RE: Cool stuff and NPCs

From: Stephen McGinness <stephenmcg_at_...>
Date: Tue, 24 Aug 2004 20:37:17 +0100


> Remember that in RQ, *enchanted* iron had no effect on
> your magic - that was the point of enchanting it! HQ
> iron wrecks your magic, enchanted or not. I'm not
> surprised hardly anyone's using it.

The Uroxi with an Iron Greatsword seems to think its really good. It doubles the bonus of the weapon and adds 1/10 of the weapons magical rating if it has one. So if the greatsword had a bit of a personality - e.g The Raiding Sword 5W then the weapon would add +5+5(for being iron)+3(for being magic) to give a bonus of +13 for the greatsword - a huge incentive to use it on top of your 10W skill. A huge incentive at most ratings actually - while it does give a 13 penalty to the Uroxi's magic it gives a 13 bonus to resisting other people's magic.

> But the fabled weapons and other Cool bits - yes, it's
> a bit sad, isn't it? Presumably just down to lack of
> space. Their weapons do have names, they're just not
> recorded. And the bonuses are presumably all subsumed
> in that "warrior 10W2" keyword.

The 10W2 - if it included an iron greatsword would be 17W and if you are using iron weapons you might as well use iron armour - so iron heavy armour would be another bonus of 10 leaving the warrior rating at 7W - not particularly heroic ratings. :-)

That person would also have a 23 bonus to resist offensive magic directed at them - how fantastic!

Now if we added that 23 to the 10W2 warrior keyword then the final ability is coming out at 13W3 before adding a few weakened magical augments...

How much magic would you need to match the +23....an automatic augment of 5W11??

Stephen

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