Armor Tinkering: Difference between revisions
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|bgcolor=#d0d0d0| Base Status | |bgcolor=#d0d0d0| Base Status | ||
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|bgcolor=#d0d0d0| Cost to Train | |bgcolor=#d0d0d0| Cost to Train | ||
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* Originally the [[Appraise Armor]] skill at a cost of 4 to train, 2 to specialize and a formula of Focus. | * Originally the [[Appraise Armor]] skill at a cost of 4 to train, 2 to specialize and a formula of Focus. | ||
* During the [[Repercussions]] event, when appraisal of items was removed, the skill became Armor Tinkering. | * During the [[Repercussions]] event, when appraisal of items was removed, the skill became Armor Tinkering. | ||
* Until [[Master of Arms]], Alchemy was trained for free on [[Character Races#Viamontian|Viamontians]], and on [[Character Races#Gear Knight|Gear Knights]] with [[Attribute and Skill Redistribution|changed innate abilities]]. | |||
{{Skills}} | {{Skills}} | ||
[[Category:Skill]] | [[Category:Skill]] | ||
[[Category:Trade Skill]] | [[Category:Trade Skill]] |
Revision as of 22:37, 22 August 2012
Related topics: Crafting, Tinkering, Armor Tinkering, Category:Armor Tinkering
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Armor Tinkering | |
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Description | Lets you improve the properties of armor. |
Formula | (Focus + Endurance) / 2 |
Base Status | Untrained |
Cost to Train | 4 |
Cost to Specialize | 0 - specialized via Jibril's Essence augment. |
Buffs | Armor Tinkering Expertise (Spell), Endurance (Spell), Focus (Spell) |
Debuffs | Armor Tinkering Ignorance (Spell), Frailty (Spell), Bafflement (Spell) |
Materials
Material | Modification |
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Steel | Apply this material to treasure-generated armor to increase the armor's armor level by 20. |
Alabaster | Apply this material to treasure-generated armor to increase the armor's protection against piercing by 0.2. |
Bronze | Apply this material to treasure-generated armor to increase the armor's protection against slashing by 0.2. |
Marble | Apply this material to treasure-generated armor to increase the armor's protection against bludgeoning by 0.2. |
Armoredillo Hide | Apply this material to treasure-generated armor to increase the armor's protection against acid by 0.4. |
Ceramic | Apply this material to treasure-generated armor to increase the armor's protection against fire by 0.4. |
Wool | Apply this material to treasure-generated armor to increase the armor's protection against cold by 0.4. |
Reedshark Hide | Apply this material to treasure-generated armor to increase the armor's protection against lightning by 0.4. |
Peridot* | Apply this material to treasure-generated armor to imbue the target with a +1 bonus to Melee Defense. |
Yellow Topaz* | Apply this material to treasure-generated armor to imbue the target with a +1 bonus to Missile Defense. |
Zircon* | Apply this material to treasure-generated armor to imbue the target with a +1 bonus to Magic Defense. |
* Only one imbue can be applied per piece of armor.
Notes
- Originally the Appraise Armor skill at a cost of 4 to train, 2 to specialize and a formula of Focus.
- During the Repercussions event, when appraisal of items was removed, the skill became Armor Tinkering.
- Until Master of Arms, Alchemy was trained for free on Viamontians, and on Gear Knights with changed innate abilities.
Skills | |
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Magic Skills | Arcane Lore, Creature Enchantment, Item Enchantment, Life Magic, Mana Conversion, Void Magic, War Magic |
Combat Skills | Finesse Weapons, Heavy Weapons, Light Weapons, Missile Weapons, Two Handed Combat |
Secondary Combat Skills | Dual Wield, Dirty Fighting, Recklessness, Sneak Attack, Summoning |
Defense Skills | Magic Defense, Melee Defense, Missile Defense, Shield |
Crafting Skills | Alchemy, Armor Tinkering, Cooking, Fletching, Item Tinkering, Lockpick, Magic Item Tinkering, Salvaging, Weapon Tinkering |
Miscellaneous Skills | Assess Creature, Assess Person, Deception, Healing, Leadership, Loyalty, Jump, Run |
Retired Skills |
Appraise Armor, Appraise Item, Appraise Magic Item, Appraise Weapon, Axe, Bow, Crossbow, Dagger, Gearcraft, Mace, Spear, Staff, Sword, Thrown Weapons, Unarmed Combat |