Epic Weapon: Difference between revisions

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Most of the epics on Chainbreaker also grant some kind of unique bonus to your character. There are a few that still do not have their unique effects implemented, but those should be noted below.
Most of the epics on Chainbreaker also grant some kind of unique bonus to your character. There are a few that still do not have their unique effects implemented, but those should be noted below.


In addition to their unique effects, wearing a caster class epic will increase the damage and healing of their corresponding class spells by 50% (need to confirm that this actually works and to what degree the scaling is).
In addition to their unique effects, wearing a class epic will increase the damage and healing of their corresponding class spells by 50%. Class abilities, such as flying kick or backstab, will gain triple attack.
 


The damage and delay of epic weapons have been re-tuned to make them more competitive with Velious era weapons.
The damage and delay of epic weapons have been re-tuned to make them more competitive with Velious era weapons.

Revision as of 00:45, 14 August 2023

Summary

Most of the epics on Chainbreaker also grant some kind of unique bonus to your character. There are a few that still do not have their unique effects implemented, but those should be noted below.

In addition to their unique effects, wearing a class epic will increase the damage and healing of their corresponding class spells by 50%. Class abilities, such as flying kick or backstab, will gain triple attack.


The damage and delay of epic weapons have been re-tuned to make them more competitive with Velious era weapons.

Epic weapons can be equipped in their typical slots (primary or primary/secondary depending on the weapon), and can also be placed in Charm or Power Source slots to still confer their item stats and unique benefits. Epic combat effects in the Charm or Power Source slots will still proc in combat.

Weapons

  • Bard
    • Singing Short Sword | 1 handed 23 damage / 26 delay
    • Grants triple attack
    • 3 Additional Auto Twist slots for a total of 5
  • Beastlord
    • Claw of the Savage Spirit | 1 handed 19 damage / 22 delay
    • No effect yet
  • Berserker
    • Kerasian Axe of Ire
    • Every critical attack becomes a crippling blow (4x damage instead of 3x)
    • Quest Note: Speak to the Berserker in load. He requires a Jagged Blade of War, Red Scarab (that was used for the combine!!) and a Tainted Axe of Hatred (level 65 throwing axe)
  • Cleric
    • Water Sprinkler of Nem Ankh | 1 handed 28 damage / 32 delay
    • Combat Mark of Karn
  • Druid
    • Nature Walker Scimitar | 1 handed 26 damage / 30 delay
    • No effect yet. Stated intent is "snares are twice as snarey and roots don't break"
  • Enchanter
    • Staff of the Serpent | 1 handed 21 damage / 24 delay
    • Crowd control spells (mez, charm, and maybe stun(?)) are no longer level capped
    • Quest Note: Some mobs in this quest can not be charmed for a required turn in, use feign death instead. Cannot be acquired without a Monk, Necro, Shadow Knight, or Bard multi-class
  • Magician
    • Orb of Mastery | 1 handed 26 damage / 30 delay
    • Epic summoned pet does not count against subsequent pets' effectiveness
  • Monk
    • Celestial Fists | Glove slot
    • Grants triple attack for H2H
    • Grants triple attack for offensive Monk abilities
    • H2H weapon delay 16, at 60 (unsure of scaling outside of that)
    • Shields and held items are scaled with the main hand if the primary slot is empty or a hand to hand weapon type
  • Necromancer
    • Scythe of the Shadowed Soul | 1 handed 30 damage / 34 delay
    • 30% increased spell damage against targets with 3 or more detrimental effects
    • DoT damage receives a multiplicative +200% increase if the remaining DoT damage on a target would be lethal
  • Paladin
    • Fiery Defender | 1 handed 35 damage / 40 delay
    • Grants triple attack
    • Procs Wave of Life (level 39 Paladin spell)
    • Finishing move below 10% health, for all mobs except humanoid
  • Ranger
    • Swiftwind | 1 handed 18 damage / 21 delay
    • Earthcaller | 1 handed 21 damage / 24 delay
    • Grants triple attack
    • Strength used in place of Intelligence for Weapon Procs
  • Rogue
    • Ragebringer | 1 handed 22 damage / 25 delay
    • Grants triple attack
    • Grants triple attack for Backstab
    • Can Backstab from any direction, aka, Facestab
  • Shaman
    • Spear of Fate | 1 handed 26 damage / 30 delay
    • 75% Slow Clicky and Proc
    • Bonus Backstab dmg
  • Shadow Knight
    • Innoruuk’s Curse | 1 handed 40 damage / 45 delay
    • Grants triple attack
    • Finishing move below 10% and leech from it, for all mob types except undead
  • Warrior
    • Jagged Blade of War | 1 handed 36 damage / 41 delay
    • Grants triple attack
    • Crit Immunity when equipped in any slot, similar to wearing a shield in secondary
  • Wizard
    • Staff of the Four | 1 handed 26 damage / 30 delay
    • Increases direct damage by 10% and rolls the variable damage twice, taking the higher amount (nukes are lucky)
    • Quest Note: Say, 'What oil?' to the Gnome in Butcher Block to bypass the first steps of this quest.

Resources

P99 guides tend to be a good resource, see https://wiki.project1999.com/Epics.

Similarly, EQ Progression guides tend to be very close to what we have here, although not always 100%. See https://www.eqprogression.com/warrior-1-0-epic-quest/ as an example.

There are a few unique cases where either a skip is avaialable here, the mob is in a slightly different place than expected, or the normal way of interacting with the mob doesn't work (need to FD instead of enchant for a turn in, as an example). It's generally a good idea to ask in OOC if you're feeling stuck