Talk:Bandit Hilt Quest

Revision as of 23:58, 4 November 2013 by 127.0.0.1 (talk)
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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.