hood fashioned from the hide and teeth of a [[Bear|bear]], making the wearer strong like a bear. Increases [[Attributes#Strength|strength]].


{{infobox legmetaobj
| xsize = 1
| ysize = 2
| skillreq  = [[legacy-requires::Legacy:Hunting|Hunting]]
| objectsreq = [[legacy-requires::Legacy:Dried Bear Hide|Dried Bear Hide]], [[legacy-requires::Legacy: Bear Tooth| Bear Tooth]] x2
| slot      = 1L + 8L
| ahp    = 50
| absorbX = 0
| absorbY = 15
| statSTR = 10
}}
{{GM|$Craft|$Leather Working|B$ear Cape}}
A cape and hood fashioned from the [[Legacy:Dried Bear Hide|hide]] and [[Legacy:Bear Tooth|teeth]] of a [[Legacy:Bear|bear]], making the wearer strong like a bear. Increases [[Legacy:Strength|Strength]].


{| border="1" cellpadding="1" cellspacing="1" style="width: 400px;"
{| class="wikitable" style="text-align: center"
| style="text-align: center;"|Quality
! Quality
| style="text-align: center;"|Strength
! Strength
| style="text-align: center;"|Hitpoints
! Hitpoints
| style="text-align: center;"|Armor Class
! Armor Class
|-
|-
| style="text-align: center;"|10
| 10
| style="text-align: center;"|+10
| +10
| style="text-align: center;"|50
| 50
| style="text-align: center;"|0/15
| 0/15
|-
|-
| style="text-align: center;"|55
| 40
| style="text-align: center;"|+23
| +20
| style="text-align: center;"|275
| 200
| style="text-align: center;"|0/35
| 0/30
|-
|-
| style="text-align: center;"|66
| 90
| style="text-align: center;"|+25
| +30
| style="text-align: center;"|330
| 450
| style="text-align: center;"|0/38
| 0/45
|-
| 200
| +44
| 1000 (?)
| 0/67
 
|}
|}


==Notes==


* When equipped, it occupies both the cape and headwear [[Legacy:Equipment Screen|slots]].
* Quality Formula: <math>\frac{_{q}Skin + _{q}TeethAvg}{2}</math> and is [[Legacy:softcap|softcapped]] by <math>\sqrt[3]{Psyche*Dexterity*Sewing}</math>




==How to Acquire==
* Strength bonus = <math>10*\sqrt{\frac{quality}{10}}</math>. Hitpoint value = <math>5*quality</math>. Armor Class = <math>15*\sqrt{\frac{quality}{10}}</math>
 
 
{{Key
|C|
}}raft > {{Key
|L|
}}eather Working > B{{Key
|e|
}}ar Cape
 
 
==Notes==
When equipped, it occupies both the cape and headwear [[Equipment Screen|slots]].
 
Formula is likely (avg.Qteeth+avg.Qhide)/2 and softcapped by sqrt(Sewing*Psyche).
 
Strength bonus = <math>10*sqrt(quality/10)</math>. Hitpoint value = <math>5*quality</math>. Armor Class = <math>15*sqrt(quality/10)</math>
[[Category:Equipment]]
[[Category:Clothing]]
[[Category:Armor]]

Latest revision as of 00:57, 15 July 2018

Wiki-content.png

Legacy Haven & Hearth page.
"The RoB Wiki currently hosts information for both the current Haven & Hearth world as well as the legacy server. Please be aware that information relating to legacy should be found on pages with "legacy" in the name. While our editors have done their best to get things sorted, please be aware there may be some pages that haven't been moved properly and may still be flagged that the information is legacy and may not apply to the current world."

Just in case. There is a Legacy specific discussion page.
Bear Cape
Legacy-Bear Cape.png
Vital statistics
Size 1 x 2
Skill(s) Required Hunting
Object(s) Required Dried Bear Hide, Bear Tooth x2
QL10 Equipment Statistics
Slot(s) Occupied 1L + 8L
STR Modifier 10
Armor HP 50
Absorption X None
Absorption Y 15
Go to Legacy Objects

Icon keyboard.pngCraft > Leather Working > Bear Cape

A 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
40 +20 200 0/30
90 +30 450 0/45
200 +44 1000 (?) 0/67

Notes

  • When equipped, it occupies both the cape and headwear slots.
  • Quality Formula: and is softcapped by


  • Strength bonus = . Hitpoint value = . Armor Class =