Defs....

by Unknown

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Unknown2006-02-07 06:03:36
What non guild skill defs can you get that are useful for bashing? I really want to know about the stat modifier ones, and if they are actually worth it. Also, is it worth it to get the rune things on armor/weapons? How long do they last and can you have multiple on each item?

Thanks
Unknown2006-02-07 07:29:07
Totems is good all around.
Unknown2006-02-07 08:39:03
You can only have one of each rune on weapons/armour they last for 1 Lusternian Day.

Skill based buffs outside of guild skills are pretty much all in HighMagic/LowMagic. HighMagic has +1 Strength and +1 Charisma. LowMagic has +1 Constitution.

Other than that there are the Karma Blessings.
Unknown2006-02-07 08:40:04
QUOTE(PercivalEdmundChang @ Feb 7 2006, 02:29 AM) 255116

Totems is good all around.

Do you read threads you post in? tongue.gif ninja.gif

I'd say mercy (health regen) and kingdom (passive clotting) enchantments, but those require jewelry.

And I'd say the armour/weapon runs help out, although they are temporary. It's been awhile since I've been a warrior so I forget the duration, but it's decent..

Other than that, I can't think of too many readily available. Someone else might be able to though.
Unknown2006-02-07 08:49:13
as for runes, they last a bit over one month as Alys said, Gukyur Duryur and Rimyur add +10 on weapon stats, Eftyur Girnyur and Genyur add +8 on armour stats and +50 for the armour status.

If I remember correctly tongue.gif
Unknown2006-02-07 08:51:37
QUOTE(KidHendrix @ Feb 7 2006, 08:40 AM) 255131

Do you read threads you post in? tongue.gif ninja.gif

I'd say mercy (health regen) and kingdom (passive clotting) enchantments, but those require jewelry.

And I'd say the armour/weapon runs help out, although they are temporary. It's been awhile since I've been a warrior so I forget the duration, but it's decent..

Other than that, I can't think of too many readily available. Someone else might be able to though.


::Rereads:: NON guild skill defs...right. Must be tired.
Sidra2006-02-07 08:52:34
QUOTE(PercivalEdmundChang @ Feb 7 2006, 12:51 AM) 255134

He asked about guildskills that give defs and stat boosts. It's the first sentence in his post. I was saying Totems is good all around for that sort of thing. You get regeneration, strength boosts, resistance to fear attacks. So on.


Actually, it says non guild skills.

Which is why you got harassed tongue.gif
Unknown2006-02-07 08:53:09
QUOTE(Sidra @ Feb 7 2006, 08:52 AM) 255135

Actually, it says non guild skills.

Which is why you got harassed tongue.gif



::Mumble::
Unknown2006-02-07 08:54:02
Was just teasing! smile.gif
Shorlen2006-02-09 05:56:43
To clarify the comment on Karma:

Beauty gives +2 CHA
Life gives +10% health (I think?)
War gives +10% damage (I think?)
Knowledge gives +2 INT


Astrology, though a guildskill, can bestow Spheres upon others - many astrologers gladly do this for money. These primarily boost stats - how much they give and how long they last depends on the alignment of the stars though, so you'll have to ask the astrology what he can give each time. Generally, they last about a hour and give +1 to a stat, though they can last as long as two hours or as short as five minutes, and they can give from +4 to a stat to -3.

Dolphin spheres raise int, Antlers spheres raise dex, Skull spheres raise con, Lion spheres raise charisma, and Crocadile spheres give physical resistance (about 10% on average). There is no sphere for strength, as there are so many other strength boosts.


There is also the Tosha quest, which gives +20% max health/mana/ego for an IC month, and the Catacombs quest which gives the same, I think.
Shamarah2006-02-15 13:34:57
Resilience, too... how has no one mentioned it yet?
Trakis2006-03-05 08:50:12
How effective is resilience though? If I'm taking 1000 a hit from a linked astral mob, what would that drop to with trans resilience?
Narsrim2006-03-05 08:52:27
QUOTE(Trakis @ Mar 5 2006, 03:50 AM) 265701

How effective is resilience though? If I'm taking 1000 a hit from a linked astral mob, what would that drop to with trans resilience?


Well, it depends. Resilience is 10% from physical damage. Most astral critters have non-physical attacks so...
Unknown2006-03-05 14:33:22
To have the max defence againce a wide ranging of denizens (best case senario) you'll want Trans Magic and, Trans Resilliance.

If you are a warrior: You'll want Trans Forging a forge up a nice set of Full Plate. (around 55% reduction in cutting/blunt damage) Then pick 1 proof to place on a cape, or buy 2 capes, one with cold, one with fire resistance (10% reduction in damage from those types of attacks)

If you are a non-warrior: You'll want to be a Trans Tailor for the differance bettween spendlor robes and greatrobes(around 30% reduction in cutting/blunt damage, and proof it up with all four magic/lightning/fire/cold) Then get capable skill in combat and get a tower shield (which can be up to another 15% reduction from cutting/blunt... I think, shields are slightly confusing)

Without Tailoring/forging your stuck with Greatrobes or Fieldplate (depending on class), which gives you something like 5-10% less damage reduction verses cutting/blunt, and for greatrobes gives you 1 less proof to work with.

Oh! Proofs only are 10%, unless placed on Splendor robes, then they count for 20%.


Edit:You can compliment your guild skills by picking a race resistant to cutting/blunt lvl3 is around 30% damage reduction last time I checked, or a race resistant to magic (furrikin) or fire or cold, or lightning, or some combinations there of. The differant damages types are pretty spred out, but physical cutting/blunt plays a big part in it. Your guild skills will give you various little boosts to certain types of damage as well.