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2) The bug introduced in [[Old Ghosts]] has been fixed, so I changed the text to reflect the current dynamic on tinkering and hilting.
2) The bug introduced in [[Old Ghosts]] has been fixed, so I changed the text to reflect the current dynamic on tinkering and hilting.
--[[User:Elije|Elije]] 13:57, October 12, 2009 (UTC)
--[[User:Elije|Elije]] 13:57, October 12, 2009 (UTC)
== Historical notes on Bandit Hilts ==
* The [[Bandit Hilt]] can be attached to loot generated Daggers (<i>[[Dagger]], [[Knife]], [[Jambiya]] or [[Khanjar]], see [[Loot#Daggers|Max Stats]]</i>), and light [[Sword]]s (<i>[[Rapier]], [[Short Sword]], [[Yaoji]], [[Simi]], or [[Spada]] see [[Loot#Swords|Max Stats]]</i>).
* You can remove a Hilt by attaching another [[Bandit Hilt]] to the weapon (although the hilt is destroyed in the process).
=== Weapon Notes ===
* For double-strike, your base skill needs to be 250+. For daggers, if your base skill is 325+, you will have triple-strike ability. Swords cannot do triple-strike.
* To multi-strike with a weapon, set your power near maximum when fighting.
* Older Tier 6 and below Bandit weapons are [[Attuned]] and [[Bonded]] once the hilt has been attached.
* Newer Tier 7 Bandit weapons are NOT [[Attuned]] or [[Bonded]] after the hilt is attached.
* All non-elemental Bandit Weapons do piercing damage when used with a shield. Without the shield all non-elemental Bandit Weapons do slashing damage except the [[Rapier]] sword which always does piercing damage.
* Elemental Bandit Weapons always do elemental damage with or without shields.
* Hilted weapons with a wield requirement of 370+ may now be tinkered either before or after hilting. Note that failing a tinker or imbue on a hilted dagger still destroys it and the hilt as well, so imbuing and tinkering before hilting is recommended.  PLEASE NOTE:  A weapon with a wield requirement of less than 370 cannot be hilted if it has already been tinkered!
* You can readily identify a high-level weapon that can be hilted because it will be [[Ivoryable]].
* The [[Lucky White Rabbit's Foot]] and [[Gem of Spectral Force]] CANNOT be applied to hiltable weapons before or after they are hilted.

Latest revision as of 23:58, 4 November 2013

I updated the notes. 1) The prior version listed a very old dynamic where double strike was 250 skill and triple was 350 skill. This was changed a long time ago to 250 base and 325 base. 2) The bug introduced in Old Ghosts has been fixed, so I changed the text to reflect the current dynamic on tinkering and hilting. --Elije 13:57, October 12, 2009 (UTC)

Historical notes on Bandit Hilts Edit

Weapon Notes Edit

  • For double-strike, your base skill needs to be 250+. For daggers, if your base skill is 325+, you will have triple-strike ability. Swords cannot do triple-strike.
  • To multi-strike with a weapon, set your power near maximum when fighting.
  • Older Tier 6 and below Bandit weapons are Attuned and Bonded once the hilt has been attached.
  • Newer Tier 7 Bandit weapons are NOT Attuned or Bonded after the hilt is attached.
  • All non-elemental Bandit Weapons do piercing damage when used with a shield. Without the shield all non-elemental Bandit Weapons do slashing damage except the Rapier sword which always does piercing damage.
  • Elemental Bandit Weapons always do elemental damage with or without shields.
  • Hilted weapons with a wield requirement of 370+ may now be tinkered either before or after hilting. Note that failing a tinker or imbue on a hilted dagger still destroys it and the hilt as well, so imbuing and tinkering before hilting is recommended. PLEASE NOTE: A weapon with a wield requirement of less than 370 cannot be hilted if it has already been tinkered!
  • You can readily identify a high-level weapon that can be hilted because it will be Ivoryable.
  • The Lucky White Rabbit's Foot and Gem of Spectral Force CANNOT be applied to hiltable weapons before or after they are hilted.