View Full Version : What to enhance
an embarrassment of riches, with my new leg greaves I now have a full +10 slot free on my badge and I'm not sure what to put it towards.
My maxed enhanced skills/stats
+40 Aura
+40 Wisdom
+40 Dex
+40 Agility
+50 Spell Aiming
+3 spirit return
Stats partially enhanced
+7 con
+4 logic
+12 inf
Skills partially enhanced
2 armor
10 cm
5 moc
5 pf
12 dodge
15 as
3 miu
9 hp
7 E-lore Fire
2 spirit summoning lore
20 necromany
18 demonology
28 perception
and a smattering of remainders that aren't useful like 1 rank of picking locks etc.
What would you add +10 to?
I can't imagine anything other than invasions could ever ward you or resist your CS. If they could, you can guarantee it'd be completely exaggerated beyond belief so I wouldn't enhance that further.
If it was my character and my 10 points, I'd place it towards maneuver defence or raising my spirit or spirit regen. If you're COL spirit regen is basically raising your mana pool by up to your max mana amount.
A dwarf too, that'd be sick.
Buckwheet
04-18-2012, 04:00 PM
Since he has max aura and +3 regen already. Spirit recovery is max.
Fleh. Some sort of maneuver defence then. I don't think anything else would hit him.
Tgo01
04-18-2012, 04:02 PM
Epeen.
Kronius
04-18-2012, 04:02 PM
Learn to breathe underwater like Aquaman
Buckwheet
04-18-2012, 04:04 PM
I would go for Logic I guess.
I thought about logic but tend to take it all off after a hunt.
Wouldn't CON help with some manuevers/natural crit padding/etc? Course as a dwarf I already have a massive con, but hey, more the better.
Or I could do more PF for the manuever benefit I guess.
WRoss
04-18-2012, 05:10 PM
I thought about logic but tend to take it all off after a hunt.
Wouldn't CON help with some manuevers/natural crit padding/etc? Course as a dwarf I already have a massive con, but hey, more the better.
Or I could do more PF for the manuever benefit I guess.
Doesn't INT help with dodging?
msconstrew
04-18-2012, 05:11 PM
I would probably do MOC, actually. I see you've already got five ranks, and "they" say that's enough but the enhanced defense is nice and you get the splatter effect on ball spells.
I actually have 10 ranks of MOC (5 from skill, 5 enhanced). I'll probably get it up to 20 eventually through normal skill training.
Doesn't INT help with dodging?
First I've heard of it.
msconstrew
04-18-2012, 05:17 PM
I actually have 10 ranks of MOC (5 from skill, 5 enhanced). I'll probably get it up to 20 eventually through normal skill training.
Oh, I must've missed it.
I think the "problem" here, if you can characterize it as such, is that you don't really NEED bonuses anywhere. So just figure where they're going to help you the most (like I tend to go for straight stat bonuses if possible instead of skill bonuses because the stats affect so many different things) and do it.
WRoss
04-18-2012, 05:27 PM
The chance of an outright evasion also depends on a character's agility/intuition skill bonuses, encumbrance, and certain spells such as Mass Blur (911), Mobility (618) and Song of Mirrors (1019).
http://www.krakiipedia.org/wiki/Dodging
Not sure if you have to have dodge in the first place for that to be a case. I remember Dan posting something about it.
tallkris3
04-18-2012, 05:27 PM
I don't even wanna know how many BP you spend on recharging.
Oh, I must've missed it.
I think the "problem" here, if you can characterize it as such, is that you don't really NEED bonuses anywhere. So just figure where they're going to help you the most (like I tend to go for straight stat bonuses if possible instead of skill bonuses because the stats affect so many different things) and do it.
I agree, I like stats too, which is why I did dex & agility.
Anyone know what stat protects sheer fear? Could be good if I go to the scatter or invasions... discipline?
http://www.krakiipedia.org/wiki/Dodging
Not sure if you have to have dodge in the first place for that to be a case. I remember Dan posting something about it.
Looks like that is for dodging in the EBP system, not manuevers, still something to consider.
anyone know who owns the +15 demonology lore wrist worn from EG 06?
