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What are the tags for "keeper" loot?

Started by Hippo · 2024-08-08 · 5 posts · New Legacy
#0
There was brief post translating what the various NL tags for weapons and armor mean when looting corpses. I ran a fast scan of the posts here and can't find it.  Does anyone remember what the new "LEET" loot is, please?
#1
Ahh - it was Fogsbane's post on Stratics:
"I think i have these right -
i used item id but the stat reveal never 'stuck' and for each piece i had to constantly re-id cause it didn't keep being shown and i couldn't remember.

Guarding - DCI 6

Accurate - HCI 3
Surpassingly - HCI 6

Ruin - DI20
Might - DI35
#2
Hippo said:
There was brief post translating what the various NL tags for weapons and armor mean when looting corpses. I ran a fast scan of the posts here and can't find it.  Does anyone remember what the new "LEET" loot is, please?
Shields:
No prefix - DCI 3%
of Guarding - DCI 6%

Armor:
of Guarding - +6% for each resist (resist is adding for base item resist, diferent base have different base resists)

Off set (ring, bracer, necklace, back, robe, quiver, talisman):
Hit points - +1...+4
Stamina - +1...+4 (+5 only quest items/artifacts atm?)
Mana - +1...+4
(Quiver - +10% dmg modifier)

Weapons (melle and ranged)
Accurate - HCI 3%
Surpassingly Accurate - HCI 6%
Eminently Accurate - HCI 12% (only quest items/artifacts atm?)

of Ruin - DI 20% 
of Might - DI 35%
of Force - DI 50% (only quest items/artifacts atm?)

Slayers - (some artifact weapons and common musician instruments)

Spellbooks:
of Ruin - SDI 10% 
of Might - SDI 20%

P.S. I could be wrong about book numbers.
#3
TY Garrett! I know what to look for now.
#4
Garret said:
Hippo said:
There was brief post translating what the various NL tags for weapons and armor mean when looting corpses. I ran a fast scan of the posts here and can't find it.  Does anyone remember what the new "LEET" loot is, please?
Shields:
No prefix - DCI 3%
of Guarding - DCI 6%

Armor:
of Guarding - +6% for each resist (resist is adding for base item resist, diferent base have different base resists)

Off set (ring, bracer, necklace, back, robe, quiver, talisman):
Hit points - +1...+4
Stamina - +1...+4 (+5 only quest items/artifacts atm?)
Mana - +1...+4
(Quiver - +10% dmg modifier)

Weapons (melle and ranged)
Accurate - HCI 3%
Surpassingly Accurate - HCI 6%
Eminently Accurate - HCI 12% (only quest items/artifacts atm?)

of Ruin - DI 20% 
of Might - DI 35%
of Force - DI 50% (only quest items/artifacts atm?)

Slayers - (some artifact weapons and common musician instruments)

Spellbooks:
of Ruin - SDI 10% 
of Might - SDI 20%

P.S. I could be wrong about book numbers.

Funny thing is, these don't exactly match the classic bonuses. When AoS launched, weps of Ruin became 15% Damage Increase. Might was 20% Damage Increase. Force was 25%. Power was 30%. Vanquishing was 35%.
Exceptional crafted weapons were equivalent to Might.
Exceptional crafted armor was equivalent to Guarding.

Wep Damage: Ruin - Might - Force - Power - Vanquishing
Wep Accuracy: Accurate - Surpassingly Accurate - Eminently Accurate - Exceedingly Accurate - Supremely Accurate
Armor: Defense - Guarding - Hardening - Fortification - Invulnerability
Durability: Durable - Substantial - Massive - Fortified - Indestructible

Weps could have up to 5 magical attributes, which included Silver (Undead Slayer) and On Hit effects with charges. For example, a weapon "of Ghoul's Touch" had Paralyze charges (these were highly valuable in PvP). "of Mage's Bane" was Mana Drain. etc.
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