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Belt

2,361 bytes added, 15:58, 10 May 2022
Rewrote page.
<!__NOTOC__{{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-- mining some blog postslength poem that is popular amongst commoners, can be summarized later but considered a bit too "low-->brow" for the more discerning aficionado.}}'''Belts''' [[Belt]]s are equipment like boots and shirts and so on, but belts don't boost your combat abilities. Instead, '''belts attune the random-treasure system to specific skills'''items which can be equipped by all humanoid or [[Beast Forms|Beast Form]] adventurers. For instance, the ''Lucky [[Belt ]]s provide a variety of The Soldier'' attunes loot to Sword and Shield skillsbuffs. The ''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%.''* While most '''Dual-skill Belts''' are sold by NPCs like [[Joeh]], [[Marna]], and [[Echur]], certain 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%,'' but only for one skill. An equipped {{Item|Belt of the Swordsman}} 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.
Whenever you find special loot (that is, equipment whose title ==== Crafted Belt Rarity ====All belts purchased from NPCs or looted from monsters will be non-magical {{ItemRarity|Common}} Loot. All crafted belts have a chance to generate as {{ItemRarity|Uncommon}} Loot with a [[All Skills/Treasure Effects|generic treasure effect]]. The chance to craft a magical belt is colored green, blue33%, purple66%, or yellow), it has random enhancements 100% depending on it. Wearing a belt heavily skews the loot so that those difficulty of the skills indicated on the belt show up a LOT more oftenrecipe used.=== List of Belts ===
You may have trouble finding <!-- All belts are transcluded on a belt separate page. This allows parts of that covers both of page, or the skills you want entire thing, to use, but you shouldn't have trouble finding a belt that covers at least be inserted onto other pages like this one . -->{{:List of your two skills.Belts}}
=== Trivia ===The 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'' attuned loot to [[Sword]] and [[Shield]], while the ''Lucky Belt of the Ranger'' attuned loot to [[Archery]] and [[JoehAnimal Handling]] in Serbule will sell , and so on. If you were using Sword and Shield while wearing a couple ''Lucky Belt of Sword-related belts if the Ranger,'' loot you raise Favor with him. Other townsfolk in Serbule collected would be Archery and Eltibule have other belts for saleAnimal Handling, covering every combat skill. And some unusual belts are dropped from random treasurenot Sword and Shield.
====Effect On Group Loot====* 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. : -- Instead, belts give you a small bonus chance to find uncommon (green-label) loot if you are using their specific skills. If : -- 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're in the same ballpark. (It’s a grouplittle 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 these belts more useful than the first person that looks at a corpse Lucky Belts. (Other types of utility belt options will skew no doubt be added in the future.) : -- Specialized animal belts (spider harnesses and bat combat belts) no longer have any effect on loot based on what belt they're wearing.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
==Sources==* As of the [https:[Game_updates//www.kickstarter.com/projects/1045484633/project-gorgon2019-a02-new-approach20#Belt_Changes|February 20, 2019 patch]], class-specific "Lucky Belts" were renamed to-mmos/posts/985932 making Armor Pt 2simply "Belts" [[Category:Mechanics]]

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