Moose Hide Jacket: Difference between revisions

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| slot = 2L or 2R
| slot = 2L or 2R
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{{GM|$Craft|$Cloth Making|N$ettle Shirt}}
{{GM|$Craft|$Clothes & Equipment|$Capes, Cloaks & Robes|$Moose Hide Jacket}}
[[Category:Clothing]]
[[Category:Clothing]]


A shirt made from [[Moose Hide|Moose Hides]].
A shirt made from [[Moose Hide|Moose Hides]].


{| border="1" cellpadding="3" cellspacing="0"
Can be [Gilded].
| '''Quality''' || '''Skills & Attributes'''
|-
| style="vertical-align: top;"|q10
| style="vertical-align: top;"|+10 [[Stealth]]
|-
| style="vertical-align: top;"|q40
| style="vertical-align: top;"|+20 [[Stealth]]
|}


==Notes==
==Notes==


*It can be equipped in either slot 2R or 2L or both at once if you have two, stacking the benefits received.
*It can be equipped in either slot 2R or 2L or both at once if you have two, stacking the benefits received.
*Stats are determined by q10stat*sqrt(quality/10) - rounded down for bonuses, rounded up for penalties.
*Crafted quality is determined by the average quality of the materials used, each weighing in their respective number of every type item. [[Softcap|Softcapped]] by sqrt(Sewing*Dexterity).
*Crafted quality is determined by the average quality of the materials used, each weighing in their respective number of every type item. [[Softcap|Softcapped]] by sqrt(Sewing*Dexterity).

Revision as of 18:30, 5 May 2016

Moose Hide Jacket
Moose Hide Jacket.png
Vital statistics
Size 2 x 1
Skill(s) RequiredSpecific needed skills.<br>The default skills every hearthling starts off with, Oral Tradition, Primitive Tools & Wilderness Survival), are ignored. Cloth Making
Object(s) Required Moose Hide x2, Leather x4, String x2
Slot(s) Occupied 2L or 2R
Go to Objects

Icon keyboard.pngCraft > Clothes & Equipment > Capes, Cloaks & Robes > Moose Hide Jacket

A shirt made from Moose Hides.

Can be [Gilded].

Notes

  • It can be equipped in either slot 2R or 2L or both at once if you have two, stacking the benefits received.
  • Crafted quality is determined by the average quality of the materials used, each weighing in their respective number of every type item. Softcapped by sqrt(Sewing*Dexterity).