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Belt

2,044 bytes added, 15:58, 10 May 2022
Rewrote page.
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'''Belts''' are equipment like boots and shirts and so on{{Quote|source={{Item|"The Magic Belt"}}|A rollicking good tale about a bumbling oaf who finds a magic belt that makes him supernaturally strong. A book-length poem that is popular amongst commoners, but belts don't boost your combat abilities. Instead, '''belts attune the random-treasure system to specific skills''' <ref>https://www.kickstarter.com/projects/1045484633/project-gorgon-considered abit too "low-new-approach-to-mmos/posts/985932 making Armor Pt 2</ref>brow" for the more discerning aficionado. For instance, the {{belt}}[[Belt]]s are items which can be equipped by all humanoid or [[Beast Forms|Lucky Beast Form]] adventurers. [[Belt ]]s provide a variety of The Soldier}} attunes loot to Sword and Shield skillsbuffs. The {{belt|Lucky Belt Some belts increase damage from Combat Skills, raise chances of the Ranger}} attunes finding magical loot to Archery and Animal Handling, and so onor increase [[Storage|personal inventory]].
====Effect On Special Loot====* '''Dual-skill Belts''' are the most common variety of belt. These belts raise ''Base Damage Multipliers by 7%.'' An equipped {{Item|Belt of The Soldier}} will grant ''Sword Base Damage +7%'' and ''Shield Mastery Base Damage +7%.''Whenever you find special loot (that is* While most '''Dual-skill Belts''' are sold by NPCs like [[Joeh]], equipment whose title is colored green[[Marna]], blueand [[Echur]], purplecertain belts can only be found in monster loot.* Not every combination of compatible skills has a '''Dual-skill Belt.'''* '''Single-skill Belts''' raise ''Base Damage Multiplier by 10%, or yellow), it has random enhancements on it'' but only for one skill. Wearing a belt heavily skews An equipped {{Item|Belt of the loot so that those the skills indicated on the belt show up a LOT more oftenSwordsman}} will grant ''Sword Base Damage +10%.``* Most '''Single-skill Belts''' and other stat-raising belts can be crafted. [[Shamanic Infusion]] and [[Toolcrafting]] are usually used to craft belts. Note that this also affects equipment received through quest rewards!
You may ==== Crafted Belt Rarity ====All belts purchased from NPCs or looted from monsters will be non-magical {{ItemRarity|Common}} Loot. All crafted belts have trouble finding a belt that covers both of the skills you want chance to generate as {{ItemRarity|Uncommon}} Loot with a [[All Skills/Treasure Effects|generic treasure effect]]. The chance to use, but you shouldn't have trouble finding craft a magical belt that covers at least one is 33%, 66%, or 100% depending on the difficulty of your two skillsthe recipe used.=== List of Belts ===
[[Joeh]] in Serbule will sell you a couple of Sword<!--related All belts if you raise Favor with himare transcluded on a separate page. Other townsfolk in Serbule and Eltibule have This allows parts of that page, or the entire thing, to be inserted onto other belts for sale, covering every combat skill. And some unusual belts are dropped from random treasurepages like this one. -->{{:List of Belts}}
====Effect On Group Loot=Trivia ===If youThe objective of belts was changed with the 2015-12-06 patch. Before that patch belts attuned the random-treasure system to specific skills. For instance, the ''Lucky Belt of The Soldier''re in a groupattuned loot to [[Sword]] and [[Shield]], while the first person that looks at a corpse will skew ''Lucky Belt of the Ranger'' attuned loot based to [[Archery]] and [[Animal Handling]], and so on what belt they. If you were using Sword and Shield while wearing a 're wearing'Lucky Belt of the Ranger,'' loot you collected would be Archery and Animal Handling, not Sword and Shield.
==List of Lucky * In the 2015-12-06 patch notes the following information was provided:<br>: -- Belts==no longer determine the skills used by random loot. This is now determined by the skills you have active when the monster dies. The following table may be helpful : -- Instead, belts give you a small bonus chance to find uncommon (green-label) loot if you are trying using their specific skills. : -- The chance of finding uncommon loot has been increased somewhat to offset this new bonus, which means that the belt isn’t actually helping you much over the pre-patch values – the belt mostly just keeps you in the same ballpark. (It’s a little bit better than before, but not a lot.) : -- There are a few new craftable utility belts that have no effect on treasure, but instead have other benefits. Some players may find a these belts more useful than the Lucky Belts. (Other types of utility belt to complement your character buildoptions will no doubt be added in the future.) : -- Specialized animal belts (spider harnesses and bat combat belts) no longer have any effect on loot – they just have their main benefit of unlocking certain skill combinations for animal forms :-- Harry the Wolf no longer sells the belts that the Suspicious Cow also sells
<!-* As of the [[Game_updates/2019- transcluding page so that at some points the table content may be automated 02-20#Belt_Changes|February 20, 2019 patch]], class->{{:List of specific "Lucky Belts}}" were renamed to simply "Belts"
==References==<references /> [[Category:ItemsMechanics]]

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