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Статы со шмота.

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Equipment

The slot(s) used by a piece of equipment is (are) indicated in parenthesis. Listed values should be at a base of QL 10.

Stat, damage, and AC calculation for higher QL is as follows: base * sqrt(QL/10), where base is the base stats listed below.

Armor HP calculation is simply: base * QL/10.

It is unknown if QL affects slider modifiers such as the Cylinder Hat and Dawn/Dusk Chains.
Cloth Work:
Bunny Slippers: +2 AGI (8R)
Straw Hat: +5 farming (1L)
Chef's Hat: +5 cooking (1L)
Cylinder Hat: +1 Industry, +5 Charisma (1L)
Hirdsman's Cape: (no Bonus) (6R)
Lawspeaker's Hat: +10 INT, +5 CHA(1L)
Lawspeaker's Robes: +5 INT, +10 CHA (6L)
Linen Pants: Cosmetic (7L)
Linen Shirt: Cosmetic (2L)
Merchant's Robe: +10 INT, +15 CHA (6L)
Necromancer's Cloak: +5 INT (6L)
Ranger's Cape: +10 PER, +10 stealth (1L)
Ranger's Pants: +5 exploration, +5 stealth (7L)
Ranger's Shirt: +10 stealth (2L)
Toga: Cosmetic (6L)
Bandit's Mask: +3 stealth (1R)
Nettle Pants: -1 AGI, +1 unarmed combat, +2 survival (7L or 7R)
Nettle Shirt: -1 AGI, +1 unarmed combat, +2 survival (2L or 2R)
Sprucecap: +2 stealth (1L)
Leather Work:
Backpack: Increases inventory to 6x4 (6R)
Bear Cape: 300 HP, AC 0/1, +10 STR (1L and 6L)
Boar Tusk Helmet: 100 HP, AC 0/3 (1L)
Chieftain's Hat: +# CHA(1L)
Fox Hat: Cosmetic (1L)
Hide Cloak: Cosmetic (6L)
Leather Cloak: Cosmetic (6L)
Leather Armor: 100 HP, AC 1/2 (2R)
Leather Boots: 70 HP, AC 0/2 (8R)
Leather Pants: 100 HP, AC 1/2 (7R)
Newsboy Cap: Cosmetic (1L)
Poor Man's Gloves: Cosmetic (3L)
Poor Man's Belt: Cosmetic (3R)
Quiver: Holds up to 40 arrows (6R)
Ranger's Boots: 70HP AC 1/1, +5 AGI (8R)
Metal Work:
Battleaxe of the Twelfth Bay: 62 damage (base) +2 AGI (4L and 4R)
Bronze Sword: 15 damage (base) (4L or 4R)
Bronze Plate: 500 HP, AC 4/4 (2R)
Chainmail Shirt: 300 HP, AC 3/5 (2R)
Druid's Helm: 150 HP, AC 3/1 (1L)
Hirdsman's Helmet: Only usable by Hirdsmen within a village. 400 HP, AC 4/2 (1L)
Militia Sword: 10 damage (base) (4L or 4R)
Miner's Helm: Cosmetic, but can be equipped with a candle to become a light source (1L)
Pickaxe: Makes mining, rock chipping and destroying objects faster (4L and 4R)
Plate Armor: 1000 HP, AC 6/3 (2R)
Smithy's Hammer: Needed for some metalcrafting (4L or 4R)
Soldier's Helmet: 400 HP, AC 4/2 (1L)
Soldier's Sword: 20 damage (base) (4L or 4R)
Wind Blade: 10 damage (base) (4L or 4R)
Scythe: useful for harvesting (4L and 4R)
Tools:
Bone Saw: Necessary for making boards (4L or 4R)
Bow: Necessary for archery(4L and 4R)
Dowsing Rod: Needed to find well sites (4L and 4R)
Fishing Pole: Necessary for fishing (4L or 4R)
Ranger's Bow:
Saw: Makes 6 boards instead of the 4 from the Bone Saw (4L or 4R)
Stone axe: Necessary for chopping down trees and removing stumps (4L or 4R)
Jewerly:
Bear Tooth Talisman: +3 STR, +5 CHA (1R)
Monocle: +PER (1R)
Spectacles: +PER (1R)
Clothier's Timble: +DEX and +Sewing (5L + 5R, you can equip two)
Dawn Chain: +2 to Day on Day/Night slider (1R)
Dusk Chain: +2 to Night on Day/Night slider (1R)
Famliy Heirloom: +2 to Traditio on Tradition/Change slider (1R)
Forge Ring: +STR +Smithing (5L + 5R, you can equip two)
Merchant's Ring: Increases all Base Attributes (5L + 5R, you can equip two)
Occult Ring: +PSY (5L + 5R, you can equip two)
Silver for the ferryman: You dont die upon drowning, instead you lose the ring. (5L + 5R, you can equip two)
Thane's Ring: +STR +CON +MeleeCombat (5L + 5R, you can equip two)
Miscellaneous Crafts:
Clogs: HP 40, AC 0/1 (8R)
Druid's cloak: Uncraftable
Gauze: Heals up to an amount equal to 30% of your HHP over time (1L)
Shield: Enables "Block" combat maneuver (4L or 4R)
Torch: Light source (4L or 4R)

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Merchant Robe ещё должна инвентарь увеличивать


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