Currently my wrists are +15 necromancy (the other from EG 06) and +1 spirit return. If I could get that other demonology one I could put +1 spirit in my badge instead. That'd be good I think, hard to turn away a +15 bonus.
Fallen
04-18-2012, 09:15 PM
+10 mana recovery or just straight mana. You'll always use it.
Anyone know what stat protects sheer fear? Could be good if I go to the scatter or invasions... discipline?
Pretty positive it's disc
neimanz1
04-18-2012, 09:25 PM
holy crap thats insane. 200 mil plus worth of enhancive. I would probably max another stat since i think it helps more the skills
rolfard
04-18-2012, 09:51 PM
CON
WRoss
04-18-2012, 10:04 PM
holy crap thats insane. 200 mil plus worth of enhancive. I would probably max another stat since i think it helps more the skills
It makes me miss my old setup.
+40 str
+40 wis
+30 aura
+3 spirit regen
+50 THW
+41 blessing lore
a bunch of other random shit after that
Well the good thing its the badge, so its flexible, I guess I could always add discipline if I move to the rift.
With my two purchases this week, this is now my set of armor accessories. Helm, aventail, arm greaves, leg greaves. I just need a codpiece to hold my massive epeen.
Helm
As you sing, you feel a faint resonating vibration from the golden imflass helm in your hand...
The magical harmonics reveal that the head is better protected when wearing the golden imflass helm.
The helm resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 7 to Agility Bonus.
This enhancement may not be used by adventurers who have not trained 62 times.
It provides a bonus of 2 to Logic Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a bonus of 7 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a bonus of 8 to Max Mana.
This enhancement may not be used by adventurers who have not trained 22 times.
The helm looks to have a few charges remaining.
You sense that the golden imflass helm will persist after its last enhancive charge has been expended.
^^want to get it HCP
Aventail
As you sing, you feel a faint resonating vibration from the golvern aventail in your hand...
The harmonics generated tell you that the aventail serves to reduce the severity of inflicted wounds (Temp Exceptional Crit for Incredible). The magical harmonics reveal that the neck is better protected when wearing the golvern aventail.
The aventail resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 5 to Spiritual Lore - Summoning Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a bonus of 6 to Arcane Symbols Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a bonus of 7 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
The aventail looks to have a lot of charges remaining.
The aventail resonates with your voice, revealing some details of its temporary enhancement:
The aventail's enhancement will degrade when the wearer is struck in combat.
It should be able to withstand an incredible amount of uses before its enhancement has completely degraded away.
When its enhancement has degraded away, the item will lose its special ability.
You sense that the golvern aventail will persist after its last enhancive charge has been expended.
Arm Greaves
As you sing, you feel a faint resonating vibration from the vultite arm greaves in your hand...
The harmonics generated tell you that the greaves has been sanctified for use by a Cleric or Paladin in the fight against the undead. The magical harmonics reveal that arms are better protected when wearing the vultite arm greaves.
The greaves resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 9 to Influence.
This enhancement may not be used by adventurers who have not trained 18 times.
It provides a bonus of 3 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 12 times.
It provides a bonus of 5 to Max Mana.
This enhancement may not be used by adventurers who have not trained 9 times.
It provides a bonus of 5 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
The greaves looks to have several charges remaining.
You sense that the vultite arm greaves will persist after its last enhancive charge has been expended.
Leg Greaves
As you sing, you feel a faint resonating vibration from the vultite leg greaves in your hand...
The magical harmonics reveal that legs are better protected when wearing the vultite leg greaves.
The greaves resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 4 to Arcane Symbols Ranks.
This enhancement may not be used by adventurers who have not trained 28 times.
It provides a bonus of 5 to Aura Bonus.
This enhancement may not be used by adventurers who have not trained 63 times.
It provides a bonus of 2 to Armor Use Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a bonus of 3 to Constitution Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
The greaves looks to have a fair amount of charges remaining.
You sense that the vultite leg greaves will persist after its last enhancive charge has been expended.
With these recent purchases I'm going to have to rejigger things, but I think I should end up with an ear and a couple of pin slots open now, in addition to the badge slot I haven't decided what to do with.
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