Help with figuring out magic items
Moderator: Trade Moderators
Help with figuring out magic items
I've just recently come back to this game after many years away and finally got house and have started to collect quite a bit of "junk". I've been ID'ing things as I go, but to be honest, I don't know what's really worth keeping. Just by browsing the forums it appears the following are worth holding onto?
Power
Vanq
Silver
Ghoul's Touch
Invis
Magic Reflect
Item ID
What else? How about Armor? I don't have a vendor or a good location for one, so keeping this stuff will be primarily for my own characters or if I get something I could stand to make decent money off of selling here.
Thanks for your time!
Power
Vanq
Silver
Ghoul's Touch
Invis
Magic Reflect
Item ID
What else? How about Armor? I don't have a vendor or a good location for one, so keeping this stuff will be primarily for my own characters or if I get something I could stand to make decent money off of selling here.
Thanks for your time!
Re: Help with figuring out magic items
Teleport, greater heal, force with high accuracy ratings, fortification and invulnerability armor/shields.
[$$$] Syndicate of Successful Salesmen
Cash, The Drunken Smith
GM Miner, Tinker, Smith, Carpenter, Tailor
Cash, The Drunken Smith
GM Miner, Tinker, Smith, Carpenter, Tailor
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Re: Help with figuring out magic items
Thunder charged
& Deamons Breath if decent wep with high number charges
also Lightning wand/staffs , although not a great seller will sell.
& Deamons Breath if decent wep with high number charges
also Lightning wand/staffs , although not a great seller will sell.
Re: Help with figuring out magic items
Thanks fooka and Sultan - got a newbie question for you...
Why lightning - training resist, interrupting/killing people on low life?
Why lightning - training resist, interrupting/killing people on low life?
Re: Help with figuring out magic items
Keep in mind...
High tactics modifier on a hard hitting weapon > GM
+25 Haliberd > GM Haliberd
However...
With no durability modifier the GM Haliberd will last longer
High tactics modifier on a hard hitting weapon > GM
+25 Haliberd > GM Haliberd
However...
With no durability modifier the GM Haliberd will last longer
- nightshark
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Re: Help with figuring out magic items
a +25 hally is actually a step below GM and significantly worse for weapons that don't hit as hardTI_Smithy wrote:Keep in mind...
High tactics modifier on a hard hitting weapon > GM
+25 Haliberd > GM Haliberd
However...
With no durability modifier the GM Haliberd will last longer
viewtopic.php?f=11&t=16757&p=147549&
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE
Re: Help with figuring out magic items
Right back at you - viewtopic.php?f=11&t=3081&view=previousnightshark wrote:a +25 hally is actually a step below GM and significantly worse for weapons that don't hit as hardTI_Smithy wrote:Keep in mind...
High tactics modifier on a hard hitting weapon > GM
+25 Haliberd > GM Haliberd
However...
With no durability modifier the GM Haliberd will last longer
viewtopic.php?f=11&t=16757&p=147549&