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.)
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Formula is likely (avg.Qteeth+avg.Qhide)/2 and softcapped by sqrt(Sewing*Psyche).
Formula is likely (avg.Qteeth+avg.Qhide)/2 and softcapped by sqrt(Sewing*Psyche).
*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).


Strength bonus = 10*sqrt(quality/10). Hitpoint value = 5*quality. Armor Class = 15*sqrt(quality/10)
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:Equipment]]
[[Category:Clothing]]
[[Category:Clothing]]
[[Category:Armor]]
[[Category:Armor]]

Revision as of 21:09, 2 March 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 +25 330 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 sqrt(Sewing*Psyche).

Strength bonus = . Hitpoint value = . Armor Class